The definitive WIND Synchro combo deck.

The archetypal stuff

0x Block-n-Roll
Token is nice but there is no way to put this thing on the field. It's a winmore brick in every sense.
Lv4 WIND Machine/Effect 1000/1800
If this card is sent to the GY as Synchro Material: You can Special Summon 1 "Speedroid Token" (Machine/WIND/ATK 0/DEF 0) with a Level equal to the original Level of the Synchro Monster that used this card as material. You can only use this effect of "Speedroid Block-n-Roll" once per turn.
1-3x CarTurbo
Playable extender, and the only Tuner that you actually want to see in your hand.
Lv3 WIND Machine/Tuner/Effect 800/1200
If you control a WIND monster: You can Special Summon this card from your hand, also you cannot activate monster effects for the rest of this turn, except WIND monsters. You can banish this card and 1 "Speedroid" monster from your GY; all WIND monsters you currently control gain 800 ATK until the end of this turn. You can only use each effect of "Speedroid CarTurbo" once per turn.
3x Colonel Clackers
Quite a good card. Requiring setup is annoying, but it lets you set up Wing Synchron and that gets you through a lot of combo lines. On later turns you just scale a spare Marble and get to start pending things.
Lv2 WIND Machine/Pendulum/Effect 200/1800 Sc8
P: You can banish 1 "Speedroid" card from your GY; place 1 "Speedroid" Pendulum Monster from your Deck in your Pendulum Zone, also you cannot Special Summon for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Colonel Clackers" once per turn.
M: If this card on the field is destroyed by battle or card effect: You can Special Summon 1 "Speedroid Colonel Clackers" from your hand, Deck, or GY as a Tuner. If your "Clear Wing" monster battles while this card is face-up in your Extra Deck, during damage calculation: You can banish this card, and if you do, that monster gains 700 ATK. You can only use each monster effect of "Speedroid Colonel Clackers" once per turn.
1-2x Den-Den Daiko Duke
A necessary brick. 1 vs 2 is heavily debated, try both and run whichever you find fits.
Lv3 WIND Machine/Tuner/Effect 1000/1000
You can banish this card from your GY; Special Summon 1 "Speedroid" Tuner from your hand or GY, except "Speedroid Den-Den Daiko Duke". You can only use this effect of "Speedroid Den-Den Daiko Duke" once per turn.
0x Dominobutterfly
Recycling banished cards is nice in theory, but it's another brick and needs discards. Clackers scale this is not a very good play because that'd be Turn 3 at best and lock you out of pend summoning anything.
Lv2 WIND Machine/Pendulum/Tuner/Effect 100/300 Sc8
P: You cannot Pendulum Summon monsters, except WIND monsters. This effect cannot be negated. You can discard 1 WIND monster, then target 1 of your banished WIND monsters; add it to your hand. You can only use this effect of "Speedroid Dominobutterfly" once per turn.
M: Cannot be used as a Synchro Material, except for the Synchro Summon of a WIND Dragon or Machine-Type Synchro Monster. If this card, Special Summoned from the Extra Deck, is used as a Material for a Synchro Summon, banish it.
1x Double Yoyo
Another necessary brick. Usually used to fix the result of RBS so that the randomness doesn't matter
Lv4 WIND Machine/Effect 1400/1400
When this card is Normal Summoned: You can target 1 Level 3 or lower "Speedroid" monster in your GY; Special Summon it.
0-1x Fuki-Modoshi Piper
Prosperity is pretty cool and excavating blowout side cards always feels nice but at the end of the day it's yet another brick, it gets awkward to resolve for large numbers through interaction, and 4 is a bit of an awkward Level.
Lv4 WIND Machine/Tuner/Effect 1000/1000
If this card is Normal or Special Summoned: You can excavate cards from the top of your Deck equal to the number of other WIND monsters you control, add 1 excavated card to your hand, also place the rest on the bottom of your Deck in any order. You can banish this card from your GY, then target 1 Level 3 or higher WIND monster you control; reduce its Level by 2. You can only use each effect of "Speedroid Fuki-Modoshi Piper" once per turn.
0x Gum Prize
Bad.
Lv1 WIND Machine/Tuner/Effect 0/800
During the Battle Phase, if you take battle or effect damage: You can Special Summon this card from your hand. During either player's Battle Phase in which this card was Special Summoned by its effect, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only WIND monsters you control, including this card. If this card is sent to the Graveyard as a Synchro Material: You can send the top card of your Deck to the Graveyard, and if the sent card was a "Speedroid" monster, the Synchro Monster that used this card as Synchro Material gains 1000 ATK.
0-1x Hexasaucer
Another mediocre way of recycling banished cards. Falls into similar territory as Domino.
Lv4 WIND Machine/Pendulum/Effect 100/1600 Sc6
P: You can target 1 of your WIND Synchro Monsters that is banished or in your GY; return it to the Extra Deck. You can only use this effect of "Speedroid Hexasaucer" once per turn.
M: Both players take any battle damage from attacks involving this card. Any battle damage from battles involving this card is halved. If this card is destroyed in the Pendulum Zone: You can Special Summon 1 face-up "Speedroid" Pendulum Monster from your Extra Deck.
0x Horse Stilts
This really just doesn't do much. Everything you run is either a brick or can summon itself; therefore the only instance Stilts will be useful is making bricked hands playable... except any other extender would do the same thing. The GY effect is the only thing that kind of comes close to redeeming it, and even that requires you to wait a turn.
Lv4 WIND Machine/Effect 1100/1100
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Speedroid" monster from your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; send 1 WIND monster from your Deck to the GY. You can only use this effect of "Speedroid Horse Stilts" once per turn.
0x Maliciousmagnet
If you want to run this you play a dedicated blind second build with Kaijus and the like. Too unreliable to maindeck in a standard build.
Lv1 WIND Machine/Tuner/Effect 0/0
Cannot be used as Synchro Material except for a Synchro Summon by its own effect. During your Main Phase, if this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster using only this card you control and that monster. You can only use this effect of "Speedroid Maliciousmagnet" once per turn.
