DI - Deck Type and Card analysis
Hi and welcome to the very first blog that I have created solely for Analysis on the Clan : Dark Irregulars
Contents |
INTRODUCTION TO THE CLAN
First of all, it should be noted that Dark Irregulars (Or DI for short) is a dark zone nation clan, which focuses on various types of Soul-Play . Examples of Soul-play in Dark Zone nations currently up to Booster 7 are - PM Moving in and out cards in the soul , SB- Soulblasting for 1 hit power, and lastly DI where the amount of soul you have determines your stand in the game in terms of power rather than using the soul.
PLAYSTYLE
DI focuses on building up Soul volume in Early game and finish off the game with Sufficient Soul volume for different type of builds. NOTE : It is important to note that you should not build your Soul Volume forever , It leads to fast deck out. Cards like Alluring Succubus, Decadent Succubus "May" allow you to soulcharge , It is NOT a MUST for you to continue soulcharging especially When you know you're decking out soon.
With the Inclusion of BT-07 This few cards are the current Essiential cards of the Clan that you might want to include in your deck.
Useful Cards

Added by Stark94
Allure Succubus - Auto: When this Unit is called to the Vanguard or Rearguard Circle and you have a «Dark Irregulars» Vanguard you may Soulcharge(1).
A grade 1 card that build up your soul capacity by simply entering the field. This is a MUST run for all dark irregular builds. I would reccomend running 3-4 in each DI deck. They are especially in coherent with the DI playstyle of build soul in early game. As a grade 1 , this card can be used as a boost or an attacker and at the same time build soul. It also helps build 6 soul for G1-G2 Amons and 8 soul for Beelzebub build as well as 15 soul for Bladewing Reshii Build.

Added by Stark94
Succubus of Deterioration - Auto【V】: Whenever you call a «Dark Irregulars» to a Rearguard Circle, you may Soulcharge(1).
A good follow up to Allure Succubus for riding at Grade 2 Turn. Not only does it build up 1 soul for each card you call , It also increases attack for Doreen the Thruster power to a considerable amount for that turn. I would reccomend running 3-4 for Soul-heavy builds such as Bladewing Reshii and Amon but not so for other Builds such as Edel Rose or Beelzebub.

Added by Xellos.
Doreen the Thruster - Auto[R]: Whenever a card moves to the soul in Main Phase and you have a Dark Irregulars Vanguard, this card gains +3000
A power-up card that increases attack for each card you move to soul during main phase. It is similar to cards such as Young pegasus Knight in Royal Paladin decks. However, Soulcharging and the movement of card to soul is very common in DI and hence making this a power asset to the deck. That said, we should note that this card only gains power in MAIN phase, cards that move into soul when you attack or when you ride a vanguard do not +3000 to her as they do not occur in Main Phase (A common misconception of new players). Doreen is also a good boost for cards such as Emblem Master or Blue Dust whereby allowing them to hit allows you to build up soul and Combo-ing with Succubus of Deterioration further prevents your opponent from guarding these Key attacks that would gove you a whole lot of advantage in Early game (Where you are weaker) . I reccomend running 2-3 of these in decks which are actively soulcharging and yet not too focused on soulcharging for ability such as Reshii. They work well in Amon-Based decks.

Added by Aeonex
Emblem Master - Auto[V/R] : [CounterBlast 1] When this card hits a vanguard you may pay the cost. If you do, Soulcharge 3.
A card that came with the booster 7 ! We all thought that it was going to be another Libra clone at first haha (Hit CB 2 and draw 1) . Bushiroad gave all players a huge surprise by the fact that this card can actually soulcharge 3 cards at 1 time at the small cost of 1 Counterblast if it ever hits the opponent Vanguard. Putting this as Vanguard or comboing it with Doreen would make it less likely for your opponent to guard against it , making soulcharging very possible. After testing in proxy decks i reccomend running 2-4 for most deck builds. Generally they work well in building up soul for Reshii.

Added by RikadoShinka
Flirty Succubus - Auto: When this Unit is called to the Vanguard or Rearguard Circle and you have a «Dark Irregulars» Vanguard you may Soulcharge(1)
Same effect as Allure succubus, except that it is Grade 2. Meaning it can be used as an attacking power while providing good pressure against opponent ! It is a Promotional card from Promo Pack 6 so getting alot might be hard. I reccomend running 2-4 of this cards for All builds.

