rather than citadel, I suggest going with a mist valley build, using divine wind of mist valley. The key cards are genex blast fan, birdman, harpie's dancer. To make arcanite consistently, this is the best way; rather than focus on using endymion, I'd use the dark red enchanter to keep a consistent flow of spell counters. Arcanite Magician uses spell counters from anywhere on the field, and you can summon dark red enchanter easily with temperance of prophecy. I give you a basic main deck skeleton:
3x temperance of prophecy
2x Dark Red Enchanter
1x Magical Marionette (same concept as Enchanter)
3x Genex Blast Fan
3x Genex Ally Birdman
2x Harpie's Dancer
1x Harpie's Channeler
2x Summoner Monk
1x Magical Exemplar
1x Night's End Sorcerer
2x Terraforming
2x Divine Wind of Mist Valley
1x Magical Citadel of Endymion
2x Spellbook of Secrets
3x Spellbook of Power
2x Spellbook of Wisdom
2x Divine Spellbook of Judgment
1x Solemn Judgment
1x Solemn Warning
2x Bottomless Trap Hole
2x Dimensional Prison
1x Call of the Haunted
This should make not only summoning Arcanite Magician easy, but using Judgment as soon in the turn as possible, then following up with spellbooks will make it easy for you to deck thin and make your combos work fast. Night's End Sorcerer is in there to help you go for a lv 6, namely tempest magician, to get in some burn if need be. Exemplar, while amazing, isn't really needed at 3; 1 is enough, if you summon it, you're winning now, or making HUGE field presence, so no need to run more than 1. Kycoo x2 will help you keep chaos decks at bay.