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Battle area => Community => Deck Discussion => Topic started by: Helios on November 24, 2015, 06:45:50 PM

Title: [VG] Narukami- Simple Erads Too Good
Post by: Helios on November 24, 2015, 06:45:50 PM
Grade 0

1x Eradicator, Rare-talent Dracokid (SV)
8x  Erad Crits
4x Ionozation Eradicator, Kapunis (Erad Crit)
4x Erad Heals

Grade 1

4x Eradicator, Wyvern Guard Guld (PG)
4x Eradicator, Demolition Dragon (10k Beater)
3x Eradicator, Egg Helm Dragon (LB Enabler)
3x Eradicator of the Ceremonial Bonfire, Castor

Grade 2

4x Conquering Eradicator, Zuitan
3x Eradicator, Spark Rain Dragon (12k Beater)
3x Immortal Eradicator, Shup
1x Eradicator, Thunder Boom Dragon

Grade 3

4x Detonics Stinger Dragon (BR)
4x Eradicator, Tempest Bolt Dragon

Grade 4

2x Thundering Dragon Knight, Zoras
2x Conquering Supreme Dragon, Dragonic Vanquisher <VOLTAGE>
4x Supreme Conquering Dragon, Conquest Dragon

The idea behind this deck is really a one-shot kill with the BR and Tempest Bolt. Your ideal time to use this is when both you and your opponent are at 4 or more damage. What makes this a one-shot kill is the fact that in order to execute the full onslaught, you use four counterblasts in one turn. Though this deck is really overpowered is the BR's skill.

When this unit attacks, you may Counterblast 1. If you do, if your opponent does not have any rearguards in the front row, he/she cannot guard with grade 1 or higher cards. And/Or if your opponent has no rearguards in his/her back row, your unit gets +1 critical. With Tempest Bolt's LB being Counterblast 3. If you do retire each rear guard on the field. And This unit gets +2000 power for each open rearguard circle, these two skills mix together perfectly. Thus when you attack, your vanguard's maximum power could total 41k by itself with the extra 2 skills of the BR.

As for the rest of the deck, it is very light on the counterblast side, while maintaining power to push your opponent to four damage. The whole reason why i run 4x Zuitan is to try and free up a counterblast from the possible skill of Rare-talent Dracokid, but i usually unflip it or heal it off anyways.

If you have any suggestions for this deck, let me know. I am glad to see what other things you can do with your Grade 0's-2's  and maybe some 3's as strides aren't really important in this deck.

Title: Re: [VG] Narukami- Simple Erads Too Good
Post by: sie.akashi32 on November 25, 2015, 06:22:11 AM
This is so great~
Title: Re: [VG] Narukami- Simple Erads Too Good
Post by: NeoBuster on December 22, 2015, 06:23:17 AM
In my opinion this is one of the few Narukami builds that can consistently use The Detonics breakride in an effective way. Now While you do need 4 open Counterblasts for the Tempest Bolt field wipe then the Breakride skill, its a great game ending move Because with the Vanguard your hitting for 36k+ which is magic numbers. A good deck to be sure.
Title: Re: [VG] Narukami- Simple Erads Too Good
Post by: Helios on December 22, 2015, 11:13:56 AM
After playing around with this deck, I have felt that I needed to make some small changes. They are as follows

Take Out:

1x Eradicator, Rare-talent Dracokid
2x Eradicator, Demolition Dragon (10k Beater)
1x Eradicator, Thunder Boom Dragon
1x Conquering Eradicator, Zuitan

Add:

1x Spiritual Sphere Eradicator, Nata (SV)
2x Rising Phoenix
2x Heat Elemental, Buwer

First off, the reason I switched SV's is because with one less counterblast, Nata is way more effective on the turn you BR Tempest because your VG has the potential to gain an additional 15k. As far as Rising Phoenix, I felt that this deck could use a little boost in draw power. I add Phoenix and not draw trigs is because you want to crit as much as possible and only two cards use the soul in this deck. Plus you have Zuitan which soulcharges for you on hit. The final addition, Buwer, is quite self-explanitory. On hit, you retire to add either Detonics or Tempest. Recently I have just been top decking Tempest on the turn needed, so I thought Buwer could add a bit more help.


Title: Re: [VG] Narukami- Simple Erads Too Good
Post by: Lequier on December 24, 2015, 06:15:24 PM
I have two big concerns with this deck more than anything. These are both consistency and redundancy.

The consistency side in me seems to be questioning how you're capable of getting enough draw power to effectively pull off your combo on time. The deck has significantly weakened itself from other decks by relying on topdecking Grade 3s for Stride and riding at the same time, which means you'll often be staved from being able to do one or the other. The 2 Rising Phoenix does help, but can you really say that 2 draws is going to be enough to help? Castor is by no means a reliable means of filtering at all since this deck really lacks a lot of retiring power. Even standard Narukami decks tend to play Chatura and 4-5 Draw Triggers, neither of which you're playing.

The redundancy side comes from pretty much one single card: Egghelm Dracokid. Tempest Bolt's Limit Break requires him to CB3 when you use it, making it so that you're more than likely going to be using it when you already have 4 or more damage anyway 90% of the time. Breakriding Detonics on top of Detonics doesn't seem to be worth a lot since it doesn't actually do much of anything to help trigger the breakride effect and you'd be much better off just striding into something like Conquest Dragon by this point regardless. So basically Egghelm Dracokid will only ever really help... when you already have Limit Break, which means you're playing an essential 7000 vanilla. This is probably a slot that would help to have freed upon, allowing you to play more things that help to either increase your consistency or help to give the deck more of a punch.

The idea of the deck is incredibly cute though, I'll give you that, but the deck looks like it needs a lot of refinement until then. The biggest weakness is that the deck doesn't seem to really do much of anything until you get that one turn and then if you fail to win that 1 turn... Well, you lose a lot of the time. It needs a lot more standard Eradicator options to help combat it's problems, things that can help retire when you don't have Limit Break or Stride available.
Title: Re: [VG] Narukami- Simple Erads Too Good
Post by: Helios on December 27, 2015, 06:05:27 PM
Yes, I do see your point on my Grade 1 line up. At first I as quite hesitant to play 2 phoenix when some other cards utilize the soul. As well with Egghelm and Castor, they both just serve as 7ks. I also will admit, this deck really relies on luck. And the goal here isn't to stride, which I hardly ever use unless I have a Detonics on VG and in hand w/ no Tempest. In my opinion I really enjoy my Grade 2 lineup to help bring power and search for LB's.

And yes, you are completely right about it not doing anything until the BR stage, but that's all this deck was focused on anyways. As I said in my original post, this deck is a One-Shot Kill deck. And the one reason I don't run draws is I want to try and push for 4 damage before the BR.

And thanks for the complement. This deck was originated to be just a fun, creative build, but I can see how your saying this could be a lot better. I will play around with the Grade 1 line up  a little bit and make changes as needed.
Title: Re: [VG] Narukami- Simple Erads Too Good
Post by: Duive on January 05, 2016, 08:51:53 PM
I like the aim of the deck. Simple and to the point. Eradicators will always be my favorite Narukamis. If I were to give any advice or tips or whatever, Id say put in some Vivannes for Stand Trigger pressure if only 2. She is GB1 yes but a Stand that Draws, Unflips and Returns To Deck is soooo rare to find lol
All in all, I like the deck's personal flare.  =w=b