User blog:Kuroxander/Adventurers review-Guide on How to Form A Party

(Will update the post with pictures in the next few days)

Disclaimer: All of it are just my opinion from play testing done and my personal bias towards a play style so there may be some points which are disagreeable with you or I may have overlooked something or even misinterpret what the cards do or made a mistake, if so I would like to know your opinion in the comments on others ways that the deck can be run or what mistakes I made in this blog post so that it can be corrected and improved. Also the deck list provided should be treated as sample of a competitive enough deck list and were created based on play testing done and my personal preferences so feel free to add or remove and change it around to suit your play style. It can also be used just to analyze on what adventurers do and what cards can you expect a typical adventurer deck to run. Also, I tend to get off topic really fast, which might annoy some of you, if so just ignored anything written in parentheses that might not interest you.

With X Ultimate Booster 1: Buddy Quest Monsters ～ Adventurer VS Demon Lord～ being fully spoiled, I want to say that the entire set is HYPE as hell and screams fun and enjoyment. I mean I get really excited and was impressed seeing all the new support Dungeon World is getting in the set, and no, not just because I like Dungeon world, the entire set is just pure fan service. We get support for all worlds in the form of most of the new monster in the set are dual cards and are characters and buddy monsters in the show that we enjoy. Regardless if you play Dungeon world or not, seeing each of your all your favorite characters and monsters that you like with amazing effects to go along with it would make anyone gets super hyped when their favorite monster and cards was revealed and others eagerly anticipating for their favorites to be revealed. Now after knowing all cards that the set has to offer, I will be doing a guide/review/deck list for adventurers in the set showing what each cards does for their respective deck and how to build an optimized deck using them.

 (Also thank you TheMan2014   for giving me ideas for the guide/review/deck list, all your contributions is greatly appreciated.)

 So let’s go to work. Right now in my opinion they are 5 ways of building a fun yet competitive enough adventurer deck. The first one is open center adventurer which will be the prime focus of this guide/review/deck list seeing as they are currently the most competitive and powerful variant of the attribute imo. Then there is als  o Roaring Thunder Brave, Gao   focused size 1 adventurers rush, Size 3 closed center which focused on   Archbishop, Genma. The other two are dual item knights (which is my favorite variant and I will cover the deck list in a separate BlogSpot) and dungeon enemy mix focused on monster that are both dungeon enemy and adventurers.(In all honesty, as I didn’t play test dungeon mix deck as much as I want, my opinion on it are most likely shallow and not representative of what the build can do and I’m sure others would provide more deep and meaningful opinion about this build’s full potential therefore I won’t do a deck list on it.)

Items
  So let’s start with items that adventurer can run, the main item you want to run is the new item from the Ultimate Booster which is Magic Sword, Aether Storm. This card is the item adventurers needed to make them competitive. It cost a gauge and a life, has 3k power and 2 crit, it increases the attack and def of all adventurer monster by 1k which is relevant for wall breaking since when link attacking with 2 monsters the value of the total attack is increased by 2k and it helps the low attack stat of adventurers a lot to get over cards like arthora boosted with crystal spike while only link attacking with 2 monsters and it also gets double attack when your adventurer link attacks which is the best part of the card. So it helps makes more link attack by having double attack to trigger your adventurer on link eff more consistently and also helps overcome wall which adventurer kind of struggle to do so before this set. There’s no reason to not run this card in adventurer focus build unless in Knight variant.

 The secondary item that you could run in the deck is Brave Equipment, Glory Seeker. There isn’t a real need to run a secondary item for the deck since most of the time you can search for your main item using mission cards and Brave Companions, Baku & Kuguru and most of the time you want to have Aetherstorm on your field, but this card is an option to run in order to consistently have items on the field each game so it depends on the preference of the player. (In all honesty, except for the knight items and AetherStorm, the item choice for adventurers sucks, most of the item does not do much for the deck, Mix deck can run Adventurer's Staff, Alcsbane or Magical Beast Tamer Flute, G'boy and Knights can consistently get out Eskamal and Bestia for their dual item build.) This item is a classic in adventurers and was a staple in earlier build of the deck. Right now it the second best we got so might as well use it. This card cost a discard from hand to equip and has a decent stat of 5k attack and 3crit, while the stat is decent, its effect is kind of a gamble, but still a free revive is good and may ends up winning you the game and with Ancient Weapon Pilot, Dash, you can proc its effect and still have the item on field since it gained Soulguard.

 For size 3 adventurers, you can run Purgatory Demon Warrior's Armor (when we eventually get it) as it can attack even when you have a monster in the center which you tend to have most of the time. The additional attack may also help you clear some weak def monster or deal some extra damage to the opponent. But since we don’t have it, running AetherStorm is also an option cause it increases your adventurers attack and def and that extra 1k can let you break wall or makes your size 3 survive longer with that extra 1k def.

Size 0
 Since I already mentioned Ancient Weapon Pilot, Dash, let’s start with him. Oh boy this card is stupid good. It’s a size 0 with 2k atk and 1 crit. It’s has a counter ability of entering the soul of an item on your field and give soulguard and penetrate to that item. Since it’s a counter and this card is a size 0, if you have a size 2 and a size 1 on your field, you call this card to the center, link it with another adventurer or attack with it to get an additional attack in. That’s good and all but the ability to counter this to protect your item with soulguard is a good counter for item destruction and the penetrate granted is an added bonus that could be useful sometimes. This card works well especially in Knights since the deck is heavily reliant on having two items on field so the ability to protect them is really crucial for that deck.

 The next would be Vampire, Shura which has 3k attack and 1 crit is a free gauge when enter and mill 3 cards from both player decks. Eh, we have better options for size 0 but this card is quite okay in executioners I guess, he would be a bit better in executioner if he also gives 1 life.

 Next is Empress, Queen Ageha which is slightly better than shura in terms of usefulness in adventurer. It has 2k and 1 crit and some pretty neat ability. This card is quite good for open center adventurers as it return to hand after link attacking so you can treat is as a free 2k and 1 crit boost to an adventurer monster on your field while also returning a card from your drop to the bottom of your deck so you can recycle your shields or any cards you like while gaining a life out of it (or even return cards from your opponent’s drop which is sometimes useful to disrupt your opponent play that requires specific number of attribute in drop or such eff.)

 Moving on we have Masked Swordsman, Kiri which has 2k attack and 1 crit and the ability to remove a soul from a card on the field to gain 1 life, which is quite ok to deal with soul wall or remove soul to activates set spell in Legend World but it’s more important effect is to counter call a Miseria from your hand so this card has some uses in dungeon enemy mix build to call inverse or omni lord miseria or the new miseria from the set.

