Generalized Hollie + Fire/Dark combo. This assumes 3 conditions: 1) Hollie in Hand, 2) another VS monster in addition to the Hollie, and 3) Fire/Dark attributes in hand. There are lots of conditional plays depending on your exact hand comp and interaction, so this line is more of a general reference to showcase just how far Hollie + Fire/Dark can go.
Other starting cards, however, can make a significant difference, as well as any interaction from your opponent. For example, if your Dark is a Jokul, you can special summon the first Jiaolong with it, add Lantern via Jokul, then make Ripper with Hollie+Jokul before recycling the Razen enable Jiaolong's search.
There are safer plays to avoid Nibiru as well that end on a smaller board, but this is a maximum greed (ignoring Saryuja RNG draws). Though Nibiru is not as common anymore, so greedier plays can be a bit more justified than they used to be.
Note this ends with Snow Devil and Rock on the field with Razen in hand plus another fire, so during your opponent's turn you can use either option to special summon the razen, search a Caesar for Earth/Fire/Dark in hand, and destroy other cards in a column. So while ideally you end turn with Earth/Fire/Dark in hand already, it can be pretty easy to still get it during your opponent's turn. A slightly less greedier version would be to add Izuna with Jokul (not Lantern) and then ending turn there. That does ot get S:P and FR, but ends with Earth/Fire/Dark in hand with flexibility to get Izuna + Lupis on field to make Jacks or Vallon for an alternative/conditional disruption.
There is some nuance in this line, such as Mad Love first for field to set trap in case the opponent has Droll, since you could at least still set Snow Devil. In general, try to follow this line using the other starting cards you have to protect against handtraps.
Fire
Dark
2 other cards
Fire
Dark
2 other cards












