Notes & Combos
Pure Live-twins decklist with lots and lots of handtraps! The idea is to go second (at least I did that), interupt your opponent, that is probably playing Tenpai and survive through the opponents interuptions with all of your extenders.
I run Knightmare Unicorn in this deck, because, while it is a worse S:P, if you are really desperate you can link into it, while being locked into fiends. I:P isn't that great in this deck, as you usually don't have that much material to spare. There are still 2 spots open in the ED, as I simply forgot to add them, but the biggest change I would do is adding another Trouble Sunny.
If you go first, try to link into Trouble Sunny if possible, with the basic combo: Normal-summon Ki-sikil/Lil-la. Special-summon Treat/Frost with effect on summon. Link into Evil-Twin Ki-sikil. Special summon Lil-la/Treat from GY. Link into Evil-Twin Lil-la. Special-summon Evil-Twin Ki-sikil from GY. Link into Trouble Sunny (Or variations of this) This allows you to put many resources you need for longer games into the GY.
If you go second, try to interupt your opponent in chokepoints with your handtraps (deck-knowledge needed, but forgiving because of so many handtraps) Then set up your board like before (You can also go into Evil-Twin Lil-la first here, to pop a card, which is often time recommended)
Once the battle phase begins, you can maximise your damage output by attacking with Trouble Sunny first, then using the effect to special-summon both Evil-Twins, that do 1,1k damage each as well (and use their summon-effects) IF you also have GG-EZ on board, you can attack with one of the special-summoned Evil-Twins first, THEN tribute it for the effect and give your other Twin 1,1k extra damage, totalling 6,6k damage in one round, which, together with the burn of Sunny Snitch on the board or a few extra Twins can be gamewinning. Don't do this against Tenpai too much though, as if you attack 3 times, they might summon their dragons back.
Pure Live-Twins is not a great deck, as it lacks protection and non-destruction removal (Trouble Sunny GY effect is at least non-targeting). The lack of protection gets kinda made up for with GG-EZ, for pop-protection, that also allows you to resummon whatever you tributed with your Evil-Twins. For non-desctrution removal, it will either have to be the Graveyard effect of Trouble Sunny or just stopping their plays with Handtraps before that. Good luck if you choose to play this deck! It'd be an honor!