 Continuing on with Suspicious Workshop, Gara which also has 2k attack and 1 crit and can grant another monster either a crit or 3k attack with penetrate which is a good ability and can be used to boost your Genma or double attacker or even make Gao even scarier, the only negative I have for this card is that it does not boost your item but the next card does. (Was expecting a legend dungeon dual card of Kakeru in the deck but it didn’t happen.)

 Blue Sky Princess, Ku is the triple R size 0 for this set and has 2k attack, 1 crit and increase your item attack by 3000 when it attack while also granting you a free gauge and draw. This card works well with AetherStorm since that card has Double Attack thus making the 3k boost has even more value if you have Dash in the item’s soul. The only downside with this card is that it triggers when your item attacks so your opponent has time to counter destroy it beforehand. The plusses this card give is good and this card shine the most when combined with the new mission set spell that can bounce this card back after it activates its effect to call another monster to replace it. ( If we eventually get it,) this card also works with size 3 adventurers not just because it is a size 0 but if you run Purgatory  Demon Warrior's Armor, it can boost it by 3k so that you can use it to clear some weak def monster and the free gauge and draw is too good to pass up. (Even though I like this card, I still doesn’t feel like this card deserve a RRR status as it is good but isn’t a huge playmaking card for the deck. Or maybe the boost this card gives to superheroine which I’m not quite familiar with makes it deserving of its rarity.)

 Like most of the size 0 discussed, Underling Sister, Hanako has 2k and 1 crit. This card let you gain a gauge and a life when another monster enters your field which is decent. In size 3 adventurer, this card is quite good to replenish resources you used when you called your size 3 and you can rest it with Genma then return this card to your hand with      Mission Card "Adventurer Guild, Aibo Academy"    to call it again next turn. In other variants, you can use this card with Tasuku since you can call him during the opponent’s turn and use this card effect to gain back the gauge and life used by Tasuku.

<p class="MsoNormal"> The last size 0 would be Assassination Sekt Assassin, Sakate which has 3k attack and 1 crit. It has an effect of paying 1 life to remove a soul from a card on your field and let you draw 1 card. This card isn’t that great in Adventurers even in size 3 variant because the free draw to me doesn’t outweigh the need of a soul for your size 3 soulguard. But in Oni assassin, this card is good for expanding your combos and let you gains resources while at it. (If this card has counter, it would be borderline broken in Oni Assassin.)

Size 3
<p class="MsoNormal"> So since we just talked about size 0, the next step should be size 1 right? But I decide to focus on size 3 right now since during the size 0 segment, I mentioned a lot of their usefulness and potential in the size 3 variant of adventurers and also because currently there is only 2 good size 3 to run in the size 3 variant.

<p class="MsoNormal"> The first would be the newly released Archbishop, Genma. He costs 2 gauge and a topdeck soul and has 8k attack, 6k def along with 2 crit, Double attack and Soulguard. His ability is an act of resting a size 0 on your field to destroy a monster on opponent’s field regardless of size which is quite a decent effect. (But if it is a counter, this effect would be better giving you an option to destroy an opponent’s during their attack phase at the cost of sacrificing some number of attacks during your turn.) The best size 0 to use alongside this card is Gara since you can use its effect to boost Genma and resting Gara to pop a monster is good since it does not have good stat or an on attack effect. With Mission Card "Adventurer Guild, Aibo Academy", you can bounce back the size 0 you rested with Genma effect to call over a new one so that you can still attack with another size 0 or cards that is treated as such. This is the card you want on your center most of the time and can be seen as the main boss monster for the deck. (But why Bushiroad? Why didn’t you give it an extra soul? The extra soul would make this card stay on the field longer and functions better as a boss monster for size 3 adventurers.)

<p class="MsoNormal"> The other size 3 that can be run is Great Pirate, Captain Kaido. He cost a gauge and a topdeck soul and has 5k attack and 2 crit. He can reduce its size by 3 if you have a size 2 or greater adventurer on your field, so it functions as both a size 3 or a size 0 if you have a Genma out. His ability is letting you pay 1 gauge to return a soul from a card on the field to the owner’s hand. This ability is stupid good and has a lot of combo and potential but since this card has been released for quite a while I expect most players know what this card can do, (but if not, some examples are: adding a shield or crucial card from this or genma’s soul to your hand, removing a soul from opponent’s monster to reduce their soulguard, removing souls from item or set spell that requires them to functions and even removing pesky dragonarms or cards that boost the monster if it is in the soul. The effect can also be used to counter ambush to some extent since ambush required the soul to be put into the drop.)

<p class="MsoNormal"> There are other size 3 adventurers but the rest of them aren’t good. So for size 3 variant of adventurers your choices are limited to 4 of Genma and 4 Kaido. But with the amazing search power adventurer has, you can open up with Genma most of the time.

<p class="MsoNormal"> But for the sake of maximizing the chance of activating Bonus Quest, (because the gauge gain and the draw is too good to pass up) you could still run some size3 adventurers like Brave of the Sun, Gao or Travelling Magician Combo, Tetsuya & Asmodai or if you run Masked Swordsman, Kiri you could consider running Ice Dragon Demon Lord, Miserea although it isn’t an adventurer but could still help out the deck a lot as miseria has some devastating effect.

Size 1
<p class="MsoNormal"> Adventurers have a lot of amazing size 1’s so yeah, this would be a long segment. For size 1’s, I would want to start on cards that can be run in the size 3 variant first since we are on topic for the size 3 variant.

<p class="MsoNormal"> The first size 1 I want to discuss is Fist Fighter of Divine Feet, Kanata. It has 2k power and 2 crit and can reduce its size by 1 if you have a size 3 or greater monster on field. Once per turn, when a card on your field link attacks, you gain 1 life and burn the opponent for 1. This effect is good and makes this card to even be run in some Demon Lord build since the life gain is good due to the Demon Lord’s lifelinks. This card is decent overall and helps push for more damage to the opponent while at the same time heals you.

<p class="MsoNormal"> The next would be Battle Master, Ban. He has 3k attack and 2 crit and can’t be called to the center and with similar requirement with Kaido, he can reduce its size by 1. He has an effect of when link attacking you can pop an item on the opponent’s field which is great to counter other adventurer deck which will definitely seen running around by destroying AetherStorm, prisms by destroying their crystal spike and hero world by destroying their transform or ride. A good card to consider running in most matchup and a must run in size 3 adventurer of the deck just for the sake of getting the ancient trio on field for manliness overload.

<p class="MsoNormal"> Moving on, right now I would be focusing more on the open center variant and size 1 rush variant of the deck, starting off with the RRR Roaring Thunder Brave, Gao. This card is free to call and the card you want to run more copies so it is a great choice for the buddy of the deck. It has 3k attack and 2 crit and when he enters the field you can give an adventurer monster an extra crit until the end of turn. This is decent but his most amazing effect is the ability to stand both it and another adventurer on your field by paying a gauge when this card link attacks with another adventurer. This ability is basically a better version of Dancing Magician, Tetsuya’s ability and replaces the need of Tetsuya in all adventurer deck. But you can still run both for even more attacks in a single turn in order to push for 20+ damage in a single turn so running both can be quite devastating for the opponent if they don’t have any counter destruction or counter rest cards. Mission Card "Adventurer Guild, Aibo Academy". saves it by returning it to your hand.