3x Marble Machine
The deck's best Normal Summon.
Lv2 WIND Machine/Pendulum/Effect 200/100 Sc1
P: Once per turn, when your Defense Position monster is targeted for an attack: You can change it to face-up Attack Position, also it cannot be destroyed by battle this turn (even if this card leaves the field).
M: When this card is Normal Summoned: You can activate this effect; add 1 "Speedroid" monster from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Marble Machine" once per turn.
0x Menko
Bad.
Lv4 WIND Machine/Effect 100/2000
When an opponent's monster declares a direct attack while this card is in your hand: You can Special Summon this card in Attack Position, and if you do, change all face-up monsters your opponent controls to Defense Position.
0x Ohajikid
Bad.
Lv3 WIND Machine/Effect 1000/200
When this card is Normal Summoned: You can target 1 Tuner monster in either player's Graveyard; Special Summon it to your side of the field, and if you do, immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster, using that monster and this card only.
0x Pachingo-kart
Bad.
Lv4 WIND Machine/Effect 1800/1000
Once per turn: You can discard 1 Machine-Type monster, then target 1 monster on the field; destroy it.
0x Passinglider
Never worth it. Scale effect requires you to either open a brick or search it and then discard it for this instead of Scratch or Wheel or just searching a good card instead.
Lv5 WIND Machine/Pendulum/Effect 2200/2000 Sc3
P: Once per turn: You can send 1 "Speedroid" Tuner from your hand or face-up from your field to the GY; increase or reduce (min. 1) this card's Pendulum Scale by the original Level of the sent monster until the end of this turn.
M: If there are no monsters on the field, you can Special Summon this card (from your hand). You can only Special Summon "Speedroid Passinglider" once per turn this way. When this card is Tribute Summoned: You can target 1 Level 4 or lower "Speedroid" monster in your GY; Special Summon it. Your opponent's monsters cannot target "Speedroid" monsters for attacks, except this one.
0x Razorang
Bad.
Lv4 WIND Machine/Effect 2000/0
Cannot attack the turn it is Normal Summoned. Once per turn: You can target 1 face-up monster on the field; change this card to Defense Position, and if you do, that target loses 800 ATK until the end of this turn.
1x Red-Eyed Dice
Makes all the plays possible.
Lv1 WIND Machine/Tuner/Effect 100/100
When this card is Normal or Special Summoned: You can target 1 "Speedroid" monster you control, except "Speedroid Red-Eyed Dice", and declare a Level from 1 to 6; it becomes that Level until the end of this turn.
0-1x Rubberband Plane
Not the worst possible extender but it's not particularly great either. Level 5 is a bit awkward and it doesn't summon itself by itself.
Lv5 WIND Machine/Effect 1800/0
If a monster is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Rubberband Plane" once per turn. If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; it loses 600 ATK until the end of this turn.
0x Skull Marbles
Very bad.
Lv7 WIND Machine/Effect 0/3000
Once per turn, during the Standby Phase, if your opponent controls a face-up monster that was Special Summoned from the Extra Deck: You can Special Summon this card from your hand. Cannot be destroyed by battle with a Normal Summoned/Set monster. Your opponent takes any battle damage you would have taken from battles involving this card. You can only use this effect of "Speedroid Skull Marbles" once per turn. If you control a face-up monster that is not a "Speedroid" monster, destroy this card.
3x Taketomborg
Incredible card 10/10 no notes. Best extender in the deck.
Lv3 WIND Machine/Effect 600/1200
If you control a WIND monster, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Speedroid" Tuner from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only Special Summon "Speedroid Taketomborg(s)" once per turn.
3x Terrortop
Another incredible card.
Lv3 WIND Machine/Effect 1200/600
If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop". You can only use this effect of "Speedroid Terrortop" once per turn.
0x Tri-Eyed Dice
Way too gimmicky to legitimately consider.
Lv3 WIND Machine/Tuner/Effect 300/1500
During your opponent's turn: You can banish this card from your Graveyard; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect).
1-3x Ultra Hound
A good NS, but has lost value post-SUDA because Marble search has become more valuable to access Clackers.
Lv3 WIND Machine/Effect 800/800
When this card is Normal Summoned: You can send 1 "Speedroid" card from your Deck to the GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Speedroid" monster in your GY; shuffle it into the Deck, and if you do, Special Summon 1 "Speedroid" Synchro Monster from your Extra Deck with the same Level but a different name, but negate its effects. You can only use this effect of "Speedroid Ultra Hound" once per turn.
1x Wing Synchron
Overbalanced to hell and back but a necessary addition to the deck.
Lv5 WIND Machine/Pendulum/Effect 1500/1000 Sc4
P: Once per turn: You can destroy both this card and 1 Level 2 WIND Pendulum Monster Card in your Pendulum Zone, and if you do, Special Summon 1 "Clear Wing Synchro Dragon" from your Extra Deck (this is treated as a Synchro Summon), also, for the rest of this turn, cards in your Pendulum Zone cannot be destroyed by card effects, also you cannot Special Summon, except WIND monsters.
M: If this card is added to the Extra Deck face-up and there are 2 or more different Monster Types among the WIND Synchro Monsters you control: You can send 1 "Speedroid" Spell/Trap from your Deck to the GY. You can only use this effect of "Speedroid Wing Synchron" once per turn.
0x Hi-Speed Re-Level
Bad.
Normal Spell
Banish 1 "Speedroid" monster from your Graveyard, then target 1 Synchro Monster you control; until the end of this turn, change its Level to the banished monster's Level, and it gains ATK equal to that monster's Level x 500.
0x Shock Surprise
Removing resources to break an opponent's board after committing said resources is not a good play.
Normal Spell
Banish up to 2 "Speedroid" monsters from your Graveyard, then target that many cards on the field; destroy them.
