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.

 

Pros

  • Multi attacking

  • Clears front row fairly easily

  • Binds from opponent's hand

  • Nature of removal is good against rear-guard reliant decks

Cons

  • Strongest after turn 3/4

  • No early game

  • Difficult to make numbers against Force clans

  • Deck is piece-reliant for multiattacking combos

 

Dragonic Vanquisher

Grade 3

4 Copies

Main Grade 3

Fiendish Sword Eradicator, Cho-Ou

Grade 2

2 Copies

Restanding Grade 2 rear guard

Mighty Bolt Dragoon

Grade 1

4 Copies

Grade 3 searcher

Worm Toxin Eradicator, Seiobo

Grade 0

4 Copies

Spark Edge Dracokid

Grade 0 

2 Copies

Jaggy Shot Dragoon

Grade 3

4 Copies

Backup G3, draw enabler

Supreme Army Eradicator, Zuitan

Grade 2

3 Copies

Grade 2 pressure enabler

Rising Phoenix

Grade 1 

4 Copies

Resurrecting Grade 1

Wyvern Guard, Guld

Grade 0

4 Copies

Old Dragon Mage

Grade 0 

2 Copies

Demonic Dragon Berserker, Chatura

Grade 2

4 Copies

Attack extender

Voltechshred Dragon

Grade 2

4 Copies

Attack enabler

Desert Gunner, Bhajan

Grade 1

4 Copies

Attack extender

Yellow Gem Carbuncle

Grade 0 

4 Copies

Spark Kid Dragoon

Grade 0 

1 Copy

 

Dragonic Vanquisher

Grade 3

4 Copies

Main Grade 3

Dragonic Deathscythe

Grade 2

2 Copies

Grade 2 that binds using soul

Voltechshred Dragon

Grade 2 

3 Copies

Attack enabler

Desert Gunner, Bhajan

Grade 1

4 Copies

Attack extender

Yellow Gem Carbuncle

Grade 0 

4 Copies

Spark Kid Dragoon

Grade 0 

1 Copy

Jaggy Shot Dragoon

Grade 3

4 Copies

Backup G3, draw enabler

Fiendish Sword Eradicator, Cho-Ou

Grade 2

2 Copies

Restanding Grade 2 rear guard

Mighty Bolt Dragoon

Grade 1

4 Copies

Grade 3 searcher

Worm Toxin Eradicator, Seiobo

Grade 0

4 Copies

Spark Edge Dracokid

Grade 0 

2 Copies

Demonic Dragon Berserker, Chatura

Grade 2

4 Copies

Attack extender

Supreme Army Eradicator, Zuitan

Grade 2

2 Copies

Grade 2 pressure enabler

Rising Phoenix

Grade 1

4 Copies

Resurrecting Grade 1

Wyvern Guard, Guld

Grade 0 

4 Copies

Old Dragon Mage

Grade 0 

2 Copies

 

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.

mid game

 

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. 

 

late game

Bermuda Triangle

Matchup Difficulty: Moderate

After the Riviere errata, Riviere decks are less commonly seen to be a concern, and they are also a lot less cheesy to deal with compared to the other builds, but they can still hit hard at times given how they can still go off on turn 3. Coral and Pacifica can also put out similar amounts of pressure if they go first, with potentially 2 critical swings on each column, making it hard to try to guard against if they managed to get a decent roll on their Grade 2 rush turn or even on their Grade 3 turns. Going first against them would be a lot more tolerable to deal against, given the nature of how Accel goes against Force in general.

Dimension Police

Matchup Difficulty: Easy

Pre-Vanquisher, Gauntlet Buster and Detonix Drill Dragon did a good enough job keeping Dimension Police in check. Now with Vanquisher it has an even more aggressive playstyle with the high multi attacking units. Once you ride to Grade 3, Dailiner and even Daiyusha should not even be a big issue. The deck can still burst with its plays and high critical attacks but it shouldn’t be too much of a problem given the speed of the deck compared to Vanquisher still.

