User blog comment:EthicsBuster314/I need help choosing a world/@comment-11454852-20140612144505

I'd say maybe Magic World focused on Size 1 rushing could play like spikes, they have a spell that lets them attack 6 times in one turn. Anyways, since you tried every clan in Vanguard (which I also did), it wouldn't hurt giving other worlds a try right? A general description of each:

Dragon: Balance between aggresive and defensive. You use many monster destruction effects to restrict the opponent's moves, IMO somewhat similar to Kagero.

Danger:''' Brute force. '''Monsters have higher than average stats allowing strong beatdown strategies, they have access to Hysteric Spear (an excellent item) and gain rewards from having the center open.

Magic: Brain over Brawn. Monsters' stats are weak, but they make up for it with many powerful skills and lots of spells. They can make some powerful Size 1 Rushes depending on how you design it.

Katana: Prediction and Counter. You predict the opponent's moves and prepare many "traps" to counter them. The Ninjas use many combos to build advantage while taking down the opponent, and the skull Warriors hit hard at the cost of suiciding.

Ancient: Boss Monster. You call 1 specific Size 3 monster and keep it on the field the whole game while the rest of the deck supports it. Lifelink represents your link with that monster, like if you were "sharing your life with it". The Sieger chain lets your boss monster evolve every time it would be defeated.

Dungeon: ....Randomness? Its hard to tell what Dungeon focuses on because its full support isn't known yet, but I'd say their focus is divided in Adventurers and Dungeon enemies.