Do you like the idea of memorizing one linear combo and trying to make the same end board each and every duel you play? You wouldn't be looking up a Crusadia deck if that wasn't the case. This build focuses on going first and ending on a board with near infinite negates by utilizing the Guardragon engine. The ideal board you want to end on is Spheres, Savage and Gameciel, plus any other negation you can, be it a Dawn Dragster or a set called by the grave. The combo is as follows;
Normal any Crusadia, link into Magius, special Crusadia from anywhere, Magius search Draco (or any other Crusadia monster if you already have a Draco in hand), Link off for Spatha, special Draco, Draco effect to get a Crusadia from grave to hand, Link off for Elpy, Spatha effect, move Elpy 1 zone to the right, special Red-Eyes, Red-Eyes special Draco from grave, make Saryuja, draw 4, put 3 back and depending on your draws find a way of ending on Savage plus another negation and Spheres.
Most people are unawere that Gameciel has an effect that isn't the special summon, you see whenever a card is sent to the grave Kyoutou Waterfront gets a Kaiju Counter on it, remove 3 and you can add Gameciel to hand, simply summon him using Saryuja's effect and bam, you have near infinite negates as Gameciel removes 2 from anywhere on the field to negate a card. Combine that with making a Savage and attaching a Saryuja from grave to him for 4 Negates and when you opponents turn is up you can use spheres to summon Goliath to the field, meaning no extra deck summoning until they get rid of it somehow.
The combo has a bunch of choke points and if you get Nibiru'd or Drolled you're basically screwed. To ensure that the Droll or Ash doesn't go through we're main decking 3 called by and 3 Crusadia Power and 3 Dark Ruler in the event we're forced to go second in game 1, it doesn't matter that we can't do any damage, if we can set up that board and then proceed to clean out the opponent's field we can win without doing any damage as recovering from that will be near impossible. Even then Nibiru is still a nightmare to deal with so just try your best not to get hit with it and you should be fine.
Side deck consists of other going 2nd cards which can help you OTK if you don't want to rely on hard drawing Dark Ruler each and every game, many of those cards and easily;y bait out negates too so there shouldn't be many times where you can't make a big boy Equimax and attack for game, unless you brick or something. You can replace There can be or Evenly with a Nibiru of your own, or any hand trap that you feel would work much better in the side deck, as always these decks aren't 100% optimized, more of a skeleton to go by.
The deck does pretty well against meta decks, mainly thanks to outside engines, and you can build it real cheap, most expensive card here is Savage which is like £25 I think, and can get a good number of those fat juicy W's that make this game worth playing. Overall, I give Paper Mario 2 a 4/5, just a solid RPG.