User blog:Dm geovanie/"Disgard" Legend World Deck

Change Log
 * Version 1.0
 * Fire Giant, Surtr and Shadow Soldiers of the King of Gods, Wotanshadow have not been announced yet, but speculation places them in H Booster Set 1: Neo Enforcer ver.E.
 * Deity of the Death and Sun, Bloody King and Perseus Algol have not been announced yet, but could be used in a more aggro/control variant of this build, replacing Damage Control, Great Spell Finisher, Colossal Flame Sword Laevatein!, and Ice Blade "Astralkus".

Main Deck

 * Flag: Legend World
 * Buddy: Ice Blade, Joker
 * Chant: Rise above the fire of destruction and embrace the heat, Luminize! Runic Disgard!

I chose Ice Blade, Joker as my buddy because he symbolizes the entire purpose of the deck. I also like the fact that his "evolution" is in the deck as well. Plus, given the various Drum support, I think Joker is a good card to grow around as it'll, hopefully, get future support.

But there are three ways you could go in this deck for Buddy choice:
 * Heim - His ability allows you to easily retrieve grade 2s helping to optimize the field
 * Joker - The primary target of the discard aspect the deck is built around
 * Surtr - His ability powers the discard aspect the deck is built around

Monsters:

 * Size 3
 * 2x Ice Blade "Astralkus"

"Astralkus" synergizes very well with Damage Control. It allows you to save yourself from 2 damage, then set up a giant wall in your center. If you have a Berserk Gard, you can then, likely, protect yourself with it and take out one of their link attackers. You could also use a card like Destruction to fizzle a weapon link attack.


 * Size 2
 * 4x Fire Giant, Surtr
 * 3x Corpse Swallower, Hraesvelgr
 * 2x Shadow Soldiers of the King of Gods, Wotanshadow
 * 2x King of Forest, Zlatorog

The size 2s are the focus of the deck, focusing on Fire Giant, surtr. Surtr allows you to constantly ping your opponent through discard, which will let you get your Jokers out, or build your hand and gauge with Alwidol. The rest of the 2s are for utility, allowing you to gauge, draw, or recover spells and items.


 * Size 1
 * 4x Dekalfar Demon Swordsman, Heim

The only size one of the deck is amazing. Mid-game, he opens up your field design, allowing you to recover a Surtr, or build up your resources if you had a rocky early game. He also allows you to discard any size 2s, adding them to the pull of discard targets.


 * Size 0
 * 4x Valkyrie, All-knowing Alwidol
 * 4x Ice Blade, Joker

The size 0s are exclusively discard targets. This is where we'd want to fit in Perseus Algol, which would allow us to kill our opponent's gauge. Hopefully Bushi releases it. Otherwise, Alwidol is a great resource builder. On the field she can help ensure your Impact does what you need it to do. Ice Blade, Joker is very versatile, allowing you to gain extra attacks during your turn, or to mitigate the cost of discards and turn it into field presence instead.

Spells

 * 4x Holy Grail
 * 4x Oswira Gard
 * 3x Breathen Gard
 * 3x Berserk Gard
 * 3x Symbel Gard
 * 2x Damage Control

Spell choices are pretty obvious. The Gards are all amazing. Berserk and Breathen can be returned to hand so no need running at 4 unless you want a handful of them. Symbel Gard is a once per turn at 6 life, so no need to run at 4 either. Grail and Oswira Gards are a must at 4. Holy Grail nullifies attacks, and Oswira Gard helps capitalize on losing a monster. It also protects against [Penetrate] and [Spectral Strike]. Last, Damage Control, the Buddyfight "Perfect Guard." The discard cost makes it a great addition. It synergizes very well with "Astralkus" and mitigates Legend World's defensive short comings.

Impacts

 * 2x Great Spell Finisher, Colossal Flame Sword Laevatein!

This utility impact is really great in this deck. It has a 3 gauge cost but that shouldn't be too hard to accomplish. And if you have a Rune Staff equipped, you're protected from the 2 life cost. You then clear the field and deal 2 direct. Great utility, but you'd probably want to replace it with Bloody King, if it comes out, since this impact would be redundant.

Items

 * 4x Rune Staff

0 crit and 0 power, but one hell of a weapon. You [Rest] it to gauge 1, and you don't have to pay life for "Great Spells." More useful with Ragnarok and Thunder of Zeus in the mix, but still very useful.

Side Deck

 * 2x Destruction
 * 2x Dragon Vanquishing Knight, Siegfried
 * 3x Elixer of Aesculapius
 * 3x Power of Mythology

The Side Deck includes weapon hate and dragon hate. Dependent on your local meta, you might want to play Destruction in your main deck. I'd recommend dropping Surtr to 3, and Symbel Gard to 2. Siegfried can replace Wotanshadow if you're facing off against Dragons.

Aesculapius helps with gauge. Buddy Charge could be a viable alternative, but if you don't have a buddy out you -0.5. Better to play Aesculapius and know you're getting the full effect. Power of Mythology lets you do one of three things: two aggressive and one defensive. The net effect, however, is that it increases the offensive push of your deck. Having "Astralkus" penetrate 4 damage when your opponent only expected to lose the one monster... that's a table flip. Drop Holy Grail, Berserk Gard, and Symbel Gard by 1 to fit in either of these two.