Notes & Combos
I felt bad playing Exodia floodgate turbo, which relied on going first, so I followed up with a blind second deck instead (I had my 11 wins, but only 2 were going second and I wanted more for the missions). I ended up 10-2 (should be 11-1 but I shame scooped after I accentally right clicked instead of Fuwaing them).
This deck is the 15 best hand traps, the 5 best board breakers, and the best cyberse starters/extenders with minimal bricks. Mulcharmies and Nibiru punsish combo decks and you don't have to worry about their fuwa because you're going second. Veiler and Imperm can also make their board managable.
The cyberse cards are fairly self explanitory. With only 11 good starters, I would normally hesitate, but it is okay going second with drawing 6 to start (and a charmie cycle to help sometimes). In the extra deck, I used every card, double linguriboh is very good, may be worth cutting aggregator for a 3rd honestly. Just being a link 1 to trigger wicckid or dark templar is very good and it plays through traps well.
The big weakness of the deck is that almost every extender requires a link monster on field, so if they just destroy your first normal summon before you link, it can sometimes stop your plays. Since there isn't Mathmech or Maliss, cyberse doesn't have a good way to start plays other than the normal summon. Once you have 1 body on board though, you can seach and link climb to whatever. This is why I was considering adding in A.I.dle reborn or some other reborn cards. Maybe instead of Gatchiri.
Allied code/Terahertz package isn't necessary, but I did have one game where I couldn't quite kill them, so these up as some form of interaction in a simplified state sealed the win.


































