My personal take on the Runick/Mysterune archeytype.
It's a very straightforward deck, You are a player/mage/spellcaster/first person character in a world of duel monsters, facing those monsters and their masters with your arsenal of spells and traps to combat them, disarm the opponent and Win.
This archetype is so versatile that You can build it in countless ways and experiment with them to their full potential in Your hand. It can make You feel like a Professional or like a Novice, it's all about perspective and preference of cards.
The Main Deck consists of 40 Main Deck Cards, of which are 37 Spells and 3 Traps, as we can see, it's a deck with 0 Main Deck monsters and that was the whole point of this build, among many other things. 15 Extra Deck Cards and 15 Side Deck Cards.
The Main Deck consists mostly of Runick Cards, followed by Quick-Play supplements, bait and mind games. Runicks are made to disarm your opponent as you deplete their deck with every card you use, their secondary use is counter and control, as majority of those Runick Cards hit a card(s) on the field You or Your Opponent controls, forcing them to play carefully with every step they make, every breath they take, every card they'll be missing in the process. The Non-Runick Cards are there to help You control Your opponent's Monsters and keep them in check.
26.6% of the Extra Deck is summonable by 22-25 cards in the Main Deck, as every Quick-Play Runick Spell and Waking the Dragon can special summon any of the 4 Runick Fusions we currently have, beats having to use Instant Fusion anyday.
73.3% - 100% of the Extra Deck is summonable with Waking the Dragon, while it's a gamble if your opponent will truly attack your backrow, this deck all but guarantees You will get hit by a backrow wiping effect. If our opponent notices we're using Sky Striker Spells, filler Quick-Play Spells such as Forbidden Cards and the Book of Eclipse, we open up the mind game with them of "What could it be that's facedown?" causing them to have a sense of temptation to find out, which puts additional stress on their mind to focus on the match. All Extra Deck monsters handpicked as the best of the best, while it's true there are other candidates that also provide a coverage, these 11 were my own pick in the end. IF You're playing an OCG Version, simply replace Red-Eyes Dark Dragoon for Thunder Dragon Colossus.
The entire point of the Side Deck is to have a counter to cards that can be an issue to You as a Runick player, what better way than with a large Kaiju package, along with some backrow wipers and a few "One Card Solves All". You're playing Runick people hate when you have cards on your field, especially the Field which is perhaps your most important card in the match. That being said, you will fairly often find yourself with an empty field, that Evenly Match makes it so your opponent too feels the sting, slows them down immensely if their entire engine is field based.
It's Not a Perfect Deck, no such thing as a Perfect Deck, no such thing as a True Tier 0 deck, never has been, never will be, but this is a deck that can score You a victory when You least expect it, it can provide that unique sense and taste of fun and Victory, even satisfaction and a lesson in Loss.
Happy Dueling.
-T.B.