Big Old Meaty Disclaimer - This tier list is based on my best estimation of how good decks are in the Vintage Format. I may be overestimating some decks and underestimating others based on a variety of factors. I have listed why I think each deck is where it is and you are free to disagree with me. I'm more than open to constructive criticism and willing to adjust as needed. I created this list because I saw someone say that only two Vintage decks are viable, and I think that's a bit hyperbolic.
Tier 1 - Big 4 Tier List Video
MLB
DOtE
Tsukuyomi
Barcgal Soul Saver/Lohengrin
Tier 2 - Decks that are weaker than the big 4, but can win games often from them if they go first or if they're high variance and open the nuts - Tier 2 and 2.5 Tier List Video
Stern Blaukluger - With 12 criticals, Hammerman to fix rows, a 12k beater, and the general ride-fixing of set 4 ride chains, this deck forces a guard of the Vanguard row at all stages of the game or the opponent risks having an even worse problem than what they started with.
Cat Butler Grade 2 Rush - With 12 crits, 4 stands, and the ability to spam-stand your Vanguard equal to the amount of Cat Butlers you've drawn, this deck is insane at pressuring the opponent. The current variation even allows for a 16k restanding Hi-Powered Raizer Custom.
Robert - Robert gives Pale Moon CEO's effect of trigger scrying, giving him a 70% chance to hit a trigger. He also feeds soul, giving you more options for your Alices, Demons, and Bunnies to pull stuff out. Trapezist has the ability to turn even a single soul-swap into a fully boosted row. The only thing dampening the effectiveness of the deck is the lack of a second critical trigger.
Manticore - Drawing a card then placing a card from hand into soul allows you to get Trapezist or Crimson Beast Tamer into soul. It gaining 3k for having Crimson in soul also gives you the out for 21k with a vanilla boost. Much like all Pale Moon decks this early into Vanguard, the focus of the deck is on abusing on-hit rear guards and Trapezist.
Giraffa/Vesper - Good trigger lineup availability, cheap plusses, a 12k attacker, and the ability to expend counterblasts on Water Gang and Battler B, making this a strong defensive/wall deck, especially when going first. All-in-all, a very solid deck.
PBD/Badhabh Caar - Hilariously, the grade 2 and 3 lineup for both Giraffa and PBD is effectively identical if you don't intend to use PBD's ACT (which is, typically, bad). The grade 1s are also pretty similar between nulls, the grade 1 ride, and vanillas. Giraffa has access to Megacolony Battler B, which is better than what Shadows have to offer. However, Shadows could run a multitude of viable grade 2s outside of just Blaster Dark and a 12k attacker. They have Vaha (which would make both decks nearly identical), Macha (which can set up a 16k row and is a great use of counterblasts), Nemain (great filtration), or a second 12k attacker.
Riviere - Riviere as a deck is the first of the set 6+ ride chains which check top 7 for the 2 or 3 when you ride the 1. Additionally, each stage that you ride on lets you draw a card. The persona blast also gives you 3 extra stages on what will likely be an opponent at 4-5 damage. Just hitting the ride chain alone makes this deck formidable. If you miss the chain, the deck doesn't do much, but it's here as the first "high variance deck". This deck is firmly tier 2 when you hit the ride chain, but closer to 3.5 if you miss it, which is over 50% likely. However, with how I'm "grading" these decks, this would still meet the criteria for tier 2. I attribute this deck's variance to the distance between Riviere's eyeballs.
Tier 2.5 - Decks that are weaker than the big 4, but can sometimes win games from them if they go first or if they're high variance and open the nuts
Oracolony - 16 critical triggers with a 70% trigger chance is spicy. The ability to have an 18k Tom row with Machining Hornet, even if only for one turn, gives it "outs" against DOtE. Still, this deck is far, far weaker than Tom and Jerry and the Battler B combo being functional with an OTT Vanguard is barely relevant with so many OTT front row units.
