A blind second version of a fan favorite, which wants to turbo out Zeus and keep pressure by pure card advantage recurring resources each turn with Dante, Cir and Scarm.
As simple as this deck is, it actually requires skill trying to avoid being locked by your own non-BA monsters, and here come in clutch monsters such as Libic, Rhino and even Unicorn at times.
The ratio for Tour Guide may seem a bit odd, but considering all the HandTrap flying around it's best to only run one, that you may search via Scarm's effect. The same thing applies for Rhino: 1 impermanence or 1 veiler and you might pass or even go to the next game.
If you lose the dice roll this time luck may actually be on your side, while going first in G1 you may have a disadvantage. G2 you can just seed in going first cards according to the match-up or keep going second stuff: it's all up to you and how much you want to mess with your opponent's mind.
I had the opportunity to play this deck for around 2 weeks and I faced good players, at local, playing Spright, Tear, Mathmech, but I got the upper hand via the surprise element and good technical plays. My records playing this deck so far are 3-1-0 and 4-0-0.
This build is quite budget and I want to keep it this way 'cause it may encourage people to try this out.
In the end, if you want to play this deck remember to chain lock, as much as possible, and to use your disruption wisely and in some unexpected ways (Zeus to clear your back-row to make space for your BA plays as an example). Hoping that this may have been useful to you I want to remind you: Chain Link 1 Cir target Dante, Chain Link 2 Dante target Cir :)