This is a straightforward pendulum deck that can be played with only a moderate amount of brain wrinkles. Its all of the cards of the archetype ran in 2's and 3's, as well as a few extras. The basic gameplay loop is pretty simple. You want as wide as pendulum scale as you can set up, and then you take advantage of the archetypes resilience against effects and traps to push forward and win quickly with high 2000+ power monsters. <!--more-->
Main Deck Monsters:
Each of these cards has a purpose besides their ATK and DEF.
Coeuria: Helps keep monster effects under control. Be aware when using her Quick Effect that she can kill monsters that activate effects, but not negate them.
Beautea: Has a Quick Effect that makes things get banished instead of hitting the graveyard. This ranges from great to useless, as you can use it to take out annoying that don't stay in the graveyard. Her second ability lets her kill a monster at the beginning of the damage step if its ATK is higher than or equal to the lowest pendulum scale x300. (So usually between 300 - 900.) So use her vs 3000+ monsters, and let someone else kill the small stuff.
Angelea: Use this card to smooth out your board and fish for certain effects. By tributing a "michord" monster, you can search out another one with a pendulum scale 2 higher or lower than what you tributed. So for example, this lets you take an 1100 ATK Elitea who has bounced a spell or trap, and turn her into a Cutea for adding a monster to hand and buffing your field, or into a Gracea with 2100 ATK that can add a spell/trap to hand. Her second ability is also good, as it prevents trap/spell activation during the battle phase until after the damage step as long as you have an odd pendulum scale.
Gracea: Adds a "michord" spell or trap to the hand, so we don't need terraforming or metaverse in most matches. Target Harmonia if its not out. Target Musica if you need the special summon/destruction, target Elegance/Scale to fix your pendulum scales. Her second ability is also good, as it prevents trap/spell activation during the battle phase until after the damage step as long as you have an even pendulum scale.
Fancea: Moves a "michord" monster from the deck to the Extra Deck. This is better than it sounds, because of so many abilities that key off manipulating monsters there. Her second ability is useful but easily played around. It allows her to be destroyed instead of another "michord" during battle.
Elitea: Bounces a spell/trap when she's summoned. She also prevents battle damage while you have an even scale, so don't be afraid to drop her face up ATK for her effect.
Dreamea: Can be special summoned if you have a pendulum "michord" out. If a "michord" dies from a card effect, she can take its place.
Cutea: Fishes a "michord" monster to your hand when summoned, so she helps regulate pendulum scales. Her second ability is also good, giving a buff = to pendulum scale to your "michord" monsters.
Spells and Traps:
A lot of gameplay is centered around the field spell, as well as the deck searches and pendulum fixes.
Doremichord Elegance: Its used to either set up your pendulum scales or draw cards. Don't be afraid to use it to draw cards late game. If you have Doremichord Harmony in play, you can rebuild them easily by using Harmony to add one high or low girl back to the hand, and then reactivate your scales assuming you have at least 1 other usable 'michord' in hand, or Pendulum shift and a suitable target.
Doremichord Scale: This card struggles to be useful, but I've kept it because this is a fun deck and I wanted the whole archetype. They are the first things I sideboard out in most cases. It DOES help fix your pendulums if they get screwy, but the 5+ and 7+ are rarely going to happen.
Doremichord Harmonia: This is the most important spell, as it does so much for your board.
First, it gives you your level 1 'michord" monster back to summon from hand for a free deck add. (Or any other 'michord' you would rather normal summon.)
Second, it allows you to fix your scales by raising one pendulum to rank 9. This is important for your card effects that proc off of even, odd, or pendulum scales of each.
Third, as long as you have 3 or more "michords" all odd or even, you can destroy a card the other guy has. These effects can be used in any order, so its entirely possible to to add an odd scaled card to hand, activate it to the pendulum zone, make the other scale a 9, then use the ability to destroy a card. Even better, they are independent activations which means you can eat a negate and still have some of the effects left.
