You'd think that someone who spent a large portion of their life studying math and who has multiple degrees in the field of mathematics would be obsessed with the Mathmech theme, but I - like so many others - overlooked the deck when it was first released.  No doubt part of my obliviousness came from the deafening noise of people clamoring over Dragonmaids, but in the sets like Mystic Fighters there's bound to be a popular deck and one that lives in the shadow of the shiniest, newest object.

Thankfully, Mathmechs are a relatively simple theme to understand.  The smaller Main Deck monsters have interchangeable effects, searching either themselves or other Mathmechs with an added effect that relates to the pun in their name.  I mean, kind of. They aren't so much puns as just… mathematical descriptions of their effects? Yeah.

It's better than having card names like Mathmech Add-Em-Up-Boi, I guess.

Since Mathmechs haven't taken the competitive scene by storm and aren't expected to do so any time soon, you can't declare any version of the deck as the "best" build possible.  There's really no consensus build right now.  There are certainly some aspects you can't ignore, but the deck has a lot of room to grow.  I built a relatively straightforward version that highlights the theme's biggest strengths, so take a look at what I've been running!

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Without getting extremely pedantic and boring, Primathmech Alembertian and Primathmech Laplacian are different kinds of operators that are used in calculating mathematical relativity and time/spacial proximity.  They're like the "+" or "-" sign but a lot fancier. 

After all, math is just notation for how values both abstract and real relate to each other, and if you're still reading after this much jargon, congratulations! Your prize is my admiration.

One Plus One Might Be Three
The Main Deck Mathmechs have simple effects that relate to their name, but perhaps not in the way you think.  Mathmech Addition and Mathmech Subtraction don't affect your card economy or on-field presence in an intuitive way; instead they affect monsters on the field. Mathmech Subtraction comes in handy later after subtracting 1000 ATK points from any monster on the field, but those aren't the deck's big players.

Mathmech Division turns 1 Cyberse from the Extra Monster Zone into two monsters, and Mathmech Multiplication changes the Level of a Mathmech to 8 as a representation of 2x4.  For my non-math friends, the short explanation of Mathmech Nabla is that swapping out monsters is an expression of a derivative while Mathmech Sigma's ability to field itself for free is a nod to cumulation.

Surprisingly, all the Mathmechs are arguably pretty useful in maxed out numbers. Outside of Crusadias, there aren't many themes that really mandate or reward triplicates of every Main Deck monster, let alone one that needs them to function.  You can easily get away with running fewer copies of a few Mathmechs if you'd like to devote more space to hand traps, but their versatility and their ability to field multiple on-theme Level 4s is just too much of a factor to pass up.

While the Mathmechs don't restrict you to only summoning other Mathmechs for the rest of the turn, forcing you into Cyberse monsters does cause some problems.  Not all of the Mathmechs lock you down for the turn, but the ones you're going to use the most - Mathmech Addition, Mathmech Subtraction, and Mathmech Sigma - all push you into Cyberse summons.  You could add some other Cyberse monsters and try to out-combo your opponent with mash-ups and crazy combos, but why bother when the Mathmech Extra Deck monsters are so perfect?

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Geomathmech Final Sigma is the ultimate monster for the Mathmechs, flying by the Cyberse-only restrictions you'll quickly find yourself working under.  With a base ATK of 3000 and an ability that keeps it safe from other card effects while it's in the Extra Monster Zone, those factors alone make it a good boss monster.  It isn't as flashy as some of the bosses from other themes, but the simplicity makes it a strong contender to start.

Furthermore it doubles its own battle damage against monsters, and factoring in the Equip Spell Mathmech Billionblade Nayuta, you could easily do another 3000 damage yarding Mathmech Division.  Factor in Underclock Taker - assuming you made it during your various combos and end with Geomathmech Final Sigma in your Extra Monster Zone - you can do even more damage .  It won't be an instant OTK every day of the week, but I've geared this build to focus on Final Sigma so it happens more often than you might think.

After all, event the little things start to add up over time.  The influx of Mathmech monsters means you'll have plenty of opportunities to get to your smaller Mathmechs, and to ensure Geomathmech Final Sigma goes off without a hitch, you need some help.  Obviously, Cynet Mining and Pot of Desires thin your deck even further, but you still want greater consistency even beyond that.

