A big thing about the Cendrillmon archetype compared to it's counterpart in Zeyphagamon is how much potential external support there is for it in comparison.
This deck uses the power of the Chessmon engine to set up devastateing swings with EX07-Cendrillmon. To understand how this works; you need to understand Overclock and how the Chessmon engine works.
Overclock allows for a digimon to make an attack targeting at the enemy by deleteing an allied digimon which meets the listed conditions; in Cendrillmon's case, a Puppet or Token. This attack does not require suspending, so may be done even while already suspended. Overclock normally is naturally a once per turn effect, as it occurs at the end of your turn. However, you can trigger Overclock multiple times in a turn if you can regain your turn between declareing your overclock attack and the attack concludeing. This engine and floating also allows you to just gradually swarm the board. The starter deck chessmons also give a large amount of draw power and hand cycleing to find your peices.
This can be done by deleteing an ACE digimon with Cendrillmon [and her familiar's on delete] -DP effects, however, there is another way to acheive this, the Chessmon engine.
At any point when you play a 2-color Yellow-and-black digimon, you may suspend Miki and Megumi to draw 1 and gain 1 memory. BT13 White Pawn and KnightChessmon float into another -Chessmon card when they are deleted on your turn. This allows you to play another Chessmon, triggering Miki and Megumi to regain your turn during Overclock. You may also play a digimon during this timing via EX7 Arisa Kinosaki.
Due to this deck's reliance on tamers to set up it's combo, it makes use of yellow cards which allow free tamers to be played, such as BT13 Geogreymon, EX7 Shoeshoemon and BT2 Rizegreymon. Even BT17 Shinegreymon Burst Mode ACE can be hard played to get a tamer on board for free. When that tamer also plays a Chessmon for free like Miki/Megumi, you're actually getting a large amount of value from hardslamming Shinegreymon [and he can be used as removal later in the game too]
BT2 Rizegreymon also pulls double duty, as he can grant Cendrillmon Security Attack +1. With a regular swing and Overclock; this is 4 securtity checks in a single turn. If you can regain turn, that's 6 checks. With any other board presence, or ST19 Arisa granting Rush; this actually gives the deck OTK potential.
Alternative Cards:
I consider the Yellow Memory Boost and up to 2 copies of the White Knightchessmon to be flexiable slots.
Alternatives include:
Yellow Scramble (LM-029) / Physical Training (P-105) - I personally prefer memory boost as it can be cracked on demand to tune your memory for Overclock combos, but these cards have their own advantages.
Heaven's Judgement (EX4-068) - One of the most powerful yellow options. While not every card in the deck is 2-color; you'll usually have a Pawnchessmon at least.
Wyvern's Breath (BT6-101) - Not as color-dependant as Heaven's Judgement, but fufills a similar role
Spiral Masquerade (BT5-099) A cheap 4 cost removal. This deck with it's floating effects and free-playing effects can go wide quickly, making this option deceptively powerful. Note; at every digimon count except 1 and 3 this card is strictly better than Noble Family Arts (ST19-15)
Tai Kamiya & Kari Kamiya (BT9-084) - The deck can play quite aggressively; and this tamer rewards memory for doing so. In addittion, the securoty DP reduction helps make your swinging safer.
T.K. Takaishi & Kari Kamiya (EX6-063) - While the secondary effect does not help the deck; this tamer allows you to grant Barrier to your stacks. This is actually one of the best tech cards the deck has against Shoto Kazama (EX7-064) Mother D-Reaper (EX2-007) decks; as it will prevent Cendrillmon from being deleted, and she can then continue to swing with overclock. Yellow has VERY few options against this deck. Combined with Chaperomon's inheritable and Cendrillmon becomes extremely difficult to remove.
High-Speed Plug-In D (EX2-068) - speaking of options against Shoto-Mother... you'll almost certainly have tamers in play with this deck to ignore the color requirement.
Extra copies of the Arisas - I would not go above 3 of each.