Code Talker

Master I from on January 27th, 2024
cp-ur 540 + cp-sr 540
43 cards

Notes & Combos

Code Talker Mathmech Terahertz Version.

1 card combo ends on Accesscode/Heatsoul + Transcode + Terahertz + Superfact + Conflict.

I usually ended on Accesscode, but you can play around super polymerization by ending on heatsoul in EMZ instead if you want.

I play this version because it has a good droll play, can play high non engine ratios because of so many 1 card combos, ends on a stronger board than mathmech, and can use terahertz + multi otk line.

The RNG on this climb was extremely bad. Probably the worst I have ever experienced. I had coin flip loss streaks at the start of ranks 6+ times, including twice in M2. I was on around 25% flip win rate for 100+ games. But it wasn't even just flips, I had extremely bad Maxx "C" RNG on top of this. The few times I got to go first I was hit with Maxx "C" without an out.

Originally I was on 3 maxx, 3 droll, 2 nib, but the format started shifting to being mostly branded and labrynth so I changed it to this line-up to counter them. I wasn't seeing enough super heavy samurai to justify being on droll anymore and I don't play it as a crossout target because the deck can win through droll pretty consistently.

I only played 1 Maxx "C" because there was too much risk of the card not resolving. I had to go 2nd a lot and if it doesn't resolve I just auto lose the game and I don't like that. I would rather have a better probability of cards going through to give me a chance more often. While Crow and Belle aren't as powerful, they resolve more consistently, are better as a 6th card, and hit branded and labrynth well.

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Replays

YouTube: https://www.youtube.com/lifepointaker

Guide: https://youtu.be/tHy2Ki-KmcI?si=3LPueqAeRzYS5BpC