User blog:InvictusKris/Deck for Springfest

Hello people, InvictusKris here!

So for my very first blog here on this site, I've decided to let it be a discussion blog about my deck for Springfest.

My venue is set to be held on the 21st of June, so any and all support before then is appreciated. If you feel the deck could be better off by including another card and/or by removing some cards, explain why and I'll look into it.

Do note that I will be able to use "Miracle Impack!" for the venue so my deck has cards from it and any card suggestion from there can also be used.

Any critic is fine as long as it is constructed, especially for the Side Deck as I suck when it comes to making one, haha!

Terminology:

Within the decklist, I'm listing down how many of each card I have in the deck so you have a better idea of the ratio between cards. It looks like this: Total -insert card type-: "X"

For the Spells section of my deck, I have separated them into sections based upon how I think I will use them, they are....

Spells:

Aggressive: The cards here are either removal or any cards that support an aggressive play like attacking or dealing damage.

Defensive: These are cards that nullify attacks or reduce damage.

Utility: Cards that gain resources whether it be Gauge, Life or Hand Advantage.

I'll also note down any bad matchups to my deck. If you feel more can added of if I missed anything, feel free to comment on it. If you have a good answer for them, describe it.

Without further ado, here is my deck...

Deck Summary:
So our main goal for the deck is to equip an Item as fast as possible and build up its Soul with our cards, granting it more and more benefits.

While we're building up our cards, we focus on pressuring the opponent by attacking their Center and the opponent directly as much as possible, only diverting to the Left and Right fields if the threat is high enough, forcing them to use up their resources as much as possible.

Our win condition is that, as soon as we have assembled the pieces, we perform a "burst play" and go for a big push for victory, hopefully either A) defeating the opponent or B) overwhelming them so much that we can win by the next turn.

Monsters:
Size 1s:

"A" Monsters: The "A" Monsters are self explanatory. Ogre provides Power, Eagle provides Item Protection, Gargoyle provides Attack Nullification.

Asmodai: Provides Left and Right coverage. As we are focusing on the Center and the opponent, Asmodai fits in well here.

Jet Fighter: It's an Armorknight with Move..... Do I really need to explain?

Kaari: She's A|"A" support so she's an automatic inclusion, but she also provides a sacrifical role for the likes of Asmodai and Archangel.

Size 2s and 3s:

Cerberus "A": Cerberus is, again, an "A" so he's in the deck. He provides offensive purposes by making our burst plays stronger. He also prvovides a decent body to call with 6000/3/6000 stats, which is not bad, if needed.

Archangel: She's a free Double Attacker, who can become a bigger threat if we decide to sacrifice our monsters beforehand. She's here because of that cheap yet effective versatility.

Iblis: Iblis is practically the Demon that "A" were asking for. He's better for this deck then Demon for these reasons.

A) He's even cheaper to call. B) He has Soulgaurd C) He can gain equal Critical and Penetrate. All of this is why I want to include him.

Spells:
Aggressive:

Battle Dragon Crushing: This is our big removal card. We use this to deal with the likes of Great Fate, Frozen Stars and Lethal Formation, Set cards that can interfere with our plays. The secondary benefit is Life Manipulation i.e. we use this card to lower our Life so we can use the effects of other cards like Survival Chance or to add the "A" monsters to our Item's Soul.

Fanged Dragon Declaration: This is our coverage card for our attacks. We do NOT want our big play to fizzle out because of a Shield Card the opponent WILL have. Similarly, this card has the same secondary benefits as Battle Dragon Crushing i.e. Life Manipulation.

Defensive:

Battle Aura Circle: Our standard attack nullification card.

Utility:

Bold Retaliation: Our main Gauge Acceleration card. We take advantage of our opponent's high damage plays by gaining equivalent Gauge. In most cases, this is as good or better then Lord Aura Meditation which is why I included this in over that.

Survival Chance: Our only means of drawing cards outside of our Draw phase. Unfortuantely, Danger World has the worst engine for drawing so we have to take what we can.

Invigorating Breath & Demon Slay Resurrection: These cards have the same role, hence why I'll explain them both as the same time. These are here so that we easily get our Life outside of the "Danger Zone" (lol). By that, I mean out of the range of Impacts like the Punisher series or just high damage plays in general. So after we perform our low Life plays, we use these afterwards to increase said Life.

Items:
We run, possibly, the strongest Item line-up in the game so far. I don't think we really to cover all of them as I think every one can see why they're good.

I will point out that Infinite Cradle is our main go-to Item. In most cases, not always, if I can equip it, I will do so. The advantage in Critical and possible Penetrate is too good to pass up.

Impacts:
Demon Arms Door, ArMoreD Gate!: This is our main card for Soul Acceleration. Whether it be to add "A"s and Items to Infinite Cradle or cards to Iblis or Archangel's Soul to improve their staying power, it's useful in either case.

Side Deck Card Overview:
Destruction: This is our Item removal card. While Double Guillotine could be seen as better, it only destroys 《Weapon》, not all Items in general, hence it can't stop Hero World Transform / Ride cards, which, because of their new support, could become a real threat. In general, I'm still balancing between the 2 but I'm settled with Destruction for now

Neutralize: Our anti Set Spell card. Provides more coverage against Great Fate, Frozen Stars and other less troublesome Spells like Dragon Return System, Blue Dragon Knights "Proud Song of Soul", Great Spell, Fimbulwinter etc.

Demon Slay Slash: This is our big game removal card. Combined with Ogre "A", we can deal with threat with 10,000 - 11,000 Power of less, however I deemed it not neccessary enough as a Main Deck inclusion.

Dimensional Demon Slay Slash: Our back-up Gauge card. If I'm up against a deck with impressive Gauge Acceleration / High Gauge usage, like Hero World or Ancient World, I'll place this in to slow them down somewhat.

Weaknesses
In terms of bad-match ups, I think the deck will struggle the most against these match-ups.

Legend World:
Ironically, the worst match-up is the only other Item focused world. Legend has some of the only cards that can completely stop the deck.

《Stars》 have access to Great Fate, Frozen Stars as mentioned before which can nullify any benefits we have or gain from our Item though we do have answers to it. Stellar Deity, Astraeus, while not as bad, can impede our progress as we cannot easily deal with it and the other Star of their choosing.

Loki the Ehrgeiz can immediatly deplete the Souls in our Items. This is probably the strongest answer to this deck and I do not know of a good answer to this card.

Raging Spirits:
The 《Raging Spirit》 is made up of Attack-Redirection effect monsters, limiting the effectiveness of our main strategy.

They can bypass Penetrate Damage, they can also bypass their Lifelink with Dragon Kid, Ricky, they can even destroy our Items with Storm Dragon Emperor, Thundertornado and perfectly nullify our attacks with Ice Dragon Emperor, Glacies which, due to being a monster, cannot be nullified by Fanged Dragon Declaration.

Final Words
And that's about it. I think I've been over this as much as I can. As I said before, any critics is greatly appreciated.

Thank you for reading through.