Golden Beast Tamer - Static 3k boost to your front row RGs makes your Alice 13k unboosted, potentially 21k with a vanilla boost - vanillas being called for free from soul when you ride Golden Beast Tamer (which has, admittedly, a bit of anti-synergy). It also makes Mirror Demons 11k. Very solid card, but it suffers from needing 3 soul blasts every turn to attack. If the game drags out at all, you can easily reach a point where you're unable to swing. You can omniroll with the deck by getting Elephant Juggler as your grade 2 ride which can double up on soul charging with Trapezist, but it's hard to fit Elephant Juggler into the deck and it's vanilla after you ride to grade 3 - and you already need to be running vanillas to get the free plus.
Galahad Rush - This deck has 12 crits and uses the ride chain (73% chance of success) to ride up while rushing with skewed ratios. It also runs Conjurer of Mithril, which summons the top card of the deck if it's grade 1 or 2 to further plus and gain advantage. Given that you get 6 soul when you ride to grade 3, you can also use Borgal to make 16k with your Conjurer's. The deck functions well, but can struggle if it whiffs too many Conjurer's or top 5 searches.
CEO/Meteobreak - A more traditional "beat" deck for OTT. CEO makes 21k with any 7k boost or 24k with a Milk. Meteobreak Wizard can hit 21k on RG with a vanilla boost. Tom can also hit 16k with a vanilla boost. 70% chance to hit a trigger with 12 crits. Overall solid.
Tsukuyomi Rush - Same general principal as Galahad Rush, only you have a 12k beater (nice) but don't have the Conjuror (meh). Given that Tsukuyomi's lethality comes from hitting the stack (which this doesn't focus on) and calling Eurayle to try and snipe their hand before ending the game, this doesn't perform as well, even with the early rushing and 12 crits.
Machining - Machining makes solid rows, has good triggers, gets cheap or free plusses, and can expend counterblasts on a variety of support rear guards, whether for stunning or drawing more cards. You get more value from reriding in this deck than most and it's one of the best Vanguards for "PG or die" at 5 damage.
Kageroyals - Solid early defense, no reliance on counterblasts, 16 critical triggers, always making rows with every card. Weak to big Toms, opponents also early guarding, and getting sacked. Tier 2.5 just "fits", assuming the opponent knows how to play against it. If they just no guard until 5 to hit limit break, then it's closer to tier 1.5.
Raindear - With so many cards that want to bounce back to your hand in OTT, especially during the battle phase, few cards do it as well as Raindear does. Being able to leverage card advantage into multi-attacks is generally pretty solid, even if it's done through the inconsistent mechanism of drive checking grade 3s. Given the state of Vintage, it's entirely plausible to run skewed ratios or even a mixed deck variation if desired, but the monoclan variant works great.
PBO - Everything about this deck is identical to the PBD deck, other than you get rid of an amazing free plus engine for 13k defense that is largely irrelevant. What makes 13k defense good in Vintage is the ability to snipe backrows so nothing hits your Vanguard. This can't do the sniping, so its 13k defense ends up being far less relevant. Add in that you never want to use the skill of PBO, and it's just mehtacular.
Basskirk - Granblue has, effectively, only Basskirk as a
Vanguard. The other two with Vanguard centric effects are both superior
rides that don't do anything else as Vanguard. That being said,
Granblue still has a solid trigger lineup and some incredibly useful
rear guards. Ruin Shade is an 11k attacker and Evil Shade is a 10k
booster, both of which fill up your drop zone in the process of becoming
large. Negromarl is CB2 revive anything, and that's solid. They're
also one of the only clans with an actual Forerunner. Dancing Cutlass
has synergy with Basskirk and hits 16k with Ruin Shade. Overall,
there's great synergy with what few rear guards are available and the
deck performs fairly well.
