User blog:Hunter Serge/Wizard Burn Deck (Magic World)

So, this here is my Magic World deck. Decided this needed to be done the instant I saw Magic World's R weapon, Gun Rod, Bechstein. This, plus a burn Spell and burn Impact leads to a deck that can quite easily do a great deal of Burn damage. Magic World also has access to some great defensive Spells to keep me out of harm's way while I wittle away at my oppponent's Life, and have stuff like Asmodai to remove pesky Monsters and Marbas to help finish the opponent off in more desperate situations.

Size 3 (3)
3 Demon Programmer, Marbas - This is here as an extra Finisher. Easily the best Penetrate Monster in the game, isn't even beat by [Counter] Spells due to Abra Kadabra!

Size 2 (7)
4 Herb Magician, Souichirou Tenjiku - This is here to reduce the strain on the Gauge so I can play Diabolical Hardcore when its ready. 3 Fallen Angel of Rage, Beleth - This is here for more <<72 Pillars>> for Diabolical Hardcore, as well as well as that delicious 3 Critical.

Size 1 (10)
3 Demon Lord, Asmodai - Asmodai is here for more <<72 Pillars>> and to remove problematic Monsters. 4 Glass Magician, Will Glassart - Glassart is here to give me a bit more advantage when the opportunity arises. 3 Demon Doctor, Buer - Buer's purpose should be obvious. More <<72 Pillars>> for Diabolical Hardcore!, serves as an excellent temporary wall, and boosts me some Gauge.

Spells (22)
4 Abra Kadabra! - Its sooo goooo-ooood. Only 1 Gauge with Herb Magician up, and shuts down any removal or Counter my opponent attempts. 4 Go to Hell!! - Again, only 1 Gauge with Herb Magician, and prevents many problematic Monsters from even appearing. 3 Magical Goodbye - Bounce attackers when they're attacking to keep myself and Herb Magician alive for longer. 2 Nice one! - Some extra card advantage for when I need it. Best played while Herb Magician is up, as it removes any Gauge cost. 3 Quick Summon - Allows me to protect myself from incoming attacks while potentially removing an opponent's monster and getting up Asmodai or Marbas without their [Call Cost]. 2 The Ark - Survivability. Here mainly as a tech, primarily for games where things aren't going too well or versus Dragon World, because Gargantua Punisher!! 4 Transflame - Integral to the deck, a 0 Gauge 1 auto-damage to my opponent. Maxing these out allows me to get them relatively frequently and hopefully get 2 off rather quickly.

Items (4)
4 Gun Rod, Bechstein - Core of the deck. Want to have this up Turn 1 if at all possible, so you can start Resting it to deal auto-damage to your opponent. 5 Turns of this + 2 Transflame + Diabolical Hardcore can kill an opponent with solely burn damage.

Impacts (4)
4 Diabolical Hardcore! - Another core card of the deck, as it lets you do 3 damage instantly, at the cost of 3 Gauge. No way of reducing the Gauge cost here, but since I can for everything else, it will generally work out fine.