Allow me to introduce myself, my name is Jason Czajkowski. I have been playing trading card games since 1994 and playing Cardfight!! Vanguard since 2012. I have judged at both the 2012 and 2013 World Championship Chicago Qualifiers as well as the 2013 Stand Up Challenge Cup Regional Qualifier for Northern Illinois. I am a founding and active member of Team 2XC, which qualified and participated in the 2013 Team League Continental Championship in Long Beach, California.
Many of the new cards, in the recently released booster set 11: Seal Dragons Unleashed, have been getting the attention they deserve and others not so much. This new set gives many clans access to their first ever Break Ride units as well as few new clan sub types and even a Cross Ride unit. Today, I want to focus on the field controlling powers of the Narukami Eradicator sub-clan, which gained a small but powerful amount of support in the set and show you why I think they are competitively viable now.
The Eradicator sub-clan before the release of set 11 only had one promotional card and Trial Deck 9: Eradicator of the Empire, which featured the clans first ever, Break Ride unit Eradicator, Vowing Sword Dragon. Booster set 11 gives the Eradicators the synergy they need to be a tournament worthy deck. In order to better understand how the release of set 11 has impacted the playability of the Eradicators let’s look at the previously released Break Ride unit Eradicator, Vowing Sword Dragon.
We see that Vowing Sword Dragon has an 11k power body, which makes guarding against weak attacks easier. We also know that when on the Vanguard Circle if the number of cards in your opponent’s damage zone is three or more, it gets +2k power until the end of battle, which means it hits Cross Ride units without a boost. In the new Break Ride meta where 11k is a thing, placing an 8k booster behind this unit enables you to swing for 21k every turn your opponent is at three or more damage. Finally, we see that if we are at Limit Break 4 and choose to re-ride a Narukami unit over this unit, we can choose one of our opponent’s read-guards in the front row and retire it, and then we give +10k power to our newly ridden vanguard until end of turn. Getting to retire an opponent’s rear-guard and adding +10k power to our vanguard without ever having to counterblast is a very powerful effect.
The Break Ride unit works well with virtually all of the currently available Narukami Grade 3 units; however, it really shines when paired up with Eradicator, Sweep Command Dragon. Eradicator, Sweep Command Dragon is a Limit Break 4 unit that states: [Counter Blast 2 and Soul Blast 2] When an opponent’s rear-guard is put into the drop zone due to an effect from one of your cards, you may pay the cost. If you do, draw a card, choose one of your opponent’s rear-guards in the front row, and retire it, and this unit gets +5k power until the end of turn. Therefore, once we break ride Sweep Command we retire our opponents front row, draw a card, and have a 26k power before boost vanguard. Sweep Command also has his own skill that allows you to activate his Limit Break skill. When Sweep is placed on the VC, you can choose one of your rear-guards with “Eradicator” in its card name, and put it into the soul. If you do, choose one of your opponent’s rear-guards in the front row, and retire it.
Another great card added to the Eradicator arsenal thanks to the release of set 11 is Fiendish Sword Eradicator, Cho-Ou. Cho-Ou helps to enable Sweep Command’s Limit Break skill in the event you could not Break Ride, or happen to ride Sweep Command before you have Limit Break. When Cho-Ou is placed on either the VC or RC and you have a Narukami vanguard you can choose another of your rear-guards with “Eradicator” in its name, and put it into your soul then choose one of your opponent’s rear-guard in the front row, and retire it. Additionally you can run non-Eradicator cards like Dragonic Deathscythe for the targeted removal of problematic boosters, but at the high cost of Counter Blast 2. The effect of Deathscythe will also trigger Sweep Command’s Limit Break skill.
The final Eradicator card I’d like to discuss that was released in Set 11 has the best synergy when combined with the rest of the cards mentioned in this article and that is Steel-blooded Eradicator, Shuki. Shuki is far and away one of the best Eradicator boosters to combine with Vowing Sword, Sweep Command, and Cho-Ou. Shuki gains +3k power every time an opponent’s rear-guard is put into the drop zone due to an effect from one of your cards. Minimum Shuki is a 10k booster or attacker when you use an effect to retire one of your opponents units, if you combo a retiring effects and retire two of your opponent’s rear-guards Shuki becomes a 13k booster or attacker~! That means behind Cho-Ou you hit for 22k power and behind Eradicator, Spark Rain Dragon you are hitting for a whopping 25k power.
~ Eradicator Sweep Control ~
[ccDeck = "Grade 3"]
4x Eradicator, Sweep Command Dragon
4x Eradicator, Vowing Sword Dragon[/ccDeck]
[ccDeck = "Grade 2"]
4x Eradicator, Spark Rain Dragon
4x Fiendish Sword Eradicator, Cho-Ou
3x Eradicator, Thunder Boom Dragon[/ccDeck]
[ccDeck = "Grade 1"]
4x Eradicator, Demolition Dragon
2x Red River Dragoon
4x Steel-blooded Eradicator, Shuki
4x Wyvern Guard, Guld[/ccDeck]
[ccDeck = "Grade 0"]
4x Eradicator, Yellow Gem Carbuncle (Critical)
4x Malevolent Djinn (Critical)
4x Eradicator, Dragon Mage (Draw)
4x Worm Toxin Eradicator, Seibo (Heal)
1x Spark Kid Dragoon (FV)[/ccDeck]
Eradicator’s are competitive now and they will be even more so in the future with the release of Set 10: Triumphant Return of the King of Knights. In my opinion, learning the cards, their effects and combos will make you a better player whether you are piloting the deck yourself or going up against it in a tournament. I encourage you to try them out for yourself and let me know what you think.