TL;DR: The Raizeols that search are all 1 card combo starters. Max out on them and put other Raizeol cards to 1, except Node for the mid to late game. Max out on Bonfire and Seventh Tachyon for added consistency. Running the Toy Engine for Rank 4 fodder and for Ice and Node's effects that require you to send a card to GY. Also Toy Soldier can search for the Box, Ice or Ex and opening 2 Boxes is full combo. Running the Tachyon cards for easy counter trap access because otherwise the deck loses to board breakers. Also Primal can search Seventh tachyon as well as Transmigration. Not running Rafflesia becuase the Field Spell does the same job but better and I'm running F0 for vibes mostly but you do end your turn on 3 Xyz monsters so Hole Thruster's (PAUSE) GY eff can hard summon it during your opp turn.
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Not sure how to start this so I'll just get into it. I haven't seen a list on this site similar to mine so I thought I'll share it for others to see.
For those unaware, Raizeol is essentially modern day Rank 4 turbo. Think Spright but instead of Level/Rank/Link 2, it's Level/Rank 4. In my opinion, I think it's the most complete deck coming out of Crossover Breakers and has potential. It's very consistent, has space for about 20 non-engine, can play around/through handtraps and has decent endboards. Now I'll go through the ratios. Starting with the Raizeol cards.
Ice Raizeol , Thode Raizeol and Ex Raizeol are all run at 3 as they are 1 card combo starters. Ice = Ex > Sword, in terms of starting potential. Ice and Ex produce the same endboard while Sword produces a slightly weaker board. I'm running 2 Node Raizeol (instead of 1) because it's good to have after the first turn. It gets rid of used up Xyz so you can make another one. (The field spell prevents you from summoning an Xyz monster if you have a copy on the field). Only running 1 Palma Raizeol as a searchable extender. Its effect can be relevant to get over stuff and I think it's interesting that it foolishes ANY level 4, e.g. you could send Shaddoll Dragon to make it a 3100 beater and then pop a Spell/Trap (very funny but bad) but it very rarely comes up. Raizeol Cross , Raizeol Plug-In and Raizeol Hole Thruster (No Diddy) are all run at 1. They're all good cards but they dont help further plays (besides Plug-in) and are all searchable. You'd rather see non-engine in your hand.
Bonfire and Seventh Tachyon are must plays. With Seventh Tachyon, I'm also running Number 104: Masquerade and Number 105: Battlin' Boxer Star Cestus as targets. Bonfire searches Ice and Ex, while Seventh Tachyon searches all your non-Handtrap monsters. With these two cards we have 15 starters which is why I mentioned before that the deck is very consistent.
Now onto the techs. I'm running two engines. A Toy Box engine and a very small Tachyon engine. For the Toy Box engine, I'm running 3 Toy Box , 1 Toy Soldier and 1 Toy Tank . Ice Raizeol and Node Raizeol have effects that require you to send a card from your hand or field to the GY and so you can use the Toys you set with Toy Box as fodder for these effects which will activate the Toys' effects to summon themselves, giving you more material for Rank 4s. The Toys can be Set as Spells from the Hand, so opening them is not a problem. Also Toy Soldier can search for Toy Box on Summon to set Toys or search for any Level 4 LIGHT if you already control Toy Box, which includes Ice Raizeol and Ex Raizeol. One more thing to note is that Toy Box is not a HOPT and that opening 2 is full combo. You can Set the Toys with the first and then pop both Toys with the second which will summon both and allow you to search Ice or Ex with Toy Soldier starting your plays.
For the Tachyon engine, I'm running 1 Galaxy-Eyes Tachyon Primal and 1 Tachyon Transmigration in the Main and 1 Galaxy Photon Dragon in the Extra. Any 2 Level 4s can make Galaxy Photon Dragon which searches Primal and Primal searches Transmigration. Primal is a Galaxy-Eyes monster which makes Transmigration live. Raizeols has no in engine Spell/Trap negate which means that it can fare pretty badly against board breakers like Evenly Matched or Forbidden Droplet . Getting to the counter trap prevents that (as long as they only open 1). Opening Primal isn't the best but it still searches the counter trap if you can make Galaxy Photon Dragon. Also Primal searches for any Tachyon Spell/Trap which includes our searcher spell Seventh Tachyon, so if you open Transmigration, Primal can search for that instead giving you extension or follow up for next turn as it can search the Raizeols and the Toys.
The other 12 cards can be whatever you want. I'm currently using those slots for handtraps.
As for the Extra Deck, I think it's pretty self explanatory for the most part. I'm running 2 of both Raizeol Xyz, Raizeol Deadnader and Raizeol Duodrive , they're both great cards and we want to have plays for when our board gets broken. Mereologic Aggregator is special here. It's never summoned and only used for it GY effect. Ex Raizeol can send it to the GY to summon itself and Deadnader can attach it from the GY to then detach to activate its efffect again. This makes Ex Raizeol really good going second as it forces your opponents hand and Aggregator's effect can chain block Ex's search.
Two more things to mention. One is the lack of Traptrix Rafflesia . I think Rafflesia is a good card but after the field spell was revealed I don't think it's needed anymore. Cross does what Rafflesia does but better and it's searchable by Duodrive. Also not going into Rafflesia allows you to go into Galaxy Photon Dragon and get Transmigration.
The other thing to mention is Number F0: Utopic Draco Future . It's not a Rank 4 so you can't go into it through the normal routes. My normal endboard is Cross + Duodrive (with Hole Thruster attached), Galaxy Photon Dragon + Primal + Transmigration and Deadnader with 3 pops including an Aggregator, sometimes you'll also have an Abyss Dweller. After negating an effect with Cross and detaching the Hole Thruster, you can then banish the Hole Thruster (after you've used up your interruptions) to hard make F0 using the Duodrive, Galaxy Photon Dragon and Deadnader/Dweller for another interruption. You could also run Divine Arsenal AA-ZEUS - Sky Thunder and wait for your opponent to attack one of your Xyz and then make it in their Battle Phase which is funny. Deadnader can protect your Xyz by battle so it's easier than you might think to access.
That's all I've got to say. Thanks for reading.