This deck makes use of salamangreats' ability to use multiple hand traps to hinder the opponent while setting up a strong stun to hinder their plays turn 1. Going first you can go 1 of 2 ways: 1) If you know your facing a Nibiru, make Apollousa by 5th summon. You can use will, archiver, and your natural extenders to do this. 2) If you know there's no nibiru, just perform the standard salamangreat combo, you should be able to end on 2 negates on field and at least 1 hand trap in the hand for 3 disruptions. Ghost belle is a very strong hand trap this format, being able to hit every one of the top decks. Orcust- stops cymbal skeleton and Yellow Martin for the LunaLight build. Strikers- Stops raye and kagari. Salamangreats- what doesn't it stop? Thunder- Stops hawk preventing the thunder player from extending combo.
The side deck is more diverse able to handle a wider variety of decks. Red reboot would be your flex spot, if you feel like adding a 3rd twin twisters or another sanctum feel free. You'll notice no nibiru, this is because nibiru isn't really as strong as you'd believe right now. Its a blow-out vs rogue decks but hurts the meta decks very little. If you disagree, you're welcome to experiment with it, I feel its a waste of space better used for more effective hand traps or stun cards like the artifact package. I have included trap trick in the side deck as a 3rd sanctum. The idea behind this is that trap trick is a way to thin 2 cards from your deck upon activation. Even if you open with sanctum and trap trick, you can use the card to grab an impermanence and thin 2 cards from your deck and increase consistency.