<p class="MsoNormal"> The next card would be a card that can combo well with Gao. Knight of Glory, El Quixote, is a card that was released way back in the Hundred era and was one of the first support Knight got and was mostly used in that attribute. It has 3k attack and 1 crit and when link attacking with another adventurer you gain a gauge and if you have an adventurer item equipped; El Quixote gets a crit and penetrate. When link attacking it with Gao, you can always guarantee a gauge for Gao’s effect since you can choose to resolve El Quixote’s effect first and then stand both El Quixote and it. Then you can can link again with El Quixote and gains another free gauge along with another crit to push for more damage.

<p class="MsoNormal"> The set also released a new version of El Quixote which is Drunken Old Man, El Quixote. He has 3k and 1 crit and when link attacking with another adventurer you gain a free gauge and draw. This card is quite ok at first glance since in exchange for resource gain, you sacrifice some damage potential, but with  Mission Card "Adventurer Guild, Aibo Academy"., you just replace it with another adventurer in your hand or maybe even the card you draw with El Quixote effect and the free gauge may help you pay for that adventurer’s call cost.

<p class="MsoNormal"> The next adventurer from Dragon world is Brave of the Sun, Yota. Honestly this is one of my favorite size 1 in the set just because bushiroad remember Yota exists. It has the same stat as his little brother but need a gauge to call. He has move and when destroyed it let you gain 2 life. It most interesting ability is when link attacking with another adventurer its power becomes infinite (which is a reference to the ability of Sun Fist, Sunshine Impact which was a important card Gao inherited from Yota. The only gripes I have for this card is that why does not Yota equip Sunshine Fist as an adventure, as it would make perfect sense considering his ability.) This card is good to run if you lack mover since adventure like to run items and there only few size 1 adventurers that has it, the life gain when destroyed make this card more worth it as a meat shield. The infinite power is an interesting option to beatdown center wall like Arthora if you find yourself to struggle handling that deck.

<p class="MsoNormal"> This pair of card would be discuss together because they both share similar effect and are both a really great card for adventurers. The RR Dark Knight, Gaito from the new set cost 1 gauge to call, has 6k attack and 1 crit. It has an ability to destroy a monster on opponent’s field by effect, mill cards from opponent’s deck equal to its size, then you gain life and your opponent take damage equal to that card size when it link attacks. The RRR Jet Black Grim Reaper, Gaito on the other hand that was released in D-BT04 cost 1 life to call, has 4k attack and 2 crit, and share a similar ability with the other Gaito but instead trigger when it attacks and gain you gauge equal to the destroyed monster size instead of the heal and burn eff. Both cards borderline broken good and gives you a lot of advantages from their effect. The problem is which one to run as they both has their pros and cons. In Knights you obviously run Gaito since it is a Knight so it is a no brainer for that deck but for adventurers it is hard to decide. The most efficient way to properly judge which one to run is to test them yourselves to set which does better for your deck. I personally find that Gaito is the better most of the time compared to the other one because the burn damage to the opponent is too good to pass up, although this Gaito lack a crit compare to the other Gaito, the extra burn damage more than make it up for it. Also, although this card’s ability requires link attacking to be triggered, the existence of Gao makes that restriction seems like nothing since with Gao you can gain an additional link attack and since Gaito ability isn’t once per turn, the opponent would most likely wouldn’t play you again after the fight. The same also hold through for the other Gaito since it also isn’t once per turn and can also trigger when link attacking with Gao. The advantage this Gaito has compared to the other Gaito is its superior call cost which requires you to pay 1 life which is consider better most of the time then paying a gauge and its ability to give you gauge is really good especially when the deck built needs a lot of gauge and this card can help generate them. Another option is to run both and use the high search power of adventure to fetch which one you need according to the situation and is a great way to test both of them in order to determine which one is more useful most of the time or if you feel running both is best then feel free to do so.

<p class="MsoNormal"> Woah, that took way long. Now for some short ones, the next card is a rather interesting which is Death Summoner, Kageura, the main character of the Buddyfight Spin off Dark Game Chronicle. He has 4k attack and 1 crit and has a on destroyed ability to call up to one size 1 or less Dungeon Enemy or Death monster from your drop zone by paying its call cost. This card is only useful in dungeon enemy or mix variant for example calling Bladewing Phoenix "SD" on the opponents turn to pop their monster or many other combos that I lack the knowledge to write about. This is card may have some uses in death but I never played the deck before so I’m not sure what benefits this card gives to the deck.

<p class="MsoNormal">The next card is also a death attribute card which is Former Baron, Shido. It has 2k attack and 1 crit and like most death has shadow dive. It also has an ability to grant your adventure including item shadow dive until the end of turn by paying a gauge. This card is quite useless in death because it doesn’t have at least 2 crit and I assume most of death monster already has shadow dive. In adventurer it has some niche uses to let your entire field ignore high def wall like arthora or monster in the center that do something when they are destroyed and just focus on dealing damage to the opponents as fast as you can. This card could be considered running in size 1 adventurer rush since most size 1 in the deck has low attack and the deck primary focus is too kill the opponents as fast as possible so this card kind of help with that. Since rhis card also counts as dungeon enemy, it has some uses in mix variant and can be revived by Kageura.

<p class="MsoNormal">The last card from darkness dragon world that was released in the set is Purgatory Swordsman. This card cannot be called to the center and once per turn, during your turn, you can destroy a monster you control to gain a gauge and deal 1 damage to the opponent. I personally like this card effect and find it extremely useful in size 1 rush variant since if your field is full of size 1, this card able to blow up your center and enable your item to attack. Another applicable use of this card is when your opponent counter destroy a monster on your field during your turn which they will most likely do to blow up your Gao or Gaito, you can counter destroy that monster with this eff to gain back a gauge and burn for one so to at least not let the monster death be in vain. With this card, testuya in your center and gao on your field along with AetherStorm, you will be easily reach 29 damage in asingle turn and with  Mission Card "Adventurer Guild, Aibo Academy", you will be able to push for more than 30 damage in a turn. Legendary Messiah, Tasuku also synergize well with this card as you can counter destroy tasuku at the end of battle since it will dies anyway. This combo nets you a 5k 2 crit attack, 2 gauge, 1 life and a free burn to the opponent.

