At this point you may be aware of the sheer strength of Spright, so I won't go into that part of the deck that much. Gigantic and Elf are insane, that's all you need to remember. So, what does Nephthys offer to the deck that Frogs or even Evil Twins doesn't? Absurd value.
Their gimmick being that to activate their effects they have to pop a card in your hand and start amassing advantage form that since all have effects when destroyed by card effects. Thus it meant that you'll go way down in card advantage to even begin to play like any other deck, and being a ritual deck just made it worse. This all changed with a relatively new piece of support and a series of design choices Konami has made that lead to this slow gimmick to turn into a hodgepoge of value.
It all starts with Conductor of Nephthys, one of the most insane pieces of support ever printed. It special summons a Nephthys ritual monster from the deck and treats it like a ritual summon, thus allowing it to trigger it's effects. The one you'll always going to summon is Devotee, which when ritual summoned summons another non-ritual Nepthys from the deck. This being Disciple, which by destroying a card in your hand searchs Matriarch which can revive a Nephthys monster from the GY. This guarantees four monsters on the field with a single ritual summon, but also makes Conductor the biggest hand trap target in the planet. But what if you'r opponent used all of them before you get Conductor on the field?
All Nephthys monsters worth a dime are level two, giving you access to Gigantic Spright and Spright Elf. You know which other monsters are level two as well? Diviner of the Heralds and Cyber Egg Angel. These two fixes one of the biggest weaknesses of the deck: getting to their ritual spell. And thanks to the Elf and Gigantic you don't have to commit to a normal summon for it. Diviner bieng the absolute best, by giving you the flexibility of a search or a pop by sending Arc Lights or N'tss. Meanwhile, Egg searches Ritual Sanctuary which not only hard ritual summons, but trades extra copies of Spright Starter or Rebirth of Nephthys (which through the course of your combo are most likely to have) for an extender and recycles them. The last Nephthys monster I also want to point out is Chaos Nephthys. By using Elf to revive Diviner during your opponent's turn and sending N'tss to pop a card they control, you can revive Chaos by banishing a light and a dark to also banish a card on the field and two from their GY, while also giving you an extra body for Masquerena into Apollousa.
The combo lines vary depening of the amount of Sprights you have, but as long as you can resolve Gigantic or Conductor you can go full combo.
By having Conductor or a way to get to it (like Preparation) and Spright Starter your combo may look something like this (also keep in mind your zone placement):
Spright Starter > Summon Blue > Search Jet and summon it > Search another Starter > XYZ summon Gigantic Spright > Summon Diviner (and prevent Nibiru) > Send Herald of Arc Lights and search Rebirth of Nephthys > Ritual summon Conductor by tributing Diviner > CH1 Conductor, CH2 Diviner > Summon Egg and Devotee > CH1 Devotee, CH2 Egg > Search Ritual Sanctuary and summon Disciple > Disciple effect to search Matriarch > Use Disciple and Devotee to link summon the nephthys link > Search Chaos nephthys with it and recycle your ritual spell > Use the effect of Devotee to revie itself by destroying Chaos Nephthys in your hand > Link Devotee and the Nephthys link into Elf > Elf revives Diviner and link it and Eff into Halqifibrax to summon The Agent of Mystery - Earth > Link Earth and Gigantic into Pitknight Earlie > Finally, normal summon Matriarch and use her effect to revive any Nepthys level two in your GY and link summon Masquerena.
Now during your opponent's turn you can use Elf to revive Diviner to send N'tss and pop a card, thus triggering Chaos Nephthys in your GY to revive itself and banishing three cards (keep in mind that for it to trigger there also needs to be a card on the other field for it to banish). You can use Halqifibrax effect to go into Formula Synchron, draw one card and synchro it and the remaining level two on your field for a Herald of Arc Lights (you could also make Baronee, but the extra deck is extremely small and decided to keep the utility of Arc Light over Baronee). At this point, depending on where you placed Pitknight you could've also negated a monster's effect as well. Finally you use Masquarena to go into Apollouse with the remaining materials on the field and swing for game with Accesscode on the crackback.
The biggest downsides of this version of the deck is that you trade space for handtraps in favor of combo pieces. The deck lives and dies by their ritual spell. If you get prevented of getting to it, you're absolutely dead. The extra deck is extremely tight and since you play with a bunch of one-offs Prosperity is the better option over Desires, but there are games where I used it and found myself in really need of the cards I banished on the following turn (this version straight up vomits your whole extra deck). Possibly the most annoying yet funny downside is that all the monsters are really, really small. If your opponent manages to survive until the batttle phase and has a monster with more than 1600 atk you're kinda screwed. If konami prints a XYZ monster with a lingering effect that pumps your other monsters even by just 500 atk it would seriously consider playing it over Accesscode.