Version 3.0. Running an interaction suite which is better defensively, and fewer floodgates, and well as less confliction with D. Shifter.
So, I'm on all 6 pots. Flunders doesn't really special summon, doesn't use the extra deck as a result, and only draws a few cards. You're also highly reliant on seeing Robina or Map + Flunder. Digging deeper into the deck just improves consistency a lot. I think you should be running at least 5 of these, they don't even conflict. I'd avoid adding Extravagence into the mix, and I think it is worse than Prosperity in this deck, because you need to see such specific starter cards to get your game on. I'm trying 1 Gold Sarc, which helps you chain block and subs in for the field spell in some but not all of your combos. Then Terraforming and all 3 of the field spell. This version is built around being able to play an Earthbound Immortal card, so you need the field spell, and it also creates a bunch of two card combos, so I think it is actually a fine consistency card in its own right. Unknown Wind is actually a grind game card. Being able to tribute an opponent's cards, including spells and traps, is pretty huge, and so is the ability to put 2 random Flunders back into your deck to draw 2.
For Flunder monsters, the package is getting larger. 3 Robina is obligatory, it is 1 card combo. 3 Eaglen makes a lot of sense, since this way we are running 8 Flunder names for Map and Gold Sarc to start your plays, and Eaglen is the second to best Flunder. 1 of each Toccan and Strich. Both are needed for the Rasca combo that hand loops the opponent for 3, one represents some extra disruption, the other drastically improves your grind game. We also run 1 of the trap. The trap is bomb, but you search it with the combo and reset it with either Raiza or Toccan, so you can recycle a single copy of the trap turn after turn with Razia and Rasca.
For boss monsters, Empen is a decent flood gate and our main beat stick, and also searches out cards, usually the field spell or the trap. Raiza is a great piece of disruption that has the valuable upside of resetting cards from your GY to the top of your deck. Rasca hand loops opponents, usually for 2 on your turn 2 or occasionally for 3 on the opponent's turn 1 going first, and also recycles the Raiza by shuffling it back into the deck for later use.
5 floodgates are good enough, to avoid them conflicting too much. These are cards that can just randomly win you games when your combo gets disrupted effectively. Lose 1 Turn is pretty amazing, a 1 turn Skill Drain for Special Summoned monster which our deck doesn't make anyways that can buy you a lot of time. I cut Skill Drain, it conflicts with the deck's gameplan too much to be truly effective, you never wanted to flip it up until you were losing anyways. Imperial Order, on the other hand, is the ****, for sure makes the cut. Macro Cosmos and Dimensional Fissure can conflict a little bit, but will generally hit opposing cards much higher and are mostly free, and hit other decks really hard. Dimension Shifter is the other 3 copies of this style effect, on a hand trap. You can reset it with Raiza, so it is basically Macro Cosmos if you see it. Book of Moon is already a great offensive card, but in this deck is also doubles as a defensive card, since you can chain block with banished Flunders to screw Ash and book your Eaglen to protect from Imperm and Veiler, and you don't really lose to other common hand traps. It is also run because it doesn't conflict with D Shifter. Imperm same **** different pile, weird that it is worse than Book of Moon in this deck but there it is.
Extra Deck is a Zeus package and then Prom Thrush. You shouldn't often need to go into the extra deck, but being able to make Zeus instead of your normal summons will sometimes come up so you may as well run it. The rest doesn't matter, Ultimate Falcon is a mascot, the Knightmares into Accesscode is an option for cleaning up and Shuraig is for the Dogmatika matchup, free search if they're bad and hit your extra deck.
Combos
Robina Combo
Normal Robina
Robina effect, add Eaglen, summon Eaglen
Eaglen effect, add Empen tribute summon Empen
Robina and/or Eaglen's effects chain block Empen. Add them to the hand.
Empen effect, add City of Dreams to your hand.
Now on your opponents turn you can continue the combo with City of Dreams, either making Raiza or Barrier Statue. Raiza can even pick up the Trap if it is banished. If you already have the Eaglen you can add the Barrier Statue and summon it out with the Empen on your turn. Same if you just see the Barrier Statue. If you see Raiza or the Empen you can use the second Empen to search the continuous spell before tributing it to the Raiza. On a good turn you can get the Barrier statue and a search / reset of the trap while removing 2 cards off of the Raiza. 3 if you already have the continuous spell.
