This deck is way too slow to be competetive in the current meta. Two many of your cards can only be played on a 1-per-turn basis. And you have several very large monsters that will be very difficult to get to the field and as a result of this they will clog your hands full of 'dead' cards by the mid-game, and drawing a "Dark Driceratops" when you are in need of something playable will often cause you to lose. "Magical Mallet" loses you a card from your total hand presence each time you resolve it, as such it is costing you advantage and doing very
very little to help you out. Running 'dead' cards and then exchanging them with the deck through "Magical Mallet" is not a very helpful strategy. I would only run "Magical Mallet" if you are specifically looking for a card or combination of cards. Also "Hyrogeddon" will sometime be drawn in multiples which make it very difficult for you to control a larger monster such as "Cyber Dragon" and will result in a swift loss from a powerful card such as "Raiza the Storm Monarch" causing you to draw your "Hydrogeddon" again. Your Spells and Traps are not set up very well to support "Hydrogeddon," you only have 2 copies of "Shrink" and you aren't running the very important "Enemy Controller."
"Mage Power" makes any monster you equip it to a 'non-floater' since destroying that monster will gain your opponent advantage. As such "Mage Power," instead of overpowering your opponent's monsters, will instead cause you to lose overall card presence. If you are noticing a trend, this deck is fully loaded with cards that cause yourself to lose total card presence. Total card presence is the combined total of cards in your hand with cards you have actively in play on the field, arguably the most important statistic in determing which player has control of the game.
Your trap line-up in very vulnerable to Floater monsters (such as "Sangan," "Card Trooper," "Raiza the Storm Monarch," etc) and extremely vulnerable to "Breaker the Magical Warrior," "Mystical Space Typhoon," and "Heavy Storm." Since these are cards you will face in nearly every match up my only solution is a total revision of the Trap line-up to something a little more modern and less dependant on the opponent declaring an attack in order to play a Trap. "Waboku," similar to "Magical Mallet," will often cause you to lose a card in total presence which is very difficult thing to do in a winning strategy.
This deck needs a lot of help. I'm not certain the strategy is very competetive at all.
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Sorry I couldn't provide a more clear fix.
Owner of Plus One Cards