Manguard - The only "viable" deck in the format that actively wants to go second. This deck focuses on running exclusively grade 1s, predominately vanillas, to make a bunch of 16k rows with mostly or entirely crits to attempt to win the game first and early. This deck is much, much weaker than its variation that got top 32 in California 2012, due to us not having access to Cavalry of Black Steel, which gave Spike Brothers several more solid grade 1s to utilize, including Reckless Express and the ability to soul charge. The current variation runs whatever the best grade 1s are from any two clans with at least 8 crits. Kagero being a premium choice for Conroe.
Tier 3 - Decks that are weaker than the big 4 and are unlikely to win games from them, even if they go first or open the nuts as a high variance deck - Tier 3 and 3.5 Tier List Video
CEO/Eurayle - This particular deck has to run either Lozenge Magus, giving it less soul for Eurayle or it has to run the Tsukuyomi ride chain which makes you wonder why we aren't just playing Tsukuyomi. That being said, it's not hard to make CEO work as the primary vanguard, trading the "stack" for a 70% chance to crit. And, if you hit the ride chain to grade 2 Tsuk, you will have 7 soul when you finish CEO's skill the turn you ride her, so it's not as if this deck doesn't work. It's just "why?" is all.
Invincible Overlord - 16k front row sniping menace that stands at 21k with a stand trigger. Then you use Invincible, Dumpty, and Claydoll to unflip and do it all again next turn. Biggest weakness is missing getting both grade 3s in-time to use them.
Pacifica - Excellent filtration, fills soul for soul blast effects, and can hit solid numbers. Megablast is largely useless and you probably want to use the counterblasts on other things. Definitely not awful, but not as impactful as the other builds which have raw advantage and a Soul Saver buff or that give you raw advantage and multi-swings.
Mr Invincible/Shubelia/Kirara/Jack - Filling up the soul and having on-hit draw RGs that can draw from hitting RGs. Massive unflip and soul charging engine so that you can do it some more. Pass triggers to the non-on-hit row to maximize pressure and advantage. Solid deck.
Ant Lion/Fraude/Water Gang - Megacolony version of the deck above. Hits better numbers and can stun but lacks an unflip engine. Same general strategy of passing the triggers to the non-on-hit row. Also solid.
Galahad - This is a non-rush version of Galahad, running Palamedes and Borgals to hit 20/21k with a bevy of your units. Unfortunately, Galahad doesn't have a 12k attacker like Tsukuyomi does. Likewise, it doesn't have a Eurayle. Overall, it's much weaker and trying to stack crits and cheese a win rarely works.
Superior Ride Kagero - This deck focuses on having Conroe, Gattling Claw, Tahr, Iron Tail, Bahr, Blazing Core, and Aleph so that you have an extremely high likelihood of netting a superior ride that also increases your total soul. If you superior ride Aleph, you have the ability to soul blast the three superior ride pieces to unflip all of your damage, letting you get a 16k 3 crit Aleph. Likewise, if you superior ride into Blazing Flare, you will have the requisite soul to Soul Blast 5 and retire an enemy unit. While the deck doesn't do too much over-the-top and there are more vanilla grade 2s than you'd like once you hit grade 3, it's still very consistent and Kagero has access to 12 crits. It is also possible to leverage the mass unflips to run things like Berserk Dragon.
Rain/Miracle Beauty - Rain allows you to stand a RG if she hits a VG and had 12000 or more power before she was boosted. This is trivially easy to accomplish with Cosmo Roar or Grander. Additionally, due to Miracle Beauty's effect, it's possible to chain attack with your Vanguard and Commander Laurel's effect by checking a stand trigger and hitting the Vanguard. This "dream scenario" is entirely winmore and not a true consideration for the deck. Rather, it gets its wins from just good old fashion bonking and stand triggers, typically.
Storm/Daiyusha - These are being treated as the same deck as there is, effectively, no difference between the builds they would run at this point. Storm has a 12k attacker that is unlikely to be used due to space issues, and everything else would be roughly identical. A bonus crit Vanguard is almost certainly going to be guarded and Laurel makes your side rows awful. You can attempt to swing into a RG with your Vanguard just to get the quad drive checks and try to poke the Vanguard down with Miracle Beauty, but I think it would be just as likely that they'd guard a swing into their rear guard to prevent your card advantage. This deck suffers greatly from having only a single critical trigger.
