Powerful generics complement the SR combos and offer varied forms of disruption to raise the floor, then use the SR followup to kill the opponent through their weakened board. This variant is weaker if forced to go 2nd, can be fragile due to a relative lack of extenders, and suffers the same problems as many backrow decks in that counters are widespread.
General gameplan: Do normal Speedroid things, then set a few Traps to back up the endboard. Accel Stardust is a nice endboard piece here, since you get to quick Synchro into an unaffected Shenshen backed up by backrow.
Example combos:
Pretty much just every normal combo
Level 10 EARTH Machine/Effect 3000/2500
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. (Quick Effect): You can target 1 Machine monster you control; destroy that Machine monster and all monsters your opponent controls with ATK less than or equal to it. If a face-up EARTH Machine monster(s) you control, except "Machina Citadel", is destroyed by battle or card effect while this card is in your GY: You can Special Summon this card. You can only use each effect of "Machina Citadel" once per turn.
Can target itself for a pseudo-Raigeki, or can remove something you left on field like Rubber Band Shooter to prevent an OTK. It’s almost always a 1-time use, since you won’t be able to summon it from the GY through its own effect.
Run 1
Normal Spell
If you have a Tuner on your field or in your GY: Add 1 "Synchro" Spell/Trap from your Deck to your hand. You can only activate 1 "Duelist Genesis" per turn.
Searches whichever Trap you want at the moment.
Run 0-3
Normal Trap
Target 1 Machine monster you control; Special Summon 1 "Machina" monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 "Machina Overdrive" effect per turn, and only once that turn.
Can target any Machine, including leftover Speedroids or something like Rubber Band Shooter/Auroradon. Also helps with the grind game, as it is one of the few ways the deck has to recycle banished cards.
Run 3
Normal Trap
Target monsters on the field, up to the number of Synchro Monsters with different names you control; return them to the hand. You can only activate 1 "Synchro Forceback" per turn.
Similar to Dupligate.
Run 0-3
Normal Trap
During the Main Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Synchro Monster in your GY; return it to the Extra Deck, then draw 1 card. You can only use each effect of "Synchro Transmission" once per turn.
Allows you to do funny things like making Kitedrake during your opponent's turn and enables further grind.
Run 0-3
Continuous Trap
Neither player can declare an attack with non-Synchro Monsters. You can only use each of the following effects of "Synchro Zone" once per turn. If a non-Tuner Synchro Monster(s) is sent to your GY: You can target 1 of them; Special Summon it, and if you do, it is treated as a Tuner. During your opponent's Main Phase: You can send this face-up card from your Spell & Trap Zone to the GY; immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material.
The revive can potentially help insulate you against some boardwipes, and allows for you to quick Synchro into Kitedrake or something else. The attack blocking can be mildly funny if your opponent doesn't read.
Run 0-3