I was sitting through my biology lecture and got bored to the point where I realized how I never tried building Lady of Lament with Armored Xyz when Full Armored Xyz is a Normal Trap. The whole Armored Xyz line is simple. It all starts with 2 Level 3's going into Xyz Armor Torpedo, detaching 2 to draw 1, overlaying into Xyz Armor Fortress, and detaching to add Full Armored Xyz. It's a cool thing to do when your Deck is running enough Level 3 or 4 monsters to go into a Rank 3 or 4. And this brings us here to Lady of Lament Full Armored Xyz. You have the option of doing your usual Lady of Lament shenanigans or going through the whole Armored Xyz line with Tour Guide From the Underworld and ending on the ability to go into a Full Armored DARK Lancer with its attach effect live while also backing it up with a bunch of Traps. Or, you can just do both: go through the whole Armored Xyz line for DARK Lancer access while also having Lilith setting you Traps. In addition to that, you also have the option of using the Armored Xyz cards as an OTK tool on turn 3 after you've gotten through your opponent's turn with your Traps. To accomplish this, we are playing some Burning Abyss monsters in order to help get out a Rank 3 and/or to help get a Level 3 DARK Fiend on the field without relying on your Normal Summon.
For monsters: 3 Lord of the Heavenly Prison. This is our only big Main Deck monster we are playing. I find that Doomdog Octhros and Lady Labrynth of the Silver Castle to be much more of a hindrance in this Deck since we want to have Tour Guide get out BA's and have BA's in hand instead. Lord gives protection to your set backrow and it can get you a Spell/Trap from Deck which is much more useful. 3 Lilith, Lady of Lament and 3 Alice, Lady of Lament. Lilith Tributes a DARK monster to reveal 3 Normal Traps in your Deck for your opponent to randomly choose 1 to set to your field. Alice Summons a Lady of Lament from grave on Normal Summon, she can Special herself from hand by banishing a Trap from hand or GY, and she adds a Fiend whose combined ATK and DEF equals 2000 from your Deck when Tributed or destroyed. Lilith gives you access to your Traps while Alice gets you follow-up or starts your plays on following turns. The funniest thing about Alice's effect to add a Fiend whose combined stats equals 2000 when Tributed is that you can search Libic with it. Which is why we are playing 3 Libic, Malebranche of the Burning Abyss and 2 Scarm, Malebranche of the Burning Abyss. BA's can Special themselves from hand if you control no Spell/Trap Cards, but we will not always be using that effect because they are only 1 effect per turn and only once that turn. If anything, their effects when sent to grave are what we are aiming for. Libic Specials a Level 3 DARK Fiend from your hand with its effects negated when sent to grave and Scarm adds a Level 3 DARK Fiend from your Deck during the End Phase it was sent to grave. If you Summon Libic off of Tour Guide, make a Rank 3 with them, and detach Libic, you get to Summon a Level 3 DARK Fiend from hand which can give you a Level 3 DARK Fiend monster on field for Ties of the Brethren for your Lady of Lament plays after you've done all of your Armored Xyz plays. You can Summon Tour Guide, Scarm, or Alice. Scarm and Alice will also give you additional benefits in more searches. But, you'd rather not Summon Lilith as she functionally does nothing if negated which invalidates the whole idea of getting a Level 3 DARK Fiend on field for Ties. As for Scarm, you can search Tour Guide, Alice, or Lilith for next turn which is great. Finally, 3 Tour Guide From the Underworld which Summons a Level 3 Fiend from hand or Deck with its effect negated so that you have easy Rank 3 access for your Armored Xyz plays.
