Notes & Combos
Just the standard centur-ion stuff, if you draw combo starters and engraver or tract, you want to speedrun king caesar, as nibiru is the worst handtrap for you to deal with, otherwise, just do the regular centur-ion combos.
If you dont draw any centur-ion combo starters... you might have to play FS or hope handtraps can buy you enough time. Droll and maxx c are the best handtraps as of now, Ogre is really good and you might consider using more copies, I just have the one. Veiler and Impermanence are not bad and can stop turns on occasion, especially if paired with other handtraps, but the biggest deal here is having targets for crossout so they dont stop you. That said, if they veiler or imperm a non synchro and you can afford to just take it, dont waste crossout or called by, just auxilia + stand-up and a way to synchro on their turn is enough to win most games if you bide your time and make sure your disruption is effective. Of course, on their turn, highest priority is usually blazar, but chaos angel (light is almost always necessary, but sometimes there's a banish target thats too good to pass up) and sometimes baronne can be the correct play. If you already have the field spell, use Primera/Auxilia effect to get phanlanx, guaranteed more disruption is always better than a minor combo extender for a blind draw.
The deck is still bricky, and is by no means a top dog of the meta, but its pretty fun.