User blog:PotatoBlaster/List of (Deck)lists

This is what I'm probably going to use for Danger World. It's built around beatdown; heavily attacking your opponent so much that they'll lose quickly from the sheer force. The main moster would be Armorknight Demon; Armorknight Cerberus being the buddy so I may use it to survive till I get the right cards. (An item, impact, 1 eagle and a demon.) Alternatively, I have Griffin to destroy monsters, and Medusa to penetrate and give damage. Hellhound would work next to Cerberus, and the rest of the Eagles and most Ogres would be used for food for Cerberus if not used earlygame. The majority of Armorknight Demon gives me consistency in final-turning with it. Alternatively again, I can just send it to my gauge and just use Cerberus to attack in cases like my opponent having Magical Goodbye in hand; or Day of the Dragon. I didn't include My Buddy! so I could have more food for Cerberus, which is a must in this deck; having Cerberus as the only defense.

Moving onto the spells, these are built in such a way that I have enough gauge to use them all and have enough to pay for Impact and Demon. Armor Reuse to revive a dead Cerberus, Demon, Medusa, Griffin or more food for Cerberus. Invigorating Breath lets me tank some hits, having +9 life if I pull off all of them. Battle Aura Circle to protect me and my centerless field; Survival Chance for the draw power; and Twin Palm Guillotine if the need is called for. The lack of Crimson Slash is because of the mere fact that I have many food for Cerberus if needed; for his skill to retire. Most of the time, I just need to retire the center though. Hysteric is here for the free penetrate, and BPS is here for the free call, and the penetrate from Drill Bunker when Hysteric isn't there. Drill Bunker is at 3 because not only is that the perfect number given in the trial deck, but also because most likely I would use that only once; rarely twice.