The deck is simple in theory. Milling Runick Quick-Play Spells (QPS) allows you to turn single activations into a +3. Using the Runick Fusion monsters as Synchro material allows you to free up the EMZ while getting a powerful body on board. Combining these two theories sets up a powerful combo deck that can hold its ground going second too, even playing through interruption.
The deck has 2 basic opening lines: Raiden and Fabled. We'll start with the easy one.
Fabled:
What you need: Any Fabled tuner, minimum 2 Runck QPS
Start by summoning Hugin the Runick Wings with a Runick QPS, then, if you only have The Fabled Cerburrel in your hand, discard it to search a copy of Runick Fountain. Curburrel will then trigger and summon itself. Use Curburrel and Hugin to summon Cupid Pitch (NOT to the EMZ), then use its effect to increase its level to 6. Then, activate Fountain and use the other QPS to summon a second Hugin. Chain Link 1 trigger fountain, then chain block it with Hugin. Now for the fun part – use Hugin and Cupid Pitch to summon Chaos Ruler, the Chaotic Magical Dragon and trigger the effect of Cupid Pitch before activating the on-summon effect of Chaos Ruler. All tuners in your deck are LIGHT so make sure to add one of them off of your excavations if you get any. When Cupid Pitch resolves, don't forget to add a copy of The Fabled Abanc from your deck to your hand as it meets the requirement of having 600 DEF. Finally, Normal Summon Abanc then use it with Chaos Ruler to summon either Baronne de Fleur or Swordsoul Supreme Sovereign - Chengying. From here, you can use any other tuners or QPS in your hand to extend your plays and draw more cards.
For example, if you have a copy of Curburrel in your hand at this stage, you can use Abanc's GY effect to discard it, then summon Abanc, then trigger Curburrel to give yourself 2 L2 tuners. From here, you can activate the 2nd Fountain in your hand before summoning Geri the Runick Fangs, recycling milled QPS to draw 3 and gaining back the copy of Fountain in the GY. Then, use one of the L2 tuners to summon Coral Dragon, then repeat the process of activating a new Fountain and summoning another Geri and use Coral Dragon & Geri to summon the other L10 Synchro monster and draw a card. With the last L2 Tuner on the field, if you have any Runick QPS that you can activate in your hand, summon the 3rd Hugin and go into Herald of the Arc Light. Don't forget to trigger effects as much as possible to maximise card advantage & follow-up plays.
If you don't open with Abanc in your hand instead of Curburrel, you can make the basic combo by Normal Summoning Abanc instead of discarding it, then using its GY effect to discard the Abanc you search off of Cupid Pitch and summon itself to make a L10 Synchro.
Raiden:
What you need: Raiden, Hand of the Lightsworn OR Charge of the Light Brigade, any 1 Runick QPS
This combo is far more reliant on luck but has a higher ceiling, however, it usually gives you the resources to keep extending into a powerful endboard anyway. Start by searching Raiden and summoning him (or just summoning him), then use the mill effect. If you milled a copy of Fountain or drew it in your opening hand, you're in a great position. In this case, summon Geri and use its effect to recycle the Fountain to your hand (if applicable). Then, summon Chaos Ruler and immediately use its effect. Ideally, you'll excavate one each of both Fabled tuners or have one in your opening hand (I'll explain what to do if not). Add Cerburrel to your hand and let Abanc go to the GY. Then, use Abanc's GY effect to get both tuners on the field, go into Baronne with Cerburrel & Chaos Ruler, then banish Geri and Cerburrel from the GY to summon back Chaos Ruler and go into Chengying. This is ideal because it only requires 1 QPS to be activated and feild the GY with QPS to recycle for draws. From here you can attempt to draw more cards from the many cards
If you don't mill or draw a copy of Fountain, summon Hugin to search for it, then summon Coral Dragon and Synchro climb into Chaos Ruler to mill + draw 1, then use the card you have to extend/draw as much as possible. Even if you don't end on a powerful L10 Synchro monster, you can still end up drawing many interruptions in your hand and frequently end on Maxx "C".