Siefried - Spike Brothers has a solid trigger lineup and great rear guards. The issue is that Seifried is a mediocre unit. It functions similarly to Raindear, only it relies on the RG itself removing itself from the field in order to be live. This creates an issue because, other than Brakki and Juggernaut Maximum, the RGs don't remove themselves. In the case of Sky Diver, it replaces itself when it hits, so that wouldn't technically count. This means that you have to hope that you get the Brakki or Juggernaut in both rows or that you only check one 3. It makes the multi-attacking with the deck clunky. That being said, if you can roll well with the deck, it does do its job. Unfortunately, it's very fragile defensively, so it's not likely to come out on top against the stronger decks.
Hellfire Ritual 12 Criticals - While the deck is "stronger" from running more critical triggers; something absolutely necessary to get the opponent to reach end game such that your big rows can finish them off, it has the downside of missing early triggers often and having too few targets from Amon's effect with such a high saturation of Kagero units to proc said big rows in the first place. This is simply a consequence of not having access to set 7's units for Dark Irregulars. While the deck is in a "tough spot", it can still get pretty sweet boards.
Sakuya - Swinging for 14k in a clan that has great trigger diversity while it allows you to rush with triggers and bring them back to hand on-ride isn't actually that bad. Compared to other bosses, there's not much reason to play this variation, but if you want to go HAM with triggers then rescale the board, this does that in spades.
Lena - Swinging for 14k in a clan that has good trigger
diversity while it allows you to rush with triggers and bring them back
to hand on-ride isn't actually that bad. Bermuda also benefits more
from bouncing than OTT does. It's still a solid deck, overall.
Tier 3.5 - These decks have one or more major flaws that hurt them (lack of defense, lack of viable trigger line-ups, over reliance for on-hit skills, requires too specific of a setup) but can function well in certain situations or match-ups.
Hellfire Ritual (Rainbow Triggers) - Obviously, this variation has the opposite problem. While it can easily and consistently make enormous rows when it's time to "push", it has the downside of dying before it's time to go in, often being at 4-5 damage while the opponent is at 3 damage from not hitting enough crits.
Invincible Alfred - This deck has no specific starter that works well with it. A flaw that most decks in this format tend to have, due to the lack of forerunners in most clans. Consequently, you feel obligated to run Barcgal. Barcgal can set you to 5 soul; and with the unflip engine, it's not hard to get a Mr. Invincible Megablast to be live, which is hilarious. But then, you're thinning your deck of offensive triggers (while nullifying their shield value) and you aren't getting a whole lot for it. Of course, this deck makes 20k rows easily by using Alfred to call a Lionmane Stallion behind itself, with Invincible giving it a free soul every turn, which is the core idea of the deck. But with Barcgal thinning triggers, it feels like thinning the non-triggers with Alfred is just a wash. Of course, it's not like I'd want to run a 4k vanilla or Battleraizer. Additionally, you have to draw both grade 3 cards early enough and in-order for the deck to accomplish anything.
Invincible Aleph - This deck struggles with getting the opponent to 4 damage due to not running crits, but can end the game from there reasonably, given the bonus crit rear guard and stand triggers. It has the same issue with the other Invincible decks in that you have to draw both primary grade 3s early enough and in-order, otherwise the deck fizzles.
Beelzebub - Somehow ended up being the highest rated monoclan DI deck. This has to do with it being trivial to hit the soul requirements for Beelzebub, the deck already appreciating vanillas and Amon beaters, and it being super easy to make 21k on both siderows with Beelzebub's attacks. The downside is that there's less Shirley synergy and you're forced to run stands and can't guarantee that you'll hit one when you apply the power boost to your side rows. This puts it in a dreadful position when it comes to attack sequencing. Of course, you can always give Beelzebub's booster the 3k, meaning that any 7k boost gets him to 21k, and this resolves a portion of the problems. Given that this is the most "consistent" of the DI builds, even with the trigger anti-synergy, it's still higher up on the list.