0-3x Speed Recovery
In a vacuum this is a very powerful card, but in practice it's often winmore and not the best extender. Feel free to play some matches with it and see how it works for you.
Normal Spell
Target 1 "Speedroid" monster in your GY; Special Summon it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Speedroid" monster in your GY; add it to your hand.
0x Speedlift
You should never be able to meet thing's activation requirement if you're playing right. Even if you specifically route to include this, it doesn't make youre lines any better.
Quick-Play Spell
If you control exactly 1 Tuner and no other monsters: Special Summon 1 Level 4 or lower "Speedroid" monster from your Deck. Neither player can activate cards or effects when that monster is Special Summoned.
1-3x Speedroid Scratch
At least 1 copy is required in order to make a number of combo lines work. Of the three "-1 searchers", however, it's not particularly outstanding.
Normal Spell
Send 1 "Speedroid" card from your hand to the GY; add 1 "Speedroid" monster from your Deck to your hand. You can only activate 1 "Speedroid Scratch" per turn.
0-3x Wheel
Discard to have a chance to summon 2 negated bodies isn't super great. Some people choose to simply not play this at all and aren't much worse off for it.
Quick-Play Spell
Discard 1 card; roll a six-sided die, then Special Summon, from your hand and/or Deck, 1 or 2 "Speedroid" monsters whose total Levels equal the result, but negate their effects. If you do not Special Summon, you lose LP equal to the result x 500. You can only activate 1 "Speedroid Wheel" per turn.
0x Dice Roll Battle
Bad.
Normal Trap
When an opponent's monster declares an attack: Target 1 "Speedroid" monster in your Graveyard; banish both it and 1 "Speedroid" Tuner monster in your hand, and if you do, Special Summon from your Extra Deck, 1 Synchro Monster whose Level equals the total original Levels of those 2 monsters. During your opponent's Battle Step: You can banish this card from your Graveyard, then target 1 face-up Attack Position Synchro Monster on each side of the field; make that face-up Attack Position monster your opponent controls attack that monster you control, and perform damage calculation.
0x Re-dyce-cle
Has one gimmicky application - Foolish Burial Goods to make Kitedrake during your opponent's turn.
Normal Trap
Target 1 "Speedroid" Tuner monster in your Graveyard; Special Summon it, but its effects are negated, also roll a six-sided die, and its Level becomes the result until the end of this turn. You can banish this card from your Graveyard; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster, using monsters you control including a "Speedroid" Tuner monster.
0-1x Clear Wing Wonder
Pop 1-2 is fine, but its GY effect is what will come up more often - it "refreshes" one of your dragons' negates since none of them are hard once per turn (except Fast).
Normal Trap
Target cards your opponent controls up to the number of different Monster Types among the WIND Synchro Monsters you control; destroy them. If your opponent Special Summons a monster(s): You can banish this card from your GY, then target 1 WIND Synchro Monster you control; banish it, then return it to the field. You can only use this effect of "Speedroid Clear Wing Wonder" once per turn.
1x Dupligate
Extender brick. Send it off Wing Synchron, or more commonly Hound.
Normal Trap
Banish 1 WIND monster from your GY, then target 1 card your opponent controls; return it to the hand. During your Main Phase, if this card is in your GY: You can target 1 Level 2 or higher "Speedroid" monster you control; reduce its Level by 1, and if you do, Special Summon this card as a Normal Monster (Machine/Tuner/WIND/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) You can only use this effect of "Speedroid Dupligate" once per Duel.
1-2x Rubber Band Shooter
Does a lot to help the deck. The randomness can be a pain at times but usually you'll be able to path your lines to alleviate it.
Link-2 WIND Machine/Link/Effect 1000 DL/DR
2 WIND monsters
During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 WIND monster, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can banish 1 WIND Synchro Monster from your Extra Deck; reveal 2 "Speedroid" monsters with different names from your Deck whose total Levels equal the Level of that Synchro Monster, your opponent randomly picks 1 for you to add to your hand, and you send the other to the GY. You can only use each effect of "Hi-Speedroid Rubber Band Shooter" once per turn.
1-2x Cork Shooter
Another very good card. Gives you your only way of accessing the backrow, or summons two back to use Dice effect again.
Lv3 WIND Machine/Synchro/Tuner/Effect 500/1000
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate 1 of these effects;
● Add 1 "Speedroid" Spell/Trap from your Deck to your hand.
● If all materials that were used for the Synchro Summon of this card were "Speedroid" monsters, and are all in your GY, Special Summon all of them.
You cannot Special Summon monsters the turn you activate this effect, except WIND monsters. You can only use this effect of "Hi-Speedroid Cork Shooter" once per turn.
0-1x Puzzle
An option if you find yourself wanting to banish a Level 4 off RBS. The recursion effect is pretty solid if you find yourself ever summoning it, but that doesn't come up much unless you specifically route for it.
Lv4 WIND Machine/Synchro/Effect 1300/1600
1 Tuner + 1 or more non-Tuner monsters
At the start of the Damage Step, if this card battles a Special Summoned monster: You can make this card's ATK become double its current ATK until the end of the Damage Step. Once per turn, during the End Phase, if this card is in the Graveyard because this Synchro Summoned card was sent there from the field this turn: You can target 1 "Speedroid" monster in your Graveyard, except "Hi-Speedroid Puzzle"; add it to your hand.
0-1x Chanbara
OTK machine. Less needed post-SUDA since you have more access to Rider and just larger bodies in general.
Lv5 WIND Machine/Synchro/Effect 2000/1000
1 Tuner + 1+ non-Tuner monsters
This card can make a second attack during each Battle Phase. At the start of the Damage Step, if this card battles: It gains 200 ATK. If this card is sent to the GY: You can target 1 of your banished "Speedroid" cards; add it to your hand. You can only Special Summon "Hi-Speedroid Chanbara(s)" once per turn.