<p class="MsoNormal">The next card would be an adventurer in another dragon themed world which is none other than Mr. Shounen Protagonist Tasuku-kun. He has an amazing stat of 6k atk and 2 crit and cost 1 gauge and 1 life to call and when he enters the field he can Death Grip a monster on opponent’s field. He has another once per turn ability of when your life is 6 or lower you can counter call him from your hand. This card is basically death grip on legs and is an amazing card for adventurer deserving of its rarity. You can counter call this to further your attacks, counter destroy a threat or simply to stop up to two attacks by counter calling it to the center and blow up another monster. Good card is good. As mentioned previously, if Hanako on field, you can gain back the resources paid for Tasuku.

<p class="MsoNormal">Continue on we have Guild Guide, Tsurugi & Stella. They have a 5k attack and 1 crit and when link attacking it grants you the effect of smile charm or just the combined of Craftsman, Baku and Sage, Kuguru. It’s nice to see both of them in a card but the ability does not offers much but what really hinders this card is the 1 crit. Kanata has 2 crit and thus make it a much better option than this card. The only advantage this card has is that its effect isn’t once per turn so you can gain up to 3 gauge and life if you link it with tetsuya and then with gao….

<p class="MsoNormal">Moving on to a more useful card which is Gangster of Justice, Mukuro. It has 5k attack and 1 crit. He has spectral strike for 1 and return to your hand after battling. He is quite ok as a quad formation enable but with most open center deck you rely on having a size 2 and a size 1 on your left of right so most of the time you want your boomerang dragon clone to be a size 0. The spectral strike eff is ok on a 5k atk but I rather run dash or suzuha than this card.

<p class="MsoNormal">Next we have Gossip Thief, Paruko which has 4k attack and 1 crit and when link attacking can randomly choose a card from your opponent’s hand and if monster burn the opponent for 2, if a spell you gain 2 life, if it’s an item or impact you get absolutely nothing, yeah!!! I would not dislike this card that much if it is ‘gain 2 life if the revealed card isn’t a monster’ but right now this version of paruko is not as good compare to the promo one that most people never got since looking at your opponent’s hand can give you insight on the opponent and let you plan ahead so if Gossip Thief has an effect to look at your opponent’s hand along with its already existing eff this card would has some worth to run.

<p class="MsoNormal">The last card from hero world is Armored Knights Leader, Genesis which has 4k and 2 crit. It’s effect is once per turn, if your cards have attacked four times or more this turn, you can counter discard this card from your hand., look at three cards from the top of your deck, put one from among them into your hand, put the rest into your drop zone. Basically this card a weaker version of Batzz X Link which let you gain 2 gauges and a life while also has a lower attack requirement compare to this card. In zetta deck, it is useful for after you attack with your impact monsters 4 times you use this effect to add another impact monster for you to call to further put pressure on the opponent and may help you end the game as in zetta deck you can call the added card in your hand if it’s an impact monster. But this card in adventurer does not serve much purpose, since adventure primarily focus on link attacking so unless you have  Mission Card "Adventurer Guild, Aibo Academy" it’s a lot of trouble just to fulfil this card condition to only let you replace this card in your hand with another card from the top 3 cards of your deck. Besides this card is basically a vanilla on the field so yeah I rather run the other 3 adventurer from hero world than this.

<p class="MsoNormal">But really hero world adventurers except for Ku are the worst adventurers in the set. It’s quite reasonable as hero world is also getting an Ultimate Booster along with Dungeon so if the hero world adventurers are too good, it will kind of make hero world even better than it already is when both set are released.

<p class="MsoNormal">The next card is Prince of East, Zanya & Akatsuki which has 5k attack and 1 crit and let you gain back a ninja or a set card from your drop zone when it attacks. This is useful in ninja to salvage your ninja, your lethal formation, hades fall and shinobi scrolls while in adventurers it is good to recycle your mission cards especially Mission Card "Form a Party!" This effect is quite decent but the problem I have for this card is that it does not do much other than that and require attacking to salvage cards from your drop zone. This card would be a bit better if it triggers on call and on attack and has 2 crit along with move since Swordsman of the East, Zanya has it.

<p class="MsoNormal">Another card from Katana world is Jester Dark Fox. It has a good stat of 6k attack and 2 crit and cost a gauge to call. It’s ability is quite an interesting one, like prior yamigitsune’s effect it activates at the end of battle of a skull warrior or an adventurer, you can target an adventurer you control and a monster your opponent control, destroy the first target and remove a soul from the second target then destroy that monster. This eff is a good monster remover especially monster that has soulguard so it is good to deal against center wall and especially Sol Aster and since this ability isn’t once per turn you can use its effect at most 3 times by targeting itself with its effect. So no matter how buff their soul is this card can destroy them effectively unless that soulwall cannot be destroyed by eff like arthora. (Because sol aster reduce all incoming damage by 2 so it greatly hinders the damaging potential of adventurer that focus on link attack the opponent’s directly so this card is a great counter to it but if the jacknife player already has justice force then you’re screwed.) Also this card can be used to destroy your center monster to allow your item to attack so it also enable quad formation in size 1 rush adventurers and also synergize well with Legendary Messiah Tasuku to get more worth out of that card.

<p class="MsoNormal">The final size 1 Katana World monster is Dark Merchant, Jin. It has 3k attack and 2 crit. Its effect is a once per turn, you call call a size 2 or less monster in your drop zone by paying its call cost and by paying another 1 gauge and 1 life. In skull warrior this card isn’t that good since skull warrior has set spell that function better in reviving the dead but the only advantage this card has is that it can revive any monster including Omni Lord so you can you it to recycle an omni lord you want like Mukuro since Mukuro goes kinda well in Skull Warrior.(Since you can only run one copy of an omni lord, once it hit the drop zone because of being sent there from gauge or destroyed you can salvage it back so this card can help you do that.) In adventurer on the other hand, it is quite useful tor revive key adventurers you want like Gao without having a chance of failure. My first impression of this card is that it is trash and does not deserve its rarity since other than reviving the death and saving your hand,   it does not have much uses and lack additional ability e.g. move like Black Demon Swordsman, Vader had while also costing a gauge and a life. But with the reveal of  Mission Card "Adventurer Guild, Aibo Academy", my opinion of this card changed a lot, since you can return this card to hand with Aibo’s effect therefore you can reuse its effect every turn to revive and adventurers in your drop and let the adventurers in your hand to instead be called by Aibo academy. So running 1 to 2 copy of this card is especially good to recover your resources in mid to late game so this card is good recovery card with the only downside of costing a gauge and a life to revive your monsters.

<p class="MsoNormal">So after seeing all this amazing adventurers, maybe you are considering on which to run and which to not and run how much you want to run. In adventurers, the key search power of the deck is Mission Card "Form a Party!" and the new Brave Companions, Baku & Kuguru so you can get away for running 2 of each adventurer you want.