Dark Metal Dragon - 21k with a 7k boost is the only appeal here. Given that you're required to run the Blaster Dark ride chain or have a vanilla starter, there's not a whole lot of reason to do this. That being said, if you're playing PBD as an 11k vanilla, this hitting 21k with a 7k boost isn't awful as a replacement. You lose access to 12k beaters (ouch), but you have all of your counterblasts available for Vaha, Macha, and Nemain (which you basically did anyway).
Gold Rutile - Can function in a somewhat similar way to a cross between Lion Heat and Mr. Invincible. Your rear guards hitting the Vanguard unflips damage (good for Kirara). Your Vanguard hitting lets you CB2 and stand a rear guard. The problem is that this creates anti-synergy with stand triggers. Of course, you can just go RG -> VG -> RG, which is how I'd play the deck, ideally with 12 criticals. This would mean that Rutile hitting isn't likely late game, when standing a rear guard is the most impactful.
Lion Heat - Gold Rutile without the unflips and with a garbage RG effect you'll probably never want to trigger. Still fairly high on the list because Novas can run every viable trigger lineup other than 16 crit.
Asura Kaiser - It's tragic to see Asura as low as it is, but it makes sense when you think about it. We're missing Brutal Joker, the grade 3 that was able to power itself up. Consequently, the only grade 3 units we have that can hit 11k as rear guards are another Asura Kaiser, Perfect Raizer with another Raizer out, and Death Metal Droid with a counterblast. We don't have any of the 12k attackers, and that's what's really killing Asura Kaiser.
Stealth Bomb - I haven't tested this quite enough. This is my grade 1 rush Nubatama deck. It has 25 grade 1 cards in the deck, split largely between Royals and Kagero. It also runs 12 Nubatama cards. Namely, 4 Hagakure, 4 Dreadmaster, and 4 Chigasumi. The idea is that we either ride Dreadmaster turn 1 or Chigasumi turn 2, giving us a Nubatama Vanguard and making the Hagakure live. We continue to rush out opponents with 16 critical triggers. When it's my opponent's turn, I drop all Hagakure I have at the same time and counterblast for each, making my opponent discard that many cards, weakening them for the final turn push. If I have to G-assist for Chigasumi, that's non-viable (so I don't). Keeping too many Hagakure reduces the strength of the rush, so that's difficult. Because of this internally conflicting mechanics and mulligan choices, it's been hard to determine the actual strength of the deck. I'm confident it's on the lower end, though.
Nubatama Mix - There are a few ways to mix Nubatama, although with Mr. Invincible is fairly common. Basically, you just run a deck that's independently solid with Nubatama grade 1s, 2s, and 3s to swing into rear guards first and force discards. This has anti-synergy with any triggers other than crits and heals, so you'd need to be running those.
Tier 4 - Decks that have multiple foundational flaws, but at least some facet of the deck has potential - Tier List - Tier 4 and Bottom Tier Video
Amon/Edel Rose - Much like the Hellfire Ritual deck, the lack of critical triggers and the inability to push opponents to 5 early weaken the deck's potency. It also has a much worse big final turn push than Hellfire Ritual due to having only Amon on the Vanguard and Doreen on rear guards scale.
Grade 3 Kagero (Waterfall/Goku/Valblade) - While this deck has incredible synergy, can ride up relatively well, and never wants for front row units, it still flounders to anything resembling early rushing. It also doesn't feel like it has as much of an effect as it needs to have to make it "worth" running so many grade 3s. Goku is nice and all, but it's not as if they're going to struggle to hit your 10k Vanguard if you snipe all of their boosters.
