3 Destiny Hero - Malicious
2 Armageddon Knight
2 Summoner Monk
2 Plaguespreader Zombie
1 Dark Armed Dragon
3 Emergency Teleport
3 Upstart Goblin
3 Soul Charge
2 Mystical Space Typhoon
1 Foolish Burial
1 Book of Moon
1 Allure of Darkness
1 Reinforcement of the Army
1 Rank-Up-Magic - The Seventh One
2 Phoenix Wing Wind Blast
2 Vanity's Emptiness
2 Skill Drain
2 Trap Stun
1 Torrential Tribute
1 Solemn Warning
1 Bottomless Trap Hole
1 Compulsory Excavation Device
1 Stardust Dragon
1 Stardust Spark Dragon
1 Dark End Dragon
1 Scrap Dragon
1 Void Ogre Dragon
1 Crimson Blader
1 Abyss Dweller
1 Lavalval Chain
1 Diamond Dire Wolf
1 Evilswarm Exiton Knight
1 Number 66: Master Key Beetle
1 Number 82: Heartlandraco
1 Number 101: Silent Honor ARK
1 Number 103: Ragnazero
1 Number C101: Silent Honor DARK
I've always been a really big fan of Dark Synchro and when Soul Charge came out I knew it could really benefit decks that could set-up Graveyard material as soon as possible. Army Knight + Teleport combo is a great Turn 1 combo that can quickly bring out a Level 8 monster and also set up the GY for another Level 8 through Soul Charge. Even with new boss monsters, Level 8 Synchros are still some of the strongest monsters in the game. In particular, Void Ogre, Stardust, and Stardust Spark are great cards that can generate easy locks. When combined with the high number of Level 4 DARK monsters this deck can put out, Rank 4 Xyz control cards like Abyss Dweller and Master Key Beetle are also great options.
Now I wanted to run through my card choices and talk about what I would consider changing.
In the monster line-up, I see 3 Malicious, 3 Maxx "C", 2 Summoner Monk, 1 Dark Armed Dragon as obvious choices that don't need explanation.
I played only 2 Armageddon Knight because between two Knights, 1 RotA, and 2 Summoner Monk I should almost always have a Knight available. I would consider increasing the Knight to 3 though because I love opening it, especially in conjunction with Teleport. One negative is that opening hands like two Knight is really uncomfortable because it means going into Void Ogre isn't too viable unless I can somehow send Plague to the GY to stack Army Knight.
2 Krebons may seem strange with only 3 Teleport, but drawing Krebons is actually really uncomfortable. Opening Knight + Teleport, especially if I have Soul Charge, is one of the best openings this deck can have, so I decided to max Teleport while keeping Krebons at just two.
1 Plaguespreader is another option I'm pretty iffy on. There are a lot of times when I can Soul Charge back Army Knight but there isn't anything good to mill. Another Plaguespreader would be excellent and also give me more back-up options in case they break down my initial field. Unfortunately, Plague is another one of those cards that is really uncomfortable to draw. I have it at one for now but I've been going back and forth on this for a long time.
3 Teleport and 3 Soul Charge is a must. They are clearly my power cards and I need them as much as possible. Likewise, 3 Upstart Goblin ensures that I will draw these power cards as soon as possible.
Foolish, Allure, BoM, and RotA are really obvious choices for this deck.
Cards I wanted to consider in the spell line-up:
Mystical Space Typhoon is a great card but I am playin Trap Stun and PWWB over it.
That being said, one reason I do like MST though is because if you are going turn 2 and you open up a hand like Monk + Soul Charge or Monk/Knight + Teleport + Soul Charge you really wnat to remove their backrows from the field and explode right away. For this reason MST will always be a strongly considered card and I wanted to get other opinions on this.
Rank-Up Magic the Seventh One is a major power card. I would actually strongly consider re-vamping my extra so I can bring out Masquerade off of this, but C101 is also incredibly strong. Even though I am playing Upstart/Allure, this deck often gets into top-decking scenarios because they have to expend a lot of resources to clear my field. Should I play this in spite of conflicts or should I even remove Upstart so that I can play this?
I'm not playing Dark Hole because it's not too effective against the top meta decks right now.
Burial from the D.D. bears consideration, since it lets me get out multiple Malicious from Soul Charge and helps me re-use Plaguespreader.
3 Vanity's Emptiness is crucial. Drawing it and protecting it with Void Ogre/Beetle/Stardust Spark is pretty much a game-win. Black Horn of Heaven is one of the strongest cards at the moment. I'm also playing the 4 limited trap cards, but I'm not sure how I feel about Bottomless or CED. I could see myself removing them. PWWB is great since it gives me outlets for in-hand Malicious/Plague.
I really wanted to consider playing Skill Drain in here since it works very well with Stardust and I can bring out the 3k beaters under Drain. Drain also shuts down a lot of cards but it has the side-effect of being really weak in games where I don't open up strong combos since it shuts down most of my set-up methods.
Breakthrough Skill/Fiendish Chain were strongly considered for similar reasons to Skill Drain and I could see myself cutting CED/Bottomless for two of one of them.
Call of the Haunted is really strong since I will often have Level 8 Synchros in the Graveyard I can bring back with it. I could also see myself cutting CED/Bottomless or even Black Horn. My trap lineup is probably what I am least sure about and I have swapped out everything but for 3 Emptiness and Torrential Tribute at various points.
Stardust, Stardust Spark, Void Ogre, Scrap Dragon, Key Beetle, Dweller, Chain, Exciton, and 101 are pretty much all definites.
That leaves these cards:
Vulcun I think is the best Level 6. You can select itself and bounce it back to get rid of any card, and I think that makes it superior to Psyhemuth.
Inzektron is great since it protects itself which makes it a great Level 6 "conduit" to a card like Stardust or Void Ogre which can protect itself afterwards.
Beelze is a 3k/3k power card available only to DARK decks. I actually don't find myself using it much (since you can just pop any card w. Scrap and the lock cards are generally preferred. On the bright side its effect means it beats anything by battle in two turns even if they get past 3k so I would probably keep it as a utility card.
I think Diamond Dire Wolf is still a really impactful card. Popping random face-up backrows/Fields that are hurting me or monsters is pretty invaluable especially since after popping cards I have good ways of preventing future set-ups.
M7 is there because I wanted a Rank 6 in case I needed it. It was between this card or Bounzer but to be honest there is almost never a situation where I would have to bring this card out.
Divine Dragon Knight is a really strong power card at Rank 8 that I can easily go into. I haven't brought it out before and I think in general two Level 8 Synchros are superior.
I'm pretty much open to all suggestions, please help me out!