Added by Aeonex
Yellow Bolt - Auto : [Rest this card] , if you pay the cost you may soulcharge (1)
Another new card from booster 7. At 1st impression it does not seem any impressive as riding it on a 1st turn serves the same purpose as riding an Allure Succubus. However, looking at it again , you can 1st use this to soulcharge every turn when you do not need alot of attack power on your end. Secondly ! By resting this card,and SC 1 , Then sending it to soul using Amon's Effect, you effectively Soulcharge 2 and not waste a slot. Furthermore this combo also means a +6k for a doreen on the field making a 12k boost with 2 simple moves. However that said, it is not a real essential in decks. I reccomend running 1-2 if you ever have space in your deck.
Useful Trigger Segments

Added by Otakon7
Dark Knight of Nightmare Land: Activate : [R] Move this card to soul , choose 1 Dark Irregulars unit and add +3000 to it till the end of turn.
With the addition of booster 7, DI now also comes with its second set of crits !!! (FINALLY !! WEE~~) . Now taking at look at this card we realise it has a useful set of ability !
At the cost of moving this card into soul, you can add +3000 to one of your DI units ! This is extremely useful with comboing key-cards that needs to hit for their effect to activate. For example you are at grade 2 with an Emblem Master rearguard with a Courting Succubus as a boost . By adding this to soul , you effectively pushes Emblem master pass the required threshold to make him more difficult to guard . (I.E. Opponent VG is lets say G1 - 8k or G2 9k , Emblem master +this card and any 7k card = 19k , which requires 15k guard to guard against - 2 cards at least) Furthermore, the cost of moving it into soul also further adds power to Doreen through her own effect making this a powerful and flexible trigger for the updated arsenal of DI.

Added by KingGB05
Hysteric Shirely : Activate : [R] - Move this card to soul. If the cost is paid and you have a Dark Irregulars Vanguard, you may soulcharge 1.
DI's very first draw trigger that came with the 5th booster set of the series : Twin Sword of Awakening ! The addition of a Draw trigger to DI set has up-ed its level considerably as DI plays generally prevents a big handsize in early-mid game play. Furthermore, this Draw trigger soulcharges 1 card for moving itself into the soul which is a +2 for cards like Amon/Doreen. This is a reccomended trigger in all DI builds !
Dark Irregulars - Boss Cards.
In this segment , I will be covering on the different Boss cards of Dark Irregulars (The general ones/more commonly played type.) Note that the view on the cards here are my opinion and you can always give me feedbacks haha !

Added by Stark94
Demon Marquis - Amon
Continuous【V】: During your turn, for each «Dark Irregulars» in your Soul, this Unit gains +1000 Power.
Startup【V】: [Counterblast (1), Move 1 of your «Dark Irregulars» Rear Guard to Soul] Your Opponent chooses 1 of their own Rear Guards and Retires it.
The very first actual boss card of the Dark Irregulars series ! When this card was released back in Booster 3 , it managed to pull up the game of Dark Irregulars by making this card a very strong beater ! This card gains +1k for each DI card in your Soul. In a deck that is based on building soul in Early-mid game play, this card finishes up the late game , dominating the field with a constant 20+k or above attack that would make your opponent drop at least 2-4 cards for each guard ! Addtionally , the ability to destroy 1 of your opponent rearguard by moving a Dark Irregulars Rearguard to soul and a small cost of Counter Blast 1 further adds on the terror of this card ! Not only does it destroy potential attackers/boosters of opponent, it also increases its own attack and at the same time prevent potential intercepts on your opponent's field, making it a very Big PLUS for the Dark Irregulars to be in control of the game.
Tips : View Amon's Soulsize as a potential "Boost" instead of its base attack. Amon without a boost is potentially similar to a King of Knight Alfred where no boost is really needed. If you are short on boost and you are riding Amon, try not assigning boost to Amon and surprise your opponent with the need to guard more when you finally place a boost in late game !
Also do not overcharge Amon with souls, potentially a 28k Amon with boost (Assuming against 13ks - Current highest in game) is enough. Endless addition to the soul will only make you lose easier !
Rating : 9/10
Overall a pretty solid card except the lack of an additional 1k base to make it really really solid boss of the Dark Irregulars.

