Monday, December 7, 2015

Deck List: Gauntlet Buster Dragon [Eradicators]

It’s finally time to bring back Eradicators. For a brief time during the Set 11 era, Eradicator was one of the top decks but has since fallen behind the likes of Brawlers, Vermillion and vanquisher due to lack of quality support. The deck revolves around retiring your opponents rear guards in order for your vanguard to gain power and extra criticals!



G-ZONE
3 x True Eradicator, Finish Blow Dragon
2 x Conquering Supreme Dragon, Conquest Dragon
3 x Lightning Dragon Knight, Zorras

GRADE 0
 1 x Ambush Dragon Eradicator, Linshu (STARTER)
 4 x Worm Toxin Eradicator, Seiobo (HEAL)
 4 x Eradicator, Yellow Gem Carbuncle (CRITICAL)
 4 x Ionization Eradicator, Capnis (CRITICAL)
 4 x Eradicator, Dragon Mage (DRAW)

GRADE 1
4 x Eradicator, Egghelm Dracokid
4 x Eradicator Wyvern Guard, Guld (Sentinel)
4 x Mighty Bolt Dragoon
2 x Rising Pheonix
GRADE 2
 3 x Supreme Army Eradicator, Zuitan
 3 x Fiendish Sword Eradicator, Cho-Ou
 3 x Two-sword Eradicator, Koenshak
 2 x Eradicator, Spark Rain Dragon

GRADE 3
  4 x Eradicator, Gauntlet Buster Dragon
  2 x Eradicator, Angercharge Dragon
  2 x Eradicator, Dragonic Descendant


The deck primary Grade 3 ride target is ‘Eradicator Gauntlet Buster Dragon’. Its limit break 4 ability gives it +3k and +1 critical whenever one of your opponents rear guards is sent to drop zone from one of your own card effects. Its second skill is [CB2-Eradicator] and your opponent chooses one of his/her rear guards to retire.

The deck runs 2 copies of the new Eradicator unit ‘Angercharge Dragon’. Upon calling to the rear guard, you may [CB1-Eradicator], if you do, place the top card of your deck into your damage zone. Then if that card has ‘Eradicator’ in its name, your opponent chooses one of his RG and retires it. At the end of the turn, you heal one damage. The deck only runs 6 non-eradicator units, so it is likely the effect will go off. However one must remember, you cannot use this effect when on 5 damage otherwise you will lose!

I run 2 copies of ‘Eradicator, Dragon Descendant’ as techs. Its Limit Break 4 ability states that whenever this attack did not hit during the battle, you may pay the cost of [CB1] and discard 3 cards with eradicator in their names from your hand to restand itself and gain +1 Critical. Its secondary ability is an ACT ability requiring you to [CB2-Eradicator] to have the unit gain +5k for the turn. Honestly not a bad finisher, if you are not in a position to retire your opponents units.

The Grade 2 Line-up is a mixed bag. As the deck is heavily counter blast reliant, I run 3 copies of Zuitan. Zuitan’s skill works on the VG/RG circle. When the unit hits a vanguard, you counter charge 1 and soul charge 1, if you have an eradicator vanguard. ‘Fiendish Sword Eradicator, Cho-Ou’ is run at quantity 3. Its skill allows you to send one of your other ‘Eradicator’ units into your soul in order to retire one of your opponents front row units.
Zoenshak is one of the newer Eradicator support units. Its ability states that whenever one of your opponents is retired due to one of your card effects, you may have both players choose one of their rear-guards and retire it. It’s a nice way to gain criticals on vanguard but be careful not to play it against an opponent with a resist unit on the field. Finally the deck runs two copies of ‘Spark Rain Dragon’, the generic 12k beater for Eradicators.

The grade 1 line-up is extremely simple. 4 copies of the ‘Egghelm Dracokid’, the limit break enabler. It’s always nice to have your vanguard gain an extra crit when your opponent is still on grade 2 and just doesn’t have the cards to guard. 4 copies of the Eradicator perfect guard is a must. All the counterblast costs in this deck are all E-special. You simply cannot afford to damage non-eradicator units. The deck runs 4 copies of Mighty Bolt Dragoon, the grade 1 stride assist for Narukami. Finally 2 copies of Rising Phoenix which has the ability to soul blast 2, draw 1 card when placed on the field. The deck does generate a decent amount of soul through riding, your starter, Cho-ou and Zuitan.

The selected starter is ‘Ambush Dragon Eradicator, Linchu’. When this unit boosts and hits a vanguard, you may pay the cost of [CB1] and put this unit into the soul, to retire on of your opponents grade 1 or less units. It’s a nice way to remove your opponent starters early game.

The trigger lineup is straightforward: 4 Heal, 4 Draw and 8 Critical. The only trigger with an ability is ‘Ionization Eradicator, Capnis’ critical trigger. It has an [AUTO] ability that states when this unit is sent to the drop zone from one of your card effects, look at the top 3 cards of your deck and place one card with ‘Eradicator’ in its name into your hand. Shuffle the rest back into your deck. This card obviously combo’s nicely with Zoenshak’s skill but is otherwise unused.

The G-Zone is where the true finisher is. Your first stride however will always be ‘Lightning Dragon, Zorras’, simply because all your other strides are GB2. The units ability forces your retire one of his/her rear guards upon hitting the vanguard and furthermore, you can choose up to 2 cards from your opponents drop zone and bind them. A nice bonus to bind triggers in legion dependant decks.

The newest stride to support Narukami is ‘True Eradicator, Finish Blow Dragon’. Its GB2 [ACT] ability requires the user to [CB1] and flip any G-Unit face-up. During this turn, your vanguard gains the [AUTO] skill ‘whenever one of your opponents rear guards is sent to the drop zone due to your card effect, this unit gains +5k and +1 critical until the end of the turn. Furthermore, if you have a heart with ‘Gauntlet Buster’ in it’s name, your opponent must retire one of his/her rear guards for no cost! By combo-ing this units skill with many of your other units, you can powerfully finish off your opponent in one mindboggling critical attack. A tad hail mary but hey, that’s what Narukami has always been about.

Finally the deck runs 2 copies of ‘Conquering Supreme Dragon, Conquest Dragon’. It’s GB2 [ACT] skill requires the user to G-persona flip. Then you choose one of your opponents front row rear guards and retire it. Furthermore all your front row units gain +5k for each empty front row RG spot until the end of the turn. It’s important to time the cost of this unit correctly to maximise its potency. Having all your front row units potentially gain +10k is no joke and is a nice costless finisher, if your ‘Finish Blow Dragon’ did not do the job already.



Overall the deck is very one-dimensional but can be extremely devastating. It’s ideal for making comebacks to steal victories.


Advantages

Disadvantages

·         Control of opponents field

·         Ability to gain early critical pressure

·         Can pull off huge comebacks

·         Requires e-special counterblasts and counterblast heavy

·         Will struggle against decks that run resist units

 

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