Notes & Combos
I've been tinkering with this deck alot for the past week so I'm gonna talk about why I played it and changes I made to the deck overtime. (If you wanna skip that then scroll down)
Initially I played this deck because Naturia Beast is exceptionally strong against not only the tenpai boardbreakers, but also against 60 piles that are centered around spells like Thrust/Grass/Reasoning to overwhelm Tenpai players with value. I also thought Sanaphond would be a good back up plan to make against Tenpai since its typically big enough to wall their synchros and shut off reborn plays (Spoilers:It usually hurt me more than it helped)
Other things I had in the deck were Droplets to pitch Sacred Trees and Ishizu Shufflers (Also formerly in the deck). Giantrainer to find Naturia cards with Horus cards. Ty-phon because you could place it on top of a horus without losing your Naturia follow up. I dropped the main deck cards because I wanted more consistency as well as outs to Maxx "c" and Ash Blossom. (I replaced them with Crossout, Maxx "C', Dotscaper, and One for One). The extra deck cards ended up being cut for Goddess/linguriboh because Giantrainer would always be hit with Imperm/Veiler without Naturia cards and Ty-phon's summon only mattered once when I had it in the deck.
Gameplan: Your gameplan is to make Naturia beast + Mole Cricket at the bare minimum. Believe me when I say that the amount of Tenpai wins I've gotten with that board is non-zero. Your Horus cards are strong ways to check for handtraps because of the unique way they set themsevles up. Field spell can check for Ash Blossoms and Ghost Ogres while the Horus monsters can check for Veilers/Imperms (This is how you will know how to set up your endboard to play with a negated Nat-Beast). They're also great at enabling cards like Gamma and Talents which have a high chance to win you the game on the spot going first. Most of the fun you'll have with this deck comes from how much pressure you put on your opponent to manage their handtraps correctly, and even if they properly sequence the endboards you produce if you opened combo should be reasonable enough if your opponent had to use 2 handtraps to stop Nat-Beast or your Horus plays.
The deck does have problems with bricking, but you're able to play quick enough games so it does even out over time. 2 Camellia is bad for the grind game but it's terrible to have as a normal summon.
(Combos can be seen in the replays)
Tldr: Quick Games and Naturia Beast
Replays
Account ID 456-159-137 (1 combo game 4 real games)