Punk Adventure Ishizu Naturia Therion Vernuslyph
The Earth attribute archetypes lived seperated until the day the DUCK was released. Since then they have formed a conglomerate that can even beat the strongest of Tear 0 decks (provided your opponent doesn't draw Nibiru, Shifter or Droll & Lock).
The deck is really fun to play. While the individual engines are striaghtforward, combining the combo lines and trying to figure out how to optimally play a hand feels very rewarding and the deck plays surpisingly different to all currently viable decks.
The Punk engine brings the explosive combo plays and enable a lot of the other engines.
The Adventure engine grants protection and card advantage and enables different combo routes.
The Ishizu cards are oviously strong against graveyard reliant decks, but also recycle resources and are searchable (kind of).
The Naturia cards are incredibly synergistic and enable some crazy endboards.
The Therion engine grants some needed protection after the Vernusylph restriction and also generate a lot of advantage.
The Vernusylph cards tie this whole mess together. Hail the DUCK!
You can put up some really strong boards that are sometimes unbeatable and it doesn't brick as often as you would assume looking at the list. Though it's sometimes impossible to activate some engines depending on the hand.
The Punk trap, the searchable Klebek and Mole Cricket allow to play through Dark Ruler and Droplet suprisingly easily. Different setups also make this deck really hard to deal with and sometimes allow for instant wins.
Going second also isn't as bad, since you can push through quite a bit of interaction, especially if you draw Vernusylphs in combination with other engines. Resolving the same Scrap Dragon multiple times via the Vernusylphs is not only strong, but also really funny.
The biggest downside of the deck is that it's almost impossible to side deck. Since 57/60 cards are engine cards and the only non-engine card, Fenrir, might as well be one, there is nothing to be side out. Also considering that it's a 60-card deck means that you have to side in almost all of it, if not in it's entirety, going second. Therefore I build the side in a way were you can either side out the entire adventure engine or the Therion, Ishizu and 1-of Adventure and Deer Note for the entire side before the Lifetrancer.
Lifetrancer is your win-con for time, Barrierstatue is an optional win-con going first and Zombie World is GG against Floo.
Another downside is, that there is no room for tech slots. You might be able to shave some cards to get maybe 2 to 5 slots open, but thats probably it, unless you cut an engine like Therion or Ishizu entirely. You cloud consider to cut the Adventure engine, but the value and protection it grants is most likely too important.
The same problem also arises if you consider the ever shifting meta game. Depending on where the meta goes, it could happen that this deck won't be able win a singular match.
But most importantly is that the acronym is P.A.I.N. T.V.! We are truly blessed by the DUCK for such an acronym!