Rocks.
Trying my layout to be as disruptive to hand traps and backrow as possible. Still experimenting with the deck. There aren't a lot of great Rock cards outside of the Tuners and Koa'ki Meiru Guardian, but I wanted at least 12 Earth Rocks as fuel for the deck, so I'm running 3 Gate Blocker. It'll help disrupt hand traps that target, and also makes removal annoying, and also turns of field spells. While Mystic Mine is the common application, in this meta it becomes a target both Rokket decks have to clear off of the field (if they don't find extenders).
I like the Danger! package a lot, actually. When you get "unlucky" it can deck thin for free, and they always equal an extra monster on the board with their effects. Not being tuners is harsh, but their levels (3 and 7) are actually useful with the earth Tenyi Spirit. Even if Dragite isn't on, going full combo with a Dragite on the board is insane.
You might actually play the crystals once Block Dragon and Linkross are gone. Koa'ki Meiru Supplier is also going to make the cut when it comes to the TCG, it would easily replace the Danger Package in the current build (running Clara and Rushka).
I decided to drop the Danger Package, not being Earth monsters combined with the RNG made them unreliable. Instead, I'm running Madolche Petingcessoeur. The reason for the Token Collector main is so that your hand traps don't disrupt Petincessoeur going second. You could also run Gamma, but I hate running any brick that isn't a rock monster in this deck. As a result, I have to run Gallant Granite as a back-up starter. I'm back to Soldier of Chaos. The deck needs a good Link follow-up play to make with Block Dragon, and it doubles as a tool against Eldlich. It also theoretically helps break boards going second, though generally the deck does that well enough with Dragite and Accesscode.
So far, Sekka's light has been insane, way more powerful than One For One and Monster Reborn in the deck. You never see it with Foolish, and when you do see both you still have your choice of a Sekka's Light if you want to +1 by drawing 3 cards OR a guaranteed Block Dragon (usually the call). I think Sekka's Light is okay with 1 spell, but I'd feel increasingly nervous with every spell you add. This is why we need to go the Petincessoeur route instead of Unexpected Dai.
Trying this version now, with the Buster lock and Revival golem. Only 12 Rocks in this deck, but that's fine while Block Dragon is legal I think. The Prank Kids engine will help a lot once Meow Meow is legal. (Also I'll get to say Doodoo Doodle Doo a lot.)