Thing is, though, this deck is really slow on the offensive since your only non-tributes capable of hitting over recruiter size monsters and above are Mystic Swordsman and Toon Gemini, both of whom would be forced to wait a turn before attacking, giving your opponent time to set up a counter-play. Given that your average opponent will be plunking down monarchs, Cyber Dragons, Ryu Kokki, Il Blud, Enishi and Grandmaster a lot faster than you get your three paltry monarchs out (or, for that matter, manage to slice up their hand) I'd say this deck needs more in the way of monster removal effects. Kahki could be nice in combination with your discards and might also give off the impression that you're playing a Dark World deck early on, thus discouraging your opponent from sniping at your hand. Regardless, the standard one copy Fissure, one copy Smashing Ground would undoubtedly come in handy here. :3 I'm also pretty shifty-eyed about using Mystic Swordsman for bounce since it only works on face-downs and is so slow to get out. (Third turn after starting the play tops, and that's assuming that your lower level swordsman doesn't get crossed out and gets to do his level up routine) I'd say drop those and take a third Raiza instead.
Yeah, after further testing I discovered how deprived this deck is of monster removal. I think I'll try Kahhki for a bit, but Fissure & Smashing Ground are definites. Mystic Swordsman LV6 can actually be summoned directly, so that's more like two turns...but point taken.
If you want more monster-based bounce you could always give Winged Sage Falcos a try. It would add a bit more low-level muscle to your line up and it and does some very mean things to Pyramid Turtle and his fellow recruiters (Not to mention Sangan) since people are afraid to play them face-down due to semi-limited Crossout. As cool as Grave Lure's illustration is, I'm also kind of dubious about its usefulness since it's essentially a much slower Drop Off. You'd probably be better off cycling your Drop Offs with Mask of Darkness. Given the format, you'll also need something to keep Zombie and Big City from exploding in your face with all the discards you're so courteously handing them. Frosty's Necroface deck removed everything from play to counter this but since that's obviously not an option here you could try The Transmigration Prophecy to cycle threat cards back into your opponent's deck (or, optionally, retrieve your own key cards). Cyber Dragon > Toon Gemini Elf here too, both as monarch fodder and as a reliable beatstick to help you keep the field under control while you set up your grand scheme. Between Reaper and two copies Zaloog you've already got all the discards you need. As much as I know you hate the card, I'll also say that Breaker would do your deck a world of good since - as it is - Zombie Master and Stratos are giving you a rough time by pounding down the better part of your monster lineup and Breaker also helps by wiping out Stratos' field support and Zombie Master's Card of Safe Return.
Falcos...? I'm not sure that would do much, as they could just go and set it next turn...and, on top of that, it might not be in Attack position anymore, anyway...but Grave Lure is staying. Together with Grave Lure that's already six cards out of their 35-card deck (after the initial draw), which is a fair percentage. It's also more synergy with the deck-bouncing.
Mask of Darkness was considered, but......I left it out for who knows what reason >_>. I'm a bit shaky on Cyber Dragon, though...
I'd also say drop Steelcage. It's a card slows the temp for both concerned, whereas what you want to do is lag only your opponent down and force them to deplete their options while you keep building up your own side (as well as smash their face so far in during the no-cards period that they won't be able to recover from it). And where's PB and CotH? Both are handy ways to reinforce your Field (and get Protector back into the game) so I really don't see a reason not to play them. And...I probably shouldn't say this, but if you want to focus on Mystic Swordsman; it has some very neat synergy with The Shallow Grave, allowing you to reinforce your own field presence while essentially costing your opponent a draw.
Steelcage is just a remnant from when this had mill possibilities...but I would still like to keep it in, as it gives Protector protection (:)) and lets me toss it out with Morphing Jar. When it works right, two turns doesn't usually give my opponent much, anyway. PB & CotH stayed out because I was looking at a mostly-defensive deck for the most part, only going on the offensive with Dons, tributes, and Gemini.
Heh, Shallow Grave...
Yeah, that's about all I can think of. Optionally, you could run Rat as your recruiter and put more emphasis on Mystic Swordsman (putting in its searchable level 2 version for greater leveling) and Protector of the Sanctuary. That way you could also throw in all the nifty tools of the ratbox, though you'd lose searchability of Reaper and Zaloog in the trade, unless you want to go double recruiter with Rat and Warrior Lady to keep Zaloog in the game too.