Being a pirate is alright to be!
1 Captain Nightkid
2 Doctor Rouge
2 Rick the Ghostie
4 Rough Seas Banshee
1 Knight Spirit
1 Ghoul Cannonball
2 Hades Steersman
4 Hook-Wielding Zombie
Yo dawg I herd you like triggers, so we put triggers in yo triggers so you can drive check while u drive check.
Seriously, though, this has to be the most trolltacular lineup I've ever seen. I love it. Just don't tell people your numbers...
4 Samurai Spirit
4 Deadly Nightmare
4 Gust Jinn
3 Dancing Cutlass
Since this build is focused on never-ending field optimization, I'm choosing not to play Dandy Guy, Romario. The slight power advantage is rarely missed, as I'd rather not lock my field into anything specific.
The standard Cutlass -> Samurai/Nightmare play puts in work, as does Steersman -> Samurai/Nightmare. Maxing on both assures my field is always capable of shapeshifting into something situationally better. This allows maximum aggression from the outset at a low cost, even to the point of allowing plays such as calling triggers.
4 Ruin Shade
4 Deadly Spirit
2 Stormride, Ghost Ship
Ruin Shade and Ghost Ship can stand up to the best of them, easily reaching 18K when the evil crossrides rear their ugly heads (Ruin is nice in front of Cutlass on any other day). Deadly Spirit is invaluable due to its recyclable 5K shield, and unlike Captain Nightmist, it doesn't need an 8K booster to reach significant numbers. If I were to consider any other grade 2 option, I'd probably be looking at Undead Pirate of the Frigid Night for its ability to swing 11K unboosted and 18K when backed by either Samurai or Nightmare, but this lineup seems quite adequate.
4 King of Demonic Seas, Basskirk
2 Ice Prison Necromancer, Cocytus
1 Dragon Undead, Skull Dragon
1 Necromancer of the Abyss, Negromarl
Set 2 Granblue suffered due to a lack of suitable Units to take the Vanguard slot, but this has been rightly rectified with the addition of Cocytus. While most have chosen to simply bank on the new guy, I think Basskirk is still the centerpiece of the Granblue strategy. His ability to Soul Charge plays a pivotal role in setting up the rest of your most powerful skills, and his own offense is roughly on par with Cocytus anyway since, again, I lack Romario.
Skull Dragon still functions as the finisher it always was, and Negromarl's combo options have only gotten better with time. I couldn't see the deck without them.