Notes & Combos
Deck List is almost the suggested build from Iphonz (great deck), but with different non-engine choices.
With the Millennium engine, this deck gets a lot more 1.5 card starters that are full infernoble combo without even needing your normal summon. Just open Sangejin or Golem. Shield is a warrior and the other 2 can make S:P for Isolde. There are various other synergies between the 2 engines here. For example: Your equipped Infernoble monsters can be used to fufil the Doomed Dragon summon condition. A Noble Knight monster put into your S/T zone with Wedju Temple can be summoned with Noble Arms Museum. Doomed Dragon adds board breaking capabilities (through its own effect + an extra deck monster to trigger the S:P Little Knight banish). There are favourable Level combinations as well for Synchro plays: Golem + Lvl 4 Tuner making Baronne, or making Charles with a Lvl 3 Tuner (Hiita can for example steal Ash from the opponent's GY for this). You could make Charles with Sangejin\Doomed Dragon and a Lvl 1 Tuner or Baronne with Roland + Millennium Shield.
The ceiling for a regular 2 Warrior combo through Isolde has improved in this build as well, ending on 8 interruptions instead of formerly 6.
All the life points paid for the Millennium plays can matter sometimes, but it won't matter enough to be a frequent concern. Just be careful that the opponent cannot simply attack over one of your monsters and you lose (e.g.: saving Promethean Princess in case they summon Ty-phon if you have a low ATK monster on field). Ending on 800 LP shouldn't be that frequent but it definitely happens.
One recent change in my last few duels was to swap out I:P for Zombie Vampire because I noticed I had a game where Zombie Vampire could have helped me push through hand traps on turn 1 and not pass on S:P only. I played around 10 matches since then and one time it came to good use, helping me into full combo after getting hand trapped when you start off with the Millennium engine. I:P for me mostly found plays for cope passes (you get hand trapped a ton so instead of just S:P you pass on I:P + any monster for an additional banish) or in states where I was already in a winning position/end of my combo. I do admit sometimes she helped to trigger the S:P banish effect for board breaking but I can't quite recall how often this happened.