1x Glider #2
Summons back Clear Wing and makes OSD. The Level increase adds a funny form of disruption to your endboard, too.
Lv5 WIND Machine/Synchro/Tuner/Effect 1600/2200
1 WIND Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 non-Tuner Level 7 or lower WIND Synchro Monster in your GY; Special Summon it. If your opponent Special Summons a monster(s) and you control a "Clear Wing" monster: You can banish this card from your GY; increase the Levels of all face-up monsters your opponent currently controls by 5. You can only use each effect of "Hi-Speedroid Glider #2" once per turn.
1x Hagoita
Old reliable Crystal Wing maker. It coming back every turn is good, there's not much to say.
Lv5 WIND Machine/Synchro/Effect 2000/1000
1 Tuner + 1 or more non-Tuner monsters
During either player's turn: You can Tribute this card; increase the Levels of all monsters currently on the field by 1, until the end of this turn. If this card is in your Graveyard and you control a "Speedroid" Tuner monster: You can Special Summon this card, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Hi-Speedroid Hagoita" once per turn.
0-1x Kendama
A Level 6 option that's a time wincon.
Lv6 WIND Machine/Synchro/Effect 2200/1600
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only use each of the following effects of "Hi-Speedroid Kendama" once per turn.
● You can banish 1 Machine-Type monster from your Graveyard; inflict 500 damage to your opponent.
● If this card is in your Graveyard and you control no cards: You can Special Summon this card. You cannot Normal Summon/Set the turn you activate this effect.
0-1x Clear Wing Fast Dragon
Good effect and you can actually pend summon it now.
Lv7 WIND Dragon/Synchro/Pendulum/Effect 2500/2000 Sc4
P: You can send 1 face-up "Speedroid" Tuner and 1 face-up non-Tuner monster you control to the GY, whose total Levels equal 7; Special Summon this card from your Pendulum Zone. You can only use this effect of "Clear Wing Fast Dragon" once per turn.
M: (Quick Effect): You can target 1 face-up monster your opponent controls that was Special Summoned from the Extra Deck; until the end of this turn, change its ATK to 0, also negate that face-up monster's effects. You can only use this effect of "Clear Wing Fast Dragon" once per turn. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
1-2x Clear Wing Synchro Dragon
The og. No it does not negate Nibiru.
Lv7 WIND Dragon/Synchro/Effect 2500/2000
1 Tuner + 1+ non-Tuner monsters
Once per turn, when another Level 5 or higher monster activates its effect on the field (Quick Effect): You can negate the activation, and if you do, destroy it. Once per turn, when a monster effect is activated that targets 1 Level 5 or higher monster on the field (and no other cards) (Quick Effect): You can negate the activation, and if you do, destroy it. If this card's effect destroys a monster, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn.
1-2x Crystal Wing
Classic boss monster. You no longer have to put out 2 of these, but 1 is still a staple.
Lv8 WIND Dragon/Synchro/Effect 3000/2500
1 Tuner + 1+ non-Tuner Synchro Monsters
Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.
1x Kitedrake
Absolutely crazy going second card (if you can get to it). Float triggers when sent from anywhere in your possession, e.g. it will still trigger off an opponent's Dogmatika Maximus, or if its summon gets Judgmented.
Lv8 WIND Machine/Effect 3000/2800
1 WIND Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate 1 of these effects;
● Destroy all other cards on the field.
● Negate the effects of all face-up cards your opponent currently controls.
If this card in your possession is sent to your GY by an opponent's card: You can add 1 "Speedroid" monster from your Deck to your hand. You can only use each effect of "Hi-Speedroid Kitedrake" once per turn.
1x Crystal Clear Wing
Can be annoying to out for a lot of decks if you play it right.
Lv10 WIND Dragon/Synchro/Effect 3000/2500
1 Tuner Synchro Monster + 1 non-Tuner "Clear Wing" monster
Once per turn, when your opponent activates a monster effect (except during the Damage Step) (Quick Effect): You can activate this effect; until the end of this turn, this face-up card is unaffected by the activated effects of your opponent's monsters, also this card gains ATK equal to that opponent's monster's original ATK. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can add 1 WIND monster from your Deck to your hand.
0-1x Clear Wing Rider
OTK machine 2; you're rarely ever going to resolve the tagout. Note that its shuffle+pop is not hard once per turn, so Dice + Rider = Cork revive into Rider effect again is a possible play.
Lv11 WIND Machine/Synchro/Effect 3500/2000
1 WIND Tuner + 1 non-Tuner WIND Synchro Monster
Once per turn, during your Main Phase: You can roll a six-sided die and shuffle WIND monsters from your GY into your Deck, up to the result, then, you can destroy cards your opponent controls up to the number shuffled, and if you do, this card gains 500 ATK for each card destroyed by this effect, until the end of this turn. During your opponent's Main Phase (Quick Effect): You can Tribute this Synchro Summoned card; Special Summon up to 2 Level 7 WIND Synchro Monsters with different names from each other from your Extra Deck.
1-2x Crystal Clear Wing Over
The new go-to boss monster. Not much to say about this one besides that its float isn't treated as a Synchro Summon - CCW will not float on removal, Rider will not be able to tag out, and you will not be able to re-summon whatever you summon with it as it was not properly summoned first (exception being an already properly summoned Fast).
Lv12 WIND Dragon/Synchro/Effect 3500/3000
2+ Tuners or 1 Tuner Synchro Monster + "Clear Wing Synchro Dragon"
Must be Synchro Summoned. Once per turn, when another card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card, and if it was a monster, this card gains ATK equal to that monster's original ATK until the end of this turn. If this face-up Synchro Summoned card in its owner's control leaves the field by your opponent: You can Special Summon 1 "Clear Wing" monster from your Extra Deck.

