Introduction to Speedroid
Hi, I am Quariongandrax and one of the premier Speedroid players/fans! I hope with this guide I can spread the joy I find in playing this deck to others that are unfamiliar with the archetype.
Overview
Speedroids are a WIND synchro archetype introduced in Yugioh Arc-V and used by Yuugo in order to help summon his signature synchro dragon monsters! Speedroids are a deck that takes heavy inspiration from Synchrons although their playstyles are very different outside of both being synchro decks. The deck is themed around toys and games and as such we get some very interesting effects beyond the typical searching and summoning like Loading... and Loading... . The deck has RNG built into its combo lines but that does not mean the combos take any less skill, in fact cards like rubber band shooter make it so that to do your combo you need to envision two different combo routes that will suit your needs. This will become more apparent as you get accustomed to the deck.
The playstyle of Speedroids can easily be described as a mid-range toolbox deck although the deck can be built to be more combo heavy if you prefer to run more gas rather than tech cards. Endboards are moderate in that they generally include only 2 negates and whatever hand traps you may have. Where the deck accels however is in its wide range of synchro options to deal with opponent's boards and the ability to pull plays out of thin air thanks to cards like Loading... and Loading... . Do note that many of our best cards impose a WIND lock if you use their effects in an attempt to keep the deck in check/on theme.
While I prefer to run the deck as pure as possible the generic materials of Loading... means that the deck can fit a wide variety of WIND based support or be used to supplement other WIND based archetypes such as symphonic warriors, wind witches, and even mecha phantom beasts.
Main cards
Archetypal Starters
Loading...
is our best starter, unfortunately it is limited due to abuse in 3 axis style decks and is now completely free in Master Duel and semi-limited in the TCG! Run 3, no questions asked. It is our only 1 card combo that can end on 2 powerful synchros by itself and helps play through disruption.
Loading... is our next best starter in that at worst it is a one card rubber band shooter and provides graveyard setup for the follow up turn. Its primary mill targets are Loading... and Loading... . Ultra Hound also has a very valuable graveyard effect which lets you cheat out a synchro from the extra deck. Usually this will be Corkshooter in order to enable summoning Hagoita regardless of what you have in hand. From there you can go into Kitedrake, Crystal wing, or Rubberband Shooter. Note that the summon effect is not once per turn so you can use it twice in one turn if needed with your extra normal summon.
Loading... searches for an extender on normal summon similar to Terrortop. Its pendulum effect is not very useful usually but can help in slow games where you need to stall until you can out a floodgate.
Main Deck Combo Pieces
Loading... (Which I will refer to as RED) is our synchro Swiss army knife allowing us to manipulate our levels on board to suit our needs. This card is key in almost every combo though Speedroids are able to play without it if push comes to shove. You usually do not want to open with it since it can be summoned off of Taketomborg so running 1 is optimal. Starters with the deck may want to consider running 2 however as it will make some combo lines easier.
Loading... is the primary target to mill with ultra hound allowing it to give you 2 bodies to make Rubber Band Shooter. Its level modulation effect and the fact that it becomes a tuner on field is important as it can save you an activation of RED allowing you to modulate another card (often itself) to open up more synchro options.
Loading... is a tuner itself and allows you to summon a tuner from the graveyard. Very important as many combos will require bringing RED back from the graveyard when you only run 1. It is also an important tool in the grind game with its ability to grant access to 2 tuners.
Loading... is our primary enabler for getting access to RED. In the event we already have access to RED it can be used to fetch duke or piper to extend plays further. Very important to note that its ability to summon a tuner is not once per turn but in exchange it itself can only be special summoned once per turn so be careful about when and how you choose to summon it.