User blog:Gamer7625/Decks

Any help or comments are appreciated. I'm rather new to the game, but am always up for learning how to improve my decks. I greatly enjoy deckbuilding and play mostly online if I play at all. One day though, maybe I can own some of these decks IRL.

Thunder Knights
Buddy: Size 1: Size 2: Size 3: Spells: Items: Impact:
 * Dragoarcher-I chose him as our Buddy due to a costless draw to work with the Life gain.
 * Broadsword Dragon-Good body with a good Critical. Kommandeur Fahne fixes his inability to Move as well.
 * Iron-fist-Decent body with good Critical that works well with Drum.
 * Thunder Drum Bunker-Move+Penetrate+Soulguard are amazing in one package.
 * Kommaneur Fahne-Since he not only gives my other units Move but also adds an extra Critical, he works for offense or defense.
 * Bastard-sword-Great Double Attack with Move for a great offense and defense.
 * Blue Dragon Shield-Staple card for defense and Gauge.
 * Green Dragon Shield-Staple cards for defense and Life gain.
 * Dragoenergy-Works very well with our Move abilities for even more defense.
 * Thunder Formation!-More Gauge and a pseud-Impact skill for offense as well.
 * Dragobond-More defense and Life gain to drag the fight out in my favor.
 * Dragobreach-3 Critical weapon with good power for consistency.
 * Dragoanthem-Double Attacking weapon if needed for good field control.
 * Roaring Gargantua Punisher!!-5 damage for 5 Gague that can't be nullified is a perfect finisher here.

Crimson Battler
Buddy: Size 1: Size 2: Size 3: Spells: Items: Impact:
 * Rock Bunker-I chose him as our Buddy for the easy Gague accel.
 * Gun's Knuckle-An easy Penetrate effect adds a nice amount of pressure.
 * Spin Nail-High power and can't be called to the Center makes him pretty good overall.
 * Crimson Drum-Easy to use Penetrate with a good Soulguard make him a great unit overall.
 * Boosted Dragon-Figured we needed a Move unit for extra defense.
 * Drum Breaker Dragon-I figured we could tech in a few copies to give us an extra Move unit since most people may not touch Crimson Drum.
 * Gargantua Blade-Allows me to get a lost weapon back or can clear things off of my opponent's board.
 * Blue Dragon Shield-Still a staple card for defense and Gauge.
 * Green Dragon Shield-Same except with Life.
 * Dragoenergy-Adds power for our Penetrates or defense with our Move units.
 * Dragonic Thunder-Good card to remove Size 1 units when needed.
 * Dragonic Grimoire-Good for even more draw if my hand is running out.
 * Dragoblaze-3 Critcal weapon for more damage.
 * Dragoknuckle-Gague accel for conssitency.
 * Gigantic Crusher-Works well with a lot of our cards since we will have a Fist equipped.

Purgatory Knights
Buddy: Size 0: Size 1: Size 2: Spells: Items:
 * Demios Sword Dragon-The star of the deck and deserves to be our Buddy.
 * Knuckleduster-Extends my attacks to the maximum for efficeincy.
 * Crossbow-Can give me some extra Gauge which is always nice.
 * Troubadour Dragon-Great body with good Critical for cosistent damage.
 * Eval Grebe-Good card draw for his sacrifice. Can't pass that up.
 * Sword Breaker-Nice to destroy my opponent's weapon.
 * Gairahm Lance-Good for some extra damage and due to his size reduction to work with Demios.
 * Black Dragon Shield-Strong defense with some Life gain.
 * Death Grip-Great unit removal when needed.
 * Crush that Body-More Gauge for removing my units and a chance to save my life if needed.
 * Dark Energy-Great to protect Demios and allows me to waste the opponent's attacks.
 * Abyss Symphony-Some card draw is very effective in this deck.
 * Purgatory Knights, Forever-Reviving my units is also very effectve in this deck.
 * Purgatory Sword, Fatal-Good Critical with good damage for a consistent weapon.
 * Grim Reaper-3 Crit weapon as a back-up if needed.

