This deck is designed to work best if you can get Mystic Mine to the field while scoring massive damage if you can't get it out. This deck sports plenty of draw power and damage without opening itself up to S/T destruction vulnerability. Nearly every Trap card can be chained to any attempt to destroy it.
Digging into the build, the first part of the deck is 3 Mystic Mines, 1 Metaverse and 2 Demise of Land. The reason I am not running 3 Demise of Land or 1 Terraforming is because of consistency issues. Having a 3:3 ratio on cards that can search for Metaverse reduces the risk of bad opening hands. An ideal "going first" opening hand will have one search card and no physical copies of Mystic Mine. A single Field Barrier is in the deck to protect Mystic Mine from destruction.
Moving over, we get to the cards that draw. Be careful with Pot of Extravagance. It is a good card to play if you have a Pot of Duality in hand, but if you have several other draw cards, play those instead. Card of Demise is easy to play due to the heavy S/T usage. If you have Swift Scarecrow in hand, though, it is okay to hold off for a turn to play it. Contract With Don Thousand is an incredibly overlooked card for burn decks that stall or any deck that needs to tighten up its consistency a bit. It can also lock the opponent out of their Normal Summons if played strategically. It could be a consideration for trimming back the deck a bit in favor of a Watch Dog if you find yourself getting clogged hands with it often. The 1000 damage to each player is nice, and can even finish off an opponent or push for a tie in dire times. Consider using this with Firecracker and Chain Strike for a strong finishing-blow. Balance of Judgement is here to stock up your hand after a non-fatal push. It is not uncommon to draw 4 cards with it if played after unleashing a series of S/Ts on the enemy. This is probably the easiest card to side out if needed.
Next, we come to the damage dealing S/T cards. These are my personal picks for high-damage output. I find Ceasefire and Just Desserts are great for ending a game. If you ever find yourself with 4 of these at any time, you are probably in a position to push for the win. Of course it is more likely that you will need to rely on other damage sources as well, so don't worry too much about amassing all of your damage at once. Cauldron of the Old Man replaces Wave-Motion Cannon as the
de facto Continuous Spell damage king. It can also provide a small health boost if you are unable to deal damage for any reason, including if you played One Day of Peace before playing this card. This also provides a useful distraction for splitting an opponent's S/T destruction. Chain Strike should be saved until it can do the most damage or until you can finish an opponent off with it.
Now we get to the stall cards. Waboku, Threatening Roar and Swift Scarecrow can be really irritating to face off against, as even if the opponent manages to get rid of Field Barrier and Mystic Mine, these cards can be there waiting to give full protection for the rest of the turn. Additionally, the trap cards can be used to "poor-man" a chain together for Chain Strike damage in a pinch. I have, myself, used Swift Scarecrow, chained Waboku, chained Threatening Roar, chained Balance of Judgement to ultimately end with Chain Strike and deal a respectable 2000 damage and end a game. It is also important to remember that Waboku and Threatening Roar can be activated if targeted for destruction themselves. Though rare, you can also use Waboku if another card is targeted by Night Beam and then chain that card to Waboku to bypass the "you cannot activate the targeted card in response" part of the effect.
The last card is Magic Jammer. It is pretty straightforward as a layer of protection for Mystic Mine, but it also has value when used on Cauldron of the Old Man. Not only does it provide protection, but it also provides the same type of counter that Cauldron of the Old Man uses to calculate damage/recovery. This might seem nominal, but it is worth noting. Also, if Mystic Mine and Field Barrier are both on the field, Field Barrier is the better choice for protection, as it passes that protection to Mystic Mine and continues to stop the opponent from playing their own Field Spell.
The extra deck is more-or-less intended to be used for Pot of Extravagance. That doesn't mean that you can't find niche uses for it, however. If your opponent uses anything that can generate tokens on your field, you can use the Extra Deck to keep your numbers low. Decks running Black Garden are the biggest perpetrator of this scenario.
The Side Deck is just what I am using right now. It should evolve with the meta to account for any weaknesses you might find in the deck. I have an alternative build that removes the ten burn cards to change into a passive deck out deck, so there are a lot of options for the side. Find what works for your "play environment".