If you do have Fountain, but don't have access to the Fabled tuners, the low-effort climb into Chaos Ruler should give you the resources to either deep draw into interruption or into the missing parts you needed to keep extending. The combos here are very versatile.
Tech Choices:
You might expect to see a LOT of Runick players in Master Duel, which is where Munin the Runick Wings & Runick Allure come into play. Munin acts as great protection in the mirror match with its ability to negate a targeting effect – very useful when your opponent is trying to out your Fountain. Additionally, the discard to search Allure can be used on a Fabled tuner to help you extend your plays. Allure applies a lot of passive pressure in the mirror match as your opponent will constantly trigger it, giving them the difficult choice between outing Allure and outing Fountain (even then, you can recycle it with Geri). Finally, Allure gives you even more opportunities to trigger Chengying no matter what deck you're against. However, I wouldn't recommend Allure in any other Runick build unless you play to constantly benefit off of the discard costs of the searcher monsters as it can often make a winning position better rather than put you into a winning position.
Instant Fusion is effectively a free Runick Fusion monster that doesn't need to go to the EMZ. This helps you play through interruption and gives you more extension options. Geri will never be destroyed by the effect, so you can keep the extra body on board and give your opponent a hard time if they attack over it. Munin will give you the 1000LP back at the end phase and can be summoned back by Baronne if you used its negate in your first turn as it was special summoned properly. Hugin will send itself back into the Extra Deck. And finally, when Frecki the Runick Fangs is released in Master Duel, it will be able to grab one of your milled QPS from the GY on destruction (Updated Deck profile coming when it is released).
Knightmare Phoenix is a defensive choice against cards like Anti-Spell Fragrence that completely shut down your deck. If you see a card like that activated, use a QPS in response to it to summon a monster such as Hugin, then summon any other monster (usually a tuner) and go into Phoenix to deal with your threat. You might face other interruptions from your opponent, but this is your best shot against blowout cards like that.
Stardust Charge Warrior is useful for when you need that extra card now and not later. If you have Raiden, Curburrel, and only 1 QPS, you can Synchro climb via Charge Warrior into Chaos Ruler to potentially get the extra QPS you need. Additionally, if you have exhausted many of your options or need to clear the EMZ, you can use a L2 tuner with Geri to get a bigger body and a draw. This can be helpful if you're trying to get Geri into the GY to banish off of Chaos Ruler.
Tips & Tricks:
Always chose the order of your QPS as you're stacking them on the bottom of the deck – it can come up in grind games and it's helpful to prevent clumping of cards with the same name.
Always order your chains optimally – usually using Fountain in CL1 and the Fusion monster effects in CL2 is better, but there may come times when the reverse yield better results via either chain blocking or by increasing the number of cards you will draw with worse hands.
When deciding what QPS to activate to summon a monster, use the ones you run fewer copies of – this makes it far less likely that you'll draw another copy of it to sit dead in your hand.
When discarding a QPS, discard one you have multiple copies of in hand (or if not, in deck) – this allows you to benefit off of otherwise unusable cards, or prevent cards you draw later from being dead in hand.
You don't always have to combo – while doing a load of plays is fun, sometimes you'll have to take it slow and play as a control deck; chosing the right times to combo and the right times to control will always be rewarding.
Don't get cocky – always play with the worst-case scenario in mind; you might not draw/mill the tuners/QPS you were hoping for. Before doing something, ask yourself what you can do if a play gets interrupted or a draw/mill whiffs.
ALWAYS attempt to conduct your Battle Phase – your battle phase skip only applies if you try to conduct it; make sure to try when you can so that you can conduct it in the next turn if possible, this will speed up your games.
Activate QPS in the Battle Phase where applicable – once you're in the battle phase, feel free to activate as many QPS as you like; you'll be limited to what you can do here at times but it can be helpful to clear your opponent's board and attack for game a turn early (and even be done just to boost Chengying's ATK).
Don't be afraid to play the long haul – sometimes attacking just isn't viable; your deck has multiple win conditions for a reason.
Thanks for reading my deck profile and enjoy ruining someone's day on Master Duel!
PS: For some reason halfway through writing this profile, the card search function stopped working :(
Edit: Formatting