Techs

With the recent support wave, most of the possible techs this deck can run have been pushed out of viability due to deck space.

Then there's the extra deck, which has always been tight but now reaches new limits.


Kashtira Unicorn
Crazy-ass card. It's unfortunate that it doesn't have any dedicated payoffs with Baronne gone, but it's still a powerhouse on its own. Note that if you play this, you'll also be playing Birth as that's most of the reason to run Unicorn; see the Engines tab for more information.
Level 7 WIND Psychic/Effect 2500/2100
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.
Red Hared Hasty Horse
The best Level 5 extender. Makes quick Kitedrakes but is vulnerable to your opponent reading it and placing a card in its column.
Level 5 WIND Beast/Effect 2000/1800
If there is a column with no cards, you can Special Summon this card (from your hand) in Attack Position to your zone in that column. You can only Special Summon "Red Hared Hasty Horse" once per turn this way. If another card is placed in this card's column: Destroy this card. Once per turn: You can halve this card's original ATK for the rest of this turn, and if you do, it can attack directly this turn.
Wynn the Wind Channeler
The second of the "-1 Searchers". Discarding any WIND often results in a larger pool of available discards than Scratch has, but it depends on your specific decklist.
Level 5 WIND Spellcaster/Effect 1850/1500
(This card is always treated as a "Charmer" card.)
You can discard this card and 1 other WIND monster; add 1 WIND monster with 1500 or less DEF from your Deck to your hand, except "Wynn the Wind Channeler", also you cannot activate monster effects for the rest of this turn, except WIND monsters. When a WIND monster you control is destroyed by battle while this card is in your hand: You can Special Summon this card. You can only use each effect of "Wynn the Wind Channeler" once per turn.
Emergency Teleport
Summons either Pilica, Descendant of Gusto or Virtual World Hime - Nyannyan. Both are double extenders; Pilica provides value immediately, whereas Nyan provides value later by coming back as a Tuner. Be mindful of your sequencing if you choose to run Nyan as she does lock you out of summoning things like Clackers, Dice, and RBS.
Quick-Play Spell
Special Summon 1 Level 3 or lower Psychic monster from your hand or Deck, but banish it during the End Phase of this turn.
Small World
The third and final "-1 Searcher". Has the widest range of all, being able to banish almost anything and turn it into almost anything else. The downside of it banishing is often negligible, and it's important to note that this doesn't go -1 for cost unlike the other two, meaning you won't be down 2 cards if it gets interrupted.
Normal Spell
Reveal 1 monster in your hand, choose 1 monster from your Deck that has exactly 1 of the same Type, Attribute, Level, ATK or DEF, and banish the revealed monster from your hand face-down. Then add, from the Deck to your hand, 1 monster that has exactly 1 of the same Type, Attribute, Level, ATK or DEF as the monster chosen from your Deck, and banish the card chosen from the Deck face-down. You can only activate 1 "Small World" per turn.
Harpie's Feather Storm
Turnskip card. Can be used with Harpie Conductor to activate it from hand.
Normal Trap
If you control a WIND Winged Beast monster: Until the end of this turn, negate any monster effects your opponent activates. If you control a "Harpie" monster, you can activate this card from your hand. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can add 1 "Harpie's Feather Duster" from your Deck or GY to your hand.
Hraesvelgr, the Desperate Doom Eagle
Additional Link Monsters will rarely be optimal to route into and most of the options suck. Hraes is the only decent one we have left, unless they decide to unban Auroradon. Shuffling monsters isn't a bad form of interaction, but it depends heavily on the format.
Link-3 WIND Winged Beast/Link/Effect 2400 🡗🡑🡖
2+ WIND monsters
Gains 2400 ATK while your opponent has no monsters in their GY. (Quick Effect): You can target 1 monster in your opponent's GY; shuffle it into the Deck. You can only use this effect of "Hraesvelgr, the Desperate Doom Eagle" once per turn.
Number 75: Bamboozling Gossip Shadow
Xyz Monsters are also rarely optimal to route into since they keep the materials hostage. I don't think there's much else to say about this one.
Rank 3 WIND Spellcaster/Xyz/Effect 1000/2600
2+ Level 3 monsters
Once per turn, when an opponent's monster activates its effect (Quick Effect): You can detach 2 materials from this card; the activated effect becomes "both players draw 1 card". You can target 1 other "Number" Xyz Monster you control; attach this card to it as material. (Transfer its materials to that monster.) You can only use this effect of "Number 75: Bamboozling Gossip Shadow" once per turn.
Totem Bird
Provides some S/T interaction but that's less necessary now that we have CCWOSD.
Rank 3 WIND Winged Beast/Xyz/Effect 1900/1400
2 Level 3 WIND monsters
When a Spell/Trap Card is activated (Quick Effect): You can detach 2 materials from this card; negate the activation, and if you do, destroy it. This card loses 300 ATK while it has no materials.
Accel Synchro Stardust Dragon
Revives Dice and lets you make a Synchro unaffected. It feels close to being playable but the lack of an actual good Level 9 to summon and the fact that you have to also dedicate an Extra Deck slot to the og Stardust make it very rough.
Level 8 WIND Dragon/Synchro/Effect 2500/2000
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.
Adamancipator Risen - Raptite
Level 6 option. D.D. Crow is as always dependant on the format.
Level 6 WIND Rock/Synchro/Effect 2200/2800
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Rock monster in Defense Position, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a WIND monster is in your GY (Quick Effect): You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Adamancipator Risen - Raptite" once per turn.
Battlewasp - Hama the Conquering Bow
A niche-r tech for OTKs. Generally not needed.
Level 8 WIND Insect/Synchro/Effect 2800/2000
