it has the same problem as the other combo decks: it can handle 1 or 2 interruptions, but no more, So you need to rely on your non-engines to block the opponent and force him to make a board you can break. So even if the deck has some cool go second tools, like gearfried, it's not very good at going second ... and fortunately so. Plus you don't want to dilute your combo pieces too much either, so you hardly want to play to more than 45 cards.
A little, but in reality the lines are quite uh ... linear. In fact, you've got two main lines, the one where you go through the pendulums and the one where you go through the Promethean princess. The only thing that's a little complicated is managing tuner and non-tuner so you don't find yourself in the impossibility to extend, which sometimes happens when you use durendal early in the combo and add a tuner instead of a non-tuner with you igknight search. The other critical point is to remember to have a way of activating angelica's second effect, and not to forget to do so ^^'. If you have max C in hand, you're going to have to say no 50 times, so sometimes, out of habit, you'll click on "no" when angelica wants to proc. But unlike other combo decks, your opponent will always try to interrupt it at the very beginning, and since you can build everything from isolde or angelica, the aim of the game is just to find out how to get to one of these two monsters and apply the loop.