Vanquish Soul is an archetype centered around having Fire, Dark and Earth Monsters in hand to facilitate their effects. Generaiders are an archetype that have nothing to do with that except their primary cards sharing 2 of those same attributes. This deck is designed to facilitate a Control based playstyle using both engines independently or in tandem with one another using a primarily Vanquish Soul focused engine and the smallest possible Generaider engine to support them. The deck's main goal is to overwhelm the opponent through sheer card advantage while disrupting plays as frequently as possible.
For the Generaider cards, we are running only the pure necessities:
Vala, Seidhr of the Generaider Bosses and Loptr, Shadow of the Generaider Bosses are your fire reps for the main deck. Loptr is capable of searching out Vala to pull Harr, Generaider Boss of Storms or Mardel, Generaider Boss of Light from your hand in an effort to make Laevatein, Generaider Boss of Shadows for an equivalent Snatch Steal for 2 on Quick Effect and netting you a Jormungandr, Generaider Boss of Eternity at the same time, which in tandem with Harr and a Droll & Lock Bird can force the opponent to draw 1, rip 2 and unable to gain any card advantage using the deck in that same sequence. Mardel being summoned from either Loptr or Vala means you are going to get your Generaider Boss Stage which will allow you to set up a Harr negate on the opponent's turn. I want to make this abundantly clear that the Generaiders in this deck are not intended to be the main playmakers of the deck, but to assist with the Vanquish Souls and their effects. While these plays can and should be made if you lack any other options, the Vanquish Soul engine should have most of your focus.
The main goal of Vanquish Souls is to acquire Earth, Dark and Fire attribute monsters into the hand to continue using their effects to destroy monsters and backrow while also avoiding targeted disruption and board breaking effects. Vanquish Soul Razen is going to be your primary searcher as he will help add cards to hand. If you already have 2 fire monsters in hand such as both a Loptr and a Vala, you may want to search Vanquish Soul Jiaolong so you can reveal 1 with Razen to summon Jialong which will net you another search, giving you access to a play with I:P Masquerena, more materials to board break with Underworld Goddess of the Closed World, or if you would be so inclined to do so as well, you may want to search with Razen Vanquish Soul Caesar Valius or Vanquish Soul Heavy Borger if you have all the materials necessary to begin looping them around for advantage.
Vanquish Soul Jiaolong and Vanquish Soul Pantera while having their own independent uses are also primarily there for material for Caesar. Vanquish Soul Dr. Mad Love is also a rather decent card in her own right for minor removal that often comes up as more of an inconvenience than anything, but can also search out Vanquish Soul Dust Devil or Vanquish Soul - Continue? for fancy plays, but primarily just extra Dark attribute padding for Caesar and Borger. A very common play to make with this engine is summoning Razen, search then link away into Rock of the Vanquisher to recycle it and tutor through your deck more.
In terms of Non-Engine, D.D. Crow, Maxx "C", and Ash Blossom & Joyous Spring are all hand traps that coordinate well with the Vanquish Soul engine as their attributes are all connected with the archetype's necessary requirements. Droll & Lock Bird is being ran as a full playset in place of Called by the Grave and Crossout Designator for extra safety against Maxx "C", a nasty coordinated assault to lock the opponent down after hand looping with the Harr + Jormungandr combo, as well as Super Heavy Samurais still just being a total pain to deal with if you don't open a Droll or Maxx "C"(OR BOTH IF THEY HAVE A CALLED BY OR CROSSOUT~!). I am also running 2 Infinite Impermanence however these can be replaced to make a 45 card deck by choosing Called by the Grave and Crossout Designator to be put into your deck. Other options for disruption I would personally recommend Vanquish Soul Trinity Burst, Evenly Matched, Summon Limit and Anti-Spell Fragrance. If you feel like you would prefer more board breakers, Raigeki, Harpie's Feather Duster, Lightning Storm and Dark Ruler No More are my personal recommendations. I do not recommend the use of Forbidden Droplet as you're trying to create card advantage, not toss your cards into oblivion(Which oddly enough is a common mistake I see people make quite often with Vanquish Soul, somehow). However, I don't recommend making this deck larger than 45 cards as too much non-engine just makes your variation of this build too inconsistent.
As for the cards in the Extra Deck, Laevatein, Generaider Boss of Shadows is there for your Generaider plays with Vala that creates more disruption during the opponent's turn or board breaks. Jormungandr, Generaider Boss of Eternity is just to have a target for Laevatein but also works with Harr, forcing the opponent to draw 1, rip 1 for Material for Jorm, rip 1 more for Harr's effect and with Droll & Lock Bird in hand it can actively halt any attempts to search for your opponent that turn.
While Divine Arsenal AA-ZEUS - Sky Thunder is easy to make with this deck making use of Jormungandr, I generally don't recommend making him unless you're in dire need to just nuke the table. On the other hand, unlike in normal Generaiders where I wouldn't recommend this play, after making Jormungandr using the effect of Laevatein, you can use Vala's effect to revive herself and Laevatein while Jormungandr is on the field to go into Number F0: Utopic Future and then Number F0: Utopic Draco Future which gives you a follow-up turn negate for if your opponent decides to do any turn 3 Shenanigans(If that even happens, most of the time I see people blow their non-engine trying to stop your Turn 1). Phantom Fortress Enterblathnir is just there if you want to hand loop further or if you need to dish some casual Non-Targeting Non-Destruction removal. Knightmare Phoenix is for Backrow removal, I:P Masquerena is really just to make an indestructable Underworld Goddess of the Closed World who is only there for board breaking and Dharc the Dark Charmer, Gloomy is just there because he looks pretty and can be replaced with Knightmare Unicorn if you feel like you'd prefer a play with I:P to spin on your opponent's turn.
This deck prefers going first over going second, though it isn't entirely impossible for this deck to go second due to all the hand traps you are running. The biggest flex cards in this deck are Generaider Boss Quest(This is the only card I didn't touch on in the Generaider section, it's basically there to unbrick your hand if need be, but is mostly there for Vala fodder), Vanquish Soul Jiaolong as I'm still playing around with this in testing, a single copy of Vanquish Soul Dr. Mad Love because 1 is kind of all you really need but 2 is decent if you feel you need the extra dark targets, and both copies of Infinite Impermanence. If these were to be replaced, I would recommend a swap with more going second tech options.