Well, I didn't think this deck would do that good, but I was able to scrap from Silver 3 to Plat 5 with this deck after a friend said I wouldn't. Anyways, this is Timelord Burn with Kaijus! Timelords are an archetype of Level 10 Fairy monsters that most of them share the effects of being able to be normal summoned without tribute if you control no monsters, have 0 ATK and DEF, can't be special summoned from the Main Deck without the help of a certain card, they can't be destroyed by battle or card effect, they shuffle themselves back into the main deck on your Standby Phase, and they all have activated effects if they do battle. With these abilities, Timelords are built innately as a Control or Stall deck, waiting for certain cards to finish the game. Let's talk about how we're doin' this.
We're running only 3 of the Timelords and a Timelord support in Time Maiden. Our 3 Timelords are Metaion, Michion, and Raphion. Metaion bounces every monster on the field back to the hand (or Extra Deck) except itself and deals 300 burn damage for each monster bounced. While the burn on this is mediocre at best, it excels in removing Extra Deck monsters with certain protections. Michion, our second Timelord, straight up HALVES the opponent's LP after combat. This makes Michion the single best Timelord to open as it basically reads "Deal 4000 Damage to your opponent's LP on your first turn if this card makes it past the Battle Phase." While he's weaker later, this strong start can be enough for our burn traps and our last Timelord to finish the job. A neat little interaction with this is that Michion's effect IS NOT effect damage, so it gets around cards that negate effect damage, like Destiny Hero Decider. That's likely because it doesn't say something like "Your opponent takes effect damage equal to half their LP." Now, our last Timelord, Raphion, burns the opponent for an amount of LP equal to the ATK of a monster it battled, so what you wanna do with Raphion is attack your opponent's biggest monster for huge damage. And we'll finish off with our Timelord support, and probably the single best card in this deck, Time Maiden. She's a Level 1 Fairy with 0 ATK and DEF who can special summon herself if you control no monsters. She's treated as 2 materials for a tribute summon of a Timelord, can tribute herself to search for a Timelord from your deck, and can banish herself from the GY to special summon a Timelord from your deck and ignoring its summon condition of not being able to do so. She does the most important thing this deck needs to do that doesn't rhyme with "ramage" (not a real word but I digress) and that is cycling your Timelords and being sure you always have one on the ready! Basically she's a 2-for-1 and that's why she's the most vital card in this deck. You can probably get away with running 1 or 2, but you'd be doing yourself a disservice if you do so. "Why not run the trap cards for the archetype?" Don't get me wrong, Infinite Light is a GOOD card for the archetype, but the thing is: the archetype is what we call BAD, and we kinda wanna run more damage style traps to close games than play a control game.
Kaijus, why? Well, this deck has legs when it goes First, but with Kaijus, its Going Second game is on another level. Its just generically good to use 'em to get rid of certain pesky boss monsters your opponent might spew out turn 1, so we're running 9. 3 Gadarla, 3 Thunder King, and 3 Jizukiru. These are all Rare Quality and that's why we're running them. I'm not crafting 3 Gameciel when we have 4 unique Kaijus that do the same god damn thing. Plus, sometimes bigger is better if we wanna use Raphion to attack into one. A pleasant thing I figured out is that Gadarla is Wind attribute, so you can tribute off a pesky Wind Barrier Statue if your opponent is playing Simorgh. Its not like you special summon that much, but GOD DAMN Time Maiden is so good.
Now our Spell/Trap lineup, and we'll start with the Spells. The only other SR in this deck that isn't Time Maiden is Pot of Extravagance, which is a generically good card that you can use in a lot of different decks. It allows you to banish 3 or 6 cards from the Extra Deck for you to draw 1 card for each. Honestly, this is basically Pot of Greed because this deck does not give a single shit about the Extra Deck. 2 and a half copies of Pot of Greed seems pretty good to me. Our only other Spell is Book of Moon, which we run at 2. Its a Quick-Play that flip's a monster face-down. It can be used to get rid of nasty effects on your opponent's field, or with good timing, it can even be used to keep a Timelord from shuffling itself back into the Main Deck, allowing you to use its effect again. Its versatility is almost unmatched.
Our Traps, which allow us to close games out or to stall them for a better chance to win. Waboku prevents battle damage from being taken and prevents your monsters from being destroyed by battle. This honestly came up a lot more than you'd think. It can really bail you out if your opponent negates a Timelord's effects. Dimension Wall is one of the most underrated cards in this deck. Its ability to to possibly negate lethal damage and reflecting it to your opponent is unmatched and I learned that very soon after I reached Gold with the deck. Bad Luck Blast is basically baby Ring of Destruction. It deals half the ATK of a monster and doesn't destroy it, but at least it deals 1000 burn damage if its destroyed by an opponent's card. "Why not run Ring of Destruction then?" Because by the time Ring of Destruction comes into play, you can't use it. Ring of Destruction forces you to target an opponent's minion that has equal to or less ATK than their LP, so it can't close game out without having exact lethal. Plus it can only be used during your opponent's turn. Bad Luck Blast can be used during your turn too and can choose ANY of your opponent's monsters, making it a more flexible tool to close the game. Secret Barrel is here to do a bit of burn damage too. I wanted to run Just Desserts, but there's 2 things with that: 1: Its an SR, so its not really worth crafting. And 2: if your opponent bothers to read your cards, they're probably gonna play VERY passive so they won't summon monsters. I've gone against Sky Strikers who use Afterburner on their own link monsters so Raphion couldn't hit it for game. Now for spot removal: 2 Compulsory Evacuation Device and a Dogmatika Punishment. Honestly, you can replace Punishment for a 3rd CED, it might not do what you want and its possible you turn off your final Fake Pot of Greed. I had 3 in a previous build with Extra Deck monsters with way too many ATK so it'll break nearly anything, but its not worth it.
Now the extra deck, and this is the magic of it. In short, sweet, and simple words: The Extra Deck doesn't matter. You can put quite LITERALLY ANYTHING IN. Hell, this could be good for that Xyz Festival Event, just throw in 15 Xyz monsters and you'll banish 'em anyway. The only Extra Deck monsters you can care for are the Cannons, Rank 10 Xyz monsters and that's only because every Timelord is Level 10 and Zeus, which is a Quick Effect board wipe on a giant body, but don't be sad if you banish 'em all in 1 go.
And that's really it for the deck! It's a very consistent deck that can catch a lot of players off guard. It plays exceptionally well against Maxx "C" because you don't really care to special summon, but Ash Blossom will freakin' hurt your turn, especially if it hits your Time Maiden's effect. As a note to anyone reading that wants to know how to go against Timelords: don't attack them without a reason. They get their effects whenever they do battle, and if you couldn't read the card, it applies to both turns. You don't wanna give Raphion 2 activations of burn in 1 life cycle of him. Also, while they do have formidable protections, they are still INCREDIBLY fragile. Negating their effects (I.E. with Dark Ruler No More) allows them to be destroyed and they will take battle damage, they can be easily be bounced back (I.E. with Compulsory Evacuation Device or Knightmare Unicorn), and you can flip them face down (I.E. Book of Moon) so they can be destroyed by card effects then. I hope this explains a lot about what the deck is capable of and how you can avoid screwing yourself with effect damage, and thank you for taking the time to read this!