Ghostricks are pretty difficult to make work. They have a few obvious weaknesses: they rely on flipping monsters face down for control, they have slow special summoning, and they don't have a clear win condition (they have several disparate win conditions). What they do have going for them are some of the most unique spell and trap cards in the game, and some very strong floodgate potential. This deck looks to shore up those weaknesses while capitalizing on their strengths.
Ghostricks have a weird triangle of win conditions. Ghostrick Skeleton wants to be in a mill deck, and Warwolf wants to burn. Ghostrick Angel of Mischief has a unique alternative win condition, but that isn't what this deck is built to do. This deck's goal is to fill your board, keep your opponent's mons flipped face-down, and attack over 1-2 turns for lethal. I'll explain below the roles that various cards fill, first specifics for the Ghostrick cards, then more general descriptions for the rest of the deck.
First off, our Ghostrick cards:
3 Ghostrick Siren - this card sets up our graveyard for Fairy and Shot and can either search a card or flip a monster face down. Always a plus to draw.
1 Ghostrick Ghoul - part of our win condition. He can buff up any mon, but he works best with Dullahan. At one because he's searchable.
2 Ghostrick Jiangshi - this card searches our handtraps, either Lantern or Mary. We want to draw him, but never more than one.
1 Ghostrick Fairy - she returns cards from the GY to the field, but we don't want to open her with no way of setting up the GY, so we only run one.
1 Ghostrick Nekomusume - the floodgate! This card is incredibly strong once we have our Ghostrick Night on the field. We only need one, as she is searchable.
2 Ghostrick Doll - we use Doll to find Fairy, Nekomusume, and Ghoul. Only at two so we can see more diverse hands.
1 Ghostrick Lantern - this effect is incredible, and it puts a body on the field, but we want to find this card off of Jianshi, optimally, not off of our draw.
2 Ghostrick Mary - this card doesn't prevent damage, but it finds us any Ghostrick from deck! Again, we don't want to see multiples of this card, but I prefer drawing two Mary to drawing two Lantern.
2 Ghostrick Shot - its one of the best Ghostrick cards, being able to summon back a card and flip another card for added effect, but its a hard once-per-turn, so drawing more than one is undesirable.
2 Ghostrick Parade - we're playing two because its my prefered field spell turn one. Searching any Ghostrick is massive, especially being able to search Mary, then activating Mary after damage. We use this to find enough of our names to get started, then switch to the next field spell.
1 Ghostrick Mansion - cutting down the damage we take is nice, but this card is primarily of interest so we can attack over the opponent's set cards unimpeded.
2 Ghostrick Break - not the best opener, as we need a graveyard to take advantage of this card, but getting two summons is no joke, especially for this deck.
3 Ghostrick Scare - its not a once per turn. We can selectively flip up our mons to get their effects while flipping down the opponent's starters and cutting them off of further summons. Very clutch card.
1 Ghostric-Go-Round - its a nice battle trick, but I should probably cut this one.
1 Ghostrick Night - the stall effect is incredible on destruction, but the main effect here is what we want. Keeping the opponent's cards locked in face-down defense position enables our whole strategy. We only play one because it is very searchable, but I'm open to playing more.
And the Extra Deck:
3 Ghostrick Angel of Mischief - though I love this card's alternative win condition, we will probably never see it come up. The first effect is what we are looking for: a search for any of our Ghostrick Spell/Traps! Huge to make turn one, and a fairly damaging beater (for this deck) late game.
2 Ghostrick Alucard - our main bridge into Angel of Mischief. His ability to pop cards is nice, as is his GY effect. Just a good card.
1 Ghostrick Socuteboss - I've rarely seen her effect go off, but it does happen, and she's a necessary bridge into Angel.
1 Ghostrick Dullahan - our main win condition. This card beefs up pretty big, and is boosted even further from Ghoul. Cutting Atk in half is a decent effect, but this card is primarily a beater.
2 Ghostrick Festival - it lets us turn any face-down Ghostrick we draw into a potential search, and it turns on our ability to attack directly at all times.
The Ghostricks in this deck are the engine, the floodgate, and most of the combat tricks. The main goal is surviving the opponent's first turn with a monster or two on board after everything, and having tools ready to lock down their remaining monsters or remove them from the board. We play 2 Lord of the Heavenly Prison to protect our face-down Ghostricks and Spell/Traps, as well as to search a card for our next turn, and occasionally to beat over the opponent's threats. We are playing 2 Tour Guide From the Underworld, and 1 Sangan, to either make a fast Knightmare Cerebus, or to Make Alucard then overlay for Angel of Mischief. Angel will search a card, usually a trap if going first and potentially an extender if going second, then we can link Angel off for Ghostrick Festival, which represents another monster summon. The 2 Battle Faders are a slightly more efficient Ghostrick Lantern, and they can be used to make Dulluhan. We play 3 Allure of Darkness, because we need the draw power, and all of our monsters are Dark. The 2 Calamity Upon the Hidden City work very well with the deck. It protects our cards, floats on destruction, and most importantly, makes monsters flipped face-up VERY big. The 1500 Atk and Def buff is huge, and getting two Calamity's on board makes that go up to 3000. This is especially valuable in finishing off the opponent before they can find their cards that out our floodgate. Since our deck is exceptionally weak to link monsters, we play 3 Drowning Mirror Force, which also synergize with our Field Spells. The 2 Trap Tricks are here to search Drowning Mirror Force, Ghostrick Break, or Ghostrick Scare, depending on what is needed, and again we're on two because of the hard once-per-turn restriction.
In the extra we're playing the usual suspects. Zeus is very easy to make when we can attack directly and ignore our opponent's monsters. Accesscode and Apollousa need no explaination, and the Knighmares are just good removal.
Hopefully this has been an interesting take on the deck, and I'd really appreciate any comments you have! Thanks for reading all of this!