Phantom Knights, ending on Sam's combo from Team Samurai X1, and tuned to my playstyles - larger deck, mostly for Dragoon, but also to fit in lots of extenders and a reasonable mix of hand traps. It reduces the games you see Tour Guide, but also makes the deck less relaint on the card. In testing I found a 49 card with 9-13 extenders saw Dark Magician and Red-Eyes a reasonably small amount of time, almost never minded seeing Red-Eyes Fusion, and comboed off very successfully in a majority of hands.
First the Phantom Knights package. My mentality for this was to run all the essentials in the smallest numbers feasible (my usual strategy). 3 Torn Scales are essential, this card is an amazing starter in its own right and an important combo piece. Ancient Cloak is a combo piece, we run 2 because when you see it in your hand sometimes you need to send the 2nd, but it rarely comes up so you could get away with 1. It's great to pitch to Torn Scales, so I like 2. 3 Silent Boots, this usually searches Rank-Up Magic towards the end of your combo but we run 3 because it is a reasonable extender in its own right. 1 Ragged Gloves is a combo piece, usually sending Phantom Knights Sword to extend your plays, but also a reasonable "double" of all of your Phantom Knights cards. Stained Greaves is weak as an extender, though you will use it that way occasionally. However, sometimes your combo wants to pitch it to summon Torn Scales from the hand, so we run 1. 3 Fog Blade as a searchable interaction that doubles as an extender in your combo. 1 Sword, a combo piece for that combo and an extra extender a lot of the time. And 1 Shade Brigandine, a searchable extender that is also a combo piece. Lastly 1 single Rank-Up Magic Force, so we can make the bomb that is Dark Requiem XYZ Dragon.
The "fire" part of the deck is pretty low. The plus side is these are all level 3 extenders that can help make Rusty and Cherubini, so they have that going for them. Cir and Graff are combo pieces and dope extenders in their own right in your combos. Farfa and Calcab are actually run primarily for their ability to double as interaction to help bait out negates, break boards, and shut down backrow.
Tour-Guide from the Underworld is your best starter. You see this card it might as well be over. In certain hands you might start Torn Scales in order to summon Silent Boots, since this is harder to Ash, but this plus an extender is full board, all of your Boss Monsters but Accesscode and Unicorn. 3 is obvious, and these usually summon Graff as part of your combo. But if Graff or Cir are in your hand we run a 1 of Sangan. We don't have a Crusadia card to search, but you can find a hand trap, and the card actually makes it a half-decent normal summon with extenders, since the combo wants cards in its hands. It's not a huge brick in this deck, since we want to discard cards for our combo and to Dragoon anyways, and it is a half-decent Normal Summon (here).
Dragoon Package is 2 Fusion, 1 of each brick. The bricks suck to see, especially when you see both. But 2 Fusion is pretty good IMO. It means when you see Fusion you can pitch one of them and still make Dragoon, but also they sometimes give lackluster hands the ability to start Dragoon. This decks back-up plan is basically to make Dragoon, and the emergency back-up plan is to cast Red-Eyes Fusion to do that.
1 Rota and 1 Foolish Burial are good enough, still. Rota is a copy of any of your powerful warriors, and Foolish Burial is an extender that doubles as interaction, it's just a generically good card.
For extenders I really want to run 9, but if you're counting the BA package which are situational extenders you're running 13. 3 Kagemucha Knight is obligatory, you want to chain-block Tour-Guide. 2 Junk Forward means you have a free extenders to start on, meaning sometimes you can make Cherubini without using up your Normal Summon, but also means you'll never see 3 in the same hand. Then we have the Psychic package, Psychic Wheelder, Psychic Tracker, and E-Teleport, which are basically just generic level 3s in the deck to make Cherubini as well as the Rank 3s that you run as combo pieces. Lastly, we run a since Sea Archiver, which unfortunately doesn't make Rusty Bardiche, but is a half-decent extender for making rank 3s and gives you an extra thing to pitch for those games when you see too many Phantom Knight cards.
For interruption we have 1 Called By the Grave, because we're a combo deck. Then we have Ghost Girls, level 3s with good generic negation effects, run primarily because they double as Normal summons in an emergency, and picked based on which of the Ghost Girls are likely to have an impact in this meta.
The extra deck is almost all combo pieces, then after that we run Unicorn, Accesscode, and a 2nd Break Sword to help break boards and give the deck a good follow-up plan.