Gear Chronicle

Matchup Difficulty: Moderate

Chronofang is a rather threatening deck to deal with, given how the deck usually goes off on their turn 3 while being able to cheese wins on top of that. The deck in general has access to mirage pieces such as Nabu to empty their front rows, on top of having a rather threatening guard restrict, which can make it harder to punish them for their plays seeing how aggressive they can be, and getting wins off if you don’t roll into decent shield values especially if they went first. As with any other matchup, going first against them should be more tolerable to deal against, as you will be able to do your turn 3 Jaggy plays to mirage your front rows on top of digging into pieces or shield values to survive Rebellion turns. Hold perfect guards for their Rebellion attacks, as they will often be swinging with 2-3 criticals.

Genesis

Matchup Difficulty: Easy

Astral Poets as a deck relies on highrolling, as they are not consistent to begin with. Given the nature of the deck, it really depends on whether they saw their pieces quick enough and whether or not you rolled into at least one perfect guard to survive their turn 3. If they did not get to pull off turn 3 Valkerion on top of Poets for their restand play quick enough, it would be a lot easier to punish them for this play since they would lose out significantly in tempo to be able to win the game.

Kagero

Matchup Difficulty: Easy

Kagero as a deck doesn't have a threatening turn 3 as of now, and has a rather mediocre early game with lackluster advantage engines in general. While they do have access to removal, it is rather limited and they lack reliable wincons to be threatening enough in the current standing of the meta. Narukami's stronger turn 3 should provide an easy win, especially if you go first.

Link Joker

Matchup Difficulty: Easy

Link Joker is a slow deck in the current meta as it is unable to make threatening plays on turn 3, while also lacking a decent early game. Given how Vanquisher is capable to respond to their turn 3, while also being able to setup and sustain against theirs, it should be easy for Vanquisher to deal against it. They have the ability to bind, so be sure to consider this when placing rear guards, and take advantage of those that can move themselves to soul to gain advantage.

Neo Nectar

Matchup Difficulty: Easy

Neo Nectar in the current standing of the meta is not doing too good as they do not exactly have an amazing turn 3, seeing as their columns on turn 3 alone wouldn’t be consistently big enough to be a threat to deal with. Given the nature of the matchup and how Neo Nectar generally does not really scale well into the late game, Vanquisher is easily favored in this matchup. Be wary of their Force 2 attacks, as it is a common route to take since Cecilia pumps up the numbers of the front row.

Royal Paladin

Matchup Difficulty: Easy

Royal Paladin, as of now, does not have an amazing turn 3 to be threatening enough in the meta. As Gancelot can be seen as a turn 4 card, or a turn 3 card after you played out your own turn 3, it is rather too weak to reliably win against Vanquisher. Seeing how bind interacts against Blaster Blade for the Gancelot matchup making them unable to fetch it back again from the bind zone, Vanquisher can easily punish the deck in response to their plays, making the matchup rather easy to deal with.

Shadow Paladin

Matchup Difficulty: Moderate

Shadow Paladin now has two different types of builds with V-EB12 and Claret Sword Dragon coming out with its own support. Claret Sword Dragon can have a nasty first grade 3 turn if they can pull off the restand the right way. Be sure to guard early against a Claret deck, as they will most likely be swinging with a two critical vanguard multiple times. The Mordred Phantom matchup is still played pretty much the same. Your opponent obviously knows that their Blaster Dark will get bound, so they have to pick and choose when to play it for their strong turns. Due to Vanquisher being aggressive this should be sooner rather than later because they don’t want to fall to behind with you gaining resources with the amount of drawing you do. 

Spike Brothers

Matchup Difficulty: Moderate

Spike Brothers have a decent early game and a decent turn 3 if they rolled well. However, they do succumb to removal, especially if they were already lacking in seeing their pieces to rush with. This matchup is mainly dieroll and whether or not the Spike Brothers player managed to open decently for their turn 1 or turn 2 rush plays, which scales to potentially their turn 3 where they aim to go for lethal if possible, given the current speed of the meta. As both bosses of Spike Brothers are able to go fully live on turn 3, they can be aggressively abused to win games against Vanquisher if they get a decent roll. However, going first against this matchup allows you to respond to their rush plays, removing any key attackers if any, on top of building up resources to sustain against their turn 3.

