With the amount of traps that are run in this deck, you kind of want to go first with this deck, but going second isn't that bad if you make
Security Force Justify. The point of this deck is to control the actions that your opponent takes with each of the
Security Force monsters doing something different. You aren't that able to interact with your opponent by moving around your
Security Force monsters very often on their turn as
Security Force Specimen is a hard once per turn for each effect and it is decently hard to put it into your graveyard. The only way you can really truly interact with your opponent on their turn is if you run
Reinforce Truth in the maindeck, but I highly advise against it as it doesn't do anything if you are forced to go second; most it can do is be a discard for
Magicians' Soul's draw effect.
The
Security Force lineup consists of playsets of
Security Force Pla-Tina,
Security Force Gravitino,
Security Force Orifice, and
Security Force Rappa Chiyomaru.
Security Force Professor Digamma is a terrible card whose control effect is very niche and doesn't come up for the most part in modern Yu-Gi-Oh!. Restrictions on Battle Positions will only prevent you from getting OTKed, but most decks are focusing more on making negated instead which is why we aren't running him even though he is a target for
E-Tele.
Security Force Rappa Chiyomaru is your one card starter. He/She (I really don't know) bounces him/herself and banishes a
Security Force monster from your hand to SS one from your deck. Also there's an almost irrelevant attacking restriction for your opponent.
Security Force Pla-Tina lowers the ATK of your opponent's monsters in columns w/
Security Force monsters. The important thing about her is that 1) She's a
Magicians' Souls target and 2) She SS a banished
Security Force monster which means you can summon the
Security Force monster that you banished off of
Chiyomaru.
Security Force Gravitino banishes monsters in the same column as it when they leave the field and it searches a security force card on summon. This is the card you most want to banish off of
Chiyomaru since it has a very relevant control effect and it searches any card in the archetype.
Security Force Orifice prevents your opponent targeting their monsters with effects in the same column as
Security Force monsters and he can destroy a monster upon their effect activation after you banish a
Security Force from hand. It doesn't negate which is unfortunate, but it can deal with some(?) decks' starters and provide adequate banishing set-up.
The other monsters in the main deck provide more set-up for your Security Force plays.
Edea the Heavenly Squire summons
Chiyomaru from deck and
Eidos the Underworld Squire summons
Chiyomaru from grave. They both get you to
Chiyomaru to start your plays, but they restrict Extra Deck summoning which is okay going first sometimes, but they can be a downside going second. You choose to just run 1
Edea if you want to make more Extra Deck plays and don't want to see her in your hand all the time.
Eidos is only run at 1 since you usually are not going to have
Chiyomaru in your grave for the most part as he/she is safely tucked in your hand (except when you get hit by
Smoke Grenade). He can be a target for
Union Carrier when you have access to the extra deck. This allows you to have an easier time getting him into the grave.
Magicians' Souls sends
Pla-Tina to grave and is extra draws in this deck yada-yada.
Spell line-up is mostly
Security Force cards.
Security Force Showdown is an extender and recycles your graveyard
Security Forces.
Security Force Bridgehead is another banishing target for
Chiyomaru and
Orifice, but it does search a
Security Force monster on resolution. It mainly combos with
Chiyomaru to make your monsters immune to battle destruction.
One for One is for
Edea.
ROTA is for
Chiyomaru (or
Edea).
Pot of Disparity is nice in this deck as your Extra Deck isn't that important and it's not
Pot of Extravagance which means you can use it to search extenders after your main plays.
Trap line-up is pretty normal.
Infinite Impermanence for negation and more column control.
Security Force Specimen summons a
Security Force monster from grave or that is banished. It also allows for some column control, but its not the best as each effect of it is a hard once per turn.
Trap Trick gets you to normal traps faster. And
Imperial Order since this deck doesn't "rely" on spells as other decks do (by that I mean just discard them off of
Magicians' Souls to draw more cards under
Imperial Order).
Extra Deck is nothing special. 3
N'tss because we have much free space.
Avramax is an option to wall yourself off.
Accesscode Selene combo since we are running spellcasters.
Equimax to link off monsters and for mucho damage. 2
Security Force Justify to go second or first since it's a negate and removal of up to 3 monsters.
Knightmare package of course.
Union Carrier to link off monsters and to equip
Eidos.
Barricadeborg Blocker as another option to link off monsters. And
Relinquished Anima and
Linkuriboh to make use of lvl 1's.
Side deck. 3
Wattkinetic Puppeteer which you can choose to maindeck. 3
Ash. 3
Cosmic. 3
Warning Point and 3
Banquet of Millions since they're
Trap Trick targets and since you don't care for your Extra Deck.