<p class="MsoNormal">Mission Card "Form a Party!" can be searched by both Twin Tail Incubus and Mysterious Fortune Teller, Sofia in dungeon world. Incubus has 2k attack and 2 crit and when called you may pay 2 life to search for a mission card, most of the time either Form a Party or  Mission Card "Adventurer Guild, Aibo Academy" to trigger an already set Form a Party. Although Incubus is not an adventurer, the option of searching for mission cards while only paying life is really great and if you buddy this card, you can gain additional life when you buddy call it to help pay for the search cost of this card. The other mission searcher is Sophia. She has 4k attack and 2 crit and cost a gauge to call. When she is called, you can discard a card to search for a set card which all the mission cards you run in the deck are. Her other ability is also stupid good as she can nullify the ability of monster that she is in battle with, so you can link with this card to get over a non-arthora center wall with 1 attack and destroy a non-Sol Aster Jacknife with Sophia. I personally prefer Incubus over Sophia for mission searching since Sophia herself require a gauge to call and the life cost of incubus is better than the discard cost of Sophia but Sophia has more worth as a monster in the field as you can use it to nullify abilities of problematic monster also you can return Sophia to your hand with Aibo to reuse her again next turn. So it is recommended to run both to see which one you like more or you can also run 4 copies of both of them to get yourself to open with mission cards more consistently.

<p class="MsoNormal">The other searcher for adventurers is Brave Companions, Baku & Kuguru. They have 5k atk and 1 crit and cost 2 gauges to call. When called, you can search your deck for up to one adventurer monster or an item to add to your hand. This card is simple searcher and can be treated as a spell and be replaced with the adventurer you search or you can return it to your hand with  Mission Card "Adventurer Guild, Aibo Academy" and call it again next turn. In size 1 rush, you can call it to the center to search for Purgatory Swordsman or Jester Dark Fox, attack with it then get rid of it with their effect to achieve quad formation. This card’s only downside is the 2 gauges cost since most of good adventures requires gauge to call or need it for effects but this card can be used to replace the need of mission cards in the deck but with Aibo Academy existing as a card so running mission cards are still a better choice then running this. Or if you want you can run both this and mission cards to search for your adventurers, I find running both in size 1 adventurer rush is really good and consistently get out your desired field each turn and since only a handful of size1 adventurer requires gauge to call you won’t have to worry much about this card’s call cost but running some free gauge cards like El Quixote, Hanako, Ku and Dangerous Fuse is recommended in size 1 rush because you are unable too run Bonus Quest in that deck.

<p class="MsoNormal">I think that’s all the size 1 I want to cover, the next segment is for size 2 which is greatly less in number.

Size 2
<p class="MsoNormal">For size 2 in adventurer, the best one in adventurer is undoubtly Immortal Sword Saint, Shosetsu. He cost a gauge and a top deck soul, has 6k attack, 2 crit, soulguard and move. His ability is preventing Irem on your field from being destroyed and when your item attack, you can remove a soul from a monster on your opponent’s field. This card, just the existence of this card make adventurer so much better and help boost their defence capability while at the same time help deal with indestructible soul wall like arthora. (In knight, since you need to have two items on your field, running shousetsu guarantee their protection from your opponent’s counter destruction while having two item means that you can remove two soul from your opponent arthora with the greatest of ease.) Shousetsu imo shines best in knights and still quite a great in pure adventurers since protecting your item, soul remover and a 1 soul move is really good to find any faults in, the only thing I can criticises about him is his poor 1k def meaning it can be easily destroyed by almost all monster in the game and can be easily hit by some defence targeting counter destruction like Hidden Crossbow. This card also replace the need of Loaned Possession Knight, Jake in adventurers deck since this card stay on the field longer and gives more to the deck and the only advantage Jake has is preventing your item from being rested which is less common than item destruction. This card is too good and the artwork is amazing as well, wish Shousetsu has more screen time in the anime.

<p class="MsoNormal">The next size 2 is the one I find to be the second best for the deck which is Windmill Knight, Noboru. It cost 1 gauge to call and has 6k attack, 1 crit and 5k def. This card is a significantly improved version of Blue Knight, Noboru with additional El Quixote effect. It gains you gauge when you deal damage to the opponent, has double attack which means you can gain gauge twice and when you have two or more adventurer in the field, this cards gains a crit and move. The gauge gain ability and the 2 crit along with double attack makes you gain at least 1 gauge with this card since in adventurers your opponent would be more wary of your 3 crit adventurers boosted by gao and your link attacks so they would save their shield for them which means normally they would let Noboru’s attack through so the gauge gained or they would be wary of your gauge gained and stop this card attack while wasting a shield or two so this card basically paid for himself, the gained gauge can further be used for further plays next turn, as cost for your spell like Divine Protection of Shalsana,  Pillar of Fire or Obstinacy Drink, Bunny Call or can even be used for your impact (if you choose to run any, in knights, you can gain gauge to impact call El Quixote "Golden Age!"for game which make this card perform amazing well in knights compared to adventurer while at the same time replace both Shadow Break Knight, Leonid while Shosetu replaced Triumphal Knight, El Quixote). The 6k attack can be buffed to 7k with AetherStorm’s eff and the 5k def can be buff to 6k which means it can easily help to deal with high def wall twice and move to the center to protect you from attacks. In Knights, you can buff him up with rosinante so that he gains a crit and soulguard which buff Noboru’s offense and defence capabilities greatly but sadly Rosinate isn’t an adventurer so it can’t be search by any cards currently in dungeon world. I really like this card so I’m a bit biased on my opinion of this card being the second best size 2 in the deck, if you don’t like this card, maybe you will try running the next few size 2’s.

<p class="MsoNormal">The next card is a MILF. Master Monk, Suzumi has 6k attack and 2 crit and is free to call. She has an on link effect of salvaging an adventurer from your drop zone which is quite a decent effect to retrieve key pieces for next turn but not as impactful. A neat combo for her is to link with her son to stand her then link again to gain back another adventurer. If you have  Mission Card "Adventurer Guild, Aibo Academy" on field you can return this to hand to call the adventurer you just added preferably a size 2 or recycle back your Tasuku to and since this card is free you could easily call it again next turn to rinse and repeat. Her other ability is the ability of counter paying 1 gauge to buff an adventurer attack by 2k which is similar to the effect of dragonknuckle that is featured in this card artwork. Since it does not specify monster, you can use it to buff your double attacking AetherStorm and since it isn’t once per turn you can use it to buff your item from 3k to 9k in order to get over arthora or other similar wall provided you have enough gauges for it. Since it’s a counter you can also used this effect to get over counter spell that increased def of a card but such cards already fall out of relevancy other than body is steel. I run in my version of adventurers just because of the artwork alone though but imo this card is good just because it synergizes with both Gao and Aibo Academy which to be honest is the key playmakers for the deck.

