when i saw the ARG☆S cards i was immediately in love, the field spell is a consistent negate, using trap monsters is a thing that other decks have done but these ones have effects which does matter, my first thought was to combine it with eldlich to maxmize the times you can use the field spell and Statue of Anguish Pattern to get a lot of destruction and negates, since anguish pattern is not once per turn every time you summon one of the traps it activates popping a card on field, terrortop line can be literally any link 2 engine i just chose terrortop since it is the one i have the most knowledge of, the eldlich cards let you put out some actual pressure which is one of the main problems with pure ARG☆S, theres more but the deck has had one wave of support, Silhouhatte Rabbit t gets you any of the traps in the deck, including otherwise unsearchable ones like Silhouhatte Trick Apophis the Swamp Deity and Angel Statue - Azurune and Gold Sarcophagus gets ARG☆S - Adra the Laurels into your banish zone which is how you make the trap monsters do anything
extra deck is Silhouhatte Rabbit since it searches anything, link spider to convert your summoned Huaquero of the Golden Land and Conquistador of the Golden Land into effect monsters in order to make silhouhatte rabbit or S:P Little Knight, varudras since you can make it with your eldlichs, Superdreadnought Rail Cannon Gustav Max Superdreadnought Rail Cannon Juggernaut Liebe for helping to close out games, some rank 4 and 5 options to use your summoned trap monsters(mainly just trick, conquistador, and huaquero)
side deck is Lord of the Heavenly Prison to help protect against things that are likely to be sided in against a trap deck like lightning storm and duster, and standard going second cards, always give yourself a level 10 kaiju to be able to make varudras easier
the deck has some problems, spell/trap negates kill you, while they are not extremely common now with baronne and savage banned, something like drytron has a 100% win rate against you since they just put 4 spell/trap negates up and you cant do anything, the deck pure struggles to put out damage to close games quickly which is extremely bad against things like snake eyes which have an amazing grind game and can otk if you make the mistake of leaving a monster on board, part of why i chose eldlich as a secondary engine in this list, the effect that stops your opponent from responding to activation of continuous traps is activated which hurts a lot against decks that can negate and destroy her before you get the actually good effect off, preventing her from being banished thus turning off all of your traps, and you really struggle if they open duster and you dont have apophis even if they can not kill you that turn its hard to get back into the game
overall the deck is very different from a lot of other options and its really fun because of that, using trap monsters as more than just a single body or fuel for the rabbit is extremely fun, and while you can run shifter in a more pure list it has more difficulties because you struggle to kill on turn 2 or 3 meaning all shifter does is it skips their turn and the opponent just kills you on their next turn, there are other options but this is what ive ended up on for the main build im gonna go for when these cards drop in tcg