This mixes in Cold Wave Monarch and Water staples to make a pretty cool mix. Mobius is the best for this backrow-heavy meta generally. Alongside that we use Abyss Soldier to bounce, before using Designator/Dustshoot to cut it out of their hand before they can play it again. This makes for a potent form of removal that controls the hand impressively alongside Cold Wave, which cuts the opponent off from being able to chain around any bouncing and lets us rush in without worrying about any leftovers alongside also making it more likely that the opponent will have at least 3/4 cards for a Dustshoot to trigger. Abyss Soldier also has the classic Premature Burial combo as it can bounce the card into the hand without triggering the destrucion effect, meaning it can be used twice!
We use a wild mix of Water monsters to fit this purpose; Yomi Ship is suprisingly effective at getting rid of big targets, Grizzly bounces into it well on top of that. Penguin cards act as strudy defence while Nightmare serves a second purpose of boosting our Abyss Soldiers and co up. Lekunga/Poison is a bit of a weird choice, but between Lekunga's tribute fodder and Poison's free Call effect, they were quite well suited to working with the deck. Everything else plays it safe pretty much.
The x1 Last Will is a bit of a weird tech but I actually was impressed how much it was useful here, between being able to use it as insurance against potental flip-removal or to work off a Yomi Ship effect, it got in some good play when needed. Combined with the immense amount of hand-knowledge this provides, someone smart piloting will generally always have a use for it.
Side deck is pretty generalised. Biggest thing is probably Aqua Spirit/Umi to really boost the aggro of the deck significantly, which tends to help against stuff like Warrior. Stein is here basically just for the big plays/Last Will tech; if the deck you play against is majorly passive then this could also be handy.