<p class="MsoNormal">Four Divine Shepherd, Suzaku has 7k attack and 3 crit and cost 2 gauge and a top deck soul. This card has soul guard and the ability of calling a size 1 Dungeon Enemy or Neodragon from your drop by paying its call cost. This card has some use to call Incubus to search for Mission cards or other dungeon enemy in mix variant. In SDW, it can be used to call Luminous Blue or Star Dragoner, Jacknife SD to buff its soul. Honestly if this card is size 1 or less it would be decent but right now it is only okay.

<p class="MsoNormal">The next adventurer is Shadow Master, Wataru which has 7k attack, 2 crit and 4k def. It cost a spell from drop to soul and 2 gauge to call and has soulguard. Its ability is buffing the atk and def of all monsters on your field by 1k if it has 3 or more soul which is not easily achievable in Dungeon World but even for shadow shade the extra 1k does not offer much for the deck. Its other ability is that when it attacks, if it has 1 or more soul, it gains double attack. The 7k attack is huge and can be buffed to 8k by Aetherstorm and the double attack allows this card to get over high def monster or items with the greatest of ease. But the requirement of needing a soul to double attack hinders this card usefulness quite a bit as once its soul get removed, it becomes effectively a vanilla. If it has move it would be better as a size 2 option for the adventurers.

<p class="MsoNormal">The next card is a new blade beast (which I extremely happy about) which is Windbreak, Munechika. It has 6k attack, 2 crit, move and the ability is the ability of salvaging an item from your drop. The item recovery is ok in both blade beast and adventurer but not quite what blade beast or adventurers need. At least it has move and it is the only decent size 2 adventure that is free to call. Also this card can also be used in dungeon mix since it is also a dungeon enemy.

<p class="MsoNormal">The last dual card in adventure that I want to cover is Imperial Guards​ Three Knight, Nano Guardians. The artwork is cool and seeing the 3 nanomachines brothers together is nice. They have 5k atk and def and 2 crit while costing a soul from drop and 1 gauge which make it easier to call than Wataru. They have shadow dive, soulguard and the ability of turning any card in your hand into Art of Body Replacement. It’s quite great card imo and it can annoy the opponent since you can keep nullify all of their non-link attacks and if they choose to link just protect yourselves or your monsters with Divine Protection of Shalsana. The soulguard and def is good to help this card stay on the field longer and the shadow dive is useful sometimes. This card is also good for ninja as another option for the deck other than just gojinmaru. This card is also useful to turn dead copies of items you have in your hand into shield which is quite decent in Knights which this card is. This card also counts as dungeon enemy so this card works well in dungeon mix too. (Also, why does all of the katana buddy monsters other than Kid Ibuki is an adventurers and not Demon Lords?)

<p class="MsoNormal">The next card is both an adventure along with a demon lord which is Revolution Demon Lord, Rebellious. He cost a a top deck soul and a gauge and has 6k attack and 3 crit. He also has soulguard and lifelink 1 along with the ability of counter destroying a monster on the opponent’s field by sending an item from your hand or field to drop. This is a pretty good card as like Nano Guardians, it get rid of additional copies of items while at the same time disrupt the opponent’s play and when desperate you can also used the item on your field as sacrifice. Since it’s a knight, it still functions better in that deck because you have 2 items on field most of the time and you ends up with more dead item copies in your hands when compared to adventurers.

<p class="MsoNormal">Last but not least is Revenger, Ikazuchi, (which honestly I forgot to write about, good thing I remember before posting this.) It cost a top deck soul and a gauge to call and has 5k attack and 2 crit. If you have an originally size 3 monster on your field, this card’s size on your field is reduced by 2. Also once per turn, when a size 3 monster on your field attacks, deal 1 damage to your opponent. This card only functions well in size 3 adventurers and hundred demons. The soulguard makes this card last on the field longer and the free burn is nice to have. But since this card is a size 2 in your hand, this card becomes mandatory to run 4 off’s just so you can have more targets for Bonus Quest in size 3 adventurers.

Spells
<p class="MsoNormal">I won’t discuss spells in details since dungeon has had them for ages except for the new spells released in the Ultimate Booster. For spells we have defence spells, counter destruction, Draw or charge spell and Mission Spell.

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Defense
<p class="MsoNormal">For defence spells, adventurer can run Divine Protection of Shalsana, Glacious Defense Wall and Quiescence of Cassiade. In adventurers I normally run the first 2 since they can protect the monsters from attacks, while Cassiade is good to reduce effect damage and stop attacks that cannot be nullified, it’s not that important in the current format imo since it only reduce it by 3 and not to 0 while many other worlds has access to better reducing spell. Another card to run as defence is Obstinacy Drink, Bunny Call. This card is good to protect your adventurers from effect or battle destruction once and is especially good to counter the opponent’s counter destruction spells during your attack phase to protect cards like Gao. Since this card does not specify monsters, you can also use it to protect your item or Mission Card "Adventurer Guild, Aibo Academy" from item or spell destruction although the latter is less common but since Aibo is one of the nest card in the deck, the ability to protect it is quite vital.

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Counter destruction
<p class="MsoNormal">For counter destruction, adventurers have access to  Pillar of Fire, Dig a Hole, Hidden Crossbow and Rolling Stone. I personally don’t like hidden crossbow that much although it’s free to cast you can only target a few size 1 one or less or sometimes size 2 monsters which sometimes make this card dead in hand but is still useful against low defence deck like adventurers and death. Dig a Hole requires you to pay 1 gauge and 1 life to destroy a monster when it enters the field. This card is useful because it enable you to counter destroy targets that you can’t with pillar of fire but the timing of casting this card only when monsters enters the field hinders it as you mostly want to cast counter destruction during the start of the opponents attack phase to prevent your opponent from calling another monster to replace it. Also since monsters with 6k or more defence are mostly size 3 or higher monsters, the opponent’s mostly will call them to center so this card is unable to deal with them so making pillar of fire a more consistent choice. But still in DDD Meta, this card was useful to destroy Balle Soleil which has 7k def, impact monster called by zeta and size 3 called using Transcend Dragon Emperor, Ewigkeit effect, so this card is still useful to deal with Neo Zwei which is honestly a challenge for adventurers. The next would be Rolling Stone since you run open center is useful to deal with center soul wall like arthora to remove the soul in one go and matchups against ancient world. Therefore Pillar of Fire is the most consistent counter destruction spell that dungeon has but the others are still useful in specific matchups.

<p class="MsoNormal">Althouggh it isn't a counter destruction spell, Bind Trap is a great card against Thunder Empire to stop Batzz and other pesky double attackers that the deck has. It is also good as a counter against adventurer since most adventurer has low defense.

