User blog:Sol Kage/My Spear is the Spear that shall pierce the heavens!

OK, so Sai getting on his high horse and calling Medusa bad made me want to make this decklist. I'll explain each card choice as I go along. This deck is based around the skill Penetrate and makes the most use of Danger World's current Impact card, Drill Bunker!!. Unlike when Vanguard started out, there are several ways to go about building a deck for the three worlds now. This is just one of those variations. This deck punishes opponents for placing monsters in the center area. Alright, here I go.

Buddy Monster: Armorknight Medusa (my preference, feel free to use whatever you want)

Flag: Danger World (obviously)

Monsters

Size 0

2x Armorknight Eagle - This card allows you to run more monsters than usual, and 4000 power isn't bad.

Size 1

4x Saberclaw Dragon, Valken - Thousand Rapier with an effect. Won't always use the effect, but it's nice to have.

4x Armorknight Hellhound - I'm still playing around with the size 1's. 5K/6K is pretty good, as most attacks are 5K so it's good for stalling if you need it and it can kill most things. Only one crit though.

3x Armorknight Ogre - Not bad stats, again not entirely sold. I'll be fiddling with the size 1's once I get to playtest.

Size 2

4x Armorknight Medusa - One of the key components of the deck. It's costless with decent stats and can punish your opponent for trying to keep themselves safe. This deck doesn't even care if the opponent has Soulguard, it still deals piercing damage. Link Attack with Hysteric Spear for 4 damage, or Drill Bunker for a massive 6. By Link Attacking, you are also reducing the chances of getting counter attacked.

4x Armorknight Golem - One of the best vanillas in the game. This is mostly a stall card to help protect your center if you fail to get a weapon early. Your opponent will most likely have to Link Attack to destroy it, and it can kill most things on its own.

2x Fighting Dragon, Demon Godol - Another excellent wall that actually punishes the opponent for attacking it as well. It has a high cost, which is why it is only run at 2. And yes, I'm not using Cerebrus. Blasphemy, I know. But Cerebrus minuses you a lot to make full use of it. This can wall better and doesn't restrict your deck to Armorknights.

Size 3

2x Armorknight Demon - Double attack with 9K power and 8K def and 3 crit. Excellent in a pinch.

Spells

2x Lord Aura Meditation - Free +2 Gauge is always  nice. Allows you to help with costs and fuel Drill Bunker.

3x Fighting Spirit Combination - This card needs no real explanation. Can be used to protect Medusa as well to give you another turn of massive piercing damage.

3x Battle Aura Circle - Attack negator. Nuff said.

2x Twin Palm Guillotine - Negates attacks from Items, destroys them, and potentially deals 2 damage. Not useful against the less common opponent, Magic World, but just charge it against them.

2x Invigorating Breath - Lots of life gain.

2x Thunder Impact - This can potentially field wipe the opponent and kills most things for only 2 gauge.

Items

4x Hysteric Spear - Another key card of the deck. Gives you the ability to penetrate and it isn't easy to destroy. Also a lot of the spells require a weapon.

3x Boulder Piercing Spear - Again, you need a weapon. Hysteric is your main target, but this is fine in a pinch.

Impact

4x Drill Bunker!! - Another key component. Link Attack with Medusa and Hysteric Spear to hit for 14K and 6 crits, making it nigh impossible to use power increasing spells to overcome. Really punishes your opponent for having any kind of monster in the center, Soulguard be damned.

And that's it. It's main aim is to use Penetrate to deal damage and destroy a monster in the center at the same time, so you're not wasting attacks. Medusa helps this, as you can link her with Hysteric to deal 4 damage while not wasting any attacks by Link Attacking. Imo, this style of deck makes the best use of Drill Bunker as well, increasing its damage output to as high as 6. Lord Aura Meditation is there to help you make use of this sooner so you can potentially win by your 2nd or 3rd turn.