To Change! And to Combine! It's Morphing Time! (Introduction)

Super Quant, a deck inspired by Tokusatsu shows, mainly both the Super Sentai/Power Rangers franchise and the lesser known Chouseishin series, is about 4 colored heroes in spandex and armor, piloting 4 color-coordinated mechanical animals, in order to combine into a Super Robot with the original 3 mechs, or with 2 of the original mechs + the new guy! And with that power you can fight the scariest monsters this game has ever faced, like the destructive heretics, the armament dragons, the beasts from under the sea, and the evil angels of the holy lightning!

The deck first came out to Duel Links in Shining Sunrise, along with War Rock and Fossil, as well as new support for HEROs and Sacred Beasts. And the deck was… ok at best. The deck was middling at making its boss monster and required a lot of other engines to get the combo going, as well as a good hand which wasn’t consistent… until now!

With the release of Ray of Aura, the deck got support with the remaining cards left being added in that box, but mainly, the release of Loading... and its zord Loading... . Those two cards, alongside the newly added generic skill Overlay Control , Super Quant became a stronger deck than before, now being able to make its boss monster Loading... more consistently going first, uninterrupted, with 6 or more materials with different names.

Briefing on the mission (What does this deck do?)

Super Quants is a combo deck, that always wants to go first. The deck's game plan is to use all of its resources to make its boss monster Loading... with enough materials to prevent the opponent from winning the duel. I know many of you only know Great Magnus as the one big Xyz monster you go into after Battle Phase through the effect of Loading... . But in this deck, Dreadnoid is not needed.

If you are unable to make Great Magnus turn 1, you can still end with the Super Quantal Mech Beasts, the other Xyz monsters that are great interruptions depending on the materials they have. I will explain what each of them do in this guide.

The Squadron! (Cards)

The cards are separated in different types of Super Quant-. Super Quantum and Super Quantal, with the latter being catalogued in 4 subtypes: Quantal Fairy, Quantal Mech Beast, Quantal Mech King and the Spells/Traps that all use the Super Quantal naming.

The Rangers and their little mascot (Super Quantum and Super Quantal Fairy)

The Super Quantums are the main deck monsters, the rangers, and they all have effects when they are summoned and effects when they are sent to GY.

Super Quantum Blue Layer

Super Quantum Blue Layer
This is one of your important card. On Summon, it can search any Super Quant card except for herself, useful to search the field spell or another Super Quantum. When sent to GY, it can target up to 3 Super Quant cards in GY and shuffles them into the deck, which is really good to not deck out and send any card necessary for later plays. While you can play 2, I still recommend to play 3 of Blue.

Super Quantum Red Layer

Super Quantum Red Layer
This guy is also important for combos. It has an inherent special summoning condition by not having any monsters on field, and doesn’t have a hard once per turn in it. On Summon, it can target one Super Quant card in GY and adds it to the hand, which is useful on some scenarios. When sent to GY, it can special summon a Super Quant monster from GY, but it cannot activate its effects at all, really useful to get more bodies on field.

Super Quantum Green Layer

Super Quantum Green Layer

The least useful member of the team, but still a useful fellow to have! On Summon, it can special summon a Super Quant monster from the hand, which isn't as useful compared to what his comrades do, but can come in handy in certain situations. When sent to GY, it can discard 1 Super Quant card to draw 1 card, which is more useful than its summon effect most of the time.

Super Quantum White Layer

Super Quantum White Layer
The 6th… 4th Ranger of the group. Just like his friend Red, he also has a special summoning condition! It can special summon itself by sending a Super Quant monster that isn’t LIGHT from field or hand to the GY, which is an effect, so it has to activate from the hand to go off, and has a hard a once per turn on that effect. On Summon, it can send 1 Super Quant monster, including another copy of White, from the deck to the GY, to copy the level and attribute of said Super Quant, which is useful in some cases. When sent to GY, you can add 1 Super Quantal Fairy Alphan from either deck or GY to the hand, extremely useful for a lot of plays.

Super Quantal Fairy Alphan

Super Quantal Fairy Alphan
The little guy! This one is a bit special because this fellow has 2 effects that you can activate! It can target 1 Super Quant monster with a Level and change the level of every monster you control into that level, and most importantly, it can tribute itself to select 3 Super Quant monsters from your deck, reveal them and make your opponent select at random, special summoning the selected monster and sending the other two to GY