This was the deck i was most excited about playing when BODE was released, however sadly it's currently only used in remote duels right now due to being fairly expensive to build IRL.
After a lot of thought i decided to go for a relatively pure build with Enforcer, simply because Floowandereeze and Shifter can result in a lot of Tenyi build hands unable to really go off. The Swordsoul plays themselves, while more vulnerable under Shifter, still often result in Chi Xiao/Baronne boards and should be sufficient to stop most Flundereeze hands on the first turn by themselves. Enforcer and it's looping destruction is also super handy for the deck as well.
The basic Swordsoul core is in there, with the possible exception of Summit. Some play it, some don't, however having that additional chance of a 3rd/4th monster going 1st with the better hands is too tempting to ignore. Usually going blind 1st I setup Chi Xio, Baronne, and either Omega if they've already tried to handtrap me, to rip an additional card from hand as well as gain deck knowledge, allowing me to have a better idea of where to use my interruptions or Riser due to the vast amount of powerful spell/traps there are. Games 2 and 3 i can change the 3rd monster to whatever is more devastating to that particular deck.
Handtrap wise i went with 2 Ash, 1 Nibiru, 2 Droll and 2 Imperm. The Droll are most effective against Lyrussic Tri and Floowandereeze because i want to try and prevent Barrier Statue from hitting the field. Also Droll is still effective against a lot of other meta decks due to the number of searches they have. If someone has the same idea as me it can also be a crossout target too, as sometimes i need to dig with Desires/Emergence and being droll'd there can make things awkward. Nibiru is mainly a crossout target and is beginning to be mained a lot as well, Ash and Imperm are the generic handtraps that can be used as well as crossout targets if needed.
Not much to be said about the spells. 2 crossout i believe is about right, 3 feels too bricky when you factor in the fusion destiny package. 2 DRNM simply because trying to out things like Statue, Dragoon, Herald and the mirror match can be a headache. The additonal traps are 2 Blackout because I want as many Swordsoul names as possible and extra grinding capability and Imperial Order to prevent opposing DRNM as well as any strategy heavily reliant on spell cards to carry out their plays.
The Extra deck is somewhat standard, perhaps the only thing that is different is the one copy of Dingirsu. The deck has a lot of capability in generating level 8's and also has two that can float. Having additional non targeting removal and an arguably easier way to get to Zeus can sometimes be of great benefit.
The side deck is primarily equipped to anticipate going second. 3 copies of Dimensional Barrier allow me to prevent many decks from being able to play. Shutting down the mirror, the ritial part of Drytron, the Lyrussic part of the Tri-Brigade builds, Fusion strategies, VW Synchros and the XYZ PK plays allows the deck to not be overwhealmed with too many things to try and interrupt.