Here's a standard Gimmick Puppet FTK wih a few changes, i.e.:
Main deck Ogre and Nib for hand trap / removal to help with a clear board for FTKs, and extra draw power to fuel the FTK
I've seen a lot of decks still using Terror baby, i quite like to play one incase fiendish knight gets belled, or crowed etc. it's also nice to be able to utilise the extra normal under some circumstances. we're also playing extra copies of dreary doll and bisque doll (supporting the trade-ins / allure, and bricking respectively)
I personally like to run 3 Trade-Ins and 2 Allure but 1 Allure is good for consistency or if you end up banishing too much engine.
Since the banlist, having mansion is practically necessary for FTKs though if you survive a bystial (or go second) you can also bring that back with fiendish knight or CXyz Machinix for bonus damage.
I Personaly like to play more handtraps for targets for the Puppet Shark / general interuption (hence why theres a load (also ofr options) in the side).
Finally, as an extra note: the extra deck can be filled with spare copies of the puppets for grind games, i just wanted to show the minimun necessary for the FTK / short games.
WHAT TO DO WHEN YOU GET HANDTRAPPED:
Do NOT concede, attempt to make a copy of CXyz Machinix, place either one of the traps (depending on which one you are running), and attempt to sit on a wall of handtraps / big monsters for a turn. (it's also worth considering running a copy of pot of avarice if you're getting stuck at the end of long grind games without any lvl8s, or a Hope Harbinger).