User blog comment:SaiScott95/SaiScott95's Armorknight Deck (Danger World)/@comment-203.219.214.245-20140130073039/@comment-1755882-20140131174951

Well, if numbers are what you want, numbers are what you'll get. As I established earlier, Armor Reuse is a wash, no card advantage is gained.

Well, immediately right off the bat we have Survival Chance (always a +1) and Thunder Devastation (you have to be in a very desperate position or misplaying for this card to not be a +1, if not a +2). Then we have cards like Battle Aura Circle and Battle Spirit Unite. These cards are essential defensive cards and if you're not running 6 copies between these two, you are doing it wrong. And then we have another essential defensive card, Invigorating Breath, which is well established as a needed card due to the focus on Weapons and Danger World's low count on Spells that can be used to stop enemy attacks in comparison to Dragon World and Magic World. Between those 4-5, you'll already have filled most, if not all, of the Spell space in a Armorknight deck.

And yes, I'm fully aware that you specifically said inferior, but that's not what it is. Its not that its directly inferior to several other Spells, its that it doesn't do its intended job well enough to squeeze itself in. If it fetched 2 cards, that'd be a different story. It could easily replace Survival Chance in decks. But its a wash. It doesn't keep you alive, it doesn't give anything to your card advantage.