With the 3rd wave of support, Nightmare Dolls have access to a few new toy, especially Nightmare Doll Carroll, make Dolls in my opinion the best build right now for Pale Moon in term of offensive potential.
Pros:
+ Insanely fast and aggressive once you hit your first G3 turn, can pump out 8-9 attacks with just 2 CB
+ Can spam Accel Circle with you getting 2 every turn
+ Deck is self-sufficient, cards get their power with minimal cost and you get field and hand advantage while still keeping amazing amount of pressure
+ Budget and very powerful
Cons:
+ Can be a bit slow if you don’t have 2 G3 during your first turn
+ Lacking some more Workeroid card so still have to play a few fillers.
+ Hard to play because how much resource you have to manage in order to overwhelm your opponent
Key Cards

[AUTO](VC):When placed, look at five cards from the top of your deck, put a card from among them into your soul, and shuffle your deck. If a grade 3 <Workeroid> was put, you may call that card to (RC).
[AUTO](VC):When your grade 3 rear-guard is put into your soul, COST [Counter Blast (1) & discard two cards from your hand], ride a <Workeroid> from your soul as [Stand], and that unit gets drive-1 until end of turn.
Alice’s best friend and the keystone for all the deck aggression. She help you dig for Alice and sometime Soul Charge specific cards in order to have the most optimal turn you can. The best thing is that you can superior riding Alice on to and get another draw from Accel 2 and another attack in.

Amazing card, extra attack, let you access your soul and get another card into your fresh newly acquired Accel circle from superior riding her onto Carroll. 10/10 must play.

The first of the Beater duo, Edith is an amazing utility card and power house at the same time. She can easily get 23k on an Accel circle during your first G3 turn and it can only go up from there. At the same time, she can be use as a boost for a really strong column. She also have an interaction with Jumping Jill and get you another attack when you activate Jill effect.
The second of the duo, Rhoda function somewhat the same at Edith with a bit less utility. Still, strong card and you’d always want Rhoda in the front row more than Edith
The Performers

Cute, and is a Workeroid. You ‘d mainly call her when you superior Ride Alice from soul and then call Edith for an extra attack. It doesn’t always happen though but when it does, you have another nice, strong attack. 
On first glance, Nitro Juggler doesn’t look very good. However, he is a workeroid that can help you choose what card you can put into your soul which Doll need. Also, all of those trigger you stack in your bottom deck, you gonna shuffle all of them when you active Carroll effect so it’s gucci. 
Best Common in the clan coming through. Help you putting cards back into your soul to reuse later, can activate Carroll and the best card you can Ride in your G2 turn.
Play her or Jill though, you don’t have the space for both
Turn every column she’s in into a pseudo Accel 2 Circle. Work great with anything really, better with Alice. Also it make your Vanguard threatening with 17k – 24k attack respectively
[AUTO](RC):When your other <Workeroid> is placed in the same column as this unit, that unit gets [Power]+5000 until end of turn.
Put card into your soul, draw one, gain 10k attack. That’s 3 great effect in one. CB 1 make her iffy to use though but great in emergency situation and she is essentially free if you running Amaranth
[AUTO](RC):When it attacks, COST
[Counter Blast (1) & put another <Workeroid> on (RC) into your soul], draw a card, and this unit gets [Power]+10000 until end of that battle.
Same with Nitro Juggler, selective soul charging is great. Riding her first turn is fine, and if you can put more copy of her into your soul for deck thinning it’s also great.
[AUTO](RC):When placed from hand, look at two cards from the top of your deck, put a card from among them into your soul, and put a card from among them on the bottom of your deck.
[AUTO]:When rode upon, look at three cards from the top of your deck, put any number of cards with “Silver Thorn” in their card names from among them into your soul, and put the rest of cards looked at on the bottom of your deck in any order. If you put two or more cards in your soul, draw a card.
Honorable Mentions
+ Comicality Chimera: In theory a great card, help you counter charging, and put card into your soul, it’s can lead to some stupid extension. Problem though? as a G3 he can clog and you hardly have any mean to reach him, Alice can’t pull him out of the soul like Amaranth. Riding him is a disaster. He is good though, if you want to play him just play 2 and another Erin.
+ Silver Thorn Marionette, Lillian: Insanity but strangely viable if the situation call for it. You already play 4 Irina, your starter is a Silver Thorn and you can play more Silver Thorn triggers. Play 3-4 depends on how insane you are in place of Jumping Jill and Amaranth.
Decklist
- Silver Thorn Assistant, Ionela x1
- Silver Thorn Beast Tamer, Serge x4 (Front)
- Hoop Magician x2 (Front)
- Silver Thorn, Barking Dragon x2 (Crit)
- Candy Clown x4
- Hades Hypnotist x4
- Nightmare Doll, Beverly x4
- Nightmare Doll, Edith x4
- Silver Thorn Assistant, Irina x4
- Amaranth Beast Tamer x3 / Jumping Jill x3
- Nitro Juggler x4
- Nightmare Doll, Rhoda x4
- Nightmare Doll, Erin x2
- Nightmare Doll, Alice x4
- Nightmare Doll, Carroll x4
Some minor things
+ The deck generally use Accel 2 to gain hand advantage. However, if that isnt an issue for you and you want the potential to close the game in your first G3 turn, you can play Accel 1 instead.
+ Use your resources carefully, they are limited and you want to make the most out of your turn.
+ It’s not advised to play non-optimal card that can create some kind of insane turn with the right circumstances, those cards only make the deck more inconsistent both in term of cards and power value. A normal Nightmare Doll turn already can dish out really heavy pressure, playing additional non-workeroid will only make Rhoda and Edith weaker. I have seen people use Carroll twice in a row with a certain setup, however, unless you can guaranteed a win in that turn, using Carroll twice in a row is very sub-optimal.