Cut Called. It's a great card, but too redundant with the other banishing effects. In its place I'm running 1 Gold Sarc, which is effectively the Field Spell for most of your combos and lets you chain block.
Robina + Toccan combo
This one can also be done with Robina + Map, but I'm going to go through this one because this is the backwards way into the Earthbound Immortal card.
Normal Robina
Robina effect, add Eaglen, summon Eaglen
Eaglen effect, add Empen, tribute summon Empen
Empen cl1, Robina cl2, Eaglen cl3 recover Robina, add Map (DON'T SUMMON)
Play Map. Map effect, banish the trap, summon Toccan, grab the trap. Ending your turn on Empen + Toccan.
On your opponent's main phase, activate the trap.
Summon Robina, which grabs Strich, summons Strich which banishes a card (your own trap, for example) and summons Eaglen, which adds Earthbound Immortal. Earthbound Immortal tributes over Robina and Eaglen, adding them back to the hand while chainblocking its effect, shuffling itself and the lesser Flunders back into the deck to make your opponent randomly discard 3 cards. You also still have Empen. You more commonly see this play through map + Robina, which is mostly similar but you can use Toccan to loop the trap.
I like this version of the deck because it has so many ways to grind, with Rosca shuffling your monsters back into the deck, Toccan and Raiza resetting the trap for additional use, with the Raiza combo you can search out the spell to grind with Apex Avian, and you can afford to run high-powered floodgates to stall your opponent out even if your combos are interrupted. This also makes it a non-linear deck, in that the same 2 cards can result in multiple different end boards, Empen + 1 of your other plans. The Rosca combo is nice because it doesn't really incorporate any bricks - you have to play Toccan, Strich, and Map if you go for this combo, but most lists are playing these cards anyways, and the only real "brick" is the Rosca itself, and what drew me to the Rosca was that I wanted to run 1 more boss monster for the grind anyways. In some sophisticated board states Rosca even lets you reset the Raiza to use it again, the card is actually reasonably in the grind, plus I think on average if you have the choice of setting up Barrier Statue, searching a second time with Empen before hitting an opponent with Raiza, or hand looping them for 3, the hand loop option is probably the best of these. This is especially true if you have the continuous spell or search it because you have the trap, enabling you to make Rosca into a 3100 ATK beatstick that can attack directly while tributing an opponent's monsters and hand looping them for 3.
I think that the loop that you should usually be doing with Rasca isn't to hand loop them for 3 on their turn on the first turn cycles. I think you should be aiming the end on Empen + Barrier Statue, using Raiza to shut down their normal summon while resetting a card, then using Rasca to hand loop them for 2 on their turn to reset the Raiza. Used properly this strategy can theoretically grind for as many turns as your opponent has 2 cards in their hand, and it eats up their resources while resetting theirs. But you might be inclined, depending on the matchup, to favour Rasca opens if pure raw cards are a problem. There will be other matchups, usually Trap based decks, where Raiza plays are necessary anyway, so being able to use one copy of Raiza multiple times is pretty appealing.
Cheat sheet for combos
Robina =
Empen + trap (Represents Raiza for disruption, Statue for a floodgate, or Apex Avian for a negate)
Robina + Map, OR Eaglen + Map, OR Toccan + Map, OR Robina + Eaglen, OR Robina + Toccan =
Empen + trap into hand loop
Robina + Eaglen, OR Robina + Map, OR Eaglen + Map, OR Robina + Barrier Statue =
Empen + Barrier statue + Trap
Robina + Raiza, OR Robina + Empen = Empen + Trap into Empen search into Raiza
Ways to grind
Return Apex Avian into the hand, and use the continuous spell to put back whatever you need to search to get your game going while drawing cards.
Summ0n Barrier Statue, Raiza their normal summon to reset the trap, use Wiraqocha Rasca to rinse and repeat while hand looping them.
Use Toccan to loop back the trap and your Empens to always have a summon and a monster
Use Raiza to loop back D. Shifter to always have D. Shifter, use Toccan to loop back the trap
Just go through your bosses one by one as they are answered.
That's before we get to the games you auto-win with your floodgates.