The entire main deck play is wrapped around the strategy of summoning out Red Supernova Dragon, utilizing the core card Crimson Resonator to bring him out on the first turn. This deck can obviously play going first or second, but with Trap Trick and Red Reign, it's better to go first, especially since Red Supernova is a powerful negate the nukes the opponent's board.
There is another going first strategy with the side deck cards. Siding in the Synchro Calls in place of the Infinite Imperms allows the player to set up a first turn where they have the ability to synchro summon into Hot Red Dragon Archfiend King Calamity on their opponent's turn and literally make them unable to play. Simply, the first turn end board is having Scarlight Red Dragon Archfiend and two Creation Resonators (brought out by Crimson Resonator) sit in the monster zones, with Synchro Call sitting in the backrow (or Trap Trick to set Synchro Call on your opponent's turn) and ready to bring out your Red Rising Dragon from graveyard to immediately go into King Calamity.
The Clear Wing and Crystal Wing package is helpful in some scenarios and intended strategies, so I had them be placed in the side deck. The reason why they're not in the extra deck is because Red Rising Dragon's ability to revive Resonators locks the player into only synchro summoning DARK Dragon Synchro monsters for the rest of the turn, and it's a lot better to have Red Supernova (generated by Red Rising reviving Crimson Resonator from the graveyard) be your first synchro summon. However, there are obviously situations where you can't synchro climb through even numbers, and being locked into DARK Dragons leaves you the safe and ensured option of going to Ancient Pixie Dragon. Samsara, Dragon of Rebirth is also there as a Level 5 option, but it's also alright to run the Speedroid Level 5 synchro, too.
I've thought of playing the Rokket Synchro package to bust out more synchro monsters, but in today's meta, Hand Traps are definitely needed. Three of Ash Blossom, Three of Ghost Ogre, and Three of Infinite Imperm helped me play out of certain combo decks and allowed me to survive longer till I achieved victory, but three (or whatever proportions) of other hand traps is fine to play in this deck.
I don't focus on Link strategies in this deck, and of course I have ran into hilarious situations where I could have made certain Links if I put them into the deck, but those are
very rare opportunities.
Red Dragon Archfiends will never be meta, but their extra deck cards have seen play in those high levels of gameplay. I've always loved RDAs and the purity of it with the Resonators and other Jack Atlas support, so I bring this deck to those to have the same joys and interests.