For Spell/Traps: 3 Ties of the Brethren which targets a monster and summons 2 monsters from Deck with the same Type and Attribute but with different names. This is essential to the Lady of Lament portion of your Deck. 1 Armored Xyz. This equips an Xyz in grave to a monster you control, making the ATK of the equipped monster the same as the ATK of the Xyz Monster, gives it the same Attribute, and you can send it to the GY so that monster can make a second attack. The card is okay overall, even in a dedicated Armored Xyz Deck, but we are playing it in case we draw our 1-of Full Armored Xyz or if we activated Prosperity this turn. Speaking of, 3 Pot of Prosperity. 1 Trap Trick. 3 Infinite Impermanence. 2 Simul Archfiends and 1 Dimensional Barrier. Simul Archfiends makes it so that for the turn, neither player can Special Summon the same card types as they currently control (Ritual, Fusion, Synchro, Xyz, or Link) and if you don't control 2 of the same card type, all Ritual, Fusion, Synchro, Xyz, and Links you control gain 500 ATK. This card is sort of like D Barrier, but I feel like it has some more applications in different situations. First of all, it affects Links whereas D Barrier doesn't which is really nice against Link strategies. Second, if your opponent were playing an Xyz Deck, Simul Archfiends does not negate your own Armored Xyz monsters. You can use Full Armored Xyz earlier in the turn before your opponent has committed to a Ritual, Fusion, Synchro, Xyz, or Link Summon, and still have the ability to stop your opponent from going into more of their Ritual/Extra Deck plays while keeping your own Armored Xyz monsters live. Even so, we are still playing 1 D Barrier in the situation where you don't face an Xyz Deck or in the case where you only have access to the Lady of Lament portion of your Deck and need a more heavy-handed way to deal with your opponent's turn. 3 Fiend Griefing which shuffles a monster in your opponent's GY into the Deck and gives you the option of sending a Fiend from your Deck to the GY. You are usually going to be sending Scarm for an add during the End Phase, but you can optionally also play a Farfa, Malebranche of the Burning Abyss in order to have another form of monster removal. 1 Full Armored Xyz which immediately allows you to Xyz Summon if you control an Xyz Monster, and you can banish it from GY to equip an Xyz from field or GY to an Xyz you control where the equipped monster gains ATK equal to the equipped monster's ATK and if it would be destroyed, you can destroy the equip instead. 2 Transaction Rollback which pays half to copy the effect of a Normal Trap in your opponent's GY and you can pay half and banish it from GY to copy the effect of a Normal Trap in your GY. And finally, 3 Anti-Spell Fragrance to give you more insulation against certain types of Spell-based removal.
For the Extra Deck, 1 Garura, Wings of Resonant Life, 2 Elder Entity N'tss, and 1 Golden Cloud Beast - Malong for a draw, pop, or bounce when sent off of Ultimate Slayer. 1 Divine Arsenal AA-ZEUS - Sky Thunder and 1 Stellar Nemesis T-PHON - Doomsday Star. 1 D/D/D Deviser King Deus Machinex which can be made with a D/D/D monster which is usually going to be Darius which gives you 2 activations of its effect which can detach 2 to attach an opponent's card to it as material once per chain. 1 Mereologic Aggregator for a negate when sent off of Ultimate Slayer. 1 Full Armored DARK Lancer which can be made with a Rank 5 or 6 and gains 300 ATK for each material attached to it. It can add back an Xyz card from GY every turn and if its equipped with an equip card, it can attach a monster your opponent controls to itself as material. 1 Full Armored Crystalzero Lancer which can be made with a Rank 5 WATER and it gains 500 ATK for each of its materials. If it would be destroyed, you can detach 1, and you can detach 1 to negate the effects of all face-up monsters your opponent controls for the turn. This card can give DARK Lancer more material and going second, it can negate your opponent's board for more insurance for an OTK. 1 Xyz Armor Fortress which can be made with a Rank 3 or 4 monster and it cannot be used as Xyz material if it has material. You can also detach up to 2 materials from it to add the same number of Armored Xyz cards with different names from Deck, and if its equipped to a monster, the equiped monster deals double battle damage when it battles another monster. The fact that you cannot use it as Xyz material if it has material is so annoying whic his why we have to play Armored Xyz in addition to Full Armored Xyz in order to have another card to search to detach 2 from it in the advent where you activated Prosperity for the turn and cannot detach 2 from Armor Torpedo. But this card is very important for the whole Armored Xyz line. 1 Xyz Armor Torpedo which can detach 2 to draw 1 card and if its equipped to a monster, it prevents your opponent from activating cards and effects when the equipped monster battles and also negate the effects of all face-up monsters your opponent controls until the end of the damage step, and if the equipped monster is an Xyz monster, it cannot be targeted. 1 Number 47: Nightmare Shark which can detach 1 to make a WATER you control able to attack directly for the turn. This is good for Zeus plays, but it being able to detach 1 at any point means that you can rank it up into Armor Fortress for it to detach 2 for 2 searches and have it be able to be used as Xyz Material. 1 D/D/D Stone King Darius which can be ranked up into Machinex or it can make itself be unable to be destroyed by battle and destroy the monster it battled which is good for making Zeus. Finally, 1 Unchained Soul Lord of Yama which is a send off of Ultimate Slayer as it can banish itself from GY if a card(s) you control is destroyed to Summon a Fiend from hand or GY.
Side Deck: 3 Alpha, the Master of Beasts. 1 Dinowrestler Pankratops. 3 Ultimate Slayer. 2 Ice Dragon's Prison. 3 Torrential Tribute. You can Main Deck this card, but it does conflict with your Armored Xyz monsters as you might end up destroying them or having to destroy an equipped Xyz via the effect of Full Armored Xyz to protected the equipped monster which can prevent you from OTKing on the following turn, but it isn't too great of an issue, so it is up to you whether you want to Main Deck it or not. And finally, 3 Evenly Matched.