Okay. A few things on this build first. This deck is extra reliant on All-Out Attacks. It abuses Morphing Jars, and eventually will cause chaos as Flip effects activate again and again due to Morphing Jar #2 (Key Card #2).
This deck is technically a burn deck, but can also deck out the opponent in the right conditions.
Now, onto the deck:
20 Monsters:
1 Cat of Ill Omen (decent searcher)
2 Dice Jar (This is the burn element of the deck. I may swap if for Des Koala for consistency sake, though)
3 Gravekeeper's Spy (Good defender and it helps get more monsters on the field for Morphing Jar #2 abuse. Its also a flip effect so it works well with All-Out Attacks)
1 Guard Dog (This card is teched to make the opponent lose field advantage when I use Morphing Jar #2. Its a godsend in here)
2 Mask of Darkness (My traps tend to get used up fast/ negated. Once the combo starts, though I tend to recover them fast thanks to this)
1 Morphing Jar (draw power thats reusable. Deck out option.)
3 Morphing Jar #2 (key card)
1 Sangan (find the right flip effect monster when you need it)
3 Serpentine Princes (Same reason as Gravekeeper's Spy. Flood the field. Only difference is that this searches.)
Spear Cretin (Re-use your flip effect monsters/stall with the Spear Cretin lock.)
11 Spells
3 Book of Eclipse (stall, flip effect re-use, and possible deckout element. Too bad its not a trap.)
1 Foolish Burial (Searcher to use for Spear Cretin, Soul Reversal, or The Shallow Grave.)
2 Pot of Avarice (For re-using important flip effects and to ensure I don't deck-out by accident.)
2 Soul Reversal (Search from the grave. If use on my opponent's turn it makes it practically a live flip effect card.)
3 The Shallow Grave (Instant active flip effect monsters. triggers All-Out Attacks, making Morphing Jar #2 a prime target)
9 Traps
3 All-Out Attacks (Key Card)
2 Desert Sunlight (Use the effects when you want to/ disrupt the opponent when you have Morphing Jar #2 out)
2 Mirror of Oaths (Keeps field advantage when used in combination with Morphing Jar #2. Also, a free draw never hurts. Due to timing its only useful on your turn and only if Morphing Jar #2's effect was the last thing to happen.)
2 Pikeru's Circle of Enchantment (Saves me in case I run into bad luck with Dice Jar. lol)
Okay, so the basic gameplay of the deck is get a full field, then abuse Morphing Jar #2 and All-Out Attacks. All the flip effects chain, and Morphing Jar makes new flip effect monsters live. The effects resolve one by one. Then, All-Out Attacks activates and resolves, flipping the new face-down monsters face-up, activating the new effects. And with 5 monsters on the field, there is a high chance of getting another Morphing Jar #2 to continue the chaos.
If the opponent has no way of stopping this, generally this repeats until either one of us is burned to death by Dice Jar or is decked out (rare for this build). And if you used Pikeru's Circle of Enchantment, it basically repeats until the opponent is burned since you're generally safe from the effect. 1 win with a 6 and 1 win with a 4 = 8000 damage. So if you're lucky, thats all it takes.
So, any suggestions?