What doton said makes actually sense
Lets have an overview of your resources for draw power
Allure of darkness: 5 monsters
2 D-Draw: 3 monsters
ROTA: 10 monsters
3 E-Hero call: 4 monsters (1 stratos + 3 bubbleman)
ChargeOLB: 6 monsters
3 Solar Recharge: 6 monsters
This is actually OPTIMAL STARTING store of resources for spells.
The Real store looks more like this:
You have LS monsters that may send your resources to grave
After using ChargeOLB you have 5 monsters left (still if you didn't draw them or didn't send them to grave before)
If you use Solar recharge, you send 2 other cards from top to grave which thins your deck for better draws, BUT, in your case it might cause you bad draws, because of too much "draw power" cards. In your deck its even better to mill the draw power cards instead of their resources - actual monsters
3 e-hero call: use 1 for stratos, get bubble, then you have 2 calls for 2 bubbleman, and at least one of those will get milled
2 D-draws with 3 resource cards which you must have IN hand to activate the drawing actually, and the monsters can get milled too.
So the problem is milling the resources you actually need for your draw power cards, and for milling, you have 10 cards in your deck, which is 25% of the deck.
To make the chances for D-draw bigger, you need to put at least 1-2 more D heroes.
Automatically chances for allure of darkness are bigger since d heroes are all dark.
To make the chances higher for getting required resources to hand, you must take out some milling cards, either the spells or ls monsters.
By taking out 1 E hero call, you have 1 space free to boost something else.
So here are my suggestions:
-1 E-Hero call
-3 D-hero defender +3 Diamond dude +2 d-hero malicious
-1 lyla -1 jain +2 ryko
-1 Solar recharge
By putting diamond dude, you lose Defensive tactics, but you gain on draw power, without resources you can activate D-Draw,and solar recharge, +++ you can activate any other spell except mask change, thats a lot of percentage for success (45% at start, but real percentage is at least 30%, and that is still enough)
2 Ryko simply allows you to destroy some troublesome monster cards too. Even if you summon your fusions easily, youll get in situations where you need that dog.
In my eyes, this will probably help your build, but try it yourself.