Thanks. Then I'll compare what I come up with from the above suggestions with your list and see if there's any modifications I can make. ^^
Edit: Okay, I tried to include some more defensive cards for my Spells and Traps because I wanted most of the monsters to be cards to help out Felgrand Dragon in some way or another, or that benefit in some other way. This is what I came up with:
x3 Felgrand Dragon
x2 Jinzo (for protection from Trap like Magic Cylinder, etc. that might cause problems)
x1 Arcana Force Ex - The Light Ruler (not so much for summoning as for high level for Felgrand's effect)
x2 The Creator
x3 Kaiser Sea Horse (helps summon Felgrand or Creator)
x2 The Creator Incarnate (Helps to summon Creator)
x1 Sangan (Search out Decoy, Cretin, or Necromancer)
x3 Decoy Dragon
x2 Spear Cretin
x1 Chaos Necromancer (because I'd end up with a lot of monsters in the grave)
x2 Spell Absorption
x1 Card Destruction (to help get Felgrand Dragon in the grave)
x1 Cold Wave
x2 Foolish Burial
x2 Mausoleum of the Emperor
x2 My Body as a Shield (to protect against cards like Lightning Vortex)
x1 Trade-In (same as Card Destruction)
x1 Mystical Space Typhoon
x1 Mystik Wok (For good sized lifepoint gain)
x1 Call of the Haunted
x2 Draining Shield
x1 Ceasefire (more for stopping flip effects than burn damage)
x1 Divine Wrath
x2 Dust Tornado
(tried to keep Traps to a min. because of Jinzo)