Deck -
Tester: Satellarknights
Testee: Satellarknights
Attitude - 10/10
He was good.
Deck Build - 15/30
Let's start off by saying running too many monsters is too cloggy for your hands. Your main objective is not to draw into all your monsters, but make sure you have a recurring xyz play and gradual advantage. The cards float, but by using supply squad you're eliminating a chance for yourself to take up against the opponent with a lack of traps. This also makes some of your monster plays dead as you might have the wrong combination of cards to make plays.
Maining vanity's emptiness, while is interesting and takes floodgates into account for early game 1 strategies, is more suited for your side deck. Vanity slows your deck down especially when Yamato is summoned. 3 of Stellarnova Alpha, while the card is good for a lot of things, is not generally recommended because again you have a lot of cloggy hands (it doesn't seem like this when you have a giant influx of monsters). Overally, you should consider a balance of monsters, spells, and traps - with traps as your main concern.
Extra was overall standard, but with taking into account my suggestions, play Emeral for recovery and recycle plays, drop 101 to 1 copy, and if you're really concerned with removal, consider castel at 2 (remove crazy box). While your current line up is decent, keep in mind there are cards that still normal summon like Batterymen and Bujins. Castel is sometimes the better removal card.
9 for competitiveness, 6 for synergy.
Skill - 12/25
I will not argue you had some control of the duel. However, most of your plays were just straight up linear (who would've thought this deck was linear, amirite?) and you didn't net much for tempo against me. (Tempo is gradual advantage and speed over your opponent.) Your cards couldn't back you up on your plays and you even forgot some things to help you out. This is why I suggest you even out a mix of monsters, spells, and traps to get your defenses up. Your build is like Sylvans - no defense, but lots of monster build up...even when the deck doesn't work like that.
Your side deck could use some fixing up too. Cycle Reader is a good card that you sided in (the only card you sided in), but you can afford other cards like D.D. Crow, Maxx C, and Debunk to either have more versatility with hand traps or grave hate. Imperial Iron Wall is only geared towards one deck in your perspective (Two if you count Bujins, the other being Batteryman which isn't relevant with Wall), and it's not great if you consider to side it for only those decks. Consider instead more universal trap cards like mind crush, the vanity's emptiness in side, Nobleman of Crossout, Dimensional Fissure, and cards in similar fashion. Also I'd like to suggest and insist that you remove Overworked for the reason that it serves almost no use. While it's good for Bujins and Fire Fist, you don't see too many fire fist decks and it's not as relevant as before.
4 for control of duel, 5 for siding and side deck, 3 for general skill or nice moves
Ruling knowledge - 6/10
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student pass is north
Misplays and Corrections - 6/10: Altair attack clause was missed but caught, you thought you could draw off of alpha sending for supply squad to trigger, you didn't use Unukalhai's eff when you alpha'd my alpha, and you didn't know that vanity stops the use of duality.
Result of Duel - 0/20: (0/20 for winning no duels, 10/20 for losing 2-1, 15/20 for winning 2-1 and 20/20 for winning 2-0)
Total: 47/100
Don't be too harsh or too easy on them on each of the above methods of testing.
Slifer Red 0-69
Ra Yellow 70-89
Obelisk Blue 90-100
You're in Slifer now. Please heed my suggestions and concerns and you might do better next time.