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.

Jackknife
I've changed my main Dragon World deck around the newer Jackknife cards. Here are my reasonings for the Jackknife forms I am running: Thunderstorm-his ability to remove creatures easily makes him a must. Burn Energy-Extra Gague and free Call Cost are both nice. Dispersal-The Penetrate effect is very good and I felt it was needed here. Beistand-Extra defense overall. I chose to not run the Jackknife with Move because most of my other Jackknife's need to be on the Left or Right so I didn't want them to interfere. I maxed our our Dragon Shields, however, along with Dragoenergy. I tried to maximize my Jackknife cards and even added in some decent Size 1 monsters, generally for extra power or defense.

Dragon Knights
I've always appreciated the Dragon Knights and with some newer cards released, I figured I would redo the deck. Using the new Size 3 creature, Napoleon, to work with Richard to give me a big wall enables the deck to have a good surprise factor and I even added in the new Impact card Movingforce for some extra damage and Life Gain. Along with that, it's mostly a classic Dragon Knight deck that uses an offensive field control playstyle to gain advantage quickly and keep the opponent pressured through the game, especially with how much Gague the deck can build.

72 Pillars
I immediately fell in love with the style of the 72 Pillars, by recycle their smaller monsters they can make up for their lower stats by using Asmodai's skill over and over to break through walls and chipping away at the opponent's health. With the new creature, who I've made my Buddy for the advantage, Eligos' skill for extra defense the deck gains a way to defend itself for rather minimal damage. We still use Buer to keep my Gague full and because of that, we can play an Astaroth if we need to for his powerful skills. With a combination of our Great Spell, the rather decent damage our creatures do and Diabolical Hardcore we can finsih an opponent off rather quickly with the right set-up.

Adventurers
I've had a tough time with Dungeon World, on one hand I love the playstyle from both of their groups, but I found the Adventurers much more consistant with reliable draw cards and search cards. That's why this deck is built around them and tries to take advantage of their different Skills to fulfil what I need. If we need extra Gague, we have Baku, if we need some more Life we have Kuguru, Prios is great with our Weapon and everything else is offensively geared for pressure. The deck offers many fun and interesting combinations: such as Quenzwei+Addrick if we combine those with Glory Seeker and our Impact card, we have an OTK. The deck has another OTK with Tasuku+Tetsuya combining with our Weapon and our Impact. These powerful combinations gives the deck a very aggressive feel to it while our Mission cards add stability.

Dungeon Enemy/Adventurers
*Coming Soon*

Legend World
*Coming Soon*

Ninjas
I was a little doubtful of the Katana World at first, but my love of Japanese culture lead me to look deeper into the World and I loved the play-style of the Ninjas, sewing confusion into how the opponent will play while I toss out Counters and gain hand advantage with Shinobi Scrolls and Shiden. The overall high Critical of my monsters also means the deck is doing a good amount of damage to push our Impact cards and we include a Weapon so I can add to the power we are tossing out too, then with Kotaro Fuma having move, I can immediately defend myself afterwards. I chose Onimaru for the high damage because it works so well with the high damage from our other creatures to pressure the opponent into the dangerous situation of not wanting Lethal Formation to activate and finish a game early.

Skull Warrior
I found the Skull Warrior's fighting style interesting immediately. Using units with a high risk-high reward style of play has never fully been my style, but coupled with the countering and defensive style of the Katana World, it becomes far more interesting and quite deadly overall. Using the monsters who will be killed off at the end of the turn, while risky, will serve as a great source of hand strength through the fight by replacing themselved. Also, thanks to Return to the Underworld, we can even bring Yamigitsune back to keep the cycle of death going while we hit the opponent with good damage every turn. The deck even includes a Weapon to make Karakurenai even more possible giving me a powerful Tripple Offensive chance to end the game.

Armorknights
With some of the new cards added to Danger World, I figured I would make some changes, this is the first deck to receive new updated in awhile so I'm happy. I tried to keep the great offensive nature of the creatures with our better Spells in tact. Using the Demon Slay Spells mixed with Cerberus Ace's power boost gives the deck a nice amount of damage. I added in Medusa to give the deck a strong Penetrate and as such added in a few Kaari to get Cerberus into the Soul if Medusa is out. Griffin Ace is in the deck to give our more popular Weapon a Penetrate effect as well, to work with Medusa even more and Asmodai can clear a huge path for my attacks.