Sky striker is a complex deck with a low skill floor and extremely high skill ceiling, the deck core contains many rares so it is free to play friendly in that aspect, though many of the OP staples are gonna cost you. If you have any questions about piloting the deck feel free to leave a comment. If you need more help I would recommend watching these videos.
(Though keep in mind that the master duel game and tcg have different ban lists so some of the info in the videos will not apply.)
https://youtu.be/J3Qol1GRwkE
https://youtu.be/J9afhhXJ4J4
https://youtu.be/YOcfSkAwIYk
As you can see I made a few different versions and that is just so you can choose what deck you need based off who you are playing if you decide to verse a friend privately in a duel room. For climbing ranked I would recommend the Maxx C deck as many of the combo decks you will verse in latter will be heavy on summons and you get free draw fuel, the Nibiru version of the deck is also good against combo heavy decks but it is less consistent as drawing a nibiru and not activating is basically just a dead card in your hand (the nibiru twister aims to solve that by using twister to pop spell/trap and discard a dead card.) Most decks in latter will choose to go first if they have the option, so playing any of the decks besides the "Sky Striker going first" deck will be enough to get you to Plat and consistently win, though even when I was testing the deck in plat lobbies I still won the majority of my duels with the "going first" deck. (The deck builds I am referring are
here)
Pot of desires is just a free plus 1 and even if it gets ashed or negated it is a free spell in the grave to start our engine (not to mention that if you get the effect off you get a gigantic draw 2 which is made even stronger because of how sky striker plays). metalfoes engine is a very strong cycle through the deck, activate foolish burial goods, dump metalfoes, activate metalfoes, now you get a free draw and a free spell in grave with neutral card advantage. Plus desires and foolish are good for bainting out hand traps (specifically ash blossom). lightning storm is a potential brick card so I don't run it. run space typhoon to pop your own field spell card and get a free special summon of Raye on field, now that you have ray on field you can normal summon an ash or effect veiler and go into your needle fiber, access code talker combo, or save your normal for something else. space typhoon also useful for popping opponents cards if they have something like a skill drain which literally kills the deck. you can also combo space typhoon to destroy the cynet field spell and recycle Kagari (which I don't have to explain to you why that is very strong.) I dont run cosmic because none of the combos mentioned above would be possible because the card banishes instead of destroys. twin twist is a good pick as you can pop 2 of opponent back row or pop 1 and then 1 of your own for the same combos mentioned earlier accept sometimes you don't have a card that you are willing to toss. There are even more crazy interactions the deck can do. The amount of free extenions you get by special summoning off of all the spells and holding your normal summon makes the deck very resilliant and able to recover from a bad start.
Infinite Impermanence is literally one of the strongest cards in the game. The deck is a going second deck, imperm is one of the strongest going second cards, and even if you go first imperm gets an even stronger effect.