Detonix / Twin Thunder “Vanquishing Brawlers” Deck

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Detonix Stinger Dragon

Though it might seem like the concept of a Narukami budget deck would be a stretch, GBT05 (aka Moonlit Dragonfang) has given Narukami a solid budget deck option that doesn’t rely on striding to win.  This allows the player to be competitive with a Narukami deck on a budget instead of buying high cost strides like Conquest Dragon and Vanquisher. The main focal point of the deck is the act of break riding Eradicator, Twin Thunder Dragon on Detonix Stinger Dragon. The end result on average is a vanguard attack with approximately 27K+