Well I've come out of retirement to play one of my favorite Yugioh decks of all time this format. Given that I've topped and plan on going to Nationals, I've started to get back into the game and thus some of my creative archetypes have come back. With all the crazy hand trap play going around, I tried making a deck that is immune to them. Ash only works on the field spell or the fusion spell, but neither are all that crippling. Ghost Ogre only works on the fusion monster and that is all, but it's useless. Winter Cherries could be utilized against the Fusion monster, but you can still play around it. Maxx C is still powerful and Flying C can have an effect if played right. Droll&Lock Bird, Effect Veiler, and Retaliating C are pointless. So clearly the deck didn't turn out to be immune to the hand traps, but they can be played through and they do not completely stop plays in their tracks. In the meantime while I tried to achieve that goal, I came across a very fun mechanic for the deck that I still this is worth looking at. The archetype of Alcyonosts revolves around banishing your own cards from the top of your deck to special summon themselves from the hand to spam the field with level 3s. They have very simple and short effects, but the fact that they are hard once per turns if what makes them good. Their ultimate goal is to banish their opponents hand and peck away their life points. Papagaj is the best card as it is a recycling resources that if you're lucky (sacky) enough you can use to banish most of your deck. Plameniak is the beater of the deck at 1700 and also useful for removal, but the worst of the Alcyonosts. Pav is essentially the searcher of the deck, because when banished she can banish any monster you need and thus the best card to banish from the deck. Tanager is the very powerful fusion monster that helps accumulate resources. And finally Zeriav is the powerful boss Xyz that seals games for you. The field spell and fusion care are both very powerful cards that help the deck run, but should be restricted enough as to not allow abuse in other decks. The trap card is a niche card that helps fix one of the deck's biggest weakness. Other than preventing banishing, the deck has huge problems when monsters are in their grave. This prohibits a player from running hand traps in the deck. Thus you must find ways to keep monsters out of the Graveyard. Finally, I had to be careful with the fact that it uses the banishing mechanic as card like Macro Cosmos, Dimensional Fissure, and Necroface will be played and can be potentially abused if not designed right. Overall I hope you you enjoy the archetype, feel free to comment or make your own deck list with the cards (mine is below). Sorry for the long paragraph here, but I'm happy to be back.
Alcyonost Papagaj (Level 3 WIND Winged-Beast 1500/900)
If there are no monsters in your Graveyard: You can banish 3 cards from the top of your Deck face-up; Special Summon this card from your hand. If this card is banished: You can add this card to hand.
Alcyonost Plameniak (Level 3 WATER Winged-Beast 1700/300)
If there are no monsters in your Graveyard: You can banish 3 cards from the top of your Deck face-up; Special Summon this card from your hand. If this card is banished: You can target 1 card on the field; destroy it.
Alcyonost Pav (Level 3 EARTH Winged-Beast 200/2000)
If there are no monsters in your Graveyard: You can banish 3 cards from the top of your Deck face-up; Special Summon this card from your hand. If this card is banished: You can banish 1 “Alcyonost” monster from your Deck, except “Alcyonost Pav”.
Alcyonost Tanager (Level 6 FIRE Winged-Beast 2000/2000)
2 “Alcyonost” monsters
When this card is Fusion Summoned: You can target up to 2 of your banished “Alcyonost” monsters; Special Summon them. You can banish this face-up card you control; add 1 banished “Alcyonost” monster to you hand.
Alcyonost Zeriav (Rank 3 LIGHT Winged-Beast 0/3000)
4 Level 3 Winged-Beast-Type monsters
If this card is Xyz Summoned: Banish all cards in your hand face-up, then you opponent chooses an equal number of cards in their hand or their entire hand and banishes them face-up. Unaffected by your opponent’s card effects. Once per turn: You can detach 1 Xyz Material from this card; add 1 banished “Alcyonost” card to your hand.
Alcyonost's Uncaging (Normal Trap)
Target up to 5 banished “Alcyonost” cards; shuffle those targets into your Deck. If this card is sent to the Graveyard: You can target up to 3 "Alcyonost" cards in your Graveyard; shuffle them into the Deck. If this card is banished: Banish all monsters in your Graveyard.
Alcyonost’s Fusion (Normal Spell)
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing monsters you control as Fusion Materials, and its ATK becomes 0 until the End Phase. If this card is in your Graveyard and there is a banished “Alcyonost” monster: You can shuffle this card into the Deck, then draw 1 card. If this card is banished: You can add this card to hand.
Transmogrification of the Alcyonosts (Field Spell)
When this card is activated: Banish 3 cards from the top of your Deck face-up, then each player draws 1 card. Any monster or Xyz Material sent to your Graveyard is banished instead.
This archetype and the deck list provided are both relevant before and after link format. The deck is designed for link format, but can be played with slightly better OTK potential in the legacy format.