Flare Whip Dragon - Flare Whip can actually play a fully Flame Dragon deck barring triggers. We only have one Critical and one Draw trigger that are Flame Dragons. Without a full Flame Dragon lineup, it really dampens the effect. If you get a trigger that's not a Flame Dragon, it's basically as if your Vanguard's power boosting effect was nullified and that doesn't feel great. Hitting 21k with Conroe (or any vanilla trigger) is nice. Hitting 23k with a 7k boost is also pretty great.
Alfred/Gancelot Royals - Alfred is, honestly, pretty underwhelming as Vanguard. Sure, he can hit for comparable numbers without a boost to other Vanguards with a boost, but unless you're using Lien to filter behind him or spamming Flogal calls with Barcgal (in which case, you're going to have other issues making numbers) there's not much reason why you wouldn't just rather boost. There are other decks than just Gancelot as a back-up ride, such as having Pongals and Soul Savers. What I will say is that the more the deck looks like Lohengrin/Barcgal/Soul Saver, the closer to tier 1 it will be. The more it looks like set 1 Alfred, the closer to tier 4 it will be. Do with that what you will.
Maiden of Trailing Rose - Honestly, an incredibly strong Persona Blast effect. 11k base, on hit persona blast check top 5 call 2 to RG (doesn't have to be open) is kind of nutty. This deck is held back from not quite enough good RGs and rainbow triggers.
Mandala Lord - A defensive deck like this really just needs a few more solid rear guard options and a better trigger lineup to be viable. Of course, by the time this would happen, we'd already have Shirayuki, which is just this on steroids. CB1 to turn a dead grade 3 in hand into a 10k shield is quite viable in this format.
Invincamon - It's kind of crazy how easy the setup is with this deck. You are intending to megablast with this deck and at least 12 crits. You are aiming to have an Amon Vanguard with 8+ soul. You attack with Amon, ideally, with them guarding the swing. Then, you swing Mr. Invincible into a rear guard, megablast, and Amon gets to stand (with much less power, oof) and you can swing again and drive check again. The only inconsistent thing is that you have to be pushed to 5. The soul requirement is pretty easy.
CoCo - CoCo is an absolutely cracked card. CB2 draw 2 is insane-o-style. The only problem is that OTT doesn't have a viable starter for this. Thus, you need to either run the Tsukuyomi ride chain and intentionally ride something other than Tsukuyomi for grade 2 OR you have to run Lozenge Magus and move a Psychic Bird to soul. Either way, both require you to play a Luck Bird to soul blast your 2 soul, then ride into CoCo the following turn and draw 2. Once set 7 gets here, it will just be ride CoCo, SB2 and call LuLu and draw a card, CB2 draw 2 cards for a +4 on ride. That deck will slide right into undisputed tier 1 with DOtE, MLB, and the rest. It may even be stronger than them.
Bottom Tier - Decks that are extraordinarily weak or are missing necessary pieces to function
Top Gun - Gains 1000 power every time a rear guard rests. It's possible to get more power than you might think with cards like Rocket Hammerman, but no offensive triggers "make sense" with this. Crits want you to attack first so you can pass them to RGs. Stands will stand up RGs and let them swing, so this gets bonus power from that, but too late to matter. This effect on Cup Bowler with Cat Butlers is the only way I like it. As a grade 3, it sucks.
Grade 3 Royal Paladin - While this deck will gain meme stonks in the near future, currently, there's only one Royal Paladin card that cares about having extra grade 3s, and that's Butterfly Dagger, Brigitte, which gains 5k when it drive checks a grade 3 Royal Paladin. While Barcgal can let you run as many as 17 grade 3s and still have better odds than the average deck of riding up, there's not many synergistic support cards to make you want to do this just yet.
Garmore - In the set before Snogal, Galahad got his own 9k boosting dog. Only, instead of needing every single copy of it out on the field, it just needed you to ride to grade 3 via the ride chain. Way too much effort invested for way too little payoff. While this may not be technically bottom tier if you just run 12 crits and some vanillas to pad out this lineup, I'm leaving it here because your deck will be stronger by just abandoning the Garmore package wholesale.
