Grade 0 (17)
1 Lizard Soldier Conroe
4 Lizard Soldier Gan-lu [Stand]
4 Lizard Runner Nafd [Stand]
4 Embodiment of Spear, Tahr [Critical]
4 Dragon Monk, Gojo [Heal]
Grade 1 (14)
4 Embodiment of Armor, Bahr
4 Dragon Monk, Gojo
4 Iron Tail Dragon
2 Flame of Hope, Aermo
Grade 2 (12)
4 King of Sword
4 Hungry Dumpty
4 High-Speed, Brakki
Grade 3 (7)
4 Mr. Invincible
3 Dragonic Overlord
The Kagero base isn't anything revolutionary, but the presence of 12 7K+ Grade 1s allows multiple attacks to be launched as early as possible with dreadful consistency, which is just what Stand Triggers like to see. The risk of riding a 6K unit and getting hammered on the opponent's first battle phase by everything under the sun is few and far between as well. Gojo and Aermo play their standard filtering role, obtaining combo pieces, dropping unnecessary duplicates, and all around making sure your shields are up to snuff by keeping excess Grade 3s out of the hand.
But what about Iron Tail Dragon? Without Blazing Flare Dragon in tow, I don't need it, right? Wrong! Conroe aside, this is the only card on the low-end of the deck that makes use of counterblasts, and it does so very well. Swinging at all manner of 8K and 9K units alone is valuable enough, but it can even become a viable Stand target itself at 10K. It can reach all sorts of other magic numbers behind big beaters like Nehalem and Overlord over the course of the game too. Above all else, when I can't make bigger plays, this little guy is making sure that my damage is always doing work and always available to unflip.
The Grade 2 lineup continues the hostility with another twelve big units, each with their own defined purposes. The difference between Nehalem and King is minute, but using King does allow for Hungry Dumpty to activate on turn two so the call doesn't feel wasted. Such a play is usually followed up with a use of Iron Tail so Mr. Invincible has something to unflip going into turn three.
Hungry Dumpty's early game applications are basically limited to that, but the things he lets me get away with later on are well worth it. Say Dragonic Overlord's skill is used while I only have 3 damage, and I really want to use it again on the following turn. Without Hungry Dumpty, I would need to take 2 damage and unflip 1. Doing so places me in the danger zone where I have to guard everything. It's not a good place for any deck to be, much less one with no perfect defense! With Hungry Dumpty, I'm unflipping 2 instead, so I get to stop at 4 damage - that's a lot safer.
The inclusion of High-Speed, Brakki stems from two things: the otherwise lack of Soul usage, and the incompatibility that other great Grade 2s have with the deck. It works out, though! Anyone at 5 damage can tell you that two columns with 21K+ power isn't funny. Brakki can force 'no guard' declarations early in the game too, leading to the 5 damage situation sooner rather than later. May as well if I feel he's going to be attacked anyway, right?
Grade 3 needs no explanation. There is no better rear guard than Dragonic Overlord in the current format, and no better Vanguard than Mr. Invincible in the scope of this deck. Hell breaks loose when the two come together. It's not even a safe bet to defend against Overlord when eight Stands lurk in the deck. Whether they do or not, though, I'm making great progress by eliminating opposing resources.
-TL;DR Winning Image-
Dragonic Overlord - Mr. Invincible - High-Speed, Brakki
Iron Tail Dragon - Flame of Hope, Aermo - Iron Tail Dragon
1 Dragonic Overlord Trial Deck - $13
1 Dragonic Overlord COMMON - $3
1 Lizard Soldier, Conroe - $4
4 Mr. Invincible - $4
4 King of Sword - $5
4 Hungry Dumpty - Less than $1
4 High-Speed, Brakki - Less than $1
4 Iron Tail Dragon - Less than $1
4 Lizard Runner Nafd - Less than $1
4 Embodiment of Spear, Tahr - $10 (replaceable with Demonic Dragon Mage, Rakshasa)
3 Dragonic Overlord RRR - ~$20 or 3 Dragonic Overlord SP - ~$60