Thanks to the skill sucking (obviously) as well as the new support, Gaia is now at the top of the food chain with stability, armor penetration, direct punches, spell/trap damage, and a big body.

Gaia: Rush! Game Guide
The deck's playstyle is quite chill, ignore the enemy monsters, just punch through LP or base points to win, skill buff up to 3200 ATK, punch twice and opp cooks, you can play more staples that can pick up more items from the grave (mainly pick up bosses that punch straight into base points)
Skill
Chivalrous Celerity (Skill Card) (100%)
absolute dirty buff
Skill requires 1600 ATK or higher monsters in your deck, all of them are 2300 ATK and 2100 DEF monsters or Normal Dragons Level 5 or higher, anything under 1600 ATK is fine
skill just mills a grave from the deck, 1 normal monster and buffs 600 attack to a Level 5 or higher monster on the field, then you can add 1 Normal monster or 1 Poly from the deck or grave to your hand (luckily the search is 1 time per duel, otherwise this deck would be tier 0 cmnl)
CORE
Veteran Gaia the Fierce Knight (x3)
Can be Tribute Summoned by Tributing only 1 Level 5 or higher monster ( Curse of Dragon or Gaia )
effect sends a card from the top of the deck to the graveyard, then treats itself as Gaia The Fierce Knight for fusion, then fuses by using materials from the graveyard (or field) with this card from the field to the deck
=> very easy to get on the field, both fusion and recovery, skill throws goods to the grave so getting this one will automatically have the boss
Gaia The Fierce Knight (x1-3)
bottom of society, i only bring x1
The reason is that it bricks as well as the deck has 3 poly cards that consider themselves Gaia, so adding this card will add bricks, this card is also easily thrown by skill or searched by skill, so adding more will only increase the brick rate.
Swift Gaia the Dragon Champion (x1-3)
Can be on the field without using Gaia The Fierce Knight exactly, just need 1 Warrior 2100 DEF as fusion bait
Has the ability to punch straight to the original point and draw 1 (if there are no more cards in hand) to increase the ability to overwhelm as well as add support lines to regain advantage.
Staple
rush-duel-sevens
1042
5
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