Aerion Brightflame Posted January 21, 2014 Report Share Posted January 21, 2014 Size 0 4 Armourknight Eagle [spoiler='Reasoning'] Four probably seems excessive, but it lets me set up a full field of 0-1-2, is Cerebus fodder, and is just a nice piece of utility in general. I'm thinking of cutting a copy, since 4 does feel... cloggy at times. [/spoiler] Size 1 4 Armourknight Ogre 4 Armourknight Hellhound 4 Armourknight Succubus [spoiler='Reasoning'] Hellhound is so good. 6k defence is really good, since either you force a link attack, or they call something hyper offensive, which as a general rule means you can kill it the turn after. Dropped down Wizard because even though he's mostly outclassed, Cerebus targets are invaluable. [/spoiler] Size 2 2 Armourknight Golem 4 Armourknight Cerebus 2 Armourknight Medusa 2 Axe-Head Dragon Dorcus 3 Fighting Dragon Deamon Godol [spoiler='Reasoning'] Here's where things get tricky. The size two line-up for Danger world is so good, I mean two of the better walls in the game (Godol and Golem), Cerebus is probably the best utility thus far, and then offense is covered by Dorcus (Amazing card, like really), and Medusa kinda feels... left out almost. I leave her in because of the mirror, where she basically laughs at opposing Golems, and doesn't suck against Godol or Cerebus since 5k Pen is very good. Golem I dropped down to two simply because of space, and because I was getting creature heavy. Size two's it matters with. [/spoiler] Size 3 2 Armourknight Demon. [spoiler='Reasoning'] Not many here really. He's good to open, and is a remarkably good finisher, but he's not exceptional compared to the like of some of the other world bosses. Plus the -1 to get him out hurts at times, especially without Soulguard unlike on Cannon Buster [/spoiler] Items: 4 Hysteric Spear [spoiler='Reasoning'] I'm not the biggest fan of weapons in all honest. Especially in here, since well Danger World are really good at holding the middle. Like I can't stress how good at holding the middle they are. This basically is in here because an item with Penetrate is to good not to be running all the same. Especially since it's 5k Penetrate. [/spoiler] Spells: 3 Battle Aura Circle 3 Gourai ga Shingeki. 3 Survival Chance 2 Lord Aura Meditation 2 Invigorating Breath 2 Night of Wilderness [spoiler='Reasoning'] Spell line-up bugs me, because I'd love a bit more space in it, but this works well enough. Aura is only at 3 because as I said, great at holding the centre. Gourai is awesome (Hits basically everything you need to worry about), but I've never felt like I've needed more copies of it. Survival chance is your basic draw card, so worth while use. Meditation is good in a protracted game because you'll slowly eat at your guage, but it's not a pressing issue. Breath is only at 2 because I don't run enough weapons to want it higher, and 7 life is good enough in most cases. Night of Wilderness is a new thing, and it feels just really solid so far. [/spoiler] This is basically what I'm planning on using till pure Duel Dragons is a thing. Because the size 2 lineup for them is brutal. I mean, it's remarkably defensive in nature because of the size 2 line-up, but the above average power on stuff really adds up after a while. Especially the 5k penetrators. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.