This is a pretty standard take on Sky Striker, so I do not believe that explaining the strategy is necessary. The differences in this list are that it focuses more on the Salamangreat matchup with d.d. crow at 2 (you can play it at 3) and shark cannon at 1 with one-sided (you can main deck it at 2 and then play 3 shared ride in the side deck for the mirror). The side deck is geared towards Thunder, but you can tailor it for other matchups as well. As Sky Striker stands, it really only has to worry about three matchups; Thunder Dragons, the mirror & Salamangreat.
However, I will provide this resource for players newly returning to the deck or just recently introduced(I find that the rhetoric discussed here is applicable to a wide variety of strategies but especially relevant with this deck.):
https://ygoprodeck.com/advanced-sky-striker-strategies/
Card Breakdown:
- Raye: Your Normal Summon -- her quick effect allows you to use to activate the effects of Area Zero & Multirole while maintaining advantage (Tribute after target).
- Hornet Drones: A token to Summon your Striker Links & to help with OTKs
- Area Zero: A field spell that can Special Summon Raye from your Deck or potentially add a Sky Striker card
- Vector Blast: Can clear your opponent's Extra Monster Zone & sets up your GY
- Engage: Pot of Greed
- Shark Cannon: A pseudo-D.D. Crow
- Afterburners: Monster Removal / Pseudo Back row Removal
- Jamming Wave: Back row Removal / Pseudo Monster REmoval
- Eagle Eye: Protection
- Widow Anchor: Monster negate
- Multirole: Next turn setup & protection
- Hercules Base: Recursion