You know, for being the Kuriboh obsessed freak that I am, I never really post any of my decks involving Kuriboh at all, so let's fix that~!
Kuriboh Horus is a deck I came up with somewhere in the middle of August that just kinda sounded like it worked perfectly well together. This is a deck that seeks to abuse the capability of the Horus monsters to make Rank 8 or Apollousa, Bow of the Goddess negates going first and their easy access to special summoning themselves from the grave to make easy link 4s or Underworld Goddess to start breaking boards when going second. Since the main engine is so small here(Kuribohs take up 11 spots while Horus takes up 9 to total half a deck), the deck is allowed to run a lot of non-engine and going 2nd board breaks involving the capability to main deck The Winged Dragon of Ra - Sphere Mode at 2 copies on top of the mandatory 3 Maxx "C", 3 Ash Blossom & Joyous Spring, 2 Called by the Grave and 1 Crossout Designator. The general gameplan of this deck is to use the Horus engine and Kuriboh with Multiply combo to facilitate recursion and strong negate and disruption based boards while sitting on different types of towers created through I:P Masquerena.
To explain Kuribohs, the main Kuriboh engine we're running here is the Multiply Engine with one single Kuribohrn to allow for recursion to protect ourselves and create follow-up plays if the opponent can break through a going first board where you can get Kuribohrn into the GY. Since we're doing the Multiply Engine, we want to run 3 copies of Kuriboh, 3 copies of The Flute of Summoning Kuriboh, 1 copy of One for One and 3 copies of Multiply. The full playsets of each gives us more opportunity to draw into Multiply itself with more opportunities to make it live through the different ways of forcing Kuriboh onto the board to make a board full of 5 Kuriboh Tokens to do large link plays. Getting a full Multiply board off in a game without getting interrupted when going 2nd will result in always being able to make either a 3 material Apollousa, Bow of the Goddess, Mekk-Knight Crusadia Avramax or Underworld Goddess of the Closed World with the I:P Masquerena protection on them, making a fat towers for you to sit on potentially without requiring your normal summon.
As for Horus, we run the 3 King's Sarcophagus with 3 Imsety, Glory of Horus to have the most access to our Horus engine, and one of each other Horus Monster that isn't Dark Flame Deity: Hapi, Guidance of Horus, Duamutef, Blessing of Horus and Qebehsenuef, Protection of Horus. The extra Horus monsters past Hapi is to either have more access to 2 different Rank 8 Disruptions where you feel it's needed most. Generally on blind going first you'll probably make Number 38: Hope Harbinger Dragon Titanic Galaxy and Number 90: Galaxy-Eyes Photon Lord. Occassionally you'll want to make The Zombie Vampire to hopefully be able to extend plays further in an attempt to mill more Horus monsters or a Kuribohrn for a follow-up recursion while also stealing monsters for a potential further link out. If you're able to go second and make a rank 8 knowing you'll be able to shut-down GY plays, Number 68: Sanaphond the Sky Prison is there for you since this deck lacks access to Abyss Dweller.
Afterwords we have Keldo the Sacred Protector and Mudora the Sword Oracle for pitch material for Imsety of King's Sarcophagus to get access to Horus and have quick play GY disruption, 2 copies of The Winged Dragon of Ra - Sphere Mode for board breaking to remove problematic monsters that can't be removed by effects, 1 copy of Nibiru, the Primal Being as a target for Crossout Designator since Multiply will always set-up an opponent's Nibiru, but also it comes in handy as its own going second option if you open it, 2 Evenly Matched to break boards and 3 Infinite Impermanence for going first or going second disruption.
For the extra deck, we already went over the Rank 8s in depth but to recap we have Number 38: Hope Harbinger Dragon Titanic Galaxy, Number 68: Sanaphond the Sky Prison, Number 90: Galaxy-Eyes Photon Lord, and The Zombie Vampire. Link wise we carry 2 copies of Linkuriboh since it is a Kuriboh monster which makes it a target for funny Kuribohrn plays, 1 Knightmare Phoenix for backrow removal, 2 I:P Masquerena since it's one of the best link 2s in the game, 1 Dharc the Dark Charmer, Gloomy because Dark Monsters are incredibly common and Kuriboh, Linkuriboh and the Kuriboh Tokens are all Dark Monsters to make it, 1 S:P Little Knight because obvi, 1 Knightmare Unicorn because it's a great disruption with I:P on going second aside from going into S:P, Mekk-Knight Crusadia Avramax because it's a big boy to make into a towers, Apollousa, Bow of the Goddess for monster negates because it's a crazy monster and Underworld Goddess of the Closed World for board breaking going second or first with I:P that also makes it into a big scary towers that also locks disrupts the opponent's GY plays.
Main Combo Lines:
Kuriboh Engine - NS Kuriboh/Flute of Summoning Kuriboh SS Kuriboh>Multiply>2 Tokens for I:P>1 Token for Linkuriboh>1 Token for Linkuriboh>I:P and 2 Linkuribohs for Avramax/Apollousa>Linkuriboh GY effect to SS using final Token for cost.
Horus Engine - Imsety Hand Effect for King Sarc/Play King Sarc>King Sarc Dump Hapi>Continue Dumping for Duamutef and Qebehsenuef if you have further cards you want in the GY in your hand>SS All possible Horus Cards from GY>XYZ for Negates/Zombie Vampire. At 4 Horus, you can make 4 Material Apollousa/Link 2 I:P Masquerena and Link 2 Knightmare Phoenix for Avramax or leave Hapi and Imsety on board by using Duamutef and Qebehsenuef to Link 2 I:P for a disruption on the opponent's turn with either Underworld Goddess, S:P or Knightmare Unicorn.
Most Optimal possible combo going first - Imsety pitch a Horus for King's Sarc>King's Sarc another Horus for all Horus in GY>all Horus onto board>Link 4 Apollousa>Flute for Kuriboh to Board>Multiply>2 Tokens to I:P>2 Tokens for 2 Linkuribohs leaving your options open for either going to the opponent's turn and linking on the opponent's turn for Avramax/Underworld Goddess or just going in immediately on Avramax and using Linkuriboh GY effect on the final token.
Aside from the 20 slots used for the Multiply and Horus engines combined as well as the 9 cards in the deck required due to Maxx "C" existing, you can cut the Kuribohrn from the deck if you feel that you don't need to use the recursion for follow-up from its effect, leaving you with 28/29 cards in deck and allowing up to 12/11 cards for further non-engine. I went with more going second board breaker options myself, however your choice of non-engine is entirely up to you.