Notes & Combos
Basically, the deck tries to take advantage of both engines to maximize decent openings and to minimize bricking. [hence no eXceeds] Normally, it's Sera + sets + Prison and pass, Sera + Ecclesia for Punishment to give us a stronger card that can go +1 and interact better with things / hit backrow with N'Tss if needed, or if you open a Traptrix + Brigandine, go for either Granite to get Prison or if your backrow seems strong enough, bring out Redoer for an extra disruption. While not ideal/common, if you open Traptrx + Ecclesia + Brigandine and your Sera gets hit with Ash, you can special Ecclesia with no effect to go into a rank 4 anyways.
Unsurprisingly, the deck really struggles going second against the meta threats without opening just right. Something like Ash + Imperm and your opponent not having plays after your handtrap. Or something like opening Heavenly Prison against a Despia deck that setup and has Branded in Red ready to blow up your backrow with Chimera.
Up until 16 games before hitting Dia 1, I removed 1 Torrential, 1 Punishment and ended up adding Grave of the Super Ancient Organism. As the deck cannot OTK on the snapback, D Barrier did not seem too great. I also wanted a card that could be useful against other decks. It worked well when I saw it in a few games. Once against Swordsoul who had both Baronne and Chixiao out and could not do anything. While you do have some high levels, you can use them to go into BLS and potentially win some games with that.

Regarding the extra deck, the least used card I went into was Rafflesia. After that, I rarely went into Divine Arsenal AA-ZEUS - Sky Thunder [it's rough wanting to bring out ZEUS a ton when your deck relies on s/t. It did help though going into it against Eldlich for a big body at times. Definitely a great card though when resources are low], and Bagooska. [although, I tried to use Bagooska more against Despia to not much luck since it really just delayed what was going on] Cularia was really there for the slow grind games you can sometimes get into or if you did something like Floodgate Trap Hole on Numerons to build up your field while slowly while dismantling theirs to go for the OTK. I didn't use BLS very often, however, it can be game ending depending on the matchup. A 3k [or 4500 if you destroyed a monster] untargetable and unable to be destroyed monster is good and even more so when paired up with Grave of the Super Ancient Organism, so Mirrorjade can no longer attempt to banish anything and you are immune to its Raigeki effect. The only thing you might have to worry about is Fallen of Albaz/Super Poly, however, it should be easy enough to disrupt if you have a field in regards to Albaz and Super Poly.. is you know Super Poly.

Plat 5 - Diamond 5:
Overall: 46-24
Flips: 43-29
Won flip/Won game: 33
Won flip/Lost game: 10
Lost flip/Won game: 13
Lost flip/Lost game: 14
Lost flip/server did not connect [no loss] 1
Lost flip/server did not connect [loss] 1
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Diamond 5 - Diamond 1:
Overall stats: 57-40
Flips: 52-47
Won flip/Won game: 38
Won flip/Lost game: 14
Lost flip/Won game: 19
Lost flip/Lost game: 26
Lost flip/server did not connect [no loss] 2
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If knowing what the exact Diamond stats were is more helpful.

Why adding Grave of the Super Acient Organism? Also I understand gallant to search for heavenly prison but I still don't understand ash dragon and most of all Vespenato since he can't progress into zeus. Am I wrong? PLS explain. Interesting list btw

Titaniklad the Ash Dragon was another Punishment/Nadir target in case if you wanted to search another Ecclesia/Fleur or if you had to use Punishment while your opponent only had 1 monster out to not lose any advantage. Originally I had 2 Punishment in the deck, so currently, you only have 1 Punishment and 1 Nadir in the deck, so if you want, you can cut it, but it's good utility if you want to chain Ecclesia.
Grave of the Super Ancient Organism was a tech option for mainly Despia [that works against Swordsoul synchros and the like and isn't dead if your opponent sets up a field if you can force it to stick through Solemn Strike on a negate or something of that nature], however, would work against any other deck that special summons level 6+ monsters. While it doesn't remove the threat, I felt like trying that out would be better than D Barrier, as it wasn't a one turn stop. As the deck is more than likely not going to OTK on the snapback, D Barrier just delays what will occur in the end.
Drill Driver Vespenato is just a nice card to overlay on top of a used Granite/Allomerus/etc that also has piercing that might finish off some weird games. Could always use it turn 1 after using Granite once for a search, so that if your opponent destroys it, you still get something back. It can also be neat if you go into Bagooska to put something in defense and then overlay into Vespenato to attack over. If you aren't a fan of it, feel free to add something else. Maybe Link Spider to allow you to special Ecclesia out if you don't have access to something other than Brigandine. I've had some games where I could have killed that turn if I had it. Alternatively, if you want, swap a few things out for a Utopia Lightning package or if you are really feeling it, go for Utopia Double.
Hopefully that's clear enough for the logic behind the cards.

yes thank you. I play MD since the release but i came back after 14 years and i still don't see some combos. Could you pls tell me the main lines for zeus? Because, correct me if I'm wrong you can't do Vespenato into zeus. Right?Originally I asked you about gallant as well but then i figured out why he's herexD

ZEUS is just a really good card that you might go into to try to lock things down. As I mentioned in a prior comment, I rarely went into ZEUS as... I never really found a good spot to, as the really relies on the backrow more than others, so if you are forced to ZEUS, then you lose out on the backrow or it just sets you back.
If you find an opportunity and have already used Granite or you don't think Redoer is good any longer going back into your turn, you can always attack with them, go into ZEUS afterwards and just have a blow everything up button if needed. Otherwise, he can be a big beat stick in matches such as Eldlich where you can hopefully stop them from reviving from the grave with Gravedigger's and have another big body alongside Prison to sit there. [when your opponent has something like Skill Drain up and you don't have any Dogmatika card to send N'Tss to try to blow it up or.. if you know.. they just open all the floodgates/multiple Skill Drain]
Everyone also mentions Redoer getting a lot of mats if you sit on it for a while without needing to remove itself to dodge anything. If you make Redoer with Brigandine turn 1, you'd have 3 mats after using its effect on your opponent's turn. You can then bounce something, putting you back to 2 mats. Going into your turn, you'd be back up to 3 and if you attack with it, you can overlay for a 4 mat ZEUS.
As for the Vespenato "line", if you went first and turned your Granite into it, you could always overlay for ZEUS the next turn if it survives, but that's not the greatest. A 3 mat ZEUS isn't the worst, since if your opponent destroys anything else, you can always soak another up with its effect. Not really something that ever came up for me.
If you really want to, you can cut ZEUS for something else with my playstyle.