Released in 2005, Huge Revolution was mostly thought of as a joke card or an impossible card to resolve due to the insane activation requirements necessary to pull it off. Over the years however, several cards have been released which unintentionally make it slightly easier to activate.
Ideally, you'd like to succeed in this combo during your first or second turn before your opponent can set up their board of negates. I've included some options in the side deck to help with stalling or going second.
Ideally your turn goes something like this, summon Dark Doriado which you can alternatively achieve through Summoner Monk. Excavate your cards, then activate Enchanting Fitting room which will special summon each of your necessary monsters for Huge Revolution to be activated. Set trap trick or huge revolution. The main issue with Huge Revolution is that it must be activated during YOUR main phase. So all three of your monsters must survive your opponents turn in order for you to activate Huge Revolution on your next turn. In case they don't, Tri-Wight and Monster Reborn are key cards to bring your monsters back after they've been destroyed. If you manage to complete the combo in your first turn, Temple of the Kings will allow you to activate Huge Revolution immediately.
Another way to accomplish this combo is with Rescue Ferret and Saryuja Skull dread. If you have the furry emancipator in your hand and manage to get four monsters on the field to link summon Saryuja, you can special summon Rescue Ferret from your hand and activate its effect to special summon your three key monster cards from your deck. However they will be destroyed during your end phase so make sure you can activate Huge Revolution that turn if you take this route.
Overall, this deck is quite inconsistent and resolving Huge Revolution is still a difficult feat. However the feeling of accomplishment once you do is unlike any other.