Notes & Combos
I think going for heatsoul and playing 17 hand traps is better right now than playing devotee. You need to consistently open 2 hand traps to beat Spright going second. The probability of seeing 2 hand traps in a 43 card build with 17 hand traps is almost 20% higher than a 40 card build with 12 hand traps. Final Sigma is good, but it doesn't fit what this build is trying to do. You don't want to draw multiplication.
Circular + an extender allows you to make Laplacian on your turn. This is important because it makes it very difficult for the opponent and you have a lot more card advantage after you heatsoul.
Light Dragon came up in a decent amount of games. It helps you bait negates and can force out Zeus without taking your normal summon. Light dragon + ghost ogre outs 4 material zeus. It is also a part of the Zeus line that lets you play through Gozen (Circular > Diameter > Light Dragon > Zeus).
When you are playing this many hand traps I think it is important to play Nibiru even though there will be games where it will be dead. It wins a lot of games by comboing with other hand traps. Belle is important to play in mathmech to protect against called by on superfactorial and helps your hand traps resolve more consistently.
1 card combo ends on superfactorial + diameter follow-up + heatsoul
2 card combo ends on superfactorial + Lapcian rip + heatsoul
3 card combo ends on superfactorial + Lapacian rip + diameter follow-up + heatsoul






























