Once per turn, during your opponent's Standby phase: You can target 1 banished card; return it to the Graceyard. Planet Pathfinder is kinda cool, but it doesn't solve any issues the deck has either, and rather than drawing double Circuit being aids, drawing triple Circuit is aids. The deck has multiple problems that can't be fixed without creating problems. So you essentially have 9 cards that grab Field Spells 3 Terraforming, 3 Pathfinder, 3 Alpha , that lets you play Chicken Game engine and really minimize having the opponent get a chance to use it. Countdown has some other benefits too since it removes attacking from the equation. During the End Phase, Banish the face-up monsters Special Sumoned by this effect. Countdown is the literal nuts in the mirror too, where Rabbit is basically garbage.
I was trying Ryan's build, but i also found Yosenju's to be bad now people know how to play against the deck. The only real downside is the possibility of them playing around it by attacking your non-Beta gears, but this is acceptable in addition to the possibility of you having Overload and just not caring. You wait for your opponent to do things, stop those things and stall the game out, then eventually draw into one of your win conditions. I mean wind-up rabbit solves most of the issues you speak of Not really. Cutting the Yosenjus definitely reduced the early pressure the deck can put on, but it made the early game consistency of the deck significantly higher. When playing this I felt like every hand I wanted to open a Feel zone to get the game started by producing a synchro and hopefully start applying pressure.
A defensive card that helps see more draw phases while keeping the board neutral feels like the kind of card this deck wants. Rabbit also gets walled by pretty much everything. Speaking of the mirror, the yosenjus and wind up rabbit are the worst cards ever. So much in the deck felt like it was working against itself, when one engine was working another was struggling to start. Psychic Overload putting them back into the deck would complete the circle but that card kind of sucks. It's worth noting that if your opponent intends to dead fish the entire game, you'll need Wavemotion on the field for 9 turns, where just passing an extra turn lets Countdown hit 20. During the end Phase, Banish the face up monsters Special Summoned by this effect.
I was trying Ryan's build, but i also found Yosenju's to be bad now people know how to play against the deck. Making Zeta against competent people also sucks a good portion of the time, since they can just special summon their guys in defense and strand you with a shitty dude while you can't negate anything. A 1900 beater that can clear itself and negate more stuff is what you want in a deck like this I think. Maybe the Lose 1 Turns, idk, I'm so sick of playing matchups where that card is a blank. One card that's worth noting is because it Tributes itself and leaves the field empty, so it doesn't conflict.
For this specific list, I feel like final countdown is good in theory but in a large or major event it won't work out and will end up in too many draws. Gold Sarc is pretty crazy in this deck, early on you can Sarc for Countdown to get the clock started. Having hands with both Circuit and Feel Zone with no Overload similarly felt bad. I haven't tested and i'm playing rabbits atm, but rabbits just aren't very good. Not too familiar with the deck, but that seems to be what you would want.
The biggest question is whether the deck capitalizes on the time walk enough to make up for how situational the card is. Wind up rabbit is not a reliable win condition either. If you're on the hard Countdown plan and Countdown is near the bottom of your deck, you don't just die by decking before the Countdown finishes. If you choose to play them and they are you win condition, you will have a really tough time. You can pay 1000 Life Points to negate the activation of a Spell or Trap Card that targets exactly 1 Psychic-Type monster, and destroy it. You never really want to draw him until the game is basically over and even then, a 1400 clock isn't too intimidating. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways.
You want to force them to do things on their own turn. The only time feel zone is good early is when you manage to go 2nd, and negate something on your opponent's first turn, and even then only the first Feel Zone helps. I feel the exact opposite about feel zone. Another card that could be strongly considered is kuribandit, possibly alongside psychic overload. I haven't tested and i'm playing rabbits atm, but rabbits just aren't very good. If you choose to play them and they are you win condition, you will have a really tough time.
Solving the mirror will be crucial to anyone wanting to play this deck in a tournament. Google+ y no te olvides de visitar nuestro Blog!. Have you tried wave motion cannon? Giving the one-for-one hand trap deck a Pot of Greed is huge. Anything more than that and we're cutting engine cards. A 1900 beater that can clear itself and negate more stuff is what you want in a deck like this I think. Jar of Avarice is something I've been tinkering with.