Your primary goal with this deck is to try and turbo out Halqifibrax after your opponent has used their hand trap and before you Normal Summon. Ideally you need to go first, this deck will struggle vs an established board. If you can make Gallant Granite before Halq, do it and the opponent will be forced to negate it. Gallant and Doki are cards the opponent are forced to negate otherwise they'll give you too much advantage. If you can resolve Halq then go for Martial Metal Marcher combos and it should be off to the races. You're playing 4 copies of Block Dragon, try and hold it as long as possible or use it as material for an Apollousa. Block Dragon is how you're pushing through hand traps, without Block Dragon you're likely to lose. Worst case scenario, you can attach it using Union Carrier but you more want to save Carrier to attach Buster Dragon to force the opponent to scoop. The ideal end board should comprise of: Apollousa of at least 3 negates, Union Carrier, I:P Masquerena, Herald of the Arc Light, Savage Dragon with 2 counters and Buster Dragon attached, Dweller with Tackle Crusader as material, and Block Dragon to be used with I:P to make unicorn which will then be co-linked with Carrier to go +4.
Game 2 Side in the hand traps and try to block the opponent's combo as best you can. You have 14 hand traps to work with, all of which can either block Halq Combos or stop Auroradon/Linkross combos, so use them wisely. Game 3 side in exchange to get rid of dark ruler or anything else that can threaten your board. Toughest matchup is the mirror since its very die roll dependent. Its not impossible to win going second vs the mirror but its quite an uphill battle if you dont open imperm or nibiru.