Aqua Force

Matchup Difficulty: Hard

Aqua Force support here in V-EB12 introduces Revonn and its support and it is very strong. Being able to have a good Grade 2 turn and then burst on their first Grade 3 turn with Revonn, this matchup is very difficult. Their first Grade 3 turn can see your Vanguard being at 4k power and you are fighting for your life to survive to get to your turn and that isn’t easy. Whoever goes first in this matchup usually will have advantage. One other thing about this matchup is the removal of their front row. If they have 3 units in their front row at the start of your turn, you’re going to need resources to make sure the front row is fully removed to get full value. You might end up relying on defensive triggers in this matchup at times but once you realize the patterns of attacks, the knowledge of this matchup for you gets better. 

Gold Paladin

Matchup Difficulty: Easy

Against both Ezel and Agravain, Vanquisher has a decent time responding to their rush plays as both decks tend to leave rear-guards available as bind targets for you to be able to enable Vanquisher’s CONT easier on turn 3. As Agravain does not really have a decent early game themselves, it can be advantageous to stay at a low damage until their turn 3 if they went first, just so you would have an open damage buffer to check defensive triggers against them. Given the nature of their plays, Vanquisher easily punishes them for it, especially with how glass cannon Gold Paladin is as a deck.

Great Nature

Matchup Difficulty: Easy

Great Nature as a deck is still rather slow in the current standing of the meta, given how the full effect of Isabelle is only abusable if they went second or when used on turn 4. The deck in general relies on specific pieces to make their own plays, on top of not having a threatening enough turn 3. Similar to the Gold Paladin matchup, it is easy to respond against Great Nature and win games against them, given the nature of Vanquisher as a deck.

Murakumo

Matchup Difficulty: Easy

After the restriction list hitting Shirayuki down to 1, Murakumo as a deck is seen to be rather glass cannon as they only go off strictly on turn 4 now, without having a decent enough turn 3 or early game in general. Murakumo in general does not proactively generate hand advantage, and given how the deck still runs a lot of grade 3s and how they have to commit rear-guards to try to push for game, it can be seen that Vanquisher easily is favored in the Murakumo matchup.

Narukami

Matchup Difficulty: Hard

The mirror match is always frustrating and a Vanquisher mirror is no different. If your opponent happens to be running a few copies of Gauntlet Buster in their Vanquisher build it’s something you have to look out for. With the clearing of the front row in rapid style, you also want to make sure you don’t leave your Rising Phoenixes vunerable in the front row to be bound as you then wouldn’t be able to use them later. Just like in other matchups, whoever goes first will have the advantage. If they have enough Jaggy Shots and attack extenders on their first grade 3 turn, you will be in for a rough time.

Nova Grappler

Matchup Difficulty: Easy

Nova Grapplers as a deck is similar to Astral Poets in the sense where they have to rely on highroll to get their wins off. God Hand needs to check into their front triggers, or at least have their combination of front and Grit Bengal, on top of their other rear-guard pieces seen to be threatening enough to deal against. Even though the deck is able to pop off on turn 3, and has a slightly passable turn 2 if they saw into their Kick Kick Typhoon, the deck is still too piece-reliant to be reliable enough to win games against Vanquisher. Also, given the nature of the matchup with how Vanquisher is able to remove their important pieces while fulfilling Vanquisher’s CONT easier, it should be apparent how Vanquisher is favored in this matchup.

Pale Moon

Matchup Difficulty: Easy

With Doriane being hit to 1, Pale Moon now has their only out against the Vanquisher matchup significantly lowered. Pale Moon as a deck has limited ways to mirage their front row rear-guards, especially without Doriane. This, combined with the glass cannon nature of Pale Moon, and with how their turn 3 is not as threatening by the current standing of the meta, is what makes Pale Moon easy to deal with for Vanquisher.