Pendulum XYZ: This deck is really good for this card, because each cards scale + level = 9. This means that you'll usually have at least a level 6-9 monster in a given zone. This makes it super easy to summon a big XYZ baddie out of the deck. I picked ones I liked for anti spell/effects/ATK power, but I'm sure there's more competitive options. This card is nice to use if you have an otherwise bricky Doremichord Elegance in hand. Just use this, then activate Elegance and rebuild.
Doremichord Musica: It either helps special summon monsters or destroys an opponents card.
Doremichord Formal: Protects your pendulum monsters AND your pendulum zones. Make sure you have a face-up monsters in the extra deck to use this. It doesn't actually negate anything, but on the bright side it does respond to spells/traps AND monster effects.
Pendulum Switch: Moves cards between being monsters or spells. This is useful when you need them to be one or the other, or when pushing for final damage by turning your low scales (your highest ATK) into monsters again.
Sanctuary of Parshath: Odd one off pick, but it gets some of your fairies over the 3k barrier while also protecting traps and allowing to you recycle fairies from the grave after they were used for XYZ stuff or put there by the other player.
Raigeki/Harpy/Solemn Judgement: These are all strong one off cards. Some people don't like these, so by all means you can switch them out.
Extra Deck:
These cards are mostly all utility. Change to suit your own tastes.
Elemental Charmers: This deck uses all 4 elemental attributes, so putting one of each adds options to both increase pendulum summons and maybe take something good from the graveyard.
Linkuriboh: Summon Cutea, search a card, then if her attack buff isn't needed, turn her into a Linkuriboh to soak damage and put Cutea back in your face-up extra pile.
Celestial Knightlord Parshath: Use him to fish out Sanctuary of Parsath or a fairy monster from the deck. Also, he's got a GY function to banish a fairy to summon a fairy.
Heavymetalfoes Electrumite: Summoning him puts a stock of 3 pendulum monsters face-up in your extra deck. He can also destroy cards to add other cards back to your hand, as well as granting you cards when your pendulum zones are cleared. Without support, he's going to get ran over at only 1800 atk power, so make sure you get the most out of his abilities.
Zefra Metaltron: Also helps get pendulum monsters back out of the GY in addition to helping control the opponents board and reset nerfed cards.
Number 89: Good ATK and able to banish a card from your opponents extra deck.
Number 24: Decent control card and okay ATK.
Spriggun Ship Exblower: Good defense and able to clear a mix of monsters/backrow.
Number 11: Good ATK. Yoinks a monster permanently.
Number 76: Good ATK. At formation its going to be battle-immune to two elements, and you can add elements to this number. Also, she has a keyboard sword for lolz.
Dark Anthelion Dragon: Strong ATK. Also has some recursion abilities after it dies, and is a useful pendulum that halves enemy ATK.
Number 38: Strong ATK, and can negate spell effects.
Sideboard:
Cards to help against certain types of situations.
Beutea, Dreamea and Elitea: 1 more of each of these in case you are playing card effect or recursion heavy enemies. Swap out a Coeuria or a Fancea to make room.
Ash Blossom: I put this in the side to add in if someone is playing a deck that hinges on combo searches.
Pendulum Halt: If I find myself constantly losing battles or with a ton of dead 'michords', I side this in and remove Scale.
Typhoon: I put this card in against Spell Mining Cave or Floodgate decks.
Mask of Restrict: Helps stop Monarchs and Kaiju, as well as a number of other effects.
Pendulum Reborn: If someone is milling my fairies to the graveyard, this helps get them back.
Final Thoughts:
This deck is probably a B tier deck all said and done. It has some neat tricks, but against someone who is trying to negate your summons, its all wasted. Its fun to play and can usually recover from a board wipe mid game with enough assets in hand. Its hard to get scale-bricked, unless you only draw low scales, but there's a few fixer cards in place to help with that. And even if you do say, draw nothing but Level 8, Scale 1 cards, you can just Pendulum XYZ them into something useful to help get yourself back on top.
Decks that banish will give this trouble, like any bad pendulum matchup. Decks that rely on traps and backrow should be a favorable game. It has a few strange things I've done, and things that can be improved I'm sure, but that's probably because I'm a filthy casual and don't know everything there is to know about the Yugi meta.