User blog comment:MavrickThe/Star Dragon Deck help/@comment-26069426-20150908155722

So, with Star Dragon World, your tactic is going to be to play a Neodragon you can pump, and maybe a weapon. Maybe even a backup Neodragon like Rainbow Vision, Shadowscare.

You have the core of that in place, but then a lot of clutter on top of it. For ratios, the starting point is 24-18-6-2. With the deck you have now, it seems like the ratio you'd want to maintain would be 26-20-4. You'll have lots of monsters to keep a full field, lots of spell options, and a decent amount of weapons to hopefully equip most games.

For monsters ratio, you look like you want a bulky number of size 1s to crossnize, so the ratio will be a curve: 4-15-7.

So, here are some recommendations for modifying your deck:


 * Play 2 Dragonarms, Galver Anchor. The deck needs more spell control at counter speed.
 * Drop the 4 The Crater, Basin. Defensively, it's great, but you want to leave your center open. That's why you have 8 shields.
 * Drop the 3 Dragonarms, Lapirintoss. It's a good burn option, but you only want to play it against closed-center opponents, or opponents that play pesky monsters. Otherwise, you won't be destroying monsters often enough to have the 1 damage sway the game.
 * Bring Rainbow Vision, Shadowscare down to 3. It's a great card, but you won't need four in deck.
 * Dragonarms are very useful, but you don't want to clog up your game. Consider the following Dragonarms distribution:
 * 4x Dragonarms, Divisigator: Maybe I love this card too much, but I always play it at 4. One in your buddy's soul will put it almost firmly into Link-attack range, and outside most power/defense based kill spells.
 * 2x Dragonarms, Talnada: The gauge is nice, and it's soul fodder so you don't lose effect when your Neodragon is hit.
 * 2x Dragonarms, Cavalier: Penetrate is nice. This will need to go up or down dependent on your opponent. If they rely on a center monster: play 4.
 * 2x Dragonarms, Winchisker: Like Cavalier, this needs to go up or down dependent on your opponent. Play at 4 against Crimson Fist!
 * 2x Dragonarms, Vogel: Move is nice, especially if your buddy monster has enough Divisigator to make an attack impossible or impractical, i.e. your opponent cannot afford you to cast Speculight Ring.
 * Drop the two Dragonarms, Elgar Cannon. You can't consistently get them into your buddy unless by sheer dumb luck you top-deck it into soul.
 * Consider replacing Stardust, Globule with a monster with more utility, like Demonblaze, Maxwell or Photon Crown, Geocorona. Maxwell is great because he helps you clear the path to the center, and also presents 3 critical. Geocorona helps you keep gauge.
 * For your spells, you can keep them as is and add: 4x Speculight Ring and 2x Planet Memory. Speculight ring helps you improve your field stability, and Planet Memory helps you fight back when you're experiencing a weak game.
 * Consider trading two Dragonarms Factory for two Sudden Wormhole. Dragonarms Factory is a nice spell, but you don't want to be drawing too much. Sudden Wormhole lets you use cards that you know for a fact are going to give you value, instead of hoping the top card is a good one.

Advice on playing the world: Remember that Dragonarms are monsters, too. And remember that covering your center is important to preserve shields, preserve life, and to force your opponent into link attacks if possible.

Anyway, I hope this post helps. Good luck!