Okay so what we have here are the infamous Runicks collaborating with the Magical Musketeers, which share a similar mechanic of allowing their respective archtype backrow cards to activate from hand ( Runicks being their quick-spells and Musketeers being their Musket spells and traps).
The main play of this deck is thinning out your opponent's deck with Runick spells while simultaneously controlling their field with the Musketeers, and what makes it even better is that the Musketeers do not require their own cards to activate the monster effects, any spell or trap will do so you can say for example activate a Runick Tip in Magical Musketeer Caspar 's column, not only will you get another runick card from your deck, you can also activate Casper's effect to search for any Magical Musketeer card, whether monster, spell or trap card which most of the time is Magical Musket - Last Stand but it can vary depending on the context of the field. The key cards for the deck are:
Runick Fountain - The main card that makes your runick quick-spells hand traps, you will want to have this card on your field to recycle back your quick-spells and potentially draw into either more quick-spells or Musket spells and traps.
Runick Allure - Although not really necessary, It does fuel up the amount of cards you can banish for quick-spell played, and I mean any quick-play spell card so if your opponent is playing quick-plays, they will be digging their own demise.
Runick Flashing Fire / Runick Destruction / Runick Freezing Curses - Disruptions for your opponent, Flashing fire destroys a Special summoned monster, Destruction destroys a spell/trap card and Freezing curses negates a monster's effect, all Runick quick spells also can special summon their fusion monsters to the extra-monster zone for protection and adding/recovering Runick cards.
Magical Musketeer Starfire - Use her effect to special summon other Musketeers from the deck.
Magical Musketeer Caspar - Use his effect to add a Musket card to your hand, I mostly use him Turn 1 to search out Last Stand and during the next turn, you can use either a runick quick-spell or Magical musket spell or trap then add either Magical Musket - Cross-********** or Magical Musket - Desperado for an additional disruption.
Magical Musketeer Doc Normally use his effect late-game when you have a decent amount of Magical Musket spells and Traps in your GY to recycle them back into your hand, Oh and it can recycle any Magical Musket card, it is not only limited to the spells and traps.
Magical Musketeer Max - The catalyst for the Musketeers, given the right circumstances, upon summon you can either add up to 6 Magical Musket spells and traps ( Depending on how many monsters your opponent controls) or special summon up to 5 Magical Musketeer monsters ( Depending on how many spells and traps your opponent controls on the field) all of this from a Link-1 monster. Only downside is it conflicts a bit with the Runick fusions since they have to be summoned in the extra-monster zone, so you don't want to summon him if your hand has more Runick cards than Muskets.
Magical Musket - Cross-********** / Magical Musket - Desperado / Magical Musket - Last Stand - The musket disruption for your opponents, Cross-Dominations negates and changes the targeted monster's attack to 0, good for getting rid of monsters when they attack, Desperado destroys any face-up card on the field. and Last Stand a counter-trap that negates spells and traps, good for negating cards like Evenly Matched or stopping Fusions/Rituals from being summoned by their spell/trap effects.
Time-Rending Morganite - It syncs pretty well with the deck strategy so why not y'know lol, draw 2 cards every draw phase to dig through your runick and musket cards faster, have 2 normal summons which go very well with the Musketeers, the only downside is monster effects can't activated from the hand but that doesn't matter because we are running spell and trap hand traps.
Hugin the Runick Wings - Searches your field spells and protects your board from getting destroyed by tributing herself which is pretty solid.
Munin the Runick Wings - Searches your Runick allure and gives you free 1000LP during the end phase, also banishes itself to negate cards that target your runick cards, which is also pretty solid.
What I like about this deck more than pure Runicks is that with the Muskets package, the two archetypes combats the other's weakpoints ( For example, Skill Drain shuts down Muskets which you can destroy with a Runick Destruction where as Chaos Hunter or Secret Village of the Spellcasters completely shuts Runicks down but can be easily outed with Magical Musket - Desperado or Magical Musket - Cross-**********.
The main weakness I can think of about this deck is that most of the effects 'target' your opponent's cards, so when you come across a monster that is non-targetable, well good luck getting rid of that said monster without targeting it. Maybe siding in a Dark Ruler No More or 2 might make a difference.
But then again for that price you get a recycling hand trap-system not only made of quick spells, but traps and counter traps that you can activate from your hand completely by-passing the standard set and pass to activate your traps. a spell that allows you to draw 2 cards every draw phase on top of drawing up to 3 with Runick Fountain, a Link-1 monster that can either add multiple disruption cards at once, or special summon multiple monsters.
It's honestly frustrating playing against this deck simply because you have no clue what your opponent will activate since everything that will affect your side of the field is activated from their hand, your opponent will most likely surrender out of frustration more than you decking them out.
If you have any suggestions on how it can be improved or cards that can be replaced for more consistency, let me know :)