This is my take at building a "Fire Princess Burn" deck, which is also referred to as "Cure Burn". The main card to use in this strategy is obviously "Fire Princess", a Level 4 monster that inflicts 500 damage to the opponent whenever you gain life points. This means that you normally need sixteen ticks of healing with "Fire Princess" around to inflict lethal damage to the opponent, which is certainly a more casual-oriented strategy to use, but one that can be fun to work with. But due to the age of the strategy, there are various older cards that do not necessarily see play anymore in other decks.
The monsters are quite simple: We use three copies of "UFO Turtle" as the searcher to fetch us one of the three copies of "Fire Princess". Granted, "UFO Turtle" is a battle searcher and the entire idea of battle searchers rotated out of the interest of players a few years ago, but it certainly helps via blocking attacks, searching the necessary monster and keeps the deck very budget-friendly even for a casual deck. The last triplet comes in form of three copies of "Golden Ladybug", which passively heals during the Standby Phase and therefore gives us a slow but recurring trigger for the effect of "Fire Princess".
There are quite a few more Spell cards to talk about, since three copies of "Spell Absorption" can make quite the difference in the game by spamming this card type. Three "Ancient Leaf" can trigger "Spell Absorption" while also making use of the added life points for more draw power, three "Goblin Thief" are a dream card to use with "Fire Princess" due to supporting both the burn strategy via healing as well as inflicting damage on its own, three "Ledger of Legerdemain" can fetch more of the necessary cards via draw and the deck is able to stall enough to make that work, three "Swords of Revealing Light" are further stall options and also give a "Spell Absorption" trigger, two "Child's Play" help protecting "Fire Princess" while providing more healing for the "Cure Burn" strategy, three "Cauldron of the Old Man" provide constant healing/burning, three copies of "Dark Sanctuary" provide further protection while also inflicting damage, one "Terraforming" serves as a fourth draw for "Dark Sanctuary", one "Poison of the Old Man" serves as more healing/burning, one "Mystical Space Typhoon" against pesky backrow and one copy of "Magical Mallet" to shuffle unnecessary cards away while also providing another "Spell Absorption" tick.
The Trap cards are fairly straightforward: Two copies of "Bye Bye Damage" can kill the careless opponent when running one of your monsters over, while two copies of "Wall of Disruption" can lower them far enough to be a non-threat to your health points and for them to take additional damage due to running into a higher ATK monster. The Extra Deck is only really filled with options that could be potentially made, with cards like "Castel the Skyblaster Musketeer" to work against opposing monsters that block your strategy, while "Gagaga Cowboy" can be used to inflict another 800 damage and therefore potentially finishing a few games.
"Cure Burn" is nowhere near powerful enough to keep up with many decks in the modern meta. However, it is a fun little strategy for casual if you are searching for a deck that does not use an archetype to run. If you are interested in the deck and want to read more about it, feel free to visit the article about it on my blog here: https://cubiccreativity.wordpress.com/2021/01/09/archetype-analysis-fire-princess-burn/