This deck is one I have been having fun with for this format and I feel it can be at least rouge viable with its great going first board and its ability to play though multiple pieces of interaction going second with even a decent hand.
The main gameplan of this deck is to be able to setup various end boards of xyz, synchro, links, and ritual monsters. With no restrictions on any of these cards, this deck can pivot into a wide variety of interaction.
Some of my best opening hands going first have been able to end on the following: Baronne de Flure, Number 38, Doombroker with both of the libromance traps live, a searched ghost ogre and snow rabbit, and either masq(if I dont have a gamma in hand) or lamda (if I do). Meaning the opponent will be staring down 2 omni negates, a spell negate and take, a monster lockdown to prevent it from being used as material, a ghost ogre pop, and masq to either go into knightmare or underworld depending on which is more relavent to the board state. While this is the board of a god open + no handtraps by the opponent, even inturrupted boards can usually make either baronne + doombroker with a trap or hope + doombroker with the trap.
Your biggest handtrap threat by far is droll and lock(with shifter coming in second cause it can screw up the punks.). prioritize activating all the search cards that keep your monster zone clear so as to threaten gamma. if you lack gamma, then there are minor lines that can often get you a hearld if getting drolled is unavoidable.
The most cuttable parts of this deck are the excess punk cards(basically all the level 3s not named zeamin along with their trap), and the extra is pretty set with the only flexable spots being rising carp(if you want to cut the excess punks.), lamda, and probably accesscode. everything else will come up in games often.(yes even croc, he can be made on weird boards with a negated diviner or the punk.)
Feedback is appreciated but I would like it if you actually play the deck first.