A card that makes you lose? I just have to make a deck focused on it. If you want to play this in master duel, replace 2 pots with maxx "c" so it's legal. This list isn't master duel based though cause I don't play that game. Anywho, after messing around a bit, I managed to make a SelfTK faster than self burn, but also stronger since literally half your deck is hand traps, and more it's more consistent of course. This works because certain hand traps remove themself from the hand OR FIELD to activate. Also, they remove themselves as cost, so they can dodge stuff like infinite impermenance. Lets break it down:
The first 14 cards on the list are purely hand traps. The second 9 cards are what you ideally want to summon off of relay soul. The third 9 cards are relay soul. The last 8 cards are wild cards that can be pretty much whatever you need. If your opponent is stalling and won't remove your monster or play any card you can interact with, summon another monster on your turn and link it off for a link-2 to trigger relay soul.
The rest of your extra deck is just pot fodder. Side in hand trap protection going first.
Thats all, it's a pretty simple deck. Anyways, hope you enjoy, and leave any deckbuilding requests in the comments. I'd be more than happy to try and build them.