Destroy to your heart's content!
-Overview-
Unchained is a fun midrange archetype that focuses on gaining advantage through targeted destruction effects and using the opponent's monsters as Link material.
-The Main Deck Monsters-
x9 Adventurer Engine
Unchained don't need their Normal Summon effects thanks to DUNE's new support! The Adventurer engine provides extra monsters for Link material, prevents dangerous hand traps such as Nibiru, the Primal Being, and enables discarding of bricked cards! Use the Adventurer cards at the start of your turn because some Unchained cards lock you into Fiends for rest of the turn.
x3 Unchained Soul of Sharvara
This is Unchained's new playstarter from DUNE. Sharvara generates value if sent to the grave by any means and having two in hand isn't bad with help from the Adventurer engine! Please note that you must target and destroy a Fiend or a set card you control to Special Summon Sharvara and another new Unchained support card named Unchained Soul of Shyama.
x3 Unchained Twins Aruha
Aruha is the second best playstarter for Unchained. Target any card you control to destroy for his Special Summon!
x2 Unchained Twins Sarama and x1 Rakea
At 3 total to reduce bricking. I run 2 Sarama because I'd want to summon at least 1 from the deck for maximum advantage while recovering spent Unchained cards. Rakea is mostly for defensive plays but she can sneak in extra damage on the offensive.
x1 Abominable Unchained Soul
Great extender and disruptor!
x1 Unchained Soul of Shyama
For extending and recovering but tends to brick. Shyama and Sharvara can rebuild a field if sent to the graveyard with D/D/D Wave High King Caesar.
x1 Unchained Soul of Disaster
Excellent board breaker but can brick.
x3 Ash Blossom and Joyous Spring
One of the best staple cards!
-The Spells and Traps-
x3 Infinite Impermanence and x2 Breakthrough Skill
Breakthrough Skill is great because it can banish itself from grave for additional value and Impermanence is another great staple for every deck! Some budget alternatives for these cards are Lost Wind and Effect Veiler although in the latter's case destroying set spells or traps with Shravara and Aruha is preferred.
x2 Escape of the Unchained and x1 Abominable Chamber of the Unchained
Also at 3 total to reduce bricking. Escape is critical for disruption. Sharvara and Abomination's Prison searches for these traps.
x3 Abomination's Prison
The universal searcher for Unchained cards. Also note that this card can't be recovered from the Graveyard with Sarama since it's not a named Unchained card.
x1 Foolish Burial
Great consistency booster! Send Sharvara, Shyama, or Water Enchantress of the Temple to the Graveyard to start plays!
x1 Called by the Grave
Good both offensively and defensively, this powerful staple card makes starting hands even better.
x3 Pot of Extravagance
These provide some much needed draw power!
-The Extra Deck Monsters-
x3 Unchained Soul Lord of Yama
Consistency booster and monster reviver. Soul Lord of Yama can Special Summon any Fiend from hand or Graveyard with his Graveyard effect!
x3 The Unchained Souls of Rage and x3 Anguish
More archetypal disruptors and board breakers!
x2 Unchained Abomination
Extremely destructive archetypal boss monster!
x2 D/D/D Wave High King Caesar
He has a powerful negation effect that isn't once per turn.
x2 Underworld Goddess of the Closed World
She provides removal for an opponent's untargetable and indestructable monster.
-Tips For Playing Around Nibiru-
A modest endboard with Unchained Soul of Rage, any Unchained Twins, and Unchained Escape is doable in 4 summons. Alternatively if you summon Lord of Yama and have Shyama in the Graveyard then you can extend an interrupted play with an additional Fiend or set card.