love the content, im new and only play on master duel so i learn a lot from the commentary. i wanted to see singularity+tera combo with only circular and hydra, you mentioned it on the other video and i dont really get it.
Oh definitely, I'm capped at 30 fps for the recording RIP and it dips while recording. I'll look into finding a way to make it less rough, there's likely an OBS setting I'm not aware of!
@@MathmechGrinder and even if there isn´t, it really doesnt distract from the commentary/gameplay which is the most important part imo c: also a bit more of a general question: what are your thoughts on the micro coder package, seems like quite a few people run it these days
Noted! I've been off the coder package for awhile. It's the best way to protect superfactorial from hate like Bystials and Belle but one way around that is to make a bigger board that doesn't need Superfactorial to resolve. This could be the Singularity + Tera board or I:P -> S:P + Tera. I'll showcase the S:P combo sometime next month. The other way around that is people stop playing Belle and Bystials too haha, which is almost true outside of Superheavy Samurai and Branded. Another thing is that main deck slots are valuable when you run handtraps. Handtraps are not good until you play a lot of them (13 is what I consider a minimum but you definitely need more vs decks like Snake Eye to deal with them opening more than 1 starter). So when you devote 2 slots (Coder + Conflict) for a combo that works best going 1st it also has the effect of making your going 2nd strategy (handtraps) weaker. The other thing is that micro coder combos are slightly more vulnerable to imperm/veiler if your opponent holds them. You use Terahertz to send Micro Coder but you can't use Splash until after Transcode revives Splash. That means they can hold Imperm/Veiler for Transcode and you lose Splash revive for later, leaving you with 2 monsters (Transcode & Link Decoder) that can't go into Terahertz. Maybe I can make a video on this to make this clear!
@@MathmechGrinder thank you very much for the detailed explanation, very much appreciated ! and it makes a lot of sense when you explain it like that, i´ll try your current list when i pick mathmech back up :3
this kind of video is super fun to watch honestly, and i dont even play mathmech much these days :3
love the content, im new and only play on master duel so i learn a lot from the commentary. i wanted to see singularity+tera combo with only circular and hydra, you mentioned it on the other video and i dont really get it.
Thank you! Hearing you learn from my yapping means a lot 😊
I will showcase the Circular only combo when I next get a chance!
fps seems a bit choppy tho, not sure if thats on my end
Oh definitely, I'm capped at 30 fps for the recording RIP and it dips while recording. I'll look into finding a way to make it less rough, there's likely an OBS setting I'm not aware of!
@@MathmechGrinder and even if there isn´t, it really doesnt distract from the commentary/gameplay which is the most important part imo c: also a bit more of a general question: what are your thoughts on the micro coder package, seems like quite a few people run it these days
Noted! I've been off the coder package for awhile. It's the best way to protect superfactorial from hate like Bystials and Belle but one way around that is to make a bigger board that doesn't need Superfactorial to resolve. This could be the Singularity + Tera board or I:P -> S:P + Tera. I'll showcase the S:P combo sometime next month.
The other way around that is people stop playing Belle and Bystials too haha, which is almost true outside of Superheavy Samurai and Branded.
Another thing is that main deck slots are valuable when you run handtraps. Handtraps are not good until you play a lot of them (13 is what I consider a minimum but you definitely need more vs decks like Snake Eye to deal with them opening more than 1 starter). So when you devote 2 slots (Coder + Conflict) for a combo that works best going 1st it also has the effect of making your going 2nd strategy (handtraps) weaker.
The other thing is that micro coder combos are slightly more vulnerable to imperm/veiler if your opponent holds them. You use Terahertz to send Micro Coder but you can't use Splash until after Transcode revives Splash. That means they can hold Imperm/Veiler for Transcode and you lose Splash revive for later, leaving you with 2 monsters (Transcode & Link Decoder) that can't go into Terahertz. Maybe I can make a video on this to make this clear!
@@MathmechGrinder thank you very much for the detailed explanation, very much appreciated ! and it makes a lot of sense when you explain it like that, i´ll try your current list when i pick mathmech back up :3
I love this content
Happy to deliver! There's more on the way
@@MathmechGrinder why you look the log when play?
Weakest cyberse enjoyer (Positive)