The goal of the deck is to out-resource your opponent while playing around interactions with the numerous quick-effects of your Monsters. This deck has a nice toolbox of Monsters and Spells, all easily accessible and recyclable, allowing you to outplay and outpace countless other strategies with proper play and a bit of luck.
Thanks to the release of the new Fusion Monster Witchcrafter Vice-Master the deck has gotten a much stronger end-boss and a much higher ceiling. As such, it only makes sense to aim to put her onto the field ASAP, and this build tries to do just that. Cards like Magicians' Souls and Magician's Restage, which were previously clunky and unnecessary, are now powerful extenders for producing Predaplant Verte Anaconda. Combined with Magicalized Fusion, this makes it extremely easy to get out Vice-Master turn 1 and get the ball rolling. Generic spellcaster Link-1s make link-climbing even easier, and the nearly entirely spellcaster Extra Deck synergizes extremely well with Vice-Master to allow for some disgusting turn 3+ plays, especially as the typing in this deck allows you to make every Charmer link, as well as Selene , Queen of the Master Magicians (who can also be used to reborn/trigger Vice-Master as a quick-effect). Furthermore, nearly every extra deck monster can be recycled with Patronus, allowing you to easily manipulate the board state turn after turn.
My ratios and reasoning are as follows:
3x Witchcrafter Schmietta: Hands-down the best of the starters both in statline and effect. Vice-Master allows you to get creative with your plays involving Schmietta, as you can often mill a card and then quickly add it to your hand to be used (such as Patronus)
3x Witchcrafter Genni: Not quite as good as Schmietta, but she has enough utility that I run her at 3. She's the best way of accessing Golem Aruru early on, and can allow you to play through interruptions depending on your hand, but she can occasionally be dead with nothing to copy. You could easily cut her to 2 or even 1, but I've so far liked having a decent number of starters to work with.
2x Witchcrafter Pittore: She can help cycle dead cards out of your hand, but generally she's just worse than the previous two. I run 2 just to keep up the number of names in the deck, but you could easily play 1-0.
1x Witchcrafter Potterie: Deceptively powerful in the right situations, Potterie helps keep cards in your hand and enables comeback plays if you ever end up in a situation where you're stuck topdecking. That being said, I would probably never play more than 1 as she's typically only good past turn 1.
1x each of Witchcrafter Golem Aruru, Madame Verre, Haine and Edel: The big bosses are all huge bricks and as such should never be ran at anything higher than 1. You can access them all extremely easily, recycle them from nearly anywhere, and Vice-Master gives you an Extra Deck boss in case you somehow lose them all. Of these, Edel is the worst and is usually only good in corner cases where you draw into the other bosses, but her being summonable off of Vice-Master does allow for some interesting plays.
3x Magicians' Souls: While Souls used to be mostly pointless to run, it now serves as an extremely efficient card for setting up a fusion of Vice-Master off of Magicalized Fusion and can be used as an extender to make Verte. Furthermore, Souls cycles spells out of your hand to dig deeper into your deck, and in combination with Magician's Restage allows you to generate a ton of resources early on (as you can summon Souls, link it off, activate Restage, revive Souls, then use Souls to send Restage and draw + get the search off of Restage and make Verte for Vice-Master). I would certainly not drop this anymore, and have even considered playing the new Dark Magician Ritual Monster (Illusion of Chaos) to search it.
3x Witchcrafter Creation, Holiday and Unveiling: Creation gets you your monsters, Holiday is your best extender through disruptions, and Unveiling makes your cards unrespondable for a turn. Ratios of the spells are somewhat flexible but I wouldn't cut more than 1-2 between Holiday and Unveiling.
1x Witchcrafter Draping, Collaboration, Bystreet, Scroll and Confusion: The "bad" spells, all ran at 1. Each one has its use and serves as another name in the deck, but you can afford to cut these down if you want more room. Scroll and Collaboration are especially niche and tend to be winmore when actually using them beyond discard fodder, but Draping, Bystreet and Confusion are all solid enough to warrant running them at 1.
