Milling without necroface ($200+?) is almost absurd...
Since we're risking lives here trying to give Dark Armed Dragons more darks in the graveyard (note: Prometheus = "if there's more than 3 darks in the graveyard, there is now only 3 darks in the graveyard") to be removed for Dimension Fusion, sitting around is going to suck. Hopefully you can go second, and they played like 2 allures and 2 destiny draw or other "super hand" like that to assist you. This deck also shares similar tactics to Ohms OTK, so people do side in Sillva against Ohms. Likewise, Sillva completely makes fun of this deck.
Take out:
Vampire lady x2
cliff the trap remover x2
hane-hane
penguin soldier x2
Sangan
level limit area-b
messenger of peace
swords of revealing light
scapegoat
infinite cards
stimulation loss x3
negate attack x2
gravity bind
the transmigration prophecy
sakuretsu armor x2
Reasons: either those cards don't directly help us, or they are not chainable. Dark Armed Dragon will just blow it off the map. Also, surviving a battle doesn't really help against gladiator beasts either who will just summon the murmillo to blow up the monster, or the other guys to do whatever they see fit. In this format, traps better be chainable, or it's considered useless. You also need to do it fast
For monsters, try out 3 morphing jar 2 and 3 Brron, Huntsman of the Dark World. You need to refresh your own hand as well on top of forcing the other guy to draw, or else you'll go out of steam. If your friend got the blingblings and can afford 3 cyber valley and machine duplications, consider using their infinite loops as well with dark magician of chaos.
For spells, 3 dark world dealings, 3 hand destruction are almost a must so they draw even more cards. 3 Upstart Goblin and 3 Toon Table of Content + Toon Cannon Soldier are worth considering so you deck thin yourself so your deck is smaller. Monster Reborn and Heavy Storm (or even Giant Trunade) are still necessary to help in stalling, getting back your needle worms/morphing jar, along with blowing out the solemn judgments if the opponent is playing any.
For traps, use Desert Sunlight so we can immediately flip summon our Needle Worms and Morphing Jars in those desperate hours, especially to chain it against DaD or the deck's other final pushes, sending the dragon out and getting dark grepher instead is already a big helping. 3 Threatening Roar with 3 Waboku serves as better stalls. They may all be one turn, but usually 1 turn is all you need (and all that you are allowed to have.) Dark Bribe can also be forcing a draw I guess, but it's rather situational.
I'll rather not try to mill by battle like chainsaw insect... Bistro I guess is fine since he gets out 2 cards, but chainsaw seems a bit slow to me. I'll rather rely on spells and traps to do the milling, some cards to refill the hand (mainly Brron) together with the 1 turn stallers to try to last. Can even be more extreme and use Royal Magical Library to help with drawing since I prefer to be heavy on spells anyway.
Milling may not be TOO bad of a strategy, since Lightsworn deck from Light of Destruction focuses on self-mill for DAD-similar level of speed to bring heavy woes on you. Since they tend to mill like 7 cards off themselves every time, maybe you can give them a handy push XD;