Seal Dragon Blockade - Nullifying intercepts isn't a particularly useful effect. While there's a case to be made that running a 12 crit deck with vanillas to pad out this lineup could make it "viable", I'm not going to count it because you'd be better off running any other Kagero boss monster.
Amber Dragon - Unlike the other set 4 ride chains which are all tier 2-3, Amber Dragon's effect is actively awful to use. Having to pay the cost to retire units prior to them guarding for it makes it one of the worst designed cards in the game. If it functioned like Giraffa and retired after the hit happened and you paid the cost then, it would have been a lot better. While there's a case to be made that adding 12 crits to the deck would make this "viable" if you played it like a vanilla (as you do for most other set 4 ride chains) Kagero already has other, better boss monsters and lacks a substantive rear guard grade 3 that would better pad out or utilize the resources this wouldn't be using.
Gigarex - +1k whenever a Tachikaze is retired. One of the worst cards ever printed. It has no ability to retire your rear guards itself. How was this a RRR? Trash can.
Tyrant Deathrex - While Deathrex itself is an okay card (swinging for 15k and giving us a much needed mid-battlephase retirement) all of Tachikaze suffers from a lack of mid-battlephase retirement. The only card that manages to do this is Tyrant Deathrex, and it's an on-hit. Without the means to guarantee a retirement, calling additional units mid-battlephase basically never happens and Tachikaze is just a deck with a bunch of useful on-retire effects without any reliable means to proc them.
Imperial Daughter - 21k 2 crit Vanguard that must have no rear guards out. Obviously, having only one attack per turn makes this garbage. But, if you make it lose restraint so you can field units, it's just an 11k vanilla, which is also garbage. You lose some, you lose some.
Cosmo Lord - Force rest another rear-guard to gain 3k. There is a CB1, stand this unit RG. Not enough juice to "get there". It will get a better crossride later with better support. Can work with Death Army support cards, but that requires a lot more grade 3s.
Perfect Raizer - With only 4 Raizers in this format, it's very inconsistent. You need, effectively, 6 Raizers to make the deck "function" (4 in soul, Perfect on VG, and another to make Perfect not lose 11k status). And even when it does function, it does so at a heavy minus. Is swinging for 23k or 26k and a crit great? Yes. But this deck really needs Minimum, Turbo, Burst, and Transraizer to be viable. Those should be out next set, bringing the number of Raizers in the deck to 32, making the effect trivial to achieve.
Stil Vampir/Demon Eater - Stil Vampir's effect is astoundingly mediocre. It also requires all of your counterblasts and to soul blast 8, meaning you can't run the Amon beaters. If your opponent has a grade 0 out, unlikely in this format where there are almost no Forerunners, then you can prevent perfect guards and abuse their lower base power. But you have no mechanism to force them to have a grade 0 out, so this is more likely than not a waste of a megablast.
NLKDA - Imagine CB5 for 10k and a crit. And it locks you out of healing. And your opponent is guaranteed to be able to heal if they do a damage check if you do happen to hit. I do like the SC1, +2k on an 11k body, though. But this deck, like all other DI decks, suffers from bad triggers.
Mistress Hurricane - For as high as Pale Moon decks have been on the list, Mistress Hurricane is just anti-synergistic garbage. Main phase soul calls are meh. This one is overcosted. Hitting the 8 soul you'd need for the bonus defense is unlikely. You're removing soul cards over the course of the game regardless. Every other boss is just better.
Behemoth Neo Nectar - This is a clone of Lion Heat, only in a worse clan with rainbow triggers. Lion Heat already sucks. No reason to run this.
Kurama Lord - This is Mr. Invincible in a clan with rainbow triggers that doesn't need much monoclan unflipping, given that most of the cloning cards are CB1. No real reason to run this card.
ZANBAKU - If your opponent wants to ride a grade 3 over a grade 3, they have to discard a card. That's it. Only PBO and DOtE want to ride grade 3s over grade 3s that you're likely to be up against, and that's not a strong enough effect to justify running this card in a clan with rainbow triggers.