If someone smarter and better than me wants to try this out and iterate feel free, I just think this deck is neat. This decklist is my current attempt to get the highest floor/ceiling ratio of an end board.This includes really variable lines and enders depending on interruption from opponent, deck they are playing, current meta counters, etc. Currently this is the version with cards that I have (Baronne in side as an exception).
Quick note: the side deck are things I'm thinking of swapping into the main/extra
The goal of this deck is to end on a variety of interaction while giving you a variety of plan b stopping points. For example, muddy/dragoon/hotred combo of cards are incredibly effecient as this deck already excels at making 6's, many times ends with a tzolkin on board to fuse away if you got stopped mid combo, or as an extension point for hotred if you're extra worried about dark ruler.
Main Deck Notes: I'm still tinkering with VW main deck ratios, but for the most part I find this works out very well. Only thing to consider is toutou(I like it in there as it's an extra normal summon, utility in graveyard, and 6 star wyrm for sinister if you're running that). I tried to make this as consistent as possible, so cutting down another lili and the toutou in favor of free 3 special summons(taketomborg/terrortop or psychic wheeler/tracker) is definitley an option.
Foolish burial, fbg, and e tele are huge boons as they are all starters on there own, and e-tele is especially huge as you can also just hold it and end on a ghost ogre for extra interaction. Pot of desires is similarly here for the extra consistency. It also plays really well with Chengying as you can use it to cheat a game through just bigger guys.
Adventure package is here because it gives you a negate before you start going off, is easily accesible through beatrice, every card is great fodder for dumping off VW effects, AND makes the deck able to go into 10's at the drop of a hat. There's so much little incidental synergy that it's hard not to play it. I've put Aramesir and Water at 2 each because I found that getting too many adventure cards was actually an issue, and given all the draw and deck thinning this deck can do it's still accesible at many times.
The areas where I'm really tinkering are in the hand traps and "luxury" slots. Current format is odd and I haven't played enough to see what feels good ratio wise, but this has felt alright. The funny stuff here is that imperm plays well incidentally with tzolkin on top of being just so good and we keep a single veiler because we can dump it off raiser if we really need a 6 star tuner. Ash is ash, what can I say. Lastly, our boy destrudo. Destrudo is the piece of this deck that is just so good. It gives you a dragon effect for dragoon if you get cut off, a tuner to get you into riser at anytime, and the most accesible activator for the 10 star synchros.
Regarding the extra deck, space is TIGHT. There's definitley a lot you can remove or flex out of depending on what you want, for example i like having a lot of options. We've got lots of interaction(totem bird, Crystal Wing, Dragoon, hot red) that you can end on depending what you want, okay draw/extension(charge warrior, coral dragon, croc), and nice miscellanous big bodies(chengying, mathmech, kinda dragoon).
Goal here turn one is to usually end on Crystal Wing, chu che, and at least one more piece of interaction. The good thing is if they don't have interaction(or only one piece), you can go WAY further. This is extra nice cause hand traps feel way less prevalent right now. And if they do have interaction, you have so many points where you can tag out and end on something like shenshen with totem bird mathmech, or get beatrice chengying and have nshaddoll ariel as a funny point of removal, or even just shove beatrice dump scythe/pairen summon back scythe to make people hate you.
The side deck are all little things I've been considering. With destrudo and riser getting into sinister longyuan isn't that hard, but it does require specific lines that are easily stoppable and require investments that could go into arguably better end boards. The zombie package doesn't need to be explained, it's just real funny that shooting riser also lets you drop the banshee then you can beatrice for baelerdroch. If you have Baronne, you can straight up cut dragoon, pairen, and totem bird from the extra deck and have tons of extra space to play with. Dark ruler is just so so good as a board breaker that i've considered cutting some handtraps for multiple copies, but we'll see.
Too many words for something no one will read, but have at yee.