There are a few strategies with this deck but mainly this deck is focused around going second and trying to OTK your opponent. It can go first but it is definitely not optimized to. In terms of how viable it is, I would put it at the same level as a Blue Eyes deck. In general, the idea is to try and get one of your big, bad synchro monsters out onto the field, and if that isn't possible than at least get Benki out onto the field. There are some effect negations in the form of Ash Blossom, Soulbang, Soul Beads and Flutist. I originally made this deck for Master Duel, but I've since edited it to function in a non-meta capacity. Battleball and the Kaiju in this deck have the most interesting interaction since they can be used to easily summon the big bosses of the extra deck, but both cards in general are useful since all of your boss monsters overpower the Kaiju and Battleball can still synchro summon while removing one of the monsters on your opponents side of the field (Note; Battleball's effect is counted as tributing and not destruction, but you have to target your opponent's monster). In terms of clearing your opponents board, you have Kaijus, the Train (Discard two cards to target and destroy two cards), Ogre (The Red Synchro monster which is basically Harpie's Feather Duster), and Sarutobi (Get rid of one spell or trap + some burn damage). The only one that you'll probably abuse is Ogre, so feel free to run 3 of them if you want. There's a lot of cool stuff in this deck but honestly, it isn't the greatest. There's a lot these cards can do, but there isn't really any consistent effect negation and they can also can be easily negated itself. It also usually can't OTK, and takes 2 turns to kill. If you wanna run a more consistent OTK deck, run Numeron or plenty of other better archetypes.