1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned using a Synchro Monster as material, it can make a second attack during each Battle Phase. You can only use each of the following effects of "Battlewasp - Hama the Conquering Bow" once per turn.
●When this card inflicts battle damage to your opponent: You can make all monsters your opponent currently controls lose 1000 ATK/DEF.
●At the end of your Battle Phase, if your opponent has not taken any battle damage this Phase: You can inflict 300 damage to your opponent for each "Battlewasp" monster in your GY.
Cosmic Blazar Dragon
There's really not many situations where you'd want to summon this instead of CCWOSD. It has the benefit of being very hard to actually out, but it's very costly to board.
Level 12 WIND Dragon/Synchro/Effect 4000/4000
1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters
Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects;
●When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card.
●When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s).
●When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.
Cyber Slash Harpie Lady
A more interesting form of interaction, but a lot of the time you're going to be relying on your opponent to trigger it unless you manage to get a nice timing for Wonder.
Level 8 WIND Winged Beast/Synchro/Effect 2600/1400
1 Tuner + 1+ non-Tuner monsters
For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn.
Maple Maiden
Floodgate that you can summon off Rider. Can be quite funny in the right situations.
Level 7 WIND Fairy/Synchro/Effect 2100/2600
1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can declare 1 Attribute; this card gains the following effect.
●All face-up monsters become that Attribute.
You can target 1 monster in your opponent's Main Monster Zone; your opponent must send 1 card from among its adjacent Monster Zones or Spell & Trap Zones to the GY. You can only use each effect of "Maple Maiden" once per turn.
Martial Metal Marcher
This one's a bit odd. It does open up some new combo lines, but it puts more strain on the Extra Deck. Up to you whether you think the benefits outweigh the drawbacks.
Level 3 WIND Machine/Synchro/Effect 500/2200
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Martial Metal Marcher" once per turn. A Synchro Monster that used this card as material is treated as a Tuner while face-up on the field.
Mist Wurm
If it didn't need 2 non-Tuners maybe it could have seen some use. Unfortunately, it does and so it won't.
Level 9 WIND Thunder/Synchro/Effect 2500/1500
1 Tuner + 2+ non-Tuner monsters
If this card is Synchro Summoned: Target up to 3 cards your opponent controls; return those targets to the hand.
Old Entity Hastorr
One of the Level 4 options. Triggering the steal can be kind of awkward, since you have to blow it up without removing the thing it's equipped to, but sometimes just being able to negate something is enough.
Level 4 WIND Reptile/Synchro/Effect 2300/1000
1 Tuner + 1 or more non-Tuner monsters
If this card is sent from the Monster Zone to the Graveyard: You can target 1 face-up monster your opponent controls; equip this card from your Graveyard to that monster. That monster cannot attack, also its effects are negated. If this card leaves the field while equipped to an opponent's monster by this effect: Take control of the monster this card was equipped to.
Stardust Charge Warrior
Level 6 that has a decent effect. Once in a while you might even be able to clear a board with it.
Level 6 WIND Warrior/Synchro/Effect 2000/1300
1 Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each.
Stellar Wind Wolfrayet
Another odd card. On paper, it sounds pretty good. In practice, although you're able to buff it yourself, its value varies wildly. Most decks will be able to out it in one or two activations through S:P, which means you're generally forced to burn it early. Some decks just have enough gas to threaten you and then keep playing afterwards.
Level 9 WIND Beast/Synchro/Effect 2500/0
1 Tuner + 1+ non-Tuner monsters
You can only control 1 "Stellar Wind Wolfrayet". Gains 300 ATK each time another monster's effect is activated, while the ATK of this card is less than 4000. Once per turn, if this card's ATK is 4000 or higher (Quick Effect): You can shuffle both this card and all monsters your opponent controls into the Deck.
Virtual World Beast - Jiujiu
Another Level 6, this time indestructible spot removal. It's quite nice but the choice of 6 really comes down to playstyle.
Level 6 WIND Psychic/Synchro/Effect 2400/1700
1 Tuner + 1+ non-Tuner monstersCannot be destroyed by battle or card effects while you have 2 or more monsters in your GY with the same original Type and Attribute, but different names. You can banish 2 monsters from your GY with the same original Type and Attribute, but different names, then target 1 card on the field; send it to the GY. You can only use this effect of "Virtual World Beast - Jiujiu" once per turn.
Virtual World Kyubi - Shenshen
Half Macro. Very format dependent and you have to be careful with routing your lines in order to not banish any of your key pieces. In a simplified gamestate, its self revive is crazy, but you often shouldn't be getting to that point in the first place. On the plus side, it's one of the few ways the deck has to recycle banished cards.
Level 9 WIND Psychic/Synchro/Effect 2800/2400
1 Tuner + 1+ non-Tuner monsters
Any card sent from the field to the GY is banished instead. You can only use each of the following effects of "Virtual World Kyubi - Shenshen" once per turn. When your monster declares an attack: You can return 1 banished monster to the owner's GY. During your Main Phase, except the turn this card was sent to the GY: You can banish 2 other monsters from your GY with different original Types and Attributes from each other; Special Summon this card from your GY.
Wind Pegasus @Ignister
Backrow removal with a good GY effect. Solid choice for a 7 but now the Clear Wings have more value so it often gets pushed aside.
Level 7 WIND Cyberse/Synchro/Effect 2300/1500
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.

