Notes & Combos
Basically, this is the usual Burn decklist I used for normal ranked climb. It turns out that Timelord can deal with a bunch of currently meta decks, either because they were unable to stop the burn effect without an actual effect negate, or that they spent their interruptions on it and making them unable to play around other Burn cards.
Unlike the other Burn decklist, I prefer using Timelords instead of Lava Golem, as it can performs hillariously well against Stun decks that seems to be quite frequent recently. Sandaion is reliable as a huge beater that can beat over most common negate boss monster and deal 2000 damage, though his summoning condition would prevents him from being fielded if opponent somehow pass their turn with an empty field. Here's where Michion shines, since you are most likely going to win if his LP halving effect resolves, though this also comes at the risk of getting negated (and therefore getting damaged if you ram into monster). Funny thing about Michion is that his LP halving effect is not considered an effect damage. Which means you can still resolves Michion's effect after using One Day of Peace or Pot of Prosperity, the former of which can be game-winning since you are most likely going to be able to stall to get more burn cards in your hand after its damage nullifying effect wears off at the end of opponent's turn.
Of course, you wouldn't wanted to open more than two Timelords, let alone three, so that's the reason why I opted for 45 cards to diversify the potential opening hand a bit.
I uses Santa Claws as my "Kaiju" of choice since it doesn't have side-unique condition, and that the draw 1 it gives to the opponent is often a plus, since we wanted the opponent to fill up their board.
Since Timelords are typically enough to buy some time, we can afford playing other "slower" Burn cards like Chain Energy, which also happens to works well against many decks that like to special summon or activate stuff from the hand alot, like Snake-Eyes and its variants.
Admittedly, like other Burn decks, this deck is still quite vulnerable to negate spam or backrow pop during our turn (like Salad or Lab), but with good enough hands (and a bit of luck) you can win through them.
Funny thing is, it took me only a hour to rank up from level 18 to level 20, since I got matched with a bunch of decks that were just so happens to be unable to deal with Timelords or like to clog their field.

When you summon santa claws does u or the opp draw the card? I also tried using this card but when I realised that my opp drew the card and not me I immediately swapped it out for a kaiju, maybe it was a bug? Idk. Sick deck btw, really like the chain energy pick.

Thanks m8.
About Santa Claw's draw effect: It grants the draw effect to whosever that is currently controlling Santa Claw at that moment. Since it would be most likely being on the opponent's field at the End Phase, the draw effect will apply on the opponent's field and thus they will be the one getting a draw,
Naturally, this is intended to be Santa Claw's downside to balance how it doesn't have side-unique condition like Kaiju. But in a deck like this, this turned out to be a plus, since opponent would be likely to invest more cards into the field, and thus more potential damage as a result.

Hey Yugioh noobie here that stumbled across this deck. Can you explain what the play with summoning santa claws to your opponents side is?

Santa Claws works like Lava Golem or Kaiju monsters, in that it can special summon itself from the hand by tributing 1 of their monster as a summoning condition. Claw's purposes is basically to remove any potentially annoying monster from the opponent's field without a way to respond.
As explained in other comments, the intended downside of Santa Claws is that you're giving opponent a free draw 1 at the end of the turn after you're summoning it. But we can potentially converted that into an advantage by allowing the opponent to invest more cards into the field so that we can deal more damage.

If you win the coin toss do you go 1st or 2nd? The timelords make me think this is a go 2nd deck but all these traps make me think this is a go 1st deck.

Funnily enough, modern Burn decks are strictly blind second deck now due to the prevalence of boardbreakers or backrow removal cards that can easily wipe them out before you got the chance to use it if you go first. Basically we allowed the opponent to do whatever they wanted to fill their board, then dismantle the key negate typically through Lava Golem or Kaiju-like monsters. The sixth extra card we got from going second are actually helping a lot in getting just one more card to deal lethal damage. My Timelord build is, much like other Burn decks, a blind second strategy. Though the addition of Timelord will made the deck to be capable of being more proactive in lowering the opponent's LP instead of being generally reactive.