The goal with this deck is some hand control mixed with turn control. Ideally, the way the deck should play out is to stop your opponent from getting a turn, altogether, until you win or they scoop.
This deck primarily consists of Demons, and spotting Healthy PCs is a pretty big deal. Elk and Tim 2.0 are the core PCs that should be keeping my team healthy. Annri 2.0, Water Wand and Diabolic Wand allow to play multiple cards in a turn, to get some card advantage. Peace 2.0, as an aside, but in keeping with what I'm going for somewhat, gives an opportunity to get my opponent to discard monsters.
No armor and multiple elements allow me to maximize use of my WaveMaster skills.
What the monsters want to achieve is getting wander demon off, either through winning a fight or discarding. Using lower level demons, I reduce my opponent's hand size to zero. Wander Demon will then force the opponent to skip up to four turns. I avoid scoring wander demon, unless it would score me my 7th point. With it in the discard pile, it is Mog Napylon's job to keep going in with a hopefully open field and keep adding to the number of turns skipped by using Wander Demon's reward.
Menhir, Enemy, and Necrotic Eye are all resources I have that should allow me to get multiple types of creatures attacking.
I eventually plan on trading out Alucard for another Wander Demon. I'll also be figuring out a spot for at least a second Cubia Core D. Other than those things I'm considering, anything that may be suggested?