This deck was built to take full advantage of the whole Charmer / Familiar-Possessed archetype including spells and traps introduced in the Structure Deck: Spirit Charmers. After playing with different deck builds for several months it's become clear that the field spell Grand Spiritual Art - Ichirin plays a HUGE role to being able to stun and slightly slow down opponents just enough for Charmers/Familiar Possessed to slightly build a board. This Deck is not at all meta nor the next tier 1 YET it becomes really fun after a learning curve. Spells and Traps are the backbone of this deck and Awakening of the Possessed forms are kept in the deck to help search "Possessed" Spell/Traps on top of being able to be special summoned from the Deck with their unique effects.
The purpose of the deck is to be a stun/control deck revolving around Grand Spiritual Art - Ichirin and Eda the Sun Magician. Having Grand Spiritual Art -Ichirin up on the field is VERY important to begin stunning and board building because [1] Grand Spiritual Art -Ichirin negates your opponent's first monster effect as long as a Spellcaster monster with 1500 DEF is up on the field and [2] Grand Spiritual Art -Ichirin allows you to push back any Charmer / Familiar-Possessed from hand into the deck to help search for a smaller form of the Awakening of the Possessed monsters (This is a HUGE deal because if you control a Spellcaster monster you can special summon any of the smaller forms from the hand). Eda the Sun Magician's role in this build is VERY important because not only does Eda the Sun Magician fulfill Grand Spiritual Art - Ichirin's requirement to be able to negates your opponent's first monster effect, when normal summoned or flipped-up, Eda the Sun Magician grants a special summon of 1 Spellcaster from hand or Deck in face-down defense position AND Eda the Sun Magician's quick effect allows for a disruption of opponents board building by being able change 1 face-down Spellcaster from defense to face-up Attack OR Defense Position. This essentially puts 2 negates up on the board if the proper Charmer is flipped face-up to steal an opponent's monster.
Spirit Charmers is the important to be able to search any of the "Charmer" monsters. "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps including Unpossessed. 3 copies of this card is without a doubt necessary for any Charmer/Familiar-Possessed pure deck build. Ideally, Spirit Charmers should be used to help set up backrow to synergy the whole board. A synergized Charmer/Familiar-Possessed board of this pure build should have Grand Spiritual Art - Ichirin, Awakening of the Possessed, and Unpossessed all active at once with at least 1 Charmer monster face up in defense position.
Awakening of the Possessed is the main draw engine and helps beef up all monsters you control by 300 ATK for each different attribute you control. This help clear the board with Familiar-Possessed monsters often times having enough ATK to get through most monsters AND Awakening of the Possessed also helps protect Charmers / Familiar-Possessed monsters from being destroyed by card effects.
Unpossessed is the main protection for Charmers. When Unpossessed is up Charmer monsters you control can not be destroyed by battle. Not only that but Unpossessed helps boost Familiar-Possessed monsters by giving them an additional 800 ATK when attacking an opponent's monster. On top of all of that whenever a monster you control is destroyed by battle or card effect; Unpossessed lets you special summon a 1 Spellcaster with 1500 DEF from your deck in Attack Position or face-down Defense position.
Possessed Partnerships for this build is a 3 and here is why. Possessed Partnerships allows you to special summon 1 Spellcaster monster with 1500 DEF from your hand or GY in attack position or face-down position, then, if you control monsters with 2 or more different attributes you can destroy 1 face-up card on the field. Depending on how the board looks often times this card is used to destroy 1 face-up card on the field primarily backrow or field spell YET the purpose of this card as well is to help keep a Spellcaster with 1500 DEF up on the field to reap full effects of Grand Spiritual Art - Ichirin. BUT the main purpose of having Unpossessed at 3 is due to its graveyard effect allowing it to be banished to target a "Possessed"/"Unpossessed" continuous Spell/Trap in your GY to then place it face-up on your field. Essentially having Possessed Partnerships in the graveyard helps set up your board
Magician's Right Hand is here to make opponent spend resources. (This card usually helps force opponent to deal with it) This card can easily be swapped out depending on opponent's deck build. Solemn Judgment and Magician's Left Hand serve a similar purpose and are usually swapped in when facing Eldlich decks.
Pinpoint Guard is just there to help bring back a Charmer / Familiar-Possessed. Primarily Charmers to help re-establish board lock on next turn. Fairy Tail - Luna can be swapped in to help bounce opponent's monsters on the field and help synergize with Awakening of the Possessed draw engine. Fairy Tail - Luna also synergizes with Grand Spiritual Art - Ichirin's deck searching effect.
Night's End Sorcerer is new to the build. Night's End Sorcerer was added to gain access to Synchro toolbox of Levels 5, 6, and 7 due to main deck staples running 4 level 3, 4 level 4, and 4 level 5 monsters, not counting Eda the Sun Magician. Nights End Sorcerer is very neat to the build and can really help stun if used to bring out Clear Wing Synchro Dragon (Pretty much a mini Crystal Wing Synchro Dragon).
Hope you enjoy!!