The new BOX has created a "Triangle Format" where the best three decks have one good matchup and one bad matchup against eachother (Traptrix beats Tachyon, Tachyon beats Branded, and Branded beats Traptrix), even though these decks going-first winrates are high regardless of matchup. I would argue that these decks aren't on the same level, with Tachyon being the worst one since it has a hard time going second into anything (relying on the unreliable "just hantrap them and hope they end on nothing" strategy). At the same time, Tachyon is the freshest deck with the least optimization, so perhaps players will find a way to win more consistently.

The meta has also made a quick shift to handtraps (mainly Loading... and Loading... ) in order to stop Tachyon's oppressive Turn 1 Board. Some players are running Kaijus (which remove pieces from the board without caring about Loading... ) and Loading... (which outs either Tachyon Xyz Monster and Loading... [before it can use its effect]). Loading... has faced a huge decline, since it's basically useless against Tachyon (and not too impactful against Branded and Traptrix).. Loading... is a solid piece of interruption going first, but not a great going-second card (so it might also see a decline). Generally speaking, it seems that techs are both low impact and entirely necessary to break boards.

Tier 1

New support has made Tachyon consistent and powerful enough to become Tier 1. Its Turn 1 board is composed of Loading... , Loading... and Loading... + Loading... in hand. They can even put Loading... on the opponent's board to prevent some Skills from working properly (Shinobird and Branded being chief examples). Tachyon also has the ability to run a solid amount of techs while still remaining consistent.

Tachyon's primary weakness is to Kaijus on the Tachyon Dragon, which turns off their Trap Cards from the hand. This makes surviving Turn 2 almost impossible, so we'll have to see how Tachyon will fare in a Kaiju forward meta.

Tachyon decklists have become more refined at this point. The general consensus is to play anywhere from 11 to even 15 non-engine cards. Adding more engine doesn't really help you extend going second, so it’s often better to focus on stopping or weakening your opponent's board with hand traps, since opening any skill target already guarantees 2 plays next turn (Rank-Up-Magic - The Seventh One>60c2b3aca0e24f2d54a532a9 and the Barian Battlemorph! Galaxy-Eyes search).

Even though the deck might seem weak to Loading... and Kaijus, it’s not as bad as it looks. With so many non-engine cards, many decks struggle to put enough monsters on the field to threaten Goddess in the first place. And even if they do make it, they usually need to OTK or set up additional disruptions, since Tachyon can potentially recover thanks to its skill not being once per duel. To play around Kaijus, Tachyon can set its traps instead of keeping them in hand.

Traptrix has been newly-promoted to Tier 1 with its ability to play through several interruptions. Normally, anti-meta strategies don't tend to end up on Tier 1, but Traptrix is an exception, since Traptrix Territory is so powerful and provides a ridiculous level of consistency, Also despite being a Trap-based strategy, going second isn't a big problem for Traptrix. You have Loading... access for Tachyon and the possibility to win the grind-game against Branded (despite struggling hard against the full Turn 1 board).

Traptrix's Turn 1 is one of the best in the game right now (and is fairly resilient to all of the handtraps running around). Additionally, its versatility on Turn 2 compared to other decks gives the deck even more reason to be considered as the best deck of the format. You also have a lot of space for handtraps to mitigate Branded and Beetrooper's Turn 1 which can be a struggle sometimes.

Tier 2

Tier 3

Off Tier List