The nation of Dragon Empire has more than one fighting force. As you fight on the front lines, a bolt of lightning strikes down and the enemy units disappear in an instant -- you look up towards the sky and what emerges is the Dragon Empire’s Elite Aerial Division Narukami. Brandishing the Empire’s red color, these units provide the shock and awe to annihilate front lines while gaining even more strength and power. In the anime, their player is Ishida Naoki!
With the release of V-EB12: Team Dragon's Vanity, Narukami received another round of support focused around Dragonic Vanquisher. Dragonic Vanquisher by itself isn’t the strongest unit in the land, but the support around him is amazing.
Even with Fiendish Sword Eradicator Cho-Ou being limited in Standard format to two, Dragonic Vanquisher is still a very strong deck and Narukami itself is considered one of the strongest decks in the format. With its amazing multiple attacking abilities and constant power ups to the front row, Vanquisher receives its own unique style of play compared to Gauntlet Buster Dragon. While GBD focused on binding the entire board and stacking crits on itself, Dragonic Vanquisher focuses on multiple attacks with Chatura and Bhajan, and Jaggy Shot Dragoon to help clear out the front row as well as give you resources to continue your onslaught.
Clears front row fairly easily
Binds from opponent's hand
Nature of removal is good against rear-guard reliant decks
Strongest after turn 3/4
No early game
Difficult to make numbers against Force clans
Deck is piece-reliant for multiattacking combos
Early game for Dragonic Vanquisher doesn’t have that much going on. Your Grade 1 ride is usually a Rising Phoenix, which can be soulblasted later on as Phoenix ideally should be in the drop zone, or a Mighty Bolt Dragoon which helps you search your deck for any Grade 3 that you might need. It is imperative in this deck that you ride your Dragonic Vanquisher, so Mighty Bolt Dragoon is very important for consistency. Phoenix can also be used to rush against any matchups that are not the mirror, since Phoenix going to the drop zone isn’t an issue with how it can always be superior called back whenever you bind your opponent’s rear-guards. Alternatively, it can be used as a decent 10k shield to guard against attacks, which then comes back to the field when you bind as well, so there is a lot of value in the card by itself. Given how the card gets superior called back as an 11k helps make decent columns that can hit past Force numbers, being able to take advantage of Phoenix is essential.
Once you reach your Grade 2 turn, nothing really goes on that is of importance. Depending on what your matchup is, riding Fiendish Sword Eradicator Cho-Ou can help remove front row units your opponent may have out. Holding onto Cho- Ou for turn 3 can be advantageous since he is an ideal piece to be sitting on the Accel circle, as he would be swinging twice with the Accel circle buff. Other than that you can ride any Grade 2 of choice, and if your opponent’s front row is empty, you can call a Zuitan to help you fuel your soul or draw into something you may need. This method is most useful when you need to fish for a certain Grade 3.
This is the point of the game where you ride your first Grade 3. In this deck you want it to be Vanquisher. Riding Jaggy Shot isn’t the worst thing in the world, but it won’t give you that push you need. In terms of which Accel marker you use, for the most part you want to go Accel 1 since you have cards that let you draw a fair amount, and Accel 1 allows you to hit good numbers. Accel 1 is especially ideal if you’re able to abuse the same Accel circle multiple times in the same turn. I only would go Accel 2 if you need to fish for some units to make your turn better, especially if you’re lacking enough combo pieces to make the tradeoff of Accel markers worthwhile. On a side note, if you have damage checked a Phoenix, it is important to recognize that Phoenix should be flipped face down for counterblasts cost as priority since it is also what you want to heal to the drop zone, as it as an important piece in making aggressive plays. If Phoenix was soulcharged via Bhajan, and you have access to Voltechshred, it is important to have him soulblasted out via Voltechshred as well for the same reason.
Turn 4 onwards is where “late game” comes in. In normal situations, you should have a grade 3 in soul already either by reriding Vanquisher, or by having Jaggy Shot resolved from your turn 3 aggro plays. Your turn 4 plays should be equally or even more aggressive than your turn 3, assuming you have yet to exhaust your combo pieces entirely for turn 3. This is because Vanquisher’s skill usually will be fully live for now unless you weren’t able to reride or didn’t get to see Jaggy Shot by turn 3 for securing a grade 3 in soul.