UPDATE O.O
This was written over several days and has not been proof-read. Might have spelling errors or something.
Yah so I am frequently asked about this deck at the moment. Its the thing I am seen using on DN the vast majoriity of the time. It is versatile, fast, and I have already mentioned it before on this blog twice, but with the new banlist and my knowledge increasing I guess another couldn't hurt.
So here is the basic structure of BWST.
3 Tour Guide from the Underworld
3 Armageddon Knight
3 Effect Veiler
3 Maxx C
2 Necro Gardna
1 Black Luster Soldier - Envoy of the Beginning
1 Gorz the Emissary of Darkness
1 Sangan
1 Blackwing - Zephyrus the Elite
1 Plaguespreader Zombie
2 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Reinforcement of the Army
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
3 Call of the Haunted
3 Limit Reverse
1 Ally of Justice - Catastor
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Scrap Dragon
1 Mist Wurm
1 Number 17: Leviathan Dragon
1 Number 20: Brilliant
1 Leviair the Sea Dragon
1 Wind-Up Zemnaines
1 Number 39: Utopia
This deck will always, always, have most of those cards in. A few are optional, but it tends to work best with them all there. This is a very powerful, very versatile engine.
The deck revolves around Sangan. Yes Sangan is limited, but its simply so easy to search that this doesn't matter. 3 Armageddon Knight, 3 Tour Guide, 1 Reinforcement of the Army are used primarily to place Sangan in the grave as early as possible, where it can be repeatedly manipulated with Call of the Haunted and Limit Reverse.
Now obviously using Tour Guide to send Sangan to the grave is the more benificial play, but because the deck runs 2 Pot of Duality now its not always possible to do that. Go with Guide if you draw it, otherwise just use Armageddon, both do the job well enough.
After Sangan is in the grave, Tour Guide and Armageddon Knight become the fuel that powers the deck. Armageddon Knight is able to send to the grave Necro Gardna, Plaguespreader Zombie, and Blackwing - Zephyrus the Elite. Gardna is promarily for defense, but the first two of these can give you some explosive plays. Armageddon ditching Plague with either Call or Limit Reverse ready can give you either Mist Wurm and a Sangan search, Catastor/Librarian and a Sangan search, or Brionac. Usually it will be one of the first two, because Brionac is a minus.
Zephyrus is usually the play that follows the Plaguespreader play. Summon Armageddon Knight, send Zephyrus, add back the Call/Limit Reverse you used to get Sangan to SS Zephyrus, and make Utopia. So not only do you get Utopioa, but another use out of your resurrection trap.
Tour Guide's plays are well known of course. Leviathan for a 2500 beater, Leviair for toolboxing banished cards, Zenmaines for either stall or attacking to rid them of a pesky monster. But outside of Wind-Ups and Inzektors, Brilliant is usually ignored, and here it is surprisingly effective. It can make your opponent think twice about using their Rai-Oh on it, can set up for or bluff BLS-EotB, and 2100 beater is not bad at all. Its as viable an option as Leviathan Dragon is turn 1, more so in certain cases. And yes, turn 1 you are going to want to make either Leviathan or Brilliant, in order to set up your Calls/Limit Reverses quickly.
Effect Veiler and Maxx "C" are pro as ever and should always be run at 3. With the only backrow in the deck being resurrection cards, both are invaluable. Both are also searchable; one of this deck's greatest assets is that with Sangan in the grave, all backrow becomes very chainable, and a Heavy Storm or MST can let you add a Veiler or Maxx C to screw with the opponent's plays. It can also add Armageddon Knight and Tour Guide, for aggressive plays next turn.
Black Luster Soldier is run because despite only 3 Lights in the main deck, said lights are very easy to add and send to graveyard, Utopia and Brilliant are easy to play, and it just wins games.
The spells are mostly staples. Allure of Darkness is staple in a deck with this many darks, Reinforcement of the Army adds your Armageddon Knight. Only card that isn't really a staple is Pot of Duality at 2, and that's just because it adds a little consistency early game. I originally ran 3 Upstart instead, and still do in a couple of versions, but certain cards are just not good if they are drawn. See Necro Gardna and Zephyrus.
Gorz is a big beater. It can be fantastic, or it can be dead because you have a dead Limit Reverse on the field. I've deliberated removing it now Call is at 3, but it has proven to be a great card time and time again and can just win games on its own like BLS, so right now its needed.
Extra deck, Utopia is the only rank 4 you
need. It is a 2500 beater, light, easy to play, and great for both beating and stalling. The Rank 3s are all Tour Guide toolboxes.
The synchros are fairly standard. Only thing worth mentioning is a lack of Stardust Dragon, because its hard to make LV8 with this deck and when its possible its not worth it if all you're getting is a Stardust.
Now, onto the tech.
This is what defines each and every version of the deck. There are a great many options for what to put in here, and it will basically be what the Sangan engine tries to fall back on. It can be aggressive or defensive, control or beatdown style. The only important thing is that it actually helps the rest of the deck. The tech in your main will be what defines the remaining slots in your extra deck.
If you want to run more than 5 tech cards, I recommend removing 1 Necro Gardna and/or 1 Limit Reverse. Which you do depends on what play style you have in mind.
A few of my favourite techs right now.
3 Wattdragonfly
2 Wattmeter Dragon
1 Honest (-1 Limit Reverse)
1 Magical Android
2 DD Warrior Lady
2 Spirit Reaper
1 Honest
1 Magical Android
3 Caius the Shadow Monarch
2 Battle Fader
3 Chaos End Master
2 Sphere of Chaos
1 Byser Shock (-1 Limit Reverse)
1 Honest (-1 Necro Gardna)
1 Magical Android
I have lots of others but these are my favourites right now. Caius and Fader is great for match-ups where the opponent plays explosively; Holy Marks for example. Fader's searchability prevents OTKs, which is awesome. The Watt engine is just a massive surprise; no one expects anything big from Wattdragonfly. As a bonus, Wattmeter Dragon is a normal monster, and thus has immunity to Fiendish Chain. Warrior Lady and Reaper can make for some awesome disruption plays, being useful both aggressively and defensively. Chaos End Master makes for instant Stardust or Scrap plays, is RotA searchable, and can be used with Honest to amazing effect.
Honest is awesome, although you need to run at least two more light monsters to make it worth it. It most definitely is worth it when you do though. Honest is the most powerful hand trap in the game, and is Sangan searchable. This can make for some explosive plays, especially when you drew BLS-EotB and are prepping an OTK. Magical Android must always go in the Extra Deck if you use Honest.
Because these deck defining cards only take up about five deck slots, it is possible to completely change your deck when it comes to Side-Decking. I almost always have the Caius engine sided, along with whatever other engines I feel would be useful. Being able to swap to a different deck at siding time can really throw an opponent off I find.
Staples in side deck are 2 D.D. Crow (for Inzektors and Wind-Up), 1 Mystical Space Typhoon (backrow heavy decks) and 2 Spirit Reaper (Dino-Rabbit). This leaves space for two engines, so you have the potential to switch between three different decks.
Any questions about this deck, feel free to message me on DN, but this I feel should cover the basics.
Peace.