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
|
No comments:
Post a Comment