There's several differences between MD and TCG - the legality of Maxx, the best-of-1 format, and the different banlist.
The vast majority of the information contained within the rest of this guide remains true, including things like variants and tech choices, so it's still a reliable source of information, but there's also a more specific Master Duel guide written by Quariongandrax: https://www.masterduelmeta.com/articles/guides/speedroid-quar
As always, feel free to ask in the Discord server if you have any questions.
The cockroach necessitates the maindecking of outs, as it's the only handtrap that's guaranteed to end your turn unless you have an answer to it; the Speedroid engine does not trade well into it at all, taking at least 2-3 Special Summons to field 1 interaction. Unicorn allows you to field some semblance of a board, but it's still lackluster.
Best-of-1 incentivizes you to maindeck things that you wouldn't normally, such as going 2nd cards like Evenly or Duster, so that you don't automatically lose to random things you find on ladder. It also accentuates the deck's inherent randomness, so sometimes you'll just get bad RNG and not have a game 2 or 3 to salvage things.
3 Terrortop has similar theory to 2, you just extrapolate it out a bit more. Options such as cutting the -1 searchers entirely and running less Normal Summons present themselves; fiddle with things to see what provides consistent results.
Overall, a sample decklist doesn't look too far removed from a TCG list. Larger deck sizes are somewhat discouraged in order to more consistently see Maxx counters, but going over 40 is still fine. As with everything else, feel free to tweak ratios and techs as you experiment with the deck and become more used to your own playstyle.
Most of the archetypal cards can be obtained from the secret pack; craft a Terrortop or CarTurbo to unlock this if you don't already have it available.