Added by Stark94
Stil Vampir
Auto【V】:During the start of your Main Phase, Soulcharge(1), and for that turn, this Unit gains +2000 Power.
Startup【V/R】: [Soulblast(8), Counterblast (5)]
Choose 1 of your Opponent's Rearguards, and move
it to your Opponent's Vanguard Circle, at the start of
that turn's End Phase, your Opponent chooses 1 from
their Soul and Ride it.
The 1st solid megablast card that came out ever since the release of booster 3. Compared to other megablast cards before BT-06, this card potentially threaten your opponents by limiting their amount of guards that they can use via Grade Guarding (Use guard only of same grade or lower) and at the same time increases the amount of guard that your opponent needs to guard against its megablast, making their vanguards easy hitters.
Of course pulling this off could be quite difficult as your opponent may limit your damage to 4 to prevent a megablast from happening. Furthermore you are more likely to ride your opponent's grade 1 into the vanguard circle rather than a Grade 0 , making perfect guards a hassle to your plans of finishing/dealing a lot of damage to your opponent this turn.
Tips:
As this card's soulcharging during the main phase, combo-ing this card with a Doreen can give u a solid 21k VG each turn, making guarding difficult for the opponent. However do note that Megablasting in DI is not reccomended as it eats up alot of soul. Only megablast when you have enough soul for DI effects to still be active (6+8=14) or when using it in that situation gives you more benefits than disadvantages.
Do be prepared to ride another Vanguard over this card as this card actively decreases your decksize by 1 more card each turn due to soulcharging. Accompanied with the active soulcharging of the deck, you might not want to ride this card if you can , when you have 8 or more soul.
Rating - 7.5/10
A solid megablast but hard to pull off. Base power is still 10 hence making defense harder. Yet combo-ing with key cards bring out its power . Furthermore the flexibility of this card being a Megablaster in both VG or Rearguard, makes it a worthy card which has earned his placing in the Boss Corner.

Added by TooNBaku
King of Diptera, Beelzebub
CONT【V】: If you have eight or more 《Dark Irregulars》 in your soul, this unit gets Power +1000.
AUTO【V】: [CounterBlast(2)] When this unit attacks, if you have six or more 《Dark Irregulars》 in your soul, you may pay the cost. If you do, choose up to two of your 《Dark Irregulars》 rear-guards, and they get POWER +3000 until end of that turn.
A card that came with the 5th booster too ! At that point in time Beelzebub was a low-profile card with very few people using it as the cost of Counterblasting 2 juz to add a total of +6000 at that point of time seemed to be rather useless as compared to other bosses. Furthermore, the lack of enough trigger combination at that time also made Beelzebub a very restricted card whereby you are more likely add the +6k to one side of the 2 rearguard circles since the trigger combination at the BT 5 period would mean you would have at least 1 set of stand triggers and hence if you let this card attack first you might waste another chance to attack due to stand triggers.
However, With the addtion of the new trigger sets in BT 7 suggests that a build based on Beelzebub could be on the rise as well. The addtion of the new Critical and Draw trigger series allows Beelzebub to attack 1st and assign the 2 x +3000 power to your rears without fearing the waste of a stand trigger. Looking at the potential hitters in DI , whereby mostly are 8-11ks(G2 Amon) , The +3k effectively creates 2 standard Baromedes with the right Boost and this is even before you add any further Trigger power to your rears !
Rating : 7/10
The increase in new trigger sets allow a more effective play of this card , hence up-ing its rating even more. Furthermore, with the easy amount of 8 souls , this card is effectively a 11k base Vanguard , making it all the more threatening against the opponent !