Deep
Buddy: Size 0: Size 1: Size 2: Size 3: Spells: Impact:
 * Zwinger-Since he tosses the top 2 cards of my deck away, he naturally fits as our Buddy.
 * Gaspard-Good Size 0 to work with Death Tallica for more offense.
 * Hell Rapier-Good body with good Critical for a consistent unit.
 * Katsukiyo-A rather good creature since he gains Penetrate ability for more offense early.
 * Deathstorm-This deck works to stall the opponent and his high offense and defense fits that role.
 * Death Tallica-Our main unit that we set-up for the whole fight to wear down the opponent's resourses.
 * Amenoohahari-Same reason as Deathstorm except his Double Attack and lack of Lifelink make him even better.
 * Black Dragon Shield-Negates Damae and some Life Gain is always appreciated.
 * Bloody Dance-Works with our high defense cards to give the deck an even stronger defense overall.
 * Accel End-Sets up our Drop Zone and gives us some extra Gauge to work with.
 * Devil Stigma-More Life and Gauge for our costs to fill the drop zone.
 * Abyss Symphony-Needed card draw and this works great for it.
 * Death Astray-Some extra draw that can further help me set-up for Death Talica.
 * Buddy Help-A way to use our massive Gauge for some more draw to set our drop zone even further.
 * Brutal Disaster!-Cheap Impact for great damage.

Black Dragon
Buddy: Size 1: Size 2: Size 3: Spells: Items: Impact:
 * Cold Blade-Good Spectral Strike with a good body overall.
 * Tarandus-Good body and good Critical to chip the opponent's health.
 * Deathgaze-Powerful Spectral Strike, but lower Critical to balance it out.
 * Spinechiller-Same boat as Deathgaze but doesn't cost a Gauge.
 * Bloody Moon-Great body, good Critical, and can easily chip with his Spectral Strike.
 * Death Wizard-More Gauge for my cards as needed.
 * Maeltaker-Double Attack with good Critical and Spectral Strike for a great combination overall.
 * Black Dragon Shield-Defense and extra Life.
 * Death Grip-Allows me to get past Soulguard and stop attacks on the opponent's turn.
 * Dark Energy-Helps us protect our creatures and can weaken the opponent's board.
 * Devil Stigma-More Gague and some extra Life just in case.
 * Abyss Symphony-Some much needed card draw.
 * Black Revenger-A nice way to recycle our Black Dragons as needed.
 * Death Scythe-Meshes well with the deck for Spectral Strike and a good Critical on its own.
 * Death Requiem-Since the deck is designe around clearing the opponent's field, this card fits in perfectly.

Superhero
Buddy: Size 1: Size 2: Spells: Impact:
 * Rampage Sonic-I chose him for the rather decent 3K defense, the strong 5K power and the 3 Critical.
 * Einder-Good alternate to Rampage Sonic to Transform into or serves as our "Thousand clone", both good.
 * Lightning Chaser-Some extra Gague for creature destruction. Works nicely with Hero Climax.
 * Silver Barrier-Gives us a bit extra card draw for being Transformed for consistency.
 * Sieben-Third option for Transform with great stats that works with our buffs.
 * Solar Panelman-A fantastic unit. Makes a lot of our Spells free and with Justice Will Prevail can give my defense a huge buff.
 * Dragshovel-Helps me clear the opponent's board and deal some damage for a nice combination overall.
 * Through Your Move-A Spell to Nullify an attack, simple and effective.
 * Justice Will Prevail-A great defense card since we will have a defense value on us.
 * Hero Climax-Great for helping us deal more damage and to give us a reason to hit the other creatures. The Life Gain is icing here.
 * Leave Me Here-More defense while I am Transformed to work with Justice Will Prevail
 * There It Is-Destroying a Size 1 creature on my opponent's turn is always helpful.
 * I Got Serious-Card Draw is important and this does it nicely.
 * Hyper Energy-4 Gauge from one card is pretty good if we need it.
 * Winning Formula-Good Impact overall. 3 damage for 2 Gauge and works well with Hero Climax for more pressure.

