A deck built arouond the Pharoah Atem's faithful and loyal servant, "Dark Magician".
The goal of this deck is to summon "Dark Magician" as fast as possible with "Eternal Soul" and his form of removal, "Dark Magical Circle". Summoning "Dark Magcian the Dragon Knight" with "Eternal Soul" guarantees your Dark Magician(s) are safe from your opponent's card effects in addition to your Spells and Traps being safe from your opponent's targeting and destruction effects. "Palladium Oracle Mahad" and "Dark Magician Girl" are the tech cards that allow you to make the most of "Soul Servant's" draw power. After your opponent watches you draw 3 cards, they'll realize they're not dueling just anyone...but the reincarnation of Atem himself!
Tech Rundown:
Mahad: Use Mahad + Rod to make Chaos Angel that can't be affected by your opponent's activated monster effects and protects your monsters from battle destruction. In addition, he can be used as extra dump fodder for Souls Summon, draw power for Servant, a secondary option as a body that gives BLS his floating effect, and a Dark boss monster beat stick utilizing his very own floating effect.
Dark Magician Girl: For pretty similar reasons to Mahad. Dump fodder for Souls, extra body on board for more plays, and draw power for Servant.
Timaeus the United Dragon: For a few reasons we run Timaues. He's a searchable Secrets with a Light body that's Level 8. Having another option besides Secrets for Fusions gives you some sense of security when you already used Secrets earlier. Search Timaeus, make plays. He can also unbrick your hand with his Special Summon effect's cost if necessary.
Book of Moon: Mainly used to force your opponent to change their game plan mid-turn as face down monsters can't be used for any Extra Deck Summon as well as making sure their boss monsters will be inactive, or at the very least, be unable to interrupt you/prevent your plays. Moon can also be used to prevent your opponent from successfully negating your Rod's effect on Normal Summon via Imperm, Veiler, or any other form of targeting monster effect negation.
Dark Magic Attack: A searchable Harpie's Feater Duster. Can also use it for Illusion of Chaos cost (put it on top of deck); if you re-search it with Eternal Soul, you can rinse and repeat.
Summon Limit: Floodgates are self-explanitory. However, for the sake of this detailed tech card section, I shall oblige. Summon Limit makes it so both you and your opponent, given that neither of you can remove this card from the field, are forced to build your board using only two Summons per turn. With DM, this is extremely easy. Since we run three copies, we can use Souls to send to GY for extra draws and then continue our turn as normal, setting another copy if drawn/in hand. Surprised Master Duel hasn't hit this card yet. I suppose it's only a matter of time.
Rivalry of Warlords + Gozen Match + Skill Drain: Once again, self-explanitory. Rivalry forces opponent to play with one monster Type, Gozen forces them to play with one monster Attribute, and Skill Drain forces them to play without monster effects. This is why they're Limited.
Imduk + Armillyre, the Starleader Dragon: Just cards that allow us to make Dragon Knight relatively easily. I find that if I only run Timaeus, my routes to Dragon Knight are extremely limited whereas if I run Imduk & Armillyre, I have multiple routes. Not to mention Imduk can be used to put DM in GY for Eternal Soul + Circle banish loop and for his Damage Step effect in niche situations. Armillyre's generic material requirement allows us to easily make him and by the off chance we have DM/Mahad in a zone he points to as well as a DM/Mahad in hand, we can Special Summon it for another body for more plays.
Starving Venom Fusion Dragon: An easy card to make with Timaeus and/or Secrets. I've made some truly phenomonal plays using this card in the past so that's why I tech this card. On Summon, he gains the attack of one of your opponent's Special Summoned monsters (non-targeting) which can help you stall during their turn, or beat over during yours.
Guardian Chimera: Ehh, just a back up if all else fails in terms of bricked hands. He doubles as field removal and draw power. Might swap him for another card honestly. Don't know what yet.
Number 11: Big Eye: Just a walking Snatch Steal without the LP gain for your opponent.
Artemis, the Magistus Moon Maiden: Mainly for Rod tribute to add back to hand. Can also be used for Master of Chaos's tribute effect to banishing Raigeki your opponent's field or Accesscode banish to pop.
Linkuriboh: Purely for stalls if all else fails. Beats wasting Main Deck for Kuriboh (or any of his forms).
Dharc the Dark Charmer, Gloomy: Primarily for Link climbing to Selene for Acesscode finish. Can also Special Summon your opponent's Dark Regular/Boss Monsters from their GY. Can be funny sometimes if your opponent needs specific monsters to stay in their GY for plays. "I see you need that in your GY...YOINK!"
Black Luster Soldier - Soldier of Chaos: His floating effect that makes him untargetable + undestroyable by opponent's card effects needs a Level 7 to be in effect. It just so happens we play DM.
Selene, Queen of the Master Magicians: Selene can help you make some nasty plays as well. The Dark Magicians draw effect isn't a hard once per turn. You can activate a Spell/Trap, draw one after it resolves, use him to make Selene, Special Summon him back, activate another Spell/Trap, draw again after effect resolution, then go straight into Accesscode. That's just one of her many applications. Primarily, she's used as a gateway to make Accesscode. This, however, doesn't mean that's all she's good for.
Accesscode Talker: Big ole' beat stick with a mean effect. Opponents can never respond to his effect activations nor can they respond on his Summon because of turn priority (which means his effects activate on Summon first). His application is mainly for game ending plays involving beefing his attack with Selene, banishing different Attribute Link monsters from GY to destroy cards on field (non-targeting), and swing for game.
Chaos Angel: You can make Chaos Angel easily in DM due to his effect. One of your Light or Dark monsters can be treated as a tuner for the Synchro Summon of this card. His secondary effect(s) involve using Light monsters to make all Synchro monsters you control immune to your opponenet's activated monster effects & protecting all your monsters on the field from destruction by battle. It just so happens that Mahad and Rod are in archetype cards that make this insanely easy to pull off. We don't need engines, Chaos Angel is HIM.