The deck works really simple, it focuses a lot on bringing different negates throughout different stages of the combo, providing several immunity against hand traps/interruptions in general throughout completing the combo.
The deck was inspired from Triff Gaming, but updated it to fit Master Duel rules and to fit the ocg rules.
note this is a common miss consiption: Pend cards are considered spell cards meaning that it can be negated by an effect of a imperial order.
Your aim is to summon Endymion, Jackal king, apollousa/I:P and Odd-eyes vortex dragon.
Each card function:
Cerebrus: usually to bait an ash while searching for jackal king, it makes sure your opponent to waste it or waste a negate. Otherwise, its a free special if you can pull jackal king and activate its effect of summoning cerebrus.
This provides another sort of bait, in case you have 4 spell counters on the field, you can activate cerebrus effect to banish a monster that provides a threat for you, which of course reduces the amount of negates your opponent have in case going second.
Endymion the mighty master: This is pretty much one of your boss monsters, its great going first or going second especially with this build. For going first, usually you want to keep this card in your hand so you can discard it or pend summon it. but if you're stuck and you need 1 spell counter, usually you can place this card in your pend zone if you have a free slot. otherwise its bricky, that's why you want to discard it in the gy or extra deck. if its in the gy, you can bring it out with selene later one, if its in the extra deck you can Pend summon. Going second this card is really good to board wipe your opponent especially if you have left over spell counters. having 6 of them on the field you can destroy a lot of your opponent cards, and it can't be negated by skill drain, since its considered a spell card while bringing it out using this effect, meaning that it can't be negated using monster negates.
Astrograph: good card to search for cards in your extra deck if you search it using electrumite, or if you have it in your hand. Plus its a free summon (and a great lvl 7 card to bring out Odd-eyes absolute dragon).
Empress endymion: good card to collect spell counters, and a great card for low scale pend. Besides it's a great card to remove cards without destroying them (but it still targets them) this card is really situational, but overall really good. Since as a cost to remove a card by returning it to hand, you have to remove a card with a spell counter from your field. Which gives you another card to set in your pend scale or to collect more spell counters.
Jackal King: A really good monster negate, which blocks nibirus and ash blossom while its on the field. It's not a hard once per turn, meaning if you activated one during your main phase, and then summoned it another time, you can activate its affect one more time. Having multiples of this card in your field is very welcoming.
Chronograph Sorcerer: A really good card to summon monsters from your hand, or to collect spell counters. In the pend zone its a high scale that allows you to summon a decent amount of your monsters, while also it allows you to bring out Time Gazer, which either helps you add one more spell counter or a free summon to get into heavy metal foes or starving venom. it works in a similar way to astrograph with its summoning mechanic, also its special summon effect is not a once per turn, meaning you can keep on summoning it multiple times.
Magical Abductor: A really really good card, it keeps on collecting spell counters, searches for your cards, low scale pend zone card, and provides a free destruction for electrumite. Unlike most endymion cards, once you activate magical abductor effect it won't be removed from the pend zone, meaning that you can keep ons tacking spell counters, or destroy it using electrumite.
Sky Striker Raye: A good card and engine for this deck thanks to the amount of special summons it provide. the reason this card is used because of hornets. Since hornet is not a once per turn, which allows you to use it twice, giving you more spell counters, or a recovery in case of your board being wiped.
Magister of Endymion: High pend scale, and great to take monsters from your extra deck. It uses spell counters and can provide you with an endymion from your extra deck, which helps in going into your combos overall, or a free negate.
Servant of Endymion: This card is one of the best cards in this deck due to how useful it is. It allows you to search and summon a monster from your deck, similar to Magister of Endymion. At the same time its usually your go to whenever you want to search for magical abductor (usually, not all the time). It also helps in giving your endymion a free negate and a spell counter on him, making him untargettable by card effects.
Spellbook magician: A good monster to search for more spells to stack spell counters/draw cards. Note he has to be normal/flip summoned to activate his affect, pend summoning him is useless, and usually he's the target of your special summons.
Mythical beast Jackal: a good combo starter if you don't have big monsters, it allows you to remove 3 spell cards from your field, tribute it, and special summon a pend monster from your deck.
Magician's soul: A really good card to draw more cards, free summon for your link summons, and most importantly a great card to sending your endymion/astrograph to the gy, so it can be summoned using Selene later on.
SpellBook of knowledge: A good draw 2 card, and good for sending monsters to the gy. Note that if you activate this card to send a pend spellcaster to the gy, it will send it to the extra deck, meaning that you won't get to draw the 2 cards. so you have to use this card on an effect monster that's not pend to get use of its draw 2.
Pot of desires: a good draw 2 card, adding more spell counters to your field too.
Spell Power Control: a good card to add a lot of spell counters to your field, and helps in searching for monsters based on the situation you're in.
Engage!: helps in starting your sky striker combo (usually you want to search for hornet using this card), and its a great card going first/second and you have no monsters in your main zone. this card comes in action when you link summon and you want to extend your combo. Where you use Engage! search Hornet, use hornet. go into kagari, take hornet, and use hornet again to go into zeke. Or keep them so you can go into a selene once you have a spellcaster on the field. Note that this is perfect if you have Abductor/Servant in your pend zones to stack free 3 spell counters.
The rest of the cards are pretty much fillers and situational draws/negates/sending cards to the gy.
Magical citadel is a great card overall, but it's important to know when to use it. Usually you want to activate this card after activating Servant/Abductor, and you are sure that you can activate 2 other spell cards after it to activate Servant/Abductor. Activating it first occurs when you don't have enough spell cards to activate Servant/Abductor, so you activate it first try to get 3 spell counters to activate servant/abductors effect.
Extra deck monsters:
Starving Venom: Usually you want to copy the effect of Electrumite to get another card draw and a destruction of your pend cards so you can activate chronograph/astrograph again. Plus its a free monster for your link summon if you bring I:P.
Vortex dragon: Generally a good recycle type of negate, you want to bring this card out using the effect of Absolute dragon.
Absolute dragon: Usually you want to summon this card, then link summon/destroy using your Electrumite to bring out vortex dragon. all you need to do basically is send this card to the gy to activate its affect.
Accesscode Talker/Knightmare Phoenix/Unicorn/Apollousa: Your I:p summon target based on the type of situation you're in. Accesscode is your going second solution for a beatstick destruction, Knightmare for interrupting a combo. Apollousa is your target against monsters affects.
Selene: A core card that helps you get a load of free spell counters, summon monsters from your gy, and allows you to pend summon a lot of monsters to your side of the field without worrying much, since you can pend into up to 3 cards from your extra deck based on her free link zones.
Electrumite: Its effect is really clear especially with how many times it have been mentioned on the list, meaning its combo piece is pretty much simple, you summon it add chronograph/astrograph, destroy a pend card, draw 1, get chronograph/astrograph, summon them and activate their effects.
Sky striker extra deck monsters: They are just there, you want to mainly summon kagari most of the time, and at the end phase if you have raye you can summon Shizuku.
Crowley: A good card to collect a lot of spell counters if you summon it, since you'll be able to pick the 3 spell book cards you have in your deck. Regardless of what your opponent picks, they are all good. You want to summon this card only when you didnt use your normal summon, and you don't have any of the spellbook cards in your hand.
This is the deck in general, it might have been a bit of rushed, and if so i advice you to watch the Pend god tutorial himself, However his deck might be a bit outdated with the new banlists.
Link to the video:
https://www.youtube.com/watch?v=VMn-CgiRV30&t=909s