User blog comment:DoomBoyKhoi/Magic Rush Deck Profile/@comment-4292163-20140214051831/@comment-9954250-20140214221432

1. Yeah, Soulguard gets really annoying when i test out the deck, its really hard to handle it, I'll try to improve it, but right now i dont like Begone too much because it uses a lot of Gauge and it lose focus of my rush to keep it in hand just to wait for the soul guard monster. I'll try to do what i can. Also deck space. If soul guard monster in the center, Ill bully monsters until the soul guard monster is gone, if it is in left or right, ill ignore it and try to rush them more to end the game.

2. Power usually isn't the problem, since i usually attack the center all the time and if they have a high defense ill link attack. But i guess it can make Beur able to attack a monster and removes that link attack, so I guess i might add more and try it out.

3. Magical Goodbye is a great card, but it have a weakness. I like to send their monster in the center back to their hand so I can attack center next turn, but this allows them to attack with a weapon that they equip thus minusing yourself. Also the deck have a tight deck space.

4. Not at all, I tested with 2 of each and I rarely get the cards when i need it. Since we can charge and draw every turn they really don't clog my hand since I really want to use them 1/2 a game. Devil Advantage is fairly easy to use when you charge a monster and send it to grave by the cost of Advantage (since you pay the cost first), it is really important to know which cards are Monsters/72 Pilliars in the gauge and which cards are unknown with the chance to be monsters/72 Pilliars. They arent dead and My hand size and relentless attack will rarely run out of steam, even in late game when i want to bully monsters and the y do so too to survive, but i can get more and continue attacking.

Sorry if the logic doesnt sounds right, i am not good at conveying my message, feel free to ask again for more clarity.