3x Magicalized Fusion: In combination with any starter, Magicalized Fusion cheats out Vice-Master and gets your gameplan moving. All of the level 4 or lower Witchcrafters can be linked off for Artemis, the Magistus Moon Maiden, giving you the required materials for Vice-Master instantly. Furthermore, it can easily be sent off of Verte Anaconda at basically any point to give you a secondary way of accessing Vice-Master if your plays get interrupted. I would run at least the 1, but since opening it is ideal, I personally play 3.
3x Magician's Restage + 1 each of Magician's Left/Right Hand: Restage is just another extender/recovery option, much like Holiday, but can also be traded out for a decent floodgate in the form of the Left/Right Hands. If nothing else, Restage is the best discard fodder in the deck, and enables some nice plays with Magicians' Souls. To make things even better, neither effect is a HOPT, so opening multiple is rarely an issue. I play 3/1/1, but you could play around with the ratios if you so choose.
2x Witchcrafter Patronus: The only Trap in the deck, Patronus allows you to cycle resources and keep spells in your hand in the grind game. As Vice-Master can recover it from the GY, it is now "searchable" off of Schmietta/Vice-Master and as such I only play the 2 copies (1 to use and 1 as a backup/for the banish effect), but you could easily play 3 or 1 depending on your preference.
2x Witchcrafter Vice-Master: The boss monster of the deck, Vice-Master is everything you could ever want and more. She raises the ceiling of your end board, gives you more disruption, keeps monsters on your field and cards in your hand. All 3 of her effects are good, she's easy to make and can be revived/recycled as required. I play 2 as sometimes it's easier to summon a new one than to recycle an old one, but you could get away with 1 copy if you desired.
1x Relinquished Anima and Artemis, the Magistus Moon Maiden: Both link 1s serve as a way of getting Witchcrafters/Magicians' Souls into the GY for their effects, to be revived to extend into Verte, or to be used with Magicalized Fusion. Furthermore, these allow you to easily go into Lyna/Dharc using the small Witchcrafters on turn 3+ to push for lethal with Selene + Accesscode Talker.
1x Verte Anaconda: The easiest way to make Vice-Master, and a nice backup option after your plays get interrupted. Easy to make and typically only needed once, so I play just the 1 copy.
1x of Hiita, Wynn, Eria, Aussa, Lyna and Dharc (the Charmer Links): As this deck has a member of each attribute, you can make any of these depending on what you need at any given moment. Their spellcaster typing also means that they trigger Vice-Master and can be recycled with Patronus, not to mention that they all ladder into Selene using the stolen monster they summon. I like having one of each of them, but feel free to cut the ones you need less if you find yourself wanting more room.
1x Selene, Queen of the Master Magicians: Selene is an absolutely insane card in this deck, allowing for all sorts of weird plays once your engine has been established. She triggers Vice-Master as a quick-effect, can summon any Witchcrafter from hand/GY, and can be recycled with Patronus. The high Spell count of the deck means she'll almost always have a good number of Spell Counters on summon. Selene also enables an exact lethal OTK by making a 5300 ATK Accesscode Talker + the 2700 ATK Vice-Master, and this can be done extremely easily using the Charmer links.
1x Knightmare Unicorn, Accesscode Talker and Underworld Goddess of the Closed World: The utility links. Knightmare Unicorn is for niche cases where you need a non-destructive removal option quickly, Accesscode is for breaking boards and pushing for game, and Underworld Goddess is for outing problematic monsters (Dragoon, The Arrival Cyberse, an I:P-boosted Avramax, etc.). All 3 of these are easily accessed thanks to the Charmer links and Vice-Master, which allow you to amass a surprisingly high number of bodies (hence the inclusion of Underworld Goddess).
(The side deck is fairly experimental. I've found that removal like Evenly and Kaijus tends to be better than other board breakers, but I'm on the fence about cards like Secret Village of the Spellcasters and Lava Golem as they can occasionally be useless/harmful)