first thing is I don't see how the cyber jar works well in your deck, your oppoent will be playing with more lv 4 and lower monsters than you (DDWL, DDAs, locos, stealth bird, don zaloog, DD Survivor, spirit reaper, mystic tomato, strike ninja, newdoria, mystic swordsman lv2)
you are running 29! monsters
the average CC deck runs 14 monsters that are happy to be summoned by cyber jar, 1 breaker that does not like to me cybered out, and 2 cyber dragons and 2 mobius. this means that 74% of their monsters can be happily summoned by your cyber jar
you are running 29! monsters, only 13 of which can be special summoned (this is not counting your breaker) this means only 45% of your monsters are going to hit the field.
cyber jar has lost some of it's popularity becasue
1) the luck involved when it flip on your opponent's turn (which it normally does)
2) the face that the opponent usually has control of when it flips and then has the first change to react once it has flipped (by paying a dark hole he just drew or smashing you with all of his monsters or stealing or killing yours post combat
I would not advise cyber jar for any high tribute deck...
there are a few other "staples" that I would advise for you to run:
premature burial
nobleman of crossout
Sakuretsu Armor x3
I understand you not wanting to run remature because your ha des cannot be revived, your mobius' effect does not trigger when special summoned, and most of your other monsters are flip effects... but the other cards would be great. nobleman is needed because your deck is weak against facedowns, and sak armors are imoortant to protect many of the flip effect monsters that you want to flip during your turn, not your opponent's combat phase
let me go over the cards you are using to steal your opponet's monsters:
brain jacker
effect monster
FLIP: Equip this card to a monster on your opponent's side of the field and treat it as an Equip Card. Take control of the monster that is equipped with this card. Increase your opponent's Life Points by 500 points during each of his/her Standby Phases.
jowls of dark demise
effect monster
FLIP: Take control of 1 monster on your opponent's side of the field until the end of the turn that this card's effect is activated. When the controlled monster attacks, it may attack your opponent's Life Points directly.
enemy controller
quickplay spell
Select and activate 1 of the following effects:
*Change the Battle Position of 1 face-up monster on your opponent's side of the field.
*Offer 1 monster on your side of the field as a Tribute. Select 1 face-up monster on your opponent's side of the field. Take control of the selected card until the End Phase of the turn this card is activated.
brain controlnormal spell
pay 800 pl take control of 1 faceup monster on opponent's side of the field
you have 2 issues:
1) most of you creature control cards (10/16) need to target face up monsters
2) your effect monsters are only effective if activated on your turn (jowls/jacker)
first I would like to advise soul exchange. I know you probably don't like it because it makes you skip your combat phase BUT it can effectivly elimiate facedown monsters which creates amazing virtual card advantage. soul exchanging their loco or MoF for a mobius and hitting 2 non-chainable is a 1:4 card advantage (you play 2 cards and get one card in play. they lost 3 cards ij play and the card they would have drawn if their monster had been flipped)
your 6 flip stealers are only effective if flipped during your turn. sak armor protects them but then you don't have anything to take. your best bet might actually be cards that counter attacks (like magic cylinder that that you are already running) your 2 best options are threatning roar and negate attack.
threatening roar is great becasue you can chain it if they try to destroy it during their turn. negate attwack is great becasue it ends their turn (does not let them set anything in their mainphase 2) both of them suffer from the fact that they are basicly 1:0's you play a card and then do not eliminate anything from the field but the purpose of your deck is to allow your creaure stealing negate this disadvantage (as you know)
I would not run card destruction without running dark world, morphing jar is enough IMO
DD Master is very weak for a tribute monster, you would be better off playing Return from the Different Deminsion. paying half your lifepoints to special summon 5 monsters and attack for the win is a great thing.
my advice:
2 Dark Nercofear
2 Dark Ruler Ha Des
2 Mobius
3 Jowls of Dark Demise
3 giant germ
Sangan
Breaker the Magical Warrior
Morphing Jar
2 Slate Warrior
2 Giant Orc
2 Goblin Elite Attack Force
Magician of Faith
Night Assailant
Enemy Controller
2 Brain Control
2 Soul Contol
Mystical Space Typhoon
Dark Hole
Heavy Storm
Book of Moon
snatch steal
swords of revealing light
nobleman of crossout
Magic Cylinder
Torrential Tribute
threatening roar
negate attack
call of the haunted
return for the different deminsion
sakeratsu armor
bottomless trap hole
still 43 cards, still creature heave, 6 big monsters is still huge in this format, the giqant germs are great tribute bait for tribute-heavy fiend decks, your trap line up is designed to frustrate the opponent and always keep them guessing, the spell line up is a mix between stall and control, the lowls should work better in this deck than the jacker because you should always be able to do something with their monster (or attack directly with it) and the brain jacker can only take faceup monsters and you have plently of ways to do that
return from the different deminsion > DD Master