This thing is just way too bad-ass to pass up.
And on to the decklist...
Grade 3's (8)
3x Demon Conquering Dragon, Dungaree "Unlimited"
2x Sealed Demon Dragon, Dungaree
3x Eradicator, Electric Shaper Dragon
Dungaree "Unlimited" is definitely the ace of the deck- nevertheless, I think 3 is a good number. You are expected to see at least 1 in the game, and this ratio allows for it to be more likely that he is your second ride than your first. This is important to utilizing him effectively. These are potential outcomes that are preferred, in order of utility:
1. Ride Electric Shaper -> Break Ride Sealed Demon Dragon, Dungaree (activate effect to retire two) -> Cross-ride Dungaree "Unlimited" and have 3 cards in bind-zone before using his counterblast (leading to him swinging for 21000 on his own)
2. Ride Sealed Demon Dragon, Dungaree -> Crossride Dungaree "Unlimited"
3. Ride Electric Shaper -> Break-ride Dungaree "Unlimited"
The ideal case requires Electric Shaper be in your hand as soon as possible, hence the three-of. The 11000 on rear-guard and early game vanguard viability lead me to prefer more of him than Sealed Demon Dragon, though many ratios can work.
The grade 3 line-up specializes in moderate and cheap field-suppression as well as impressive center-line power.
Grade 2's (11)
4x Demonic Dragon Berserker, Garuda
4x Lightning Axe Wielding Exorcist Knight
3x Desert Gunner, Shiden
Other viable options: Thunderstorm Dragoon/ Eradicator, Thunder Boom Dragon
You ain't goin' anywhere...
Swinging with Garuda first is always good, as allowing another counterblast by "Unlimited" can very well win you the game. Exorcist Knight can hit 11ks on his own and may be coupled with a booster like Dragon Dancer, Stormy to hit 21k. Shiden lets you freeze an intercept which can actually be really important if your opponent is smart enough to intercept with something in front of a backrow to avoid Shaper's effect. Alone 9ks can still poke at your opponent's 9ks so it does make sense to favor these instead of 10ks (though Thunderstorm Dragoon is reallyyyyyyy cool imo).
Grade 1's (14)
4x Wyvern Guard Guld/Eradicator, Wyvern Guard Guld
4x Desert Gunner, Raien
3x Photon Bomber Wyvern/ Eradicator of Fire, Kohkaji
3x Red River Dragoon
Other viable options: Dragon Dancer, Stormy/ Lightning Hammer Wielding Exorcist Knight
One of the distinguishing features of Narukami- hitting magic numbers is just that easy.
Perfect guard is staple. Raien is a viable booster who again keeps your opponent in check so you can blow up their front line. The 10k vanguard boosters may be a little unnecessary but will help in the long run if your opponent manages to stave off your initial big plays. Red River Dragoon is a nice early-game ride and rush engine to give you an edge. Dragon Dancer, Stormy may be used if you're more interested in big plays, leading to attacks powerful enough to force two cards from your opponent behind an Exorcist Knight. The Exorcist Knight booster is a neat little tech for hitting 21k on rear-guard in the clutch, but may slow the deck down.
Grade 0's (17)
1x Exorcist Mage, Dan Dan (starter)
8-12x Crit (Malevolent Djinn/ Divine Spear Eradicator, Pollux/ Spark Edge Dracokid)
0-4x Draw (Old Dragon Mage)
4x Heal (Demonic Dragon Nymph, Seiobo)
Dan Dan is obviously the starter here. Trigger line up focuses on crits, meaning we can move Dan Dan behind a rear-guard and put a good vanguard booster down later to avoid minuses. I personally really like the 12 crits here because it means that if your opponent has to let Dungaree "Unlimited" hit, you have a better chance of winning than if you ran draws. Draws are a very luck-based sort of thing in my opinion because they're strictly worse than crits and heals if you don't trigger them.
And that's all for now. 'Til next time.
-Eli_Knight