A pretty simple pure Dragonmaid control deck. Haven't seen one like this on here in a while so figured I'd share since it rends to be fairly effective.
I wouldn't touch any of the Dragonmaid ratios, since you really wanna open one of the main three. In general any 1 of the dragon maids guarantees you'll at least end on a Hieratic Seal, making bricking fairly difficult. You can lower Ernus by one if you wish. Chamber and Parlor can search/send a card to bring them back from the GY and then be linked away for a link 1 and brought back for the Seal. Kitchen and Nurse ask that you have at least one extender card in your hand. You generally wanna end with a Hieratic Seal or Sheou on the field and a couple backrows. The deck can consitently have 2-4 bounce/negate/destruction effects during your opponents turn, an a banish or two depending on what sort of backrow you drew. Don't forget that your big Dragons have in hand effects (Ernus can be an extender, but perhaps a better use is to summon chamber during your opponent's first turn to get a free search before your turn starts, and Tinkheck lets you easily attack over a lot of big monsters who might be problematic otherwise). Play whatever handtraps you want.
Spells and traps are also fairly simple and I don't think they need to be shuffled around. Dragonmaid Welcome and Dragonmaid Downtime are such amazing cards that basically guarantee you'll have a full hand at all times. With Sheou, a chamber in the GY and Downtime on the field you can search twice per turn, both your own and your opponent's. Dragonmaid Changerover at one is something to consider changing. You can search it, but drawing it is really convenient, and god help you if that one copy gets banished. Replace the one World Legacy Guardragon with a Monster Reborn. For the non-Dragonmaid traps, play whatever you want, the set I'm using there just happens to be my preference.
Extra deck can be whatever. I'd only advise to absolutely play Seal at 3. It does so much for the deck and the non-targeting, non-destruction removal is just a life saver. I'm paranoid about grind games so I play the Dragonmaid extra decks at 3 both but it's probably not necessary, especially since Sheou shuffles itself back. Link 1s are important for those weak hands I mentioned at the start. Guardargons can technically be used for a play but I only ever use them as Pot of Prosperity fodder.
That's about it. As I said the deck itself is really simple and it should be obvious what to do. It manages its resources really well, especially the moment a Sheou is on the field so you generally can just keep going once you set up your first board. This is the first deck I've submitted so please feel free to criticize the heck out of it.