Notes & Combos
I'm not gonna say this deck is great, but its honestly pretty fun. The main idea of the deck is that you will use hugin to search for fountain, and you will use the hugin with either raye or any hand trap to make camillia. This will give you access to engage pretty much instantly and will hopefully also give you access to fountain. This deck is worse than normal sky striker at going second but works pretty well going first, the main thing you need to worry about as with all runick decks is that if your fountain gets banished it hurts alot and you probably won't win the game. Largely this is why this is more of a casual deck than a "real one" given the runick spells are pretty much your only win con and everyone plays S:P. From my experience I think this deck can def see some success even against players who are like master 1 etc, but I don't think it can go much further as of now.
Now I'll explain some of my choices; firstly, I know some people will find not using linkage weird, but it honestly doesn't seem to help much. On older versions I played it at like one copy and it didnt really help since our game plan doesnt utilize the battle phase much and the extra utility it has just doesn't come up often enough for it to be worth playing. Next is no hornet drones, the main issue with hornet drones is that while it can get an extra spell in the GY which is great sometimes, it just does not help you get into camellia alot of the time (if you have a runick up it won't happen w/o smth like multirole) which is the most important card in this deck as it pulls the whole strategy together (camellia requires 2 effect monsters and the token is not an effect monster). Next, my choice to play 42, honestly the margins never felt right for me with other ratios and you really want more cards to search with engage since you do eventually run out at some point, and the main purpose of engage is to thin your deck so you end up constantly using the runick cards, drawing dead engages doesn't feel great. Playing 42 also serves to help you not run into drawing multiple hard onces and the primary reason for that change was so that it would be easier to run 3 rayes without drawing 2 of them in your opener. Lastly, I've thought about running jamming waves it might help with some matchups.
I really hope to see more people run this deck and make it better since, I'm not a great deck builder but I think this is a pretty fun strategy that I'd like to see others push further.