FV Mecha Trainer (original)
6 V Crits
4 V Cheer Girl, Marilyn (Draw/Sentinel)
2 Mecha Instructor (Stand): Charge, when it goes back to deck, bind 1, call it.
4 V Cheer Girl, Tiara (Heal)
4 V Wonder Boy: On-call botdeck 1, +5000 for turn, at beginning of main phase move to soul, call another Wonder Boy from deck.
2 V Gyro Slinger: On-ride/call, move 1 in hand to soul, look at top cards equal to vanguard grade, call 1.
4 V Commander, Garry Gannon: When attack it boosted hits, draw 2, toss 1 back.
3 Acrobat Verdi: Stride fodder.
4 V Treasured, Black Panther: SB1 for +15000 while attacking.
4 V Highspeed, Brakki: On-call +10000 for turn, at beginning of main phase move to soul, call another Brakki from deck.
4 V Spike Bouncer: On-ride/call, CB1/SB1, look at top cards equal to vanguard grade, call 1.
4 V General Seifried: Boss. While attacking, CB1 & move rearguard to soul to call another of that rearguard, +10000 for this and that card, and if this hits, SB1 to stand a rearguard and retire an opponent's.
4 V Juggernaut Maximum: On-call +10000 for turn, at beginning of main phase move to soul, call another Juggernaut from deck.
1 Temerarious Cataclysmic Rogue, Hellhard Eight: Finisher.
1 Great Villain, Dirty Picaro
4 Black Horn King, Bullpower Agrias: Now 10x meaner with the V-Spikes.
2 Heat Element, Merindol: When Agrias can't be used at fullpower. G-Persona, when it hits, a rearguard gets 5000 power for each Cray Elemental G Unit in your G zone.
1 Air Element, Sebreeze: Probably don't need it cuz V-Spikes, but whatever.
3 King of Interference, Terrible Linus
2 Durable Barrier, Hecaton Gyace
1 Metal Element, Scyrew
1 Air Element, Ractome
Basically throwing my G stuff into my V stuff.
Use Juggs, Brak, and Panther to bully the opponent hard, hopefully Slinger lands 1 of those 3 on first turn. Stack Force on a rear circle for if you reach a Hellhard turn so you don't get damage-denied.