Draw or Charge
<p class="MsoNormal">Moving on to draw or charge spell. The best one currently in Dungeon World is Bonus Quest which cost a size 2 or greater monster in your hand to let you gain 2 gauges, 1 life and 2 draw. This card makes you plus harder than Dragon Emperor Legend and is stupid good. The only downside this card has is needing to discard size 2 or higher monsters which honestly not that easy to achieve since in adventurers you mostly run size 1 monsters since they don’t clog the field with their size but in size 3 adventurers this card is a must to let you gain gauges need to call your size 3 and get you more size 0’s from the draw. In adventurers you can still run this card at 4 provided you run a bit more size 2 which I find is easier to do in Knights since in Knights you want to run max copies of Kamil and Shousetsu, some copies of Nobour or Rebellious or Nano Guardians and some copies of your El Quixote "Golden Age!" as your finisher. In adventurers, you want to run more size 1’s since cards like Gao is very important for the deck but by running a bit more size 2’s, you can still increase the chance of getting bonus quest’s effects. (But honestly this card is amazing in Demon Lord since almost all of the new Demon Lord are size 2 or higher)

<p class="MsoNormal">The others draw or charge spell that dungeon has had are Dangerous Fuse, Dangerous Bed of Damage, Golden Treasurebox and Oracle of Tuval. Dangerous Fuse should be run at 4 in size 1 adventurers just because that deck don’t have access to Bonus quest and the gauges or draws are welcomed for the deck since both are mostly good because if it is gauge you can use Baku and Kuguru to search for what you want and if it’s draw just use the cards you draw preferably  Mission Card "Form a Party!" or a mission searcher to set up your field. Spring is good if you really desperate for gauge and it can destroy monsters for free. The only downside is the lifebreak 6 requirement which I honestly isn’t a much fan of. The next card with lifebreak 6 requirement is Golden Treasurebox. I don’t like this card either not just because of the lifebreak. This card gains you draw equal to the monster milled and if not a monster you gain gauge and draw instead. It’s nice that luck based card has safety net so that you don’t minus out of it but this card is still a minus if you milled a size 0 which will get you absolutely nothing with this card’s effect. The 3 draw from milling a size 3 is tempting and in the new demon lord this cards works wonders but just the risk of minusing by milling size 0 isn’t worth it in my opinion for the potential 3 draw or gauge and draw. In other builds of adventurers except size 1 rush which it is not worth running, this card is quite good unless you mill a size 1 which happened quite a lot of time with me when testing this. This card is a fun and interesting card with some risk and reward in it just like when opening a treasure chest to get treasure or eaten by a mimic. I like this card very much and enjoy the luck factor in it but I just could not logically recommend this card since it is a luck based. For Oracle of Tuval, it’s a Dragonic Grimoire clone which is I don’t like just because of the lifebreak cost and the requirement of discarding your entire hand which make this card dead until mid to late game and running to many copies makes it deader but if you want just run 2 since adventurers has access to better draw spells.

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Mission Cards
<p class="MsoNormal">Last but not least, we have mission cards which in I will only discuss about some relevant ones like  Mission Card "Form a Party!", Mission Card "Rest at Nazaro Hot Springs!", Mission Card "Defeat Monsters!", Mission Card "Gather the Friends!" (just because it is new) and especially Mission Card "Adventurer Guild, Aibo Academy". The others mission cards that adventurers have are Mission Card "Earn Experience Points!" which is trash (because the need of 4 soul which even in Knights require 2 turns or with El Quixote "Golden Age!" just one turn but since its an act, you need to wait the next turn to give your item, after all the set up, double attack…so yeah trash) and became even trashier with the existence of Aetherstorm; Mission Card "THE Teamwork" while good is too slow since it only gains soul once per turn; Mission Card of Judgment, "Great Spell, Apocalypse" can be easily achieve in the turn it is set because of it triggering when monsters not just yours or your opponent’s are destroyed by battle or effects but it only grant you a measly draw; Hundred Demons Mission Card, "Aim for the Link!" has a decent eff, just the ability to blow up any card is good but the need of casting 3 spells beforehand make this card activation not guaranteed or just too slow.

<p class="MsoNormal">For the mission cards we have for ages,  Mission Card "Form a Party!" is a free searcher that only requires another Mission card to be set. Mission Card "Defeat Monsters!" is a 2 draw by destroying your opponent’s monsters by attack which the effect is great but the requirement is not that good since you mostly want to attack the opponent directly rather than their left or right monster and destroy monsters with effects like Gaito or Jester Dark Fox, or when the opponents defence against your attack so sometimes you could not meet the requirement of this card in a turn. Mission Card "Rest at Nazaro Hot Springs!" is a good recovery card and triggers when your adventurers are destroyed by attack which is good with movers and especially in size 3 adventurers since you want your size 3 in your center and the opponent needs to destroy them before getting to you so you can get back that size 3 and/or other adventurers in your drop.

<p class="MsoNormal">The new Mission Card "Gather the Friends!" is also a recovery card that lets you call an adventurer from your drop zone once per turn if you win in RPS against your opponent. I used to thought that this card is a 1 in 3 chance of getting calling an adventure from drop for free but after FutureKnightX corrected me, it’s actually a 1 in 2 chance because in buddyfight, the rules state that when a card asks you to do RPS, you redo after any ties until someone wins, unless the card has a result if there is a tie. I don’t really like to run cards that require luck to get its effect but you can run 1 to 2 copies of this card since you can search it and potentially revive an adventurer.

<p class="MsoNormal">I saved the best for last. The final mission card is  Mission Card "Adventurer Guild, Aibo Academy". This is card is literally the best card revealed in the entire set and is the finisher for the deck since pure adventurers don’t have a good impacts or impact monsters. The combo plays this card make for adventurers is amazing and I already mentioned some combos you can do with this card in the previous segments. The basic plays of this card is to call an adventurer to gain and additional attack or returning an adventurer in your center so that your item can attack since it’s a may call so you can choose not to call a monster to the center or prevent the destruction of your adventurer during your attack phase by returning them before they are destroyed. But still this card offers a whole lot more for the deck so just run this card and tests it out yourselves and sees what kind of crazy combo plays you can do with this card.

Impacts
<p class="MsoNormal">As adventurers does not have access to any impact monsters that it can run that does not require knights or two items. So we can only run some normal impacts which I won’t discuss in detail as we have had them for a while. Fortune Select! is not worth it to run as the life break 4 and cost 2 gauges to just draw 2 cards or counter put a card to the top of your deck just to trigger Glory Seeker’s effect…yeah not worth it. This Strike, Shall Determine the Fate of the World! is a generic 4 gauge for 4 impacts so that’s trash too. Full Strash Formation is quite decent to run in the deck as a finisher but still it can be easily stop by most defence spell since it’s only one single huge attack. Dead End Crush! is quite good for 2 gauges and don’t have a hard to achieve rand can finish of the opponent when they are at 3 or less so if you want to run an impact go for Dead End Crush. But honestly with the multi attack power adventurers gained from the Ultimate Booster, there isn’t a real need for running impacts in the deck.

