Lair Infernoid going 2nd deck build.
I don't main pot of extravagance because I prefer to run three copies of evenly matched, which is absolutely amazing going 2nd, and to not limit the void imagination-infernoid tierra power, which is one of the win condition.
Crusadia equimax is also a win condition because you can use it to OTK, simply using an infernoid monster to tribute it in battle phase, after you attaced with it.
Lair of darkness is really helpfull, both with infernoid monsters and monster gate, which is really good to out your opponesnt's monsters and mill some cards.
For the hand traps I run gammas and impermanences. Evenly matched is the only trap.
If you lose game 1 and you think your opponent is going to let you going first, it is a good idea to side the other two void feasts, which are great to activate in your opponent's draw phase/standby phase to set two negations on the field.
Void imagination is, of course, the strongest card in the deck. You always want to resolve it because you can mill three elder entitys with tierra to pop three cards and you send a lot of infernoids to gy as materials. However you have to side them out, maybe for void feasts, against decks that don't use the extra deck.