This deck focuses on Archfiend Black Skull Dragon and Red-Eyes Alternative Black Dragon.
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Main
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Ash Blossom & Joyous Spring and Ghost Ogre & Snow Rabbit are self-explanatory. Ash can stop your opponent from searching, and Ghost Ogre can destroy their face up card's effect.
Red-eyes Alternative Dragon can be special summoned from your hand by tributing a red-eyes monster from your hand or field. If he gets destroyed by battle or card effect, you could special summon 1 red-eyes monster from your GY to your field, but if it's a red-eyes black dragon normal monster, then it's attack is doubled. So you could play around this if you wanted to.
Red-eyes Black Dragon is fodder for Red-Eyes alternative Black Dragon, or mostly just fusion material for Archfiend Black Skull Dragon and Meteor Black Comet Dragon. Also used for Red-Eyes Flare Metal Dragon.
Summoned Skull is also mainly fusion material for Archfiend Black Skull Dragon and material for Archfiend's Ascent,
Red-Eyes Darkness Metal Dragon is self explanatory. You can special summon any summon-able dragon from your hand or GY once each turn.
Meteor Dragon Red-eyes Impact is used for fusion summon of Meteor Black Comet Dragon or just to re-summon for his effect. He is a Gemini monster though, so just using him for fusion material is viable.
Red-eyes Archfiend of Lightning is the same as meteor dragon red-eyes, mainly for fusion material but if you want, you could summon him. He's also a Gemini.
Red-Eyes Black Flare Dragon is the same as meteor dragon and archfiend of lightning, mainly for use for other cards, not really needed to win. He's also a Gemini.
Red-Eyes Retro Dragon can return your field from destruction if timed correctly, and pretty good overall.
Red-Eyes Fusion is one of the best fusion cards besides the fact you can't summon at all after using it, and you have to use it first before any form of summoning. You can set monsters though.
Red-Eyes Insight lets you search red-eyes fusion easily by sending 1 red-eyes monster from your hand or deck to the GY, which is really more a benefit than a cost.
Monster Reborn is self explanatory.
Infinite Impermanence is a hand-trap, literally, you can activate it from your hand if you do not control no cards during yours or your opponent's turn. It also negates your opponents monster's effects and if it was set before use, you can negate any spell or trap card effects that would be in the same column as this set card.
Evenly matched lets you banish your opponents monster non-targeting, until they have the same number of cards on their field as yours. This can only be activated after the battle phase, both player's. If you control no cards, you could also activate this straight from your hand.
Return of the Red-eyes is like eternal soul but only for normal monsters in your GY when you control a red-eyes monster. So you could special summon 1 normal monster during either players turn once per turn if you control a red-eyes monster.
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Extra
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Archfiend Skull can prevent your opponent from using card effects when he declares a attack, so your opponent can't use anything when he battles unless they have a card that responds before hand. After he battles, he can shuffle a red-eyes black dragon from your GY into your deck to inflict burn damage equal to the monster's atk.
Meteor Black dragon is a good beatstick and can summon any red-eyes monster when destroyed. He also sends a red-eyes monster from your deck to the GY and deals half their ATK as burn dmg to your opponent.
Red-Eyes Flare Metal Dragon inflicts 500 burn damage each time your opponent uses a card effect. You can also detach one material to special summon a red-eyes normal monster from your GY.
Mecha Phantom Beast Dracossack can detach a material to special summon 2 phantom tokens, then you can tribute any Mecha phantom monsters or tokens to destroy 1 card on the field.
Number 11: Big Eye lets you detach one material to target and take control of one monster your opponent controls, so you could take a boss monster they have that doesn't have target immunity.
Photon Strike Bounzer lets you negate a monster effect on the field then inflict 1000 burn damage.
Archfiend Ascent can deny summoned skull destruction, and if he is destroyed, you can special summon a summoned skull from your hand deck or GY, his name also becomes summoned skull on the field.
Knightmare cards are self explanatory. Phoenix to destroy one spell or trap card your opponent controls, Cerberus to destroy one monster they control in their main monster zone, and unicorn to shuffle one monster they control back into their deck at the cost of discarding 1 card.
Linkuriboh is self-explanatory. You can send black stone of legend to the GY and use it's recycling effect to shuffle a red-eyes from your GY back into your deck and add the stone back to your hand.
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Side Deck
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Ghost Belle & Haunted Mansion is self explanatory. Ghost Belle can stop them from moving cards from the GY.
Framegear Gamma and Frame Driver is self-explanatory, if you had an empty field and your opponent used a monster effect, you could negate and destroy it, special summoning Gamma and Frame Driver to the field, Gamma has to be in your hand, and Frame Driver could be anywhere in the game except from removed from play. They are great at stopping opponent hand traps, so if you find yourself dueling against someone with a million hand traps, they can literally save you.
Nibiru is great if you find yourself against someone with a spam special summoning medical condition, he's able to wipe out their field via tribute, so most cards, almost none, have immunity to Nibiru. They do get a beefy token though, the good news being that the token is a dumb dead card, non-effect, and no protection whatsoever.
Harpie's feather is self-explanatory and raigeki.
Dark ruler no more negates all your opponent's face-up monster effects for the rest of this turn.