Thread:TyrantRex/@comment-5839223-20140808123616/@comment-24923366-20140808170612

Well, 72 Pillars thrives with plenty of Size 1s, and most have 2 critical, which is great. Though people are quick to espouse Asmodai's virtues, the deck can run perfectly fine without him. Paimon, Zepar, and Gremory are great units to use, and with a Gunrod (not Martil), you can deal 3 damage turn one.

Magic World has some good weapons to choose from; the Gunrods. Bechstein and Stradivarius are the cards that make the deck deal out a steady stream of damage, and Stradivarius gives +3000 Power, turning Valefar into an effective wall breaker. Martil is if you need power to break a wall over damage, and has the boon of being costless. Magic Arm Burning Fist is good if you need link attacks to bust through stuff, but the life payment is slightly iffy.

Keep in mind, Magic World's bread and butter is spells, and the deck should reflect as such (and you have a LOT of options). Tyrant is correct; Nice One! is a staple, and running it at anything less than 4 is flat-out suicide. There's also Devil Advantage, which is fine at 3, and useful for doing things like fetching back Buer (which is a net gain of +1 gauge, +2 if you've Astaroth on the field).

Great Spell Saturday Night Devil Fever is one of the best cards in 72 Pillars; refills your deck and allows basically a 2nd combat phase (and also allows on-call skills like Asmodai's to be used again).

Magic World also has a plethora of defensive spells at its disposal; Chillax! can save you from stacked Penetrate or potentially game-ending moves, Magical Goodbye screws over monsters with high call costs and is great for clearing the center. Oops! ruins Ancient World and Danger World, but 2 gauge is heavy and is recommended to be sideboarded. Solomon's Shield is great for stopping high-crit monsters.

Magic World also offers great support spells in the form of the Keys of Solomon, Volumes 1 and 2. The first gives you +2 gauge, which is a godsend to Magic World, and the second ordinarily just gives you +1 life, which is great on it's own, but if the 1st volume is in the drop zone, you can also draw a card, turning it into a +0.

I have here a decklist that I think might be somewhere up your alley.

(Deck) It's Devil Fever, Baby

Flag: Magic World Buddy: Demon Realm Warrior Zepar/Preacher of Beauty Gremory/Fallen Angel Paimon/Demon Doctor Buer/Demon Realm Death Metal Valefar

Item (4)

2 Gunrod Stradivarius 2 Gunrod Bechstein

Impact (2)

2 Diabolical Hardcore

Size 1 (20)

4 Demon Realm Warrior Zepar 4 Preacher of Beauty Gremory 4 Fallen Angel Paimon 4 Demon Doctor Buer 4 Demon Realm Death Metal Valefar

Size 3 (2)

2 Rebel Belial

Spell (22)

3 Chillax! 2 Magical Goodbye 3 Solomon's Shield 4 Nice One! 2 Great Spell Saturday Night Devil Fever 3 Devil Advantage 3 Key of Solomon First Volume 2 Key of Solomon Second Volume

This deck is designed to take full advantage of the benefits 72 Pillars has. Buer charges the gauge and kills himself to provide more setup for GSSNDF. Belial is a potential field wipe and can fill the drop zone for Devil Fever as well. With the insane draw power the deck offers, you can afford to run only two Impacts. Keep in mind Diabolical Hardcore is also a 72 Pillars (as is Devil Fever), so they can be brought back with Devil Advantage. Good side options are Astaroth, who can make Nice One!, Chillax!, and Devil Advantage costless, and deal 4 damage on his own in addition to providing a decent center. Demon Negotiator Gusion is also good to side; his 1 gauge for 1 card skill is on-call, meaning it can be reused with Magical Goodbye, and that one card could potentially change the game.

Above all, keep in mind that most of Magic World's monsters are low in power and will have a hard time matching up against most decks, especially ones like Ancient World, defensive Danger World, and Dungeon Enemy. That's where you let your spells do the talking. And be mindful of your gauge and life; Devil Fever is your win condition, and you can't use it at 1 life and 1 gauge. Effectively and efficiently allocate your resources to setup your win condition, but don't wholly rely on it. Hardcore and Belial are expensive, but can pull their own weight and Hardcore has less strict conditions than Fever.

Hope this helps~!^^