Open Center Adventurer
<p class="MsoNormal"> Items 

3x Magic Sword, Aether Storm

<p class="MsoNormal">Spells

<p class="MsoNormal">4x Divine Protection of Shalsana

<p class="MsoNormal">4x Glacious Defense Wall

<p class="MsoNormal">4x Pillar of Fire (some copies of it can be change to Bind Trap for dealing with double attackers that has low defence)

3x Bonus Quest

<p class="MsoNormal">4x Mission Card "Form a Party!"

<p class="MsoNormal">  4x Mission Card "Adventurer Guild, Aibo Academy"

<p class="MsoNormal">2x Mission Card "Rest at Nazaro Hot Springs!"

<p class="MsoNormal">***Mission Card "Gather the Friends!" (optional to run at 1 if you don't want to run Jin but I rather not take a gameble.)

2x Obstinacy Drink, Bunny Call

Monsters

SIze 2

4x Immortal Sword Saint, Shosetsu  (Buddy unless you run Incubus, if so Buddy it instead)

2x Windmill Knight, Noboru.

1x Master Monk, Suzumi

1x Imperial Guards​ Three Knight, Nano Guardians.

(for the other size 2 other than Shosetsu, run any number you want as long as your total number of size 2 is 8 which I fine is a consistent number to activate Bonus Quest effectively, I personally prefer 2 Noboru and 2 Suzumi.)

<p class="MsoNormal">  Size 1

<p class="MsoNormal"> 1x Battle Master, Ban

<p class="MsoNormal">  2x Roaring Thunder Brave, Gao

<p class="MsoNormal"> 2x Dark Knight, Gaito and/or Jet Black Grim Reaper, Gaito

<p class="MsoNormal">4x Twin Tail Incubus and/or Mysterious Fortune Teller, Sofia

<p class="MsoNormal">1x Dark Merchant, Jin

<p class="MsoNormal">2x Guardian of Destiny, Tasuku

<p class="MsoNormal">  Size 0

<p class="MsoNormal"> 1x Blue Sky Princess, Ku

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Size 1 adventurer rush
 Items 

3x Magic Sword, Aether Storm

<p class="MsoNormal">Spells

<p class="MsoNormal">4x Divine Protection of Shalsana

<p class="MsoNormal">4x Glacious Defense Wall

<p class="MsoNormal">4x Pillar of Fire (some copies of it can be change to Bind Trap for dealing with double attackers that has low defence)

<p class="MsoNormal">4x Mission Card "Form a Party!"

<p class="MsoNormal">  4x Mission Card "Adventurer Guild, Aibo Academy"

<p class="MsoNormal">2x Mission Card "Rest at Nazaro Hot Springs!"

<p class="MsoNormal">*Mission Card "Gather the Friends!" (optional to run as 1)

2x Obstinacy Drink, Bunny Call

Monsters

<p class="MsoNormal">  Size 1

<p class="MsoNormal"> 1x Battle Master, Ban

<p class="MsoNormal">  4x Roaring Thunder Brave, Gao      (Buddy unless you run Incubus, if so Buddy it instead)

<p class="MsoNormal"> 2x Dark Knight, Gaito and/or Jet Black Grim Reaper, Gaito

<p class="MsoNormal">2x Purgatory Swordsman

<p class="MsoNormal">2x Jester Dark Fox

<p class="MsoNormal">**2x Brave Companions, Baku &amp; Kuguru (is an option to run more in the deck)

<p class="MsoNormal">4x Twin Tail Incubus and/or Mysterious Fortune Teller, Sofia

<p class="MsoNormal">1x Dark Merchant, Jin

<p class="MsoNormal"> 2x Brave of the Sun, Yota

<p class="MsoNormal"> ***Knight of Glory, El Quixote and/or Drunken Old Man, El Quixote (is an option to run at 2 in the deck)

<p class="MsoNormal"> ****Dancing Magician, Tetsuya (optional if you want to push for ridiculous damage)

<p class="MsoNormal">2x Guardian of Destiny, Tasuku

<p class="MsoNormal">  Size 0

<p class="MsoNormal"> 1x Blue Sky Princess, Ku

<p class="MsoNormal">

Size 3 adventurers
<p class="MsoNormal">Items

<p class="MsoNormal"> 3x Purgatory Demon Warrior's Armor

<p class="MsoNormal">Spells

<p class="MsoNormal">4x Divine Protection of Shalsana

<p class="MsoNormal">4x Glacious Defense Wall

<p class="MsoNormal">4x Pillar of Fire (some copies of it can be change to Bind Trap for dealing with double attackers that has low defence)

<p class="MsoNormal"> 4x Bonus Quest

<p class="MsoNormal">***Golden Treasurebox. (optional to run if you feel lucky, replace some cards to run any number of this card you want)

<p class="MsoNormal">4x Mission Card "Form a Party!"

<p class="MsoNormal">  3x Mission Card "Adventurer Guild, Aibo Academy"

<p class="MsoNormal">2x Mission Card "Rest at Nazaro Hot Springs!"

<p class="MsoNormal">**Mission Card "Gather the Friends!" (optional as 1)

<p class="MsoNormal">Monsters

<p class="MsoNormal">Size 3

<p class="MsoNormal">  4x Archbishop, Genma

<p class="MsoNormal"> 4x Great Pirate, Captain Kaido

<p class="MsoNormal"> *Ice Dragon Demon Lord, Miserea  (optional as 2 if you run Masked swordsman Kiri)

<p class="MsoNormal">  Size 2

<p class="MsoNormal">3x Revenger, Ikazuchi

<p class="MsoNormal">  Size 1

<p class="MsoNormal"> 2x Battle Master, Ban

<p class="MsoNormal"> 2x Fist Fighter of Divine Feet, Kanata

<p class="MsoNormal">4x Twin Tail Incubus (Buddy) (Don't run Sophia just because it cost a gauge which you rather save fro your size 3's)

<p class="MsoNormal">  Size 0

<p class="MsoNormal"> *Masked Swordsman, Kiri (optional as 2 if you run Ice Dragon Demon Lord, Miseria)

<p class="MsoNormal">* Blue Sky Princess, Ku (optional as 1)

<p class="MsoNormal"> 2x Suspicious Workshop, Gara

<p class="MsoNormal"> 1x Underling Sister, Hanako

Conclusion
<p class="MsoNormal">That’s it I guess. Adventurers are AMAZING and are really fun to play. After seeing this guide/review/decklist post, I hope you can try and build adventurers and test it yourselves to see how fun it is to play the deck. I’m tired out from doing this post until late at night for 3 days straight so sorry if there is tons of mistake especially grammar mistake in the post. I think the next thing I will do is a decklist for Knights and after that for Drop Zone Dragon Knights and after that a guide/review/decklist for Guardians just like this one but that won’t be out until august or if any of you have request I can do other decks if I have the time to. So that’s all you next time and thank you for reading through this blog post.

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