Added by Stark94
Edel Rose
Activate【V】: [Counterblast (2)] When there is a 「Werewolf Sieger」 in your Soul, during that turn this Unit gains +5000 Power and +1 Critical.
Activate【Hand】: [Reveal this Card to your Opponent, return it to the top of the Deck] Search for up to 1 「Werewolf Sieger」, reveal it to your Opponent, add it to your Hand, and shuffle that Deck.
An interesting Gancelot-Clone for the Dark Irregulars ! However , in a sense of the dark irregular decks, it is much easier to get the required Grade 2 (Werewolf sieger) into soul as compared to the Royal Paladin's Blaster. The 14k with 2 crit on a Grade 3 turn also further threatens the opponent when they have less guard ! However the 9k base attack makes it an easy target for alot of cards and hence decreasing its play in many DI-based decks.
Rating : 5.5/10

Added by KingGB05
No Life King, Death Anchor
CONT【V】: If you have eight or more 《Dark Irregulars》 in your soul, this unit gets POWER +1000.
AUTO【V】: At the beginning of your main phase, soulcharge(1), and this unit gets POWER +2000 until end of turn.
AUTO【V】: [Choose five face-up 《Dark Irregulars》 from your damage zone and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets POWER +10000 & Critical +1 until end of turn. At the beginning of the end phase of that turn, put five cards from the top of your deck into your damage zone.
The promo card that Tetsu used in the Comic vol 3 of Vanguard ! Not only does this card potentially becomes a 11k with time , it also soulcharges each turn making it a 13k hitter on its own(Which is similar to the Cross-ride series !) . Furthermore, this card deploys a new version of Megablast whereby you move 5 of the Damage to the soul ! Further enhancing the ease of getting more souls for your Vanguard. This new type of megablast (Which i call Omniblast) also let it gains +10000 and +1 Critical while replacing the Damage zone with a new set of 5 cards each time you use it !
Tips: Therefore, technically, this skill requires no cost as you can do it over and over again ! However, it should be noted that this card effectively eats up 9 cards from your deck each turn if you use his effect (Draw 1 + Soulcharge 1 + Skill 5 + Drive check 2 = 9 cards in total) which enhances your chance of decking out. Hence to bring out his skill you need good timing and control , repeatedly spamming of this skill will only end up killing you !
Rating : 8/10
Overall a good card but it eats up too much card from its effect. Similarly to Stil Vampir , this card soulcharges each turn and should be replaced with other non-soulchargin cards if your deck is running low. Also the need to have 5 face-up damage for his effect which can be stopped by keeping your damage at 4, it also suggests that it is not suitable for decks in the new BT-7 whereby you play a new starter for DI (Greedy hand or Devil ) as they have a cost of 1 for their effects.

Added by AeonexBlade Wing - Reshii/Reggie
[CONT](VC): While there are 15 or more <Dark Irregulars> in your soul, this unit gets [Critical]+2.
[AUTO]: When this unit is placed on the vanguard circle, choose 1 of your <Dark Irregulars> rear-guards, search up to 3 units of the same name as the chosen unit from your deck and send it to your soul. Shuffle your deck afterwards.
RESHII !!!! One of my favourite DI cards so far ! Looking at his effect, you realise that you gain +2 critical (Meaning 3 damage dealt if hit) when you have 15 or more Dark Irregulars in your soul ! Now , the hard part of the card is actually building your soul to 15 fast ! You would want to have 15 soul on the turn you ride it or 1 turn after that to deal serious threat to your opponent ! While Reshii does allow the searching of 3 copies of a card which works with the new series of "+2000 for each of themselves in the soul" cards (Shown below) , the difficult part is about having them on the field before Reshii even comes in. Currently the only suitable card is the G1 Time-Propelled Demon bike , whereby they are less likely to get targetted than your Grade 2 Time-propelled Demon Carriage and Having a Grade 3 Devil tank on the field is technically impossible before Reshii comes in !
This card requires alot of skill and patience to use. It's power is heavily defined by its booster and hence I suggest placing either a Time-Propelled Demon-Bike, Doreen or a Devil-Child behind him for heavy boost ! However, if you manage to get 15 soul on the 3rd turn (G3 Turn) , you effectively forces your opponent to guard him which is a very big advantage to you ! Running an Early 2 trigger pass in the game is effectively threatening for your opponent and you can always add the additional Crits to your rears and hit the opponent to High damages before finishing off by over riding an Amon or Dark Lord of the Abyss !
Tips: If you ever need extra soul to make it 15 and extra power , combo it with the 2 trigger set in the above segment to add power and soul, especially when you have Doreen as the boost !
Rating: 7.5/10
One of the biggest drawback about this card is that it is easier to get hit due to it being 10k while you use alot of resources to get it to +2 Crit and hence making it a Double Edged sword for the user. Also, even if you did get to 15 souls, you need to end the game fast as your deck would effectively have about 20 or less card left for you to do consistent attack.
-> New +2k Series

