General
Ragnaraika Mitsurugi Deck , plans to play low to the ground with medium ammount of interuption.
Mitsurugi gets Ame no Murakumo no Mitsurugi Raigeki effect through Futsu no Mitama no Mitsurugi revive plus the handrip effect , as well as the omni negate from Mitsurugi Great Purification for a total of 2 interuptions and 1 handrip.
Ragnaraika on the other hand gets you a Ragnaraika Stag Sovereign who pops 2 monsters non targeting and a ragnaraika trap depending what you need , so a total of 2 interuptions.
I have avoided adding bridges to each other and just use Mitsurugi as a way to fill the space of a Ragnaraika deck with a generically good and synergistic secondary engine , the bridges are bricks that are quite unfun to draw , they sure raise the ceiling but i valued consistency through engine over ceiling here.
So if you open both engines uninterupted you get 4 interuptions and a handrip which are less than what a lot of decks do but enough if placed correctly , but we also get to have insane grind game , with consistent revives each turn and recycling of resources , able to recover banished stuff.
We also focus on Handtraps to raise the ceiling of our deck because Ragnaraika Wicked Butterfly gets to draw us some extra turn at the end of our combo which has hopefully diminihsed the engine in Deck to draw more handtraps, and thus the handtrap lineup is idealy cards that work when drawn after the combo and thus we avoid Mulcharmies and Impermanence type of effects to make sure we always have live handtraps to ensure we get to reach our grindgame.
Deckbuilding Choices
The deck is maxing on the archetypal starters of each engine to maximise seeing one or both engines in starting hand.
Ragnaraika Wicked Butterfly is being ran at 2 because her plus a tri-type in hand and any other monster , even a handtrap results in at least a Ragnaraika Mantis Monk as you can special summon the tri-type with Ragnaraika Wicked Butterfly effect and normal summon the other to go into Ragnaraika Skeletal Soldier , special summon Ragnaraika Wicked Butterfly go into Ragnaraika Mantis Monk and fetch a trap. Even better if the try-type is a starter as this can help you push through interuption. Also opening Ragnaraika Wicked Butterfly with an Ragnaraika the Evil Seed means we dont need to fetch Ragnaraika Wicked Butterfly with Ragnaraika the Evil Seed effect and thus able to either get Ragnaraika Bloom for extention or another trap to end on 2 traps instead of 1. So opening Ragnaraika Wicked Butterfly is good on some hands.
The same thing can be done with Ragnaraika the Evil Seed to push through handtraps as instead of discarding itself to summon something else you discard something else to summon itself.
Running 1 of each of the 2 Ragnaraika traps, because in some hands we can search both and also for flexibility on options.
No Night Sword Serpent for the Mitsurugi engine because instead we can send Ragnaraika Armored Lizard to revive it via Ragnaraika Skeletal Soldier to go into Ragnaraika Mantis Monk and thus the number of bodies produced are the same if used for Ragnaraika Summon , which we want here, but without needing to run the extra brick.
Sunvine Gardna is a choice i made because if a Ragnaraika the Evil Seed is negated , we can go into a Sunavalon Dryas which can get a Sunvine Gardna if not dealt with which sometime forces resource usage on it. It also can produce additional bodies if we open Ragnaraika the Evil Seed plus some way to get to Mitsurugi Prayers as Mitsurugi Prayers deal damage to you , damage which Sunavalon Dryas heals and summons Sunvine Gardna from Extra Deck. Also Sunvine Gardna can be used to send Ragnaraika Wisteria of Woe from field to gy on later turns if Sunavalon Dryas is unavailable.
Issues
The Deck is absolutely getting cooked by Droll & Lock Bird , we can not realy reach an interuption under droll in most hands , at best we can do an S:P Little Knight .Which is another reason on why we load on handtraps, to ensure we have something to give us time to recover.
Nibiru, the Primal Being is killing Ragnaraika if we dont open Mitsurugi , the only gameplan Ragnaraika has for Nibiru is Benghalancer the Resurgent who can revive itself in case the rock drops, which is why if we open both engines we want to start with Ragnaraika and if we suspect Nibiru, the Primal Being we want to have Ragnaraika Chain Coils either on field or GY so that Futsu no Mitama no Mitsurugi can summon after to make our traps live again if we get Nibirued.
Macro Cosmos type of effects also kind of kills us on the spot , the decks relies on Gy access extensively and has few in engine ways to deal with them , easier if they are attached on a monster like Masked HERO Dark Law as both Ame no Murakumo no Mitsurugi and Ragnaraika Armored Lizard are searchable in engine ways to remove althought harder to access under it , doable sometimes , but if they are on an S/T we struggle much more as only Ragnaraika Selene Snapper can remove S/T but it is both hard to reach without Gy and needs Gy fuel to remove S/T , the only other way to deal with them is hard draw Ragnaraika Hunting Dance and get some kind of link on the field Sunavalon Dryas is the easiest.
Dedicated Boardbreaker decks can push through us easily , 2 Raigeki leave us with nothing and its even touger for us because Lightning Storm his our Links who have to be on Attack position and if they die we also cant use our Ragnaraika Traps thus 5 copies of a card , only Mitsurugi does something against boardbreaks with their omni negate trap Mitsurugi Great Purification but it only deals with 1 boardbreaker and so long as they have 2 boardbreakers that dont tribute , we can easily lose our whole endboard with little else to do but hope our handtraps are enough to give us a turn to comeback.