72 Pillars
Buddy: Size 1: Spells: Items: Impact:
 * Buer-Gives me some Gauge and works great in the Center since he dies anyways.
 * Asmodai-Great for removing my opponent's units and sets up for Devil Fever.
 * Eligos-Good Critical and acts as a nice defensive unit as well for flexability.
 * Marcosius-3 Critical for a fantastic beater.
 * Paimon-2 Critical with rather good power makes her a must.
 * Valefar-Another 5K unit to help us get past any wall we may need to.
 * Magical Goodbye-Bounces an opponent's unit back for fantastic defense or field disruption.
 * Solomon's Shield-Nullifies an attack for great defense.
 * Nice one!-Good card draw to keep our hand fresh.
 * Devil Fever-Allowing us to swarm the board with our good Size 1 monsters for more attacks. A big pseudo-Impact.
 * First Volume-Some extra Gauge as needed.
 * Devil Advantage-Allows us to recycle some of our units if we need to.
 * Stradivarius-Dealing direct damage and giving our weaker units a buff both are great in this deck.
 * Diabolical Hardcore-Good 3 damage and allows me to have a defense when I use it.

Ninja
Buddy: Size 1: Size 2: Size 3: Spells: Items: Impact:
 * Shiden-I chose him as our Buddy for the powerful draw skill.
 * Tsukikage-Can be a good defensive unit and he also has a good attack and Critical.
 * Hayate-A Move creature for if I have a Weapon or just need the extra defense.
 * Mamiya-A great card to allow me to reuse my Secret Sword cards or even have more than one set up.
 * Inazuma-Good Double Attack unit for extra power.
 * Linzo-Allows me to search Lethal Formation for more consistency.
 * Kashinkoji-Allowing me to take a peek at the opponent's hand allows me to plan moves accordingly.
 * Kotaro Fuma-Cheap unit to call with Double Attack and Move for a great blend of offense and defense.
 * Body Replacement-Staple attack nullifier.
 * Clear Serenity-Helps us fix our Gauge issue the deck could have.
 * Snake Gaze-Great to stop attacks and some Life is well worth it.
 * Hades Fall-Great card to stop decks that rely or need certain Size creatures.
 * Item Blasting-A card I decided to tech in to handle Items.
 * Onimaru-Good weapon overall with great power and Critical and since we already run Move units, it blend perfectly.
 * Lethal Formation-Our much needed main Impact. Chose not to run Super Lethal Formation due to the Gauge.
 * Comet-Good way to clear a big threatening monster that's attacking and deals good damage.
 * Star Crusher-Stopping a Spell is always great. Dealing damage is even better.
 * Moon Fang-Good way to stop Impacts and deals damage for a powerful counter finish.

Duel Dragon
Buddy: Size 1: Size 2: Spells: Items:
 * Valken-Good Buddy choice to gain 2 Life instead of 1. Also has good stats to make use of this.
 * Gaelcorga-3 Critical for a great first turn hit.
 * Sylphide-Good body and Critical for a consistent unit.
 * Medrogirus-Gives Demongodol extra Soul if needed. Has a good Critical if nothing else.
 * Demongodol Ark-Our main unit, we focus on stalling with him to weaken the opponent and hit them hard.
 * Rahal-A Move unit for more defense and works well if we don't have Demongodol.
 * Giraffa-Great card with Double Attack to work when we don't have Demongodol.
 * Battle Aura Circle-Obvious needed defensive card.
 * Battle Spirit Unite-Helps Demongodol hit a high defense and stop attacks with his Counterattack.
 * Demon Slay Slash-Great removal card that can kill a powerful target.
 * Demon Slay Barrier-Another good card to help keep Demongodol alive for as long as he can be.
 * Dimensional Demon Slay-A card for a bit extra Gauge and messes with our opponent's Gauge.
 * Survival Chance-I figured we needed some card draw.
 * Ricdeau Demon Slay-Our main weapon with high power and Critcal.
 * Swirling Darkness-Good back-up with a still high Critical.