YGOPRO-Video: https://www.youtube.com/watch?v=8Wrk8lg833U
The deck tries to abuse all allowed Sky Striker cards, with handtraps and a Going 1st engine (Machina).The little Machina engine (1 Citadel & 3 Overdrive) ensures, that sky striker has another disruption going 1st, to simplify the gamestate and get to a more
control-based grindgame. Handtraps help achieving that, as well as cards like "widow anchor" & "shark cannon".
In-Depth:
The goal going 1st is, to be able to disrupt the opponent with handtraps, Sky Striker Spells & Machina Citadel, so that he can not buid a board on his own and has to pass on very few cards, which have no disruptive effects.
Once the gamestate is slowed down, its sky strikers turn to shine. The deck is very good at generating ressources with cards like Area Zero, Kagari, Shizuku & Multirole. The Machina Engine helps with that. Besides Citadel being a boss monster for the deck, the trap (Machina Overdrive) can recycle Sky Striker Link Monsters from grave and the banished zone to get an additional draw. That makes it a very good foolish burial goods target, just to get ressources back and generate a draw.
Also you can send the trap to the grave with Area Zero to get an excate plus recycling and a draw, so thats pretty neat. The trap also special summons from hand, so even if you drew your Citadel you can still use it.
Its very important, that if you drew Raye or Roze and Machina Overdrive and you dont have another Sky Striker Monster, you use the endphase-search-effect of Shizuku to search Hornet-Drones, to make sure you have a monster going into your next turn. You need it, because Machina Overdrive destroys your own monster (not as cost) in order to special summon the citadel from deck. So next turn you have to have a sky striker monster or Hornet-Drones to be able to play.
Also i would suggest you use your sky striker spells before you activate Machina Overdrive because Citadel prevents you from activating them. Then again, it's a Quick-effect so you can just use it to nuke itself and the opponents board free your Main Monster zone. Also, if your opponent activates a card like Lightning Storm as their first card you can at least have a Quick-Effect-Raigeki to disrupt your opponent instead of having nothing.
You can also use it, when your sky striker monster is targetted for an effect, that would destroy it, so you would lose your Monster anyways but that way you at least get a boss monster on your board. In case you have Raye in grave you can also just special summon it back from grave, wait for battle phase, use its effect to special summon kaina, to make 1 monster unable to attack this turn and afterwards activate Overdrive to special summon Citadel and nuke the opponents board in the battle phase (of course you use Kaina's effect on a monster which has more than 3000 Atk, because this monster will not be destroyed by Citadel.
Machina Citadel can be special summoned from grave, when Kaina (Machine; Earth) gets destroyed by battle or card effect. So you can run into a bigger monster with Kaina, to special summon from grave both Raye & Citadel. Then you have a Quick-Effect Raigeki (3000 Atk Beater) and can use Raye's effect to tag out into hayate for 1500 damage. So it helps dealing with opponents monsters on both turns (non-targeting), as well as dealing damage.
If you need to get rid of Citadel, you can just use Area Zero's effect on it to excavate 3 and add 1 "Sky Striker"-Spell and chain the effect of Citadel to nuke the opponents board. Then, as I mentioned before, you can get it back from the grave with Kaina.
As an additional boss monster the deck has access (no pun intended) to
Accesscode-Talker.
Ningirsu can help to get to Accesscode Talker if you play it like this:
Use your opponents monsters you stole with widow anchor or Shark Cannon or your own link monsters (Zeke & 1 other) to go into Ningirsu. Make sure Area Zero is on the field. Then you use the effect of Ningirsu to non-target send one card on either side of the board to the graveyard. On your own board you send the Area Zero which triggers in grave to special summon 1 "Sky Striker Ace" Monster from your deck. Now you can go into Accesscode Talker and target Ningirsu in grave to gain 3000 Atk and just blow up the opponent's board maybe even end the game then & there.
The reason, why Foolish Burial Goods is at 3 copies is that all Sky Striker spells, Metalfoes fusion, Machina Overdrive and after siding also World Dino Wrestling are good targets to mill and gain beneficial effects. You can also cut it to 1 and play more copies of Pot of Desires, of course, but i just hate playing the card (while loving the +1).
In my opinion Mystical Space Typhoon is the best backrow removal for the deck (besides Harpie's Feather Duster and Cosmic Cyclone). Before you turn off, let me explain: It's actually pretty solid because it's 1 for 1 and often you dont need to remove so many of the opponents backrow to have a chance to play with this deck. The discard of Twin-Twister is too much of a card loss, since engage is banned and you often need the ressources. Lightning Storm is only good going 2nd but the deck is good going 2nd anyways and everybody knows that so most players will make you go 1st if they can. Going 1st is the biggest problem of Sky Strikers (besides outing Towers) and this deck build ensures that even Going 1st you can still disrupt your opponent and generate card advantage. Going 1st mystical space typhoon does the same as going 2nd and that's what's important.
The advantage of Mystical Space Typhoon over Cosmic Cyclone in this deck is that you can pop your own Area Zero to special summon a Sky Striker monster from your deck if you really need it, so it actually makes your engine
more consistent, which is important, because the engage-ban was a HUGE consistency hit for the deck. Depending on the match-up you can of course side the Cosmic Cyclones.
One very big flaw of the Sky Striker cards is that most of them either
destroy or
target. In this version of the deck you play cards like Ningirsu (non-targetting send) and also Roze (non-targetting negate). In terms of non-targetting destruction you have Citadel, Accesscode and also cards like Jamming Waves. Also Nibiru helps clearing your opponents board if they overextend, of course. So in this deck, you pretty much have answers to all cards your opponent might play.
Instead of Impermanence you can also play Forbidden Chalice, as its a spell and call also be used going 2nd if you already control a monster so it doesnt limit you the way Impermanence does (it only really makes a difference if you face a monster like Zexal & VFD, because they can play around Impermanence but not as easily around Chalice - except Virtual World). Then again, Impermanence is a hand trap and chalice isn't, so I guess it is up to your preference.
In the side deck there are cards for both going 1st & 2nd, which you can use depending on the match-up. I just remembered that I like to side Kaijus in the deck so that would be a change i would make in the list (good removal).
I hope I explained the theory behind this build properly. It's really fun and I win many games against competitive decks like Zoodiac, Dogmatika Invoked, Dinos, and so on. Maybe I can even motivate people to try this version of the deck. If I change the deck list I will upload the new version but until now I've been very happy with the deck.