Tachikaze

Matchup Difficulty: Easy

With the reason hit to Angerblader, Tachikaze doesn’t pose as much of a threat anymore. It still has the one Angerblader and Death Rex for their main grade 3’s but it doesn’t and shouldn’t give you any problems while using Vanquisher. Caution can be taken in guarding early in case they do see the Angerblader, and if you have the chance to get rid of their Sweeperacrocantos before they get three equip gauges, be sure to do so.

Angel Feather

Matchup Difficulty: Moderate

Angel Feather with their new support in Astral Force is able to output a decent turn 2 rush, which can transition nicely into turn 3 push if they went first and rode Malkuth-Melekh to deal the extra damage, on top of making big columns to deal against that are equivalent to that of Force clans. Depending on how hard they rushed, it can be hard for Vanquisher to make a come back without being at a high enough damage or without losing their pieces in hand being used to guard with. Going first against this matchup should make it a lot more easier to deal with, as they would either withdraw from rushing to deny Vanquisher’s CONT, which in turn does give you an easier time to sustain against their turn 3.

Dark Irregulars

Matchup Difficulty: Easy

Dark Irregulars in the current standing of the meta is not doing too hot, as they still lack a decent early game and have a considerably lacklustre turn 3. These factors, on top with the fact that they are a Protect clan, gives Vanquisher the advantage given how Vanquisher by nature is still faster than Dark Irregulars as a deck. With the multiattacking combos provided, and with how Dark Irregulars in general do not generate a decent amount of advantage, Vanquisher is easily seen to be favored in this matchup. Dark Irregulars are just too slow to keep up, and lack a real win condition seeing as Variants Hardleg was recently restricted.

Granblue

Matchup Difficulty: Easy

This matchup is still the same when you were using Gauntlet Buster with Granblue focusing on reviving rear guards from the drop zone and trying to finish you off with Skull Dragons. Guarding early is still suggested so that you don’t have to worry too much about the high power attacks at the end game. Since Vanquisher has high multi attackers, this matchup isn’t as difficult since you don’t have to worry about your one Gauntlet Buster attack being Perfect Guarded. You have many attacks to get your opponent to six damage.

Megacolony

Matchup Difficulty: Easy

Not much to worry about in the Megacolony matchup. Narukami moves at a much faster pace to not have any worry for this matchup. Megacolony in general has a lacklustre early game on top of a lacklustre turn 3, since their wincon does rely on cheese with guard restricts as well. Death Warden Ant Lion is one card you may have to worry about since it gains power, a critical and sentinel restriction, but ideally it should not reach that point of the game given the speed of Vanquisher compared to Megacolony.

Nubatama

Matchup Difficulty: Easy

Nubatama as a deck in the current meta does not have a decent enough turn 2 or turn 3 to be threatening for Vanquisher. Even though Jamyocongo exists to mess with Vanquisher and the combo pieces held in hand, the fact that it exists greatly incentivizes the Vanquisher player to go Accel 1, which opens up for more aggressive plays on top of pushing the Nubatama player even further for them to win games. Also with the consideration of Jamyocongo, and with how Nubatama in general is not able to push well enough in the early game, the Vanquisher player could easily stay at a low enough damage with how they could throw guardians early just so they could handle the discard off Jamyocongo rides. If Hanzo was ridden, it still does not pose too much of a threat for Vanquisher given how the same approach would be used against them and would still allow the Vanquisher player to close out on games.

Oracle Think Tank

Matchup Difficulty: Easy

OTT’s strong ability to stack the deck and draw a good amount of cards is still shadowed by the fact that they still can’t make good columns for attacking. OTT overall is still slower than Vanquisher, and given the nature of Vanquisher as a deck with their multiattacking and speed, knowing this you shouldn’t have too much of a hard time tearing through their hands with Vanquisher.

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