So originally the idea was to build around SubDD Kyurem since not only is it a viable set in Galar, but also because I've built around it before to some degree of success and I wanted to see if I could do it again, but better. Unfortunately, the teambuilding process was..not going great for a variety of reasons, chief among them being the issue of handling Kartana, since the team's other speed control had to make a ton of compromises to properly handle it, and the 2nd member of the team had to give up a lot of efficiency to deal with it. That's when I came up with the heat idea of Modest Scarf Kyurem, something which could not only provide speed control and outspeed regular Kartana, but do so while having the general power of a normal Kyurem. I've elected to go Modest for the raw power, thoguh it should be noted that you miss out on +1 Lando, Drill, and Mega Chomp so if you want to outrun those, go Timid. The moves are pretty self explanatory, as is the spread
So owing to that initial concept of DD Kyurem, I wanted to support it with "Triple Trap" AKA three Pokemon that could trap and eliminate the answers to Kyurem's ice STAB. Thankfully, the same principle could be applied to scarf Kyurem, and thus the primary structure didn't have to change. The first member of "triple trap" is Specs Magnezone, which is meant to deal with the likes of Mega Scizor, Corviknight, Ferrothorn, and even scarf Kartana if need be, things which can take a hit from scarf Kyurem and either set up on it or just plain scare it out. In addition, it also greatly appreciates Kyurem's ability to just delete Grounds and let it Volt for free.
Firium Z Heatran is the next member of the "Triple Trap", providing the team not only with a Fire immunity and rocks, but also a way to mess up Stall and more importantly, trap the likes of Blissey, Pex, and U-turnless Jirachi, and Clefable, all of which can come in on this Kyurem and pivot around it. I've elected to go with Firium Z both for the aforementioned stall MU but also to give the team a solid nuke vs stuff like Volcarona. Magma+Taunt let it trap stuff and the EVs maximize its power.
Tapu Fini is the third and final member of "Triple Trap", providing not only an answer to other Heatrans, but also a secondary Gliscor answer, a preliminary Fighting resist, a more solid Dragon answer, and an Ash Gren check. More importantly than that however, it also gives the team an excellent backup method of trapping Clef/Blissey/Pex, but also a way of trapping U-turnless Gliscor (the speed EVs letting it creep normal spreads, Heatran, other Tapu Finis, and Slowtwins, and even supplementing the Stall MU. The movepool is catered towards this specifically, with Whirlpool letting Fini trap stuff, Nature's letting it rapidly chip stuff down, Taunt to prevent Teleport/healing shenanigans, and Moonblast as a way to still hit Fighting and Dragon types. Outside of the speed creep for Gliscor, the spread is standard
Corviknight provides the team with not only a Ground immunity, but also Defog, a slow pivot into the trappers + Kyurem, and a check to the likes of Kyurem (Specs is annoying but it shuts down SubRoost), Kartana, Tapu Lele, and Garchomp. The set and spread are fairly standard, prioritizing physical bulk over special and letting Corv do Corv things
Scarf Lando-T rounds out the team excellently, providing not only a secondary Fighting resist, Ground immunity, and a Volt immunity, but also providing speed control, an emergency Volc/Zard-Y check, a tertiary wincon thanks to "Triple Trap"'s trapping, a fast pivot/revenge killer, and an emergency check to CM Mega Latias and CM Reuniclus. I labored over the moves and spread for a while, but ultimately arrived at this one, with EQ being STAB, U-turn providing momentum, Stone Edge giving me an out vs Volc/Zard/Zap, and Punishment letting me punish Mega Latias. The spread gives me enough physical bulk to take on Kartana if need be