You have so many ways to extend, that you should always be able to fall back onto Spheres and Dragoon, but ideally also I:P. That takes a minimum of just 6 monsters and I:P can link itself Verte and the summon from Spheres, for either of our Link 5's.
If u want to play LV10 Turbo, just cut the Dark Dragoon stuff, for 2 more LV7 and LV10. Maybe also 1 LV5 to send off Pile and search LV7. Basically just get Saryuja to summon LV7 for you and skip the LV ups lol. I find this version more fun, jamming as many extenders and link 2 bosses as I can. Have fun!! =]
In lieu of a strict combo guide, I offer this checklist of things to do on any turn:
BLACK METAL / SEYFERT - This is the best starter, especially because you can, uhh, start searching your Red-eyes fusion stuff if you loop Black Metal then shuffle them back with Saryuja for extra advantage LOL. the line goes Black Metal > Striker Dragon > REDMD > Black Metal > Romulus. Seyfert does the same thing, but doesnt get us the extra plus.
ROMULUS - This card gets Ravine which sends Absorouter, which gets Tracer. If you draw either Ravine or Absorouter, just skip Romulus or use Ravine to discard Absorouter. Next you can summon Tracer using Boot Sector Launch.
SARYUJA - So, to make Saryuja here we actually need 1 extender after the Romulus play. We can keep playing without one, by using Tracer to pop Boot Sector, but that locks us into Darks, Saryuja and Spheres are both Light. If you have an extender, summon Elpy next to Striker then use Elpy to get a 4th monster.
ELPY - My favorite Elpy target is Seyfert, which is why I only play the 1, but Tempest, Pile Armed, and Black/Darkness Metal all do the same basic thing. To avoid getting locked into dragons, link off Elpy into Saryuja, then after using Pisty late in the combo (ideally for Tracer or just Rokket Synchron if you already used it) link that off for Spheres. If you make Spheres first, you have to use both Guardragons before Saryuja, to link them off, or go into Borrelend early.
PILE ARMED - Pile Armed Dragon either searches Armed Dragon Flash, or draws 1, its nuts. It makes a great starter or extender at any time, as long as you have the send for it. Any Armed Dragon, Tempest or Absorouter are the best discards. Otherwise, Saryuja is the best way to summon it, letting you get the plus without discarding.
TEMPEST - This along with Pile Armed are the best ways for us to get to our Synchros. This is one of the last monsters you re-summon at the end of you combos when you need that one last non-link for I:P or Verte. Tempest is also the alternate send off Ravine if you draw Absorouter.
CHAOS RULER - If you know you have the Light and Dark to resummon it (pretty much if you got to Seyfert) you should always go for this card. You can make it with Tracer+a chaos dragon, or Synchron+Pile Armed/Tempest. The excavate greatly helps to find Tempest and the add will usually hit Veiler, or a Rokket, but can hit Noctovision at best! The resummon is what makes it really strong, and if you pull it off should let you end on Hot Red D and Dark Dragoon with ease.
Once you do all of that, it's time to link away or synchro whatever is left, ideally ending on Heiratic Seal of Heavenly Spheres, I:P Masquerena, Red-Eyes Dark Dragoon, and Hot Red Dr. Abyss. With this, I:P can link itself, Verte, the monster Spheres will summon, and one opponent's monster for Underworld Goddess of the Closed World, or for Borrelend Dragon.