Engines

As with the generic techs, there just isn't much deck space for external engines anymore.


Kashtira

Good enough it got featured twice. Speaks for itself.

3x Unicorn
Crazy-ass card. It's unfortunate that it doesn't have any dedicated payoffs with Baronne gone, but it's still a powerhouse on its own.
Level 7 WIND Psychic/Effect 2500/2100
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.
1x Birth
Also a very good card. Provides some more power in grind and acts as a solid endboard piece.
Continuous Spell
You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.
0-3x Wraitsoth
As many copies of Unicorn as you want.
Field Spell
When this card is activated: You can add 1 "Kashtira" monster from your Deck to your hand. Monsters you control gain 100 ATK/DEF for each different Attribute on the field. If a "Kashtira Shangri-Ira" you control activates an effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use this effect of "Pressured Planet Wraitsoth" once per turn. You can only activate 1 "Pressured Planet Wraitsoth" per turn.

Machina

Kinda weird. Turns the RBS you left lying around, or a spare body, into a Citadel.

1x Citadel
Will generally target itself and just be raigeki. Unfortunately its GY effect is never going to resolve so it's basically only a one-time use since it's not likely you'll have multiple Machine bodies lying around.
Level 10 EARTH Machine/Effect 3000/2500
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. (Quick Effect): You can target 1 Machine monster you control; destroy that Machine monster and all monsters your opponent controls with ATK less than or equal to it. If a face-up EARTH Machine monster(s) you control, except "Machina Citadel", is destroyed by battle or card effect while this card is in your GY: You can Special Summon this card. You can only use each effect of "Machina Citadel" once per turn.
3x Overdrive
Does the work of summoning Citadel. GY effect provides some much-needed recycling power.
Normal Trap
Target 1 Machine monster you control; Special Summon 1 "Machina" monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 "Machina Overdrive" effect per turn, and only once that turn.

Symphonic

An older engine. Might be worth experimenting with a larger engine featuring the newer support, as it was a playable variant pre-SUDA, but it hasn't been tested for modern.

3x Guitaar
Summons Miccs. Clogging your Pendulum Scale might be an issue since Clackers is scale 8 and this is 7.
Level 3 WIND Machine/Pendulum/Effect 1500/100 Sc7
P: You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn.
M: When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.
1x Miccs
Extra NS isn't bad but it's not really necessary either. Just a neat thing to have sometimes.
Level 5 WIND Machine/Pendulum/Effect 2300/1100 Sc1
P: Unless you have a "Symphonic Warrior" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, during your End Phase: You can target 1 of your banished "Symphonic Warrior" monsters; add it to your hand.
M: You can Special Summon this card (from your hand) by removing 3 Symphonic Counters from your field. After you Normal or Special Summon this card, you can Normal Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

sample lists go here

cores too

DISCLAIMER: All combos listed here can be modified to better suit your current matchup or the contents of your hand. Freestyling based on the contents of your hand is almost always better than using a set line, as it allows you to play around or through interruptions more often, but it's not the easiest thing to pick up, so mess around with these to help yourself learn until you get used to the deck.

As these are mainly here to provide inspiration and help you get more acquainted with what the deck can do, only a fraction of the possibilities are covered - a fully complete combo sheet would be absolutely enormous and also literally 3-dimensional.

Huge shoutout to Yukinon for working on compiling a combo spreadsheet for everyone while this site was under construction.


Starting Hand Endboard
Terrortop CCWOSD + Wonder in GY DuelingBook Link
Terrortop + Clackers/Marble/Taketomborg CCWOSD + CCWOSD + Crystal Wing + Glider in GY DuelingBook Link
Terrortop + Marble/Taketomborg CCWOSD + Crystal Wing + Crystal Wing (forces an early Nibiru) DuelingBook Link
Marble + any Speedroid card CCWOSD + Crystal Wing/CCW + Glider in GY DuelingBook Link
Marble + CarTurbo/Clackers CCWOSD + CCWOSD + 50%(Hagoita) + Glider in GY + Wonder in GY DuelingBook Link
Hound + any Speedroid card CCWOSD + 50%(CCWOSD/CCW) + Glider in GY + Wonder in GY DuelingBook Link
Hound + Clackers/Taketomborg CCWOSD + CCWOSD + Glider in GY + Wonder in GY DuelingBook Link
Scratch + any Speedroid card CCWOSD + Wonder DuelingBook Link
insert a sample list here

There's several differences between MD and TCG - the legality of Maxx, the best-of-1 format, the different banlist (mainly Baronne), and the lack of the new support.

Due in large part to the last point, most of the information is this guide is not transferable; the deck instead plays like it did in 2023. There's a more specific Master Duel guide written by Quariongandrax that you can check out.

The cockroach necessitates the maindecking of outs, as it's the only handtrap that's guaranteed to end your turn unless you have an answer to it; the Speedroid engine does not trade well into it at all, taking at least 2-3 Special Summons to field 1 interaction.