Added by Davud
Added by Otakon7

Added by Otakon7

Added by KingGB05
Dark Lord Of The Abyss
G3 / POWER: 11000 / GUARD: 0 [Activate](V)<LB4>:{CB2,SC2}This unit gets POWER+1000 for every DarkIrregulars unit in your soul during this turn [Continuous](V/R): If you have a non DarkIrregulars V/RG this unit gets POWER-2000
The brand new boss card that appeared in cardfight episode 78 ! Looking closely at its abilities you would realise that it is super similar to that of Amon's. By Counterblasting 2 at 4 damage, this card further soul charge 2 while gaining +1000 for each Dark irregulars in the soul ! When it was first released in, many compared it to Amon stating that this is just a mini-sized Amon and is much weaker as it does not constantly hit as high as Amon will with the same amount of souls. However, I beg to differ. Comparing their basic stats, DLOTA is a 11k Vanguard and this pushes DI defensive capabilities even more. Furthermore, as a Rg, it functions as a contant 11k hitter making it a massive hassle to 5k guard for your opponent's 11k vanguards. Additionally DLOTA's ability uses 2 cards from the deck as compared to Amon using cards from your rearguard circle or even your hand to activate and hence making DLOTA a better card in terms of saving up handsize.
Though not encouraged, DLOTA also have the potential to surpass Amon by activating his Limit Break ability twice ! Yes, since DLOTA's ability is an active 1 , you can actually cb 4 and soulcharge 4 cards and letting it gain +2k for each card in soul instead of the usual +1k that Amon can do , making this card a massive threat for your opponent especially when they do not have a perfect guard in their hand.
Teaming up with the new +2k series , DLOTA also has the ability to reach 23k with the help of Time Propelled Demon Bike which makes it a threat to the Big Threes in the current game state. (RP/SP/Kagero)
Tips : Have a DLOTA as a vg with 2 Doreens as boost for 2 different RG could be a good situation for this card to use its Limit Break. If used, you basically get 2 20+ k Rg with a Big VG hitter for a single use. Use it twice and you might even hit 30ks without having to do a trigger check !
Rating : 8.5/10
A nice card with a good base attack that could be an effective alternative to Amon. When placed as rear it has high hassle power. The momentary ability of this card to surpass even Amon makes it a bigger +++ to the DI army. Comboing with Doreen and other cards it has the ability to help even the Rearguards to hit high power for the turn !
Different Deck Builds - Analysis
Deck Build 1 : Amon 6 souls. This is what i call a user-friendly DI build that still packs a punch.
Grade 0 (17)
Devil In Shadow x1
Shirely x4 (draw)
Knighmare x4 (Crit)
Blitz Ritter x 2 (Crit)
Mad Hatter x2 (Draw)
Cat/Curse doc x4 (Heal)
Grade 1 (15)
Amon x4
Alluring Succubus x2
Yellow Bolt x4
Negate x2
Doreen x3
Grade 2 (11)
Decadence Succubus x3
Emblem Master x4
Amon grade 2 x4
Grade 3 (7)
Amon x4
DLOTA x3
The main focus of this deck is to priortize getting your soul to the key number of 6. As you can see from the decklist, all 3 amons are added to the deck. Why? In this deck build, what I would like to focus is on consistent attack power while not having to worry about you decking out. This build should prove to be very beginner friendly to any new or even existing DI players out there haha. Devil in shadow here is used to enhance the chance of getting a Grade 3 , since there are only 7 grade 3s in this deck(Chance of misgrade) .
Even if you do not misgrade with a fairly good starting hand, it will allow you to search for addtional attack power when you lack them at the low cost of CB 1. Furthmore, when it seems to be taking up space , you could easily clear it with Amon's ability to soulcharge 1 and retire an opponent rearguard. Some may wonder why there are only 2 negates in this deck. In my opinion, the number of negate you run in the deck should be linked to the number of grade 3s you actually play. In this case, 7 grade 3s for me add up to 2 negates(You could change it to suit your needs , i just prefer it like this haha. If there were 8 g3s i would run 3 negate or more.) For the grade 2 section, Emblem master is prefered over Decadence as Emblem master could still post a threat to your opponent when its a rearguard while decadence would simply become a 9k vanilla card.
