Notes & Combos
Pretty basic mathmech list but heres some of my personal takes:
One Superfactorial is enough, you aim to win games fast so you rarely ever need a second one. 3 zyz monsters is the magic number, I like the second Laplacian but it could easily be a second Alembertian instead. The main point is that running a third xyz gives you a potential Diameter negate on turn 3, which comes up a lot. Heatsoul + second Splash Mage is a package for an alternative turn 1 if you get interrupted. Not even remotely neccessary to run but it gives the deck flexibility. Addition and Subtraction help you play through interruption, not once have I regretted running max copies. Parallel Exceed is amazing and I would play 4 if I could.






























