Notes & Combos
Ladder deck that would need some adjustments for tourneys, namely putting the Traps (Solemn, Gozen, and TCBOO) in side in favour of maxing out on handtraps. However, if they resolve in Ranked, they generally win single-handedly. Crossout is also probably optional, although the deck does struggle into blowouts like Maxx C, Droll, and Nibiru, so I'd recommend keeping it.
Dragon is your main starter, and Dungeon easily searches it out of the deck; with it alone, you're essentially guaranteed both Xyz + Master + Dungeon lock + Maker in grave + Room (if you opened Dungeon and won the Maker coin flip). However, Fairy is also going to net you your full combo by Normal Summoning any other Mimighoul Level 1, and Archfiend also works as a 2-card combo if you set the other Mimighoul to the opponent's field. Maker can be good to start your turn with but it's better to wait and see if your opponent wastes Ash (as it is by far the hardest chokepoint for essentially being a +2 that enables your floodgates).
Dragon is also amazing going second, and your best disruption to set off of Room during your opponent's turn. Speaking of going second (or first), Talents is essentially always live in this deck thanks to how Mimighouls resolve on the opponent's field; I would max out on them but I don't have the UR craft to make the extra 2, and a Thrust package takes up too much deck space.
F0 package never came up; replace with 2 of Apo, Aussa, Unicorn, Megaclops (for non-Xyz matchups), and/or Fucho (for the Tenpai matchup). Number 31 will soon be powercrept when Ripple Bird comes out, so be sure to replace it once that happens.