Hand traps are easy to include because of the fact that no Eldlich cards are worth points whatsoever.
Eldlich is a pretty simple deck that revolves around Eldlich the Cheeselord as the only Main Deck monster, with "Golden Land" and "Eldlixir" spells and traps built to support our supreme overlord covered in cheese. Most of the "Golden Land" Traps special summon themselves as monsters, with most of the "Eldlixir" cards special summoning Eldlich .
Eldlich himself sends Spell/Traps from your field to the GY to use his effects and turn him into an indestructible (by card effects) 3500/3800 body for 2 turns, and those Spell/Traps have effects when in the grave to help Our Supreme and Cheesy King defeat the opponent. Seven Cities of the Golden Land allows you to summon Eldlich 2.0 which is kinda just Eldlich 1.0 but grumpy, and instead of being an indestructible 3500/3800 body for 2 turns, it is a permanently indestructible 3800/3500 body that Tributes (read: "eats") other zombie monsters to take control of your opponent's monsters.
On the Side Deck, I pretty much just included non-"Golden Land" traps that special summon themselves as monsters, and then Judgment of Anubis to stop cards like MST and (although rare in Genesys) Harpie's Feather Duster because this deck is heavily reliant on backrow.
Ideally, you want to end on 1-3 Eldlich the Golden Lords and a good bit of traps set in the back.