Talk:Danger World/@comment-24915410-20140806112912/@comment-24923366-20140806230231

2-3 Invigorating Breath helps with the life regain. If defense is really your biggest issue, a pair of Armorknight Succubus helps in the mid-game. You have to run Armorknight Wall Lizard at at least 2, his skill is too good to ignore. Armorknight Golem is also great.

You can't go wrong with Battle Spirit Unite; it's the best defensive spell Danger World currently has. 2-3 Survival Chance can help you with your draw. Armorknight Tiger is great for his two critical, and can actually form an OTK with Hysteric Spear and Armorknight Demon (or another Tiger). Armorknight Medusa is also good; link with her and Spear and unless your opponent has a 10k or higher defense monster in their center, that's four damage right there. Even if they do, you can use BSU to power up Medusa.

Add in a pair each of Lord Aura Meditation and Exorcist Stomp. Taking out Knuckles, Anthems, Gunrods, Onimaru, other Hysteric Spears, and annoying set spells like Song of Ancient Lands, Return to Underworld, Demon Lord's Dungeon, and the Mission Cards, is invaluable. If the 2 gauge cost of Stomp bothers you, you can go with Twin Palm Guillotine, but keep in mind your opponent can bypass it by just attacking your monsters, and you lose the ability to bust spells apart.

Finally, Armorknight Formation is a pretty decent set spell that makes your Golem/Chimera/Demon/ really tough to kill.