The following is my own creation. It is inspired by the old nintendo DS game Yugioh spirit caller, which featured most of the cards in the deck as options to use.
Download link: https://www.duelingbook.com/deck?id=18195453
Image: https://imgur.com/duelingbook-screenshot-gI4IHXH
The aim of the deck is to force the opponent to pay to win per say. They must pay a toll to attack, or to activate a card. They are also limited to attack once per turn per dark door, and can only attack with monsters that possess 1500 or less attack. Furthermore, they must do this while on a timer due to wave motion cannon and dark snake syndrome. All the while I am trying to resolve flip summon effect monsters than can reset themselves.
The result is that the opponent must react despite paying a cost, while I am able to stay alive with comparatively less attacks and card activation. I also main spell absorption to keep my lifepoints afloat and prevent my own cards from finishing me off. This also lets me run duo which can generate needed card advantage in a deck with few options for card advantage.
The jars are both run to reset card advantage after my opponent has create it, often due to something like heavy storm. The deck unfortunately must play as if heavy is not there a lot of the time, but this can be mitigated by the aforementioned cards. Playing a lot at once will not only bait heavy, it will force the opponent to use it more often than not.
Royal degree is mained because the deck does not utilize many traps. Degree stops cards like raigeki break and dust tornado ruining the deck. It also makes siding against this more difficult.
The deck consists of:
3x Messenger of Peace
3x Chain Energy
3x Dark Snake Syndrome
2x The Dark Door
3x Wave-Motion Cannon
3x Toll
3x Spell Absorption
2x Stealth Bird
2x Golem Sentry
2x Swarm of Scarabs
1x Swarm of Locusts
1x Morphing Jar
1x Cyber Jar
3x Mystic Tomato
1x Pot of Greed
1x Graceful Charity
1x Delinquent Duo
1x Swords of Revealing Light
1x Ceasefire
2x Royal Decree
The ratios are determined by whether a three-of could brick a hand or not. When three of a kind will not result in a brick, three are run, otherwise two are run (one for use and one spare).