Balancer Lord is an underused card, effectively a generic Double Summon for Cyberse monsters with the added benefit of Special Summoning a Cyberse when it's banished.  Thus, Gold Sarcophagus seemed like another combo piece that either baits a negation or pushes through when you need more on-field Mathmechs.

Cosmic Cyclone, Monster Reborn, Foolish Burial and SIMM Tablir act as a supporting cast to get you to Geomathmech Final Sigma and help strengthen potential OTKs. Anything you can do to push through will be helpful on your way to victory, and just in case, it's handy to have Gameciel, the Sea Turtle Kaiju for when pesky monsters with problematic effects are in your way.

Throw Em Down, See What Happens
At the root of the strategy, Mathmechs don't need much of an explanation since the monsters are so harmonious and in some respects so similar…At least if your only goal is to add 4, 4, and 4 into your Level 12 Geomathmech Final Sigma.  But the deck's more nuanced when it comes to crunch time and you don't manage to find a perfect opening hand.  It's not like you can just Normal Summon a monster and suddenly have a Level 12 on the field. At least not every time.

You need to get a little creative to ensure your plays go to plan as often as possible, so I included a few toys in the Extra Deck, all of which make Balancer Lord that much more important.  Consider starting with just Balancer Lord and any Mathmech that can Special Summon itself, like Mathmech Sigma.  You'd summon Balancer Lord and follow up with your Mathmech, then turn both your monsters into Link Disciple and Link Devotee.

Use Link Disciple's effect to tribute Link Devotee, draw a card, and summon two Tokens to get to Cyberse Wicckid. Then turn your last Token into Linkuriboh, letting you search your deck for a Tuner, namely Mathmech Nabla.

But wait! Using Cyberse Wicckid's effect banishes Balancer Lord, effectively Special Summoning Mathmech Nabla from the deck for free, meaning you'll tribute your Cyberse Wicckid to summon any other Mathmech straight from the deck and still have Balancer Lord's extra Normal Summon to work with!  Since you'll still have your Linkuriboh on board, your two-card combo of Balancer Lord plus a Mathmech makes a near indestructible monster that has the extra protection of Linkuriboh built in!

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Despite the many ways to summon Geomathmech Final Sigma, the deck does have other options. Consider Geomathmech Magma: when it destroys a monster in battle - perhaps a Gameciel that you placed on your opponent's otherwise unbeatable board - you'll pop two more cards.  Don't have anything you need to destroy?  Feel free to go into Primathmech Alembertian instead, searching your deck for any Mathmech card you might need later.

My favorite Mathmech combo's probably Mathmech Superfactorial and Primathmech Laplacian. Superfactorial lets you Xyz Summon a Mathmech on your opponent's turn as long as you have enough Mathmechs in the graveyard, and Primathmech Laplacian comes full circle, math joke included, to trip up your opponent in three dimensions: it addresses monsters on their field, spells and traps on their field, and cards in their hand.  It's quite devastating.

The only card that probably seems weird here is SIMM Tablir, which I snuck in without much explanation.  Obviously the Normal Summon's very popular in Mathmechs, but sometimes you just need more monsters on board to help you play out of a weaker opening hand or a counter from your opponent.

Summon a Cyberse monster, go into Link Disciple and throw down SIMM Tablir. You'll have basically the same combo from earlier, or with a different opening hand Tablir can trigger Cyberse Wicckid.  It can even get back a monster you pitched with Cynet Mining.  Instead of forcing three copies of every Mathmech into the deck, SIMM Tablir adds some flexibility and and some variation!

Just remember: beat your opponents before they beat you.

-Loukas Peterson

Loukas Peterson lives in Nashville, Tennessee, hoping one day to run in 5th Congressional District on the platform of "Fabled Link Monsters for Everyone."  You can find him on Twitter or building a bonfire in his backyard to attract the local wildlife for an audience with his ukulele. Hailed as the only person capable of cooking Minute Rice in 56 seconds, Loukas is always looking at expanding his backyard to house every dog in the world without a home. Well, and those with homes already.