Best-of-1 incentivizes you to maindeck things that you wouldn't normally, such as going 2nd cards like Evenly or Duster, so that you don't automatically lose to random things you find on ladder. It also accentuates the deck's inherent randomness, so sometimes you'll just get bad RNG and not have a game 2 or 3 to salvage things.

One of the other problems with the deck is also emphasized - without the new support, it still feels like a 2021 deck, and that's generally just not going to cut it in 2025.

Overall, a sample decklist doesn't look too far removed from an old TCG list. Larger deck sizes are somewhat discouraged in order to more consistently see Maxx counters, but going over 40 is still fine. As with everything else, feel free to tweak ratios and techs as you experiment with the deck and become more used to your own playstyle.

As always, feel free to ask in the Discord server if you have any questions.


Most of the archetypal cards can be obtained from the secret pack; craft a Terrortop or CarTurbo to unlock this if you don't already have it available. However, you'll still need to craft a number of cards for the core as Konami never bothered to update the secret pack even though Beyond Speed was one of the first selection packs added to the game.

Wynn vs Scratch vs Small World

This gets asked a lot, and the simple answer is that Small World is superior to the other two, but you don't really need any of the three at lower deck sizes since the deck is already extremely consistent.

  • Note that you DO need at least 1 copy of Scratch in order to open up a large number of combo lines.
  • Small World is especially nice to have if you play a variety of Attributes that makes Wynn worse, like a Crossout Designator handtrap spread, but practically all of the available paths get filled naturally regardless of your deck's composition. It not going -2 for cost and being able to search any monster off of any other monster, including searching or using handtraps, are very large points in its favor. Banishing is worse than discarding, but situations where the distinction actually matters are quite few and far between.

If you can't use Small World for whatever reason, the best option is often to simply not run any of the searchers because they trade badly into disruption and you'll often wish they were simply a generic extender instead. If Wynn or Scratch gets negated, you're left with 3 cards in hand; if you can still play at that point, then you could have been running a generic extender instead and it would have helped just as much, if not more since they're better to see when going 2nd*. Additionally, there's a very narrow range or "good" discards: Piper, Daiko, and Dice are the only things you actually want to have in the GY, unless you opened Yoyo or Recovery. Discarding a Marble or Taketomborg for cost with no idea whether you'll recoup that loss is not a great idea. If you are dead set on running one or the other, the optimal choice depends on the rest of your deck:

  • Wynn is better to run if you're just running some WIND generics like Droll & Lock Bird or extenders like Wandering Gryphon Rider, since she's able to search and/or discard them in addition to your Speedroid monsters.
  • Scratch is better if you play an incredibly pure build with no generics, as it will have more available discards in the form of Dupligate compared to Wynn (being able to discard Wheel is essentially a non-point, as doing so is practically never good unless you drew 2+ copies).

A mix of these two is also an option; some run 2 Wynn + 1 Scratch due to the latter's searchability off Cork.

* The same point can be applied to Wheel; however, Wheel can be and is primarily used as an extender for after you get interrupted or have already ensured you have a setup, whereas Wynn and Scratch are far better off being used as starters and as such are more vulnerable.


1 vs 2 Copies of Red-Eyed Dice

Routing lines with Dice in hand is quite easy to do with little practice and practically always gets you the same endboard as you could have made without seeing Dice at the cost of losing that extra card in hand, so running a second "in order to always have 1 in deck" is incorrect. Additionally, here's some math:

  • With 1 copy of Dice in a 40 card deck, you will see it in 12.5% of games; with 2, you will see a Dice in 23.72% of games.
  • The odds of having a game where you roll exactly a 2 off Wheel are slightly higher than 5.62%, as you only open Wheel in 33.76% of games but there are times where you want to search it off Cork, and resolving multiple is a fairly rare occurrence.

This means that by putting a second copy of Dice in your deck, you are taking a 11.22% decrease in the deck's overall power to gain around a 5.62% boost to Wheel's consistency, which itself barely matters since the deck is already super consistent. The majority of the time, rolling a 2 off Wheel will not immediately lose you the game, so this is overall not a great trade.

The one benefit to running 2 copies of Dice is that it can make combo lines slightly simpler, but this isn't necessary unless you're just learning the deck.


Deck Size Theory and Ratios

Contrary to popular belief, if you scale up your ratios for starters/extenders along with your deck size, you can go over 40 cards without any loss in consistency - even getting a boost in some areas.

If you have enough cards to be able to scale up (this deck does), the only real drawback to going over 40 is that you see specific names less (which can be important post-siding or with power cards like Crossout Designator that you always want to see, but also reduces your chances of drawing bricks).

If you do run over 45 cards, it's generally recommended to run one of the searchers mentioned in the previous section, as the deck lacks other starters that don't use the Normal Summon and running 9+ NS is definitely too much.

Overall, it's a calculation of tradeoffs; do you value overall consistency and flexibility more, or being able to see specific power cards more?

In the end, like a lot of other things in the deck, it mostly comes down to personal preference as many people have seen success running 45 or more. Here's a calculator if you want to do some math yourself; messing around with it can give you some new insights.

Additionally, here's some basic numbers to illustrate the point:

Starters Extenders Generics Bricks 3-ofs 2-ofs 1-ofs
40 cards 78.34% (10) 85.06% (12) 85.06% (12) 57.71 (6) 33.76% 23.72% 12.50%
45 cards 80.57% (12) 86.09% (14) 83.52% (13) 52.87% (6) 30.37% 21.21% 11.11%
50 cards 79.43% (13) 86.87% (16) 84.68% (15) 48.74% (6) 27.60% 19.18% 10.00%