A good layout of the field for this deck would be either a G2 Amon or DLOTA with a Amon g1 boost on each side. This, provided you have 6 cards in soul, would ensure that your front line could hit at least 20k during each turn, making it a serious threat to the new limit breaking cards where most of them are 10ks. Even against 11ks and 13ks , we could also move a Knightmare to soul to add a +3000 to any of the units to make it threatening too. On the other hand, if you're lacking a g1 amon as a boost , we could also call a Doreen to boost the g2 amon or DLOTA. However, to make them consistent 20 or 20+ Ks we would need a yellow bolt behind Vanguard Amon to tap each turn to sc 1. During a final turn situation, you could even tap it (Sc1) and move it to soul through Amon's effect for a X2 for Doreen's effect, making her a 12k boost. Effectivelt, DLOTA in this deck act as a constant 11k rearguard so that your opponent will have a hard time clearing it and defending it. Even if you miss Amon, Dlota would provide a decent defense for you to tank out. The trigger set up of this deck consist of 6 draws to allow better drawing to guard out potential attackers on your 10k amon. Remeber that Amon's soul is effectively his boost, and hence only few cards should be placed behind amon (e.g. Yellow bolt to tap and sc for Doreen each turn). Deck Build 2: Hammer Build
Grade 0 (17)
Devil in shadow/Greedy Hand
4 heal
8 Critical
4 shirely (Draw)
Grade 1 (14-15)
3-4 Doreen
4 Demon Bike
2-3 Negate
4 Yellow Bolt
Grade 2 (11)
4 Decadence
4 Emblem
4 Flirty Succubus (PR)/ Amon g2 if do not have
Grade 3 (7-8)
3-4 Amon
4 DLOTA
Alright, 1st off, why do i call this a hammer build ? Because you will literally need to hammer your opponent down hard ! The main focus of this build is to ride DLOTA for consistent DI defense of 11k. Compared to the previous build, this deck utilizes more crit than draw due to the fact of a 11k vg which allows more room for guarding as compared to the previous 10k amon. For starters, this deck do not focus on soulcharging in the early game. Rather than the amount of soul you have, it instead focuses on the act of soulcharging itself. Yes, the key card of this deck is to totally rape the use of Doreen to the max !
Looking at the deck build, you would realise there are around 16 cards that can effectively provide soulcharging for Doreen (From g0 to g3). Furthermore, the use of Demon bike of the witching hour in this deck is to provide potentially 2 10k boost for the rearguards or even the vanguard when Doreen is not around (Considering u have 2 in soul.) It is up to the user to run greedy hand or devil in shadow. I would reccomend running greedy hand if you run 8 grade 3s to add bikes to the soul(Note: this is also a +2 for Doreen as you move this card and 1 card from deck to soul), in the other hand run Devil in Shadow to provide a consistent ride !
Even when you do run out of attackers , you can also place 2 doreens in 1 column and make full use of other cards such as yellow bolt, shirely , knightmare(Critical) or even DLOTA's limit break to instant power up 1 column to 24k (2 Doreen in 1 column +2 soulcharge). Coupled with other soulchargin cards you can easily reach a 48k Column even if you want to lol. If this is not enough to kill your opponent, you can even ride Amon on top of DLOTA when the soul volume is big enough to ensure a sure kill for your opponent even after they think that they have survived DLOTA's limit break ! Also if you ever miss DLOTA, Amon act as a good back up for the vanguard role, effectively sending in any extra Demo Bike you might have on the field. It is totally not surprising at all to see this deck build hit a 20+k front row for all 3 columns during the game at all !
- Amon/Vampir
-Beelzebub
- NLK/Amon
Reyji (Scythe Build)
Grade 0 (17)
Devil in shadow/Greedy Hand (Depending on your style)
4 heal
6 Critical (4 Knightmare, 2 Blitz)
6 Draw (4 Shirely 2 Mat Hatter)
Grade 1 (14-15)
4 Doreen
4 Demon Bike
2-3 Negate
4 Yellow Bolt or Alluring Succubus
Grade 2 (11)
4 Decadence
4 Emblem
3 Flirty Succubus (PR)/ Dark Soul conductor
Grade 3 (7-8)
4 Reyji
4 Amon or Dlota or 2 of both.
Alright ! To start off, this build is named 'Scythe' . Like a Scythe, you need to be swift in your attack and soulcharge, so much that your opponent is afraid of your every action. THIS will be one of the most rushed DI builds that you have ever played. If you get the right cards, you are unstoppable(Except by the ever so frequent negates) if not, you are pretty much on your own.
