The Eldlich cards are Zombie support, right? I mean, look, they say Zombie right on the card? Well, not quite. I've struggled when building Zombie Eldlich decks in the past. The Eldlich engine is a testy thing that takes tuning to hum, and previous builds have felt schizophrenic. When I sit down to pilot a deck I want to know what deck I am piloting, not some hybrid deck where half the time I'm playing Eldlich and half the time I'm playing Zombies. So the marriage of the two archetypes was not as natural as you might have suspected.
However, Golden Lord is straight up a Zombies card, Zombie World doesn't conflict with Eldlich cards gameplan and is good right now, and by running a small zombies package and a more formidable Eldlich Line I know what the deck is - an Eldlich deck that runs Zombie World and very occasionally Balerdroch.
So, starting from the top, I put in my tech cards first. 3 Zombie World, as a floodgate that disrupts a lot of different archetypes, 1 Necroworld Banshee as copy #4, plus 1 Foolish Burial as copy 5 of Zombie World as well as being a way to send Bloom or even just Golden Lord. Then Solemns and Imperm, because these cards are good, at this point these are pretty obligatory in my Eldlich builds for their power and versatility. For Golden Land trap monsters, 3 Conquistador, and 2 Huaqero is probably the best ratio. You don't need to grind forever, and 5 of these are the right number, since you only need to access 1 Eldlixer in most turns, and since you need to summon Golden Lord for them to be live you don't want to brick on these cards. 1 Golden Land Forever, because it is a searchable Solemn, made better by our normal summon being a Zombie. 3 Red, 1 White. I'm back on the white. You just need to see these, either to send them to the GY, or to search them for more value on the follow-up, so even though White is a lot worse, it really is still quite good, and even better in a deck with the Zombies engine. I think you need to play 3 Eldland 3 Golden Lord. Here's my reasoning: Seeing Eldland is always better than seeing Lord. But if 2 Lords get banished you want your cards to still work that third turn. So even though 5 might be a better ratio for "Golden Lords" I think 6 is still the right number, you want to see your lord, you want to see your Eldland, you don't mind seeing them together. That left room in the deck for a small Zombies package. 1 Shiranui Solitaire and 3 Uni-Zombie seemed like the right number of Uni-Zombie to run. You actually don't want to brick on this card as much as you do at 5 copies in this version of the deck, but you do want the consistency boost up to the 4th copy. I only wanted to run the 1 Bloom and the one Balerdroch. These cards all play pretty nicely with the Eldlich Engine, and are mostly here to support that, but also put up Zombie World even more consistently in matchups where Zombie World is good while being useful Eldlich utility cards in their own right. This small Zombies package best mitigates the "schizophrenia" problem the deck could have with a more Zombie World focused plan. That left room for 1 card, and I wanted it to be a consistency booster, and if it was a 1 of I wanted it to be more impactful than Upstart. Performapal Popperup carries a potentially high cost in life points, in exchange for letting you discard 3 to draw 3. Holy crap. Even better, since you discard UP TO 3. Yet nobody plays this card. And the reason is pretty simple, it is just Ash bait, and if you get Ashed you've just discarded a card, or potentially a bunch of cards, for no value. But tbh it being Ash bait is pretty good IMO, especially since it sets up my Gy even if it does get Ashed, and if it doesn't it'll turn mediocre hands into explosive ones single handedly. The card is particularly powerful in Eldlich since you want your cards in the GY so much and can set your cards to minimize lifepoint loss. I don't love it as card advantage enough to run 3 of it, I don't even necessarily want to see it that often, but sending for cost alone makes this card pretty worthwhile IMO.
In tuning I've decided to try a second copy of the countertrap. It's just really good in this deck and easily searchable, and you often want to search a second after using the first.
Ice Dragon's Prison is really good in Zombie World decks, by virtue of Zombie World making all monsters on the field and in the GY Zombies, so I switched to that plan. I also decided you really do only need 2 of Cursed Eldland. The card is nuts, but with the consistency boost provided by Zombie cards, you have enough access to Golden Lord that you want to brick out less on the Eldland. That left room to move an Ice Dragon's Prison to the main, the card is a huge blow-out with Zombie World, and we'll usually make Zombie World, and on top of that the card usually won't be dead. This frees up 1 slot in the side, for Red Reboot against other Trap.decks.
In further tuning I'm back on the hand traps in the side, and I remembered Called and Zeus are cards so I threw them in.