Hello there.
I made this decklist inspired in another one really similar from the Public Decks in the MD Deck Create room, and it showcases that D/D/D Duo Dawn King Kali Yuga is a real problem if the combo made to summon it to the Field isn't stopped properly, just like many other cards in the cardpool (Herald, Rhongo, etc., you can figure the rest).
The problem is, this deck can make the full combo that stops your opponent for entirely playing the game alongside getting 8k+ damage for the turn 3 with only 2 specific cards or any 3 card combo that can leave Force Strix + ANY DARK EXTENDER. Obviously, you need to play uninterrupted, and that's why the deck is equipped with a full-on Crossout Designator package that includes Ash, Nibiru, Infimp, Maxx "C" (at 3, that card may be the best card in the entire game period) and Called by (which you obviously want to see in your opener too). 5/40 cards are there to stop your opponent from stopping you, since you can't make full combo and also get a negate before the 5th summon, and Nib absolutely screws your plans.
Anyways, Tribute Lanius (or Summoner Monk + Spell for that matter) + Raider's Wing is full combo. Normal Tribute, effect to send to GY, send Mimicry (the one you never want in your opener), Mimicry effect in GY to search Pain Lanius, Pain effect to summon itself paying 400 targeting Tribute, XYZ summon Force Strix, search Singing Lanius, Raider's effect to summon itself detaching from Force, Singing summon itself because you have an XYZ monster. You now have 3 monsters in the Field and 3 cards in hand.
Link summon Wise Strix using everything but Raider's Wing (to avoid banishing it in any case the combo fails), summon from the Deck any Raidraptor (here you want Mimicry if you couldn't mill and search from it before), XYZ into another Force Strix, search literally anything and activate the 2nd effect of Wise to set a PK Rank-Up Magic Force from the Deck (you will clearly be activating it this turn). Notice you will be keeping the last 3 cards in hand, and you now have a searched card from Force. If you opened a copy of Strangle Lanius, don't search it specifically, you will be summoning one from the Deck later, and also it locks you into DARK monsters, which you want to avoid if your opponent disrupts your next play.
Next, bring out Rusty Bardiche leaving the XYZ monster with 1 material (and that makes a lot of difference, it truly matters), then Rusty effect sending Boots to the GY to set Shade Brigandine. You don't want to set the RUM Launch (specially going second) to avoid any S/T destruction your opponent may have. Boots effect in GY next banishing itself to search Launch. If everything goes as planned from here, you won the game 99.99% of the time.
Activate RUM Force targeting Force Lanius and summon Arsenal Falcon, it should keep 2 materials. Arsenal effect (leaving Force Strix as material) to summon Strangle from Deck, and activate its effect to bring back any LV4 Raidraptor from the GY. Here, overlay the 2 LV4 monsters you have to XYZ summon Gagagaga Magician in a zone Rusty points to, to prock Rusty's destruction targeting Arsenal Falcon. If Arsenal has a "Raidraptor" monster as material, when it's sent to the GY, he will bring out Ultimate Falcon and attach itself as material. Inmediately after, detach from Ultimate to lock your opponent out of monster effects but, most importantly, getting Arsenal to the GY.
Last but not least, activate Gagagaga Magician's effect to bring back the Arsenal Falcon from the GY with no XYZ materials, and if you're going first, you can perfectly pass from here before setting the Launch. As soon as you're allowed, activate said RUM Launch to summon Kali Yuga on top of Arsenal Falcon, and anything your opponent did and does in/after the chain you're summoning Kali Yuga will be negated. Your opponent can't play the game really (Kali Yuga's Azathot like effect procks instantly and last until the end of the turn), and you have 2k + 3.5k + 3.5k + 2.1k damage (well over lethal) and a Quick-Effect Harpie's Feather Duster.
This painful combo happens quite consistently and with the correct cards, your opponent will need 3 interruptions to make it unviable. Your backup plan is UDF to negate and steal, Zeus if you're going second and can't OTK, or most likely if you lost the coin toss, Arc Rebellion XYZ Dragon, summonable with Raider's Knight.
Even if you can't full combo, almost always the deck can end on a Arsenal Falcon that needs to be banished or bounced in order to avoid its floating effect to bring an inmune 3.5k beatstick that can shut the opponent down from monster effects, burns and decreases attack on top. But anyways, Force Strix + a DARK monster (considering you haven't used Raider's Wing effect to get there) is full combo uninterrupted, and you can play from there really.
Never banish 6 from Prospy. You always want to banish 3, and in my consideration the cards you for sure don't miss if you get out of your EX are Zeus, one Force Strix and one Gagagaga Magician. The rest is quite important. Maybe the UFD package is missable if you're going 2nd and can't OTK through Prosperity, but consider your options.
A board going 2nd with Rusty, Ultimate Falcon, Gagagaga Magician and Arc Rebellion has 10600 ATK. OTKing the turn you used Prosperity is viable, but you need your opponent having some monster(s) on the Field.
Kagetokage and Curtain Riser are in the deck as a XYZ enabler post and pre Normal Summon respectively. And you don't really need Shade, but any extender is welcome in this combo festival.
Important note, if you can full combo going 1st to get to Kali, Maxx "C" is not a problem really, considering you have ways to stop Ash and Nibiru specifically (e.g Called by and Crossout, both of them), so, if in your opener you have full combo + the 2 anti-handtrap measure cards, your targets should be those 2 and not Maxx "C".
Considering Prosperity is a HOPT (and thank God for that) and that this decklist plays 3of, you may want to replace one copy of Prospy for an Effect Veiler or a Ghost Belle, to make sure you have enough Crossout targets. I don't recommend it, but it's viable.
The deck is not really fun to play in the long term, nor cheap, nor interactive in most cases, but it wins, it wins a LOT, it isn't a pure coinflip (since you have your contingency plans or cards specifically made for going 2nd such as Droplet, Zeus, Arc, LS or Duster), it's somewhat versatile (even if the best it can do is the full lockout I explained before) and, in my experience, most of my opponents didn't know when to interrupt it correctly (the best disruption window is CLEARLY the Wise Strix summon, even more if you can destroy it with a Gamma for example). But most important, 7/10 times the combo goes off (or is for sure going off and the opponent knows that) the surrender is inmediate and you almost feel you made your opponent lose their time. So take that in mind if you decide to run this abomination.