Decks with "War Rock Mammud" * is adopted as a key card
This means you can draw up to three cards on your opponents turn
Theres the original show, then theres GX, followed by 5Ds, ZEXAL, and then Arc-V
The trample addition is key here, as simply boosting power and toughness is often not enough for a gang of Wizards to get over the finish line unless they have flying, of course
The Traps consist of "Lost Wind", which stops the opposing effect monsters while lowering their ATK to beatable levels, "Wall of Disruption" as a better version of "Mirror Force" in this deck since any damage you can inflict helps in the long run, "Crackdown" to steal the opposing defenses, "Battleguard Howling" for further damage and board control and a "Call of the Haunted" in case you need to revive another monster