User blog comment:MavrickThe/Raging Spirits, and general World Help/@comment-26069426-20150901152452

Seems like you got more than enough advice on building raging spirits, so I'll address the other question still in the air: playstyle.

Most games follow the same archetypes: White, Blue, Black, Red, Green.

White: field control (clearing opponent's field, preserving your own) Red: Rush and/or Burn Black: destruction, taking over opponent's monsters Blue: spell-oriented, tough-to-block monsters Green: resource ramp, growth (lots of creatures and creature buffs)

If you've ever played MtG, you'll be fairly familiar with this concept. Force of Will follows this very closely as well, although mostly muddies the waters.

Buddy fight follows a similar principle.

Examples:


 * Star would be a "white" type of deck. They want to set up their field and lock it in, making their monsters indestructible.
 * Adventurer would be a "red" type deck. They to rush the field with small monsters to quickly beat the opponent down.
 * Black Dragon would be an example of "black." Their Spectral Strike is reliant on destroying the opponent's monsters.
 * Asmodai/72 Pillars is an example of "blue." There are tons of spells and abilities that try to control what the opponent can do
 * Thunder Knights would be a "green" deck. The build focuses more on monster growth the more your field "grows" (other monsters are played).

In your case, you want to play Raging Spirits. They're actually a mix of two archetypes: Blue and Green. They want to control how the opponent attacks, and ensure that the monsters on the field grow into giant threats.

Now that you understand these archetypes, playstyle is simply a mixing of these strategies to play a game that you want to play. Broadly defined, the 3 playstyle archetypes would be: Control, Aggro, and Combo.


 * Control decks want to keep your opponent from doing anything you can't handle. This includes sending threats back to your opponent's hand and stopping their spells before they hurt you.
 * Aggro decks want to quickly run your opponent over. Just absolutely smash into your opponent, quicker and harder than they can handle.
 * Combo decks hold onto resources until all pieces of a combination are in place. The player will then trigger each piece to combine into a giant, game ending play.

These 3 strategies can then combine to create more specific strategies:


 * Midrange decks are part control and part aggro. They will control the field until they're ready to start pushing out mid-game threats. Once mid-game is reached, then the aggression takes focus.
 * Aggro-Control decks, like midrange, mix control and aggro but in such a way that the aggressive threats made are protected by controlling the opponents response.
 * Control-Combo decks keep control of the game to ensure a more consistent combo finisher.
 * Aggro-Combo decks use aggression to build into a combo. The perfect example of this type of deck is the Purgatory Knights.
 * Aggro-Control-Combo decks use the synergy between efficient monsters and disruption spells to build into a game ending combo. An example of this would be Martial Arts Dragon Emperor, Duel Sieger\Duel Sieger.

So, all that being said, the final step left to figure out your playset is to try building decks around these principles and finding what's the most "fun" for you. You'll find that you'll end up wanting to play many different playstyles and will mostly focus on Buddyfight Archetypes like Raging Spirits to build around.