Character:
*Alex* (All, Earth, Fire)
Actions (4):
2x X/4 Work in the Restaurant (Death, Fire, Life) +0H - Speed buff, X is difficulty of attack you're buffing.
2x 2/5 Kung-Fu Training (All, Evil, Fire, Life, Void, Water) +1M - Speed buff or Action negation.
Assets (4):
4x 4/3 Ready for Anything (All, Earth, Fire) +3L - Speed and damage buff or card draw.
Attacks (26):
4x 3/3 Flying Cross Chop 3H3 (All, Earth, Fire) +2L - Damage buff with a high block in your staging area.
1x 5/2 Power Bomb 1M6 (All, Earth, Fire) +3H - [T] Damage buff for later attacks in its zone.
2x 5/2 Spiral D.D.T. 3H6 (All, Fire, Good) +2M - [T] If used as block, makes other mid blocks easy.
2x 5/3 Zodiac Fire 3L4 (Death, Earth, Fire) +2H - Damage buff if you have more RFG.
4x 5/2 Nisho Kyaku 4H5 (All, Fire, Life) +2M - Speed boost
1x 7/3 Power Bomb 3M8 (All, Fire, Order) +1L - Alex Only [P2][T] Card draw from bottom
4x 3/2 The Hawk 2L4 (Death, Fire, Void) +4M - [b1] Useless by itself, but combine with Alex's ability for damage buff.
4x 4/2 Melancholic Mercurius 2L4 (Wind, Evil, Fire) +2H - [M2] Auto speed buff for multiple copies.
4x 5/3 Knee Toss 5L2 (Wind, Earth, Fire) +2H - [T] Speed and damage switch.
Foundations (25):
2x 4/4 No Memories (Death, Fire, Void) +3M - Enhancement Denial.
4x 1/5 Adoration (Death, Fire, Life) +2M - Speed Boost.
2x 2/4 Condor Power (Earth, Fire, Void) - Light damage buff [4:3M2 - E: If blocked, place as foundation in staging area]
3x 2/5 Savage Fighter (Chaos, Fire, Good) - Damage buff [1:Action - E: Reversal buff (not used)]
4x 2/5 Bounty of the Sea (Fire, Good, Water) +3M - Speed boost [2: Action - E: Unblockable denial]
2x 2/5 King of the Sea (Fire, Good, Water) - Block zone switching.
2x 1/4 Physical Fighter (All, Earth, Fire) - Damage buff.
4x 1/5 Empire's Ruin (Fire, Good, Water) +2M - Speed boost and unblockable denial.
2x 2/5 Cold and Haughty (Chaos, Fire) +1H - Light damage buff
Total cards: 60
As you can probably tell, Alex is based on some really wonky-requirements damage buff and a little speed buff. He's a pure numbers deck with a little bit of throwing action for guaranteed damage / momentum. As absurd as his play style is, he wound up being the deck to beat, simply because his damage cap is in the upper levels, and it's spread out onto a variety of methods. It's difficult to lock down too many things, and the numbers go higher than most damage reduction decks can mitigate. The only big threat seems to be crazy, repetitive life gain (i.e. Dream Blossoms from the graveyard every turn).
Please, tell me what you think. I've got limited resources, but criticism can only make it stronger.