The good-old earth machine, from the 2010s, still has a bunch od potential for unorthodox interruptions and interactions
Naturally the Karakuri work around chainging battle positions, with the lvl 8 synchro getting you a draw and the lvl 9 banishing, wchich are not hard once per turn.They also form a line of extention by summoning guys from the main deck
Superheavy Samurais are here for consistency, where Wakaushi gets us into the lvl 8, which get's us into the lvl 9, and then we can set up extention based on our hand, also pendulum summoning is an additional way to get more guys on the field.
Instant fusion with the Pair Cycroid for that free lvl 5 earth machine.
Clockwork Knight and Night, because the Karakuri draw spell is a continuous spell.
Powertool to grab us Gama Oil, which revives any Karakuri from the GY.
Ancient Gear Ballista can pop the field spell which can revives 1 lvl 4 or higher karakuri from GY.
Some typical good cards like Crystal Wing, Naturia Beast, I:P and S:P, with Regulus, Called by and Imperm in the main.
In the side we keep Cydra and fortress for alternative forms of removal, ash in case, scheduling for going second, Deskbot jet to pop and be used as a lvl 10 earth machine synchro, with Samurai Destroyer as an alt lvl 7.
Is this deck good? No, by all means, this deck is bricky, inconsitent and is really easy to stop,but Inashichi is non-once per turn, archetypal pot of greed with extra steps and a good chance you're going to end with 3 banishes and a negate as an endboard.
It's really fun.