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5oi 5oi 5oi 5oi 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6ve 6ve 6ve 6ve 6ve 6ve 7al 7al 7dm 7dm 7dm 7dm 7k5 7k5 7k5 7k5 7tb 7tb 8pq
Updated now, thanks Hyroen.
This is the Crusader/Flying Weapon deck I use for PVP. Works great in most battles, especially versus rainbows/speedbows (very high % EM). There might be a problem facing heavy CC decks however. One option is to switch out the explosions for Chaos Powers or Blessings, but then you'd be at the mercy of phase shields, and the like. A more balanced, but less reliable version would be -2 Explosions, +2 Chaos Powers.
Compared to Girlsgeneration's 'Vader Sader' deck, I find this version is a bit faster. With a bit of luck, I can pull out a Crusader and 2 weapons, one in the air, on the second turn; thanks to Supernova. Without a quick start, there's Discord to stall, and plenty of weapons to animate till a Crusader can be brought into play. One other thing I noticed is that 6 Crusaders is overkill. Because of their high cost what usually ends up happening is your hand begins to get crowded with unplayable cards. So 4 seems to be just right.
And for the record, "Why only 4 Flying Weapons when the deck uses 6 weapons?" Because a) one or more weapon is likely to be destroyed before I can animate it, b) flying weapons on their own are useless while a weapon can always be switched out for another one, and c) there were other more useful cards, like Explosion, to use in place of a 5th Flying Weapon.