Lets go on to the G0 section. 1st of all , should we run Devil in shadow or Greedy hand ? This lies in your personal preference. Run Devil in Shadow, if you are afraid of misriding, note that devil in shadow will give u a +0 in soul charging but a +1 handsize. On the other hand, run Greedy Hand if you prefer soulcharging , noting that it is +1 for soul charge and a +2 for doreen's effect (+6000) . On to the triggers you would have realise the increase in the number of draws as compared to the Hammer build. This is to allow the getting of useful cards into your hand and allowing you to guard against the more frequent 20k attacks against you where you would use up more 5k guards. Note that this build is running 4 of the Effect type Triggers in both Draws and Crit to enhance your soulcharging.
For the G1 section. Notice that the G1s are mostly in the magic number of 4. Yes thats, right, what you want to do, is to have 1 of any rearguards on the field, and allowing Reyji to soulcharge the maximum of +3 cards due to his own ability. This is critical in getting your 15 souls . (As of today, a decent hand can get you to 15 souls by the 3-4 th turn) Having the synergy of running 4 copies of most cards, you are effectively having a free'Emblem Master' Effect from riding Reyji. As mentioned before, reyji's power is very dependant on his boost. Running a Doreen or Demon Bike behind him would effectively bring you to over the threshold of 20 and 21ks easily. However, should you have the 7ks behind as the boost instead, the existence of the Critical Trigger - Knight mare can help u push to the 20k threshold at the very least through his effect. Now bring us to the point of running Alluring succubus or Yellow Bolt. Yellow Bolt ---> If you are looking to chip your opponent's guards (5k) and having a constant soulcharge. Alluring succubus ---> Soulcharge once, and an effective booster. Note that this deck has no 10k grade 2s and hence you may suffer from having not enough power to force your opponent to guard their rearguards if you use Yellow Bolt. On the other hand, Yellow bolts provide constant soulcharging for your doreens to put some serious damage to your opponent as well. (However, I still reccomend running alluring succubus as relying too much on Doreen with this deck (15 souls) would only hasten your decking-out)
On the G2 turn , you would like to run either Emblem or Decadence succubus as the vanguard. A classic combo would be to have Decadence as the Vanguard as calling Doreen and Emblem master as a set of rearguards (Note that it is 9+6+2(3) = 21k from Doreen + Decadence effect) which is almost impossible to guard in early game, gaining you an easy + 5 souls for that turn if you did manage to hit. Even if you don ride decadence, riding an Emblem Master as a vanguard also gurantees you +3 soulcharge for 70% of the time as your opponent would likely not guard a Vanguard's attack in the early game. Looking at the other grade 2s, flirty sucubus is highly recommended because of the on call soul charging that could be useful for Doreen's +power. On the other hand, if you could not get ur hands on tat promo card, a Dark soul conductor is use ful for +2 soulcharge as well though it would mean you having lesser attack power.
If you did achieve 15 souls on the 3rd turn. The game is highly in favor of you. Juz have your Reyji keep attacking the vanguard while keeping your opponent at 3 damage to prevent a Limit break and using your rearguards to clear the opponent's rearguards (hopefully forcing them to guard) as long as your opponent do not have 4 negates (Which i met in a recent tournament) you should break through them easily. Once you reach - mid late game and you have not broken through, you might consider adding criticals to your rearguards to allow them to push your opponent to 5 damage before finishing them with a Amon or DLOTA. (Note that running DLOTA or Amon is up to you. Dlota for defense against late game and against potential 13ks and Amon as an alternative for Reyji should u not happen to ride it. )
All in all, this deck requires alot of skill to play and ALOT of luck to pull out the right cards. Personally Reyji is one of my favourite cards so far, with the potential of making an epic turn over through a single hit. Many future support is needed to make this card a real meta in the current game. (P.S. Im a huge Fan of Reyji , pls by all means ask me questions for any Reyji build that I have not mentioned here and I would help by giving my opinions ! :3)