Only a few cards revealed and Charmer already can compete by making viable board. Not only that, they can also pops card along the way. I chose earth, because its the best one so far cus it summons back its material means you can Halq if you used tuner as that beast fodder. The Halq combo we use is without Linkross (banned in OCG) and Borreload Savage (useless if summoned from Ascator package, I'll explain why Ascator package later) while maintaining at least 2 different attribute on field so our Teamwork of the Possessed extra effect is online.
Ascator package is used as it is a free Awakened-Possessed fodder and can go to lv8 synchro means you will have 2 disruptions online despite the synchro only restriction. Magicians Souls package works wonder too as it is an Awakened-Possessed fodder and can dump Gravekeeper's Shaman (1500 def spellcaster with gy lock, super good in meta matchup). Eda the Sun Magician (spellcaster, earth, 1500 def, all stats fits just perfectly) works okay-ish as it brings free monster from deck (Green Turtle Summoner, flip and pops monster, water for Eria link targeting opponent Halq for instant Accesscode). For earth extender, we use tuners like Adhara and Deskbot 001 (combo pieces). Instant Fusion is versatile on bringing which fodder we lack. Paleozoic Dinomischus is just great normal trap in general (removes Golden Lord permanently if given the chance), it makes Teamwork of the Possessed extra effect online cus it summons a water monster (giving that we dont summon the 1500 def water spellcaster), also it is a water for Eria. Trap Trick to fetch all the normal trap we play. The handtrap lineup is preferably tuner, and is an earth and/or spellcaster (ghost belle and veiler).
Extra deck we're using Draco Berseker instead of Borrel Savage cus its viable without link in gy. Linkuriboh + Secure Gardna is there to provide attribute variant for Teamwork of the Possessed (also it provides link 1 for Borrel Savage if you wanna use it). Selene + Accesscode good in late game as we run bunch of spellcasters (but only a handful of spell tho).
Side deck, Kaiju is the first thing to use cus it provides attribute you desire with using Slumber while breaking board (this deck has slow removal, trap, so we need faster removal going second). Scarlight is another great lv8 option via Ascator going second. Lightning Storm and Evenly Matched as faster removal too.
Cards to think of: Block Dragon is good but it requires you to run rocks for full advantage, at that point why not play adaman instead haha. Fossil Fusion lineup maybe good, but Weathering Soldier wont trigger if it's used as Awakened-Possessed fodder. The field spell is very gimmicky, because while its nice to have monster negation, it is mandatory and needs 1500 stats spellcaster it means most of the time it wont negate handtraps if we're on further Halq combo, the adding earth monster is bad too as the spellcasters are better than those 1500/200 earths.
Pros: Fun to play (except the Halq part lol). Playstyle has multiple variant, call it backrow or combo. First turn board is okay-ish.
Cons: Struggle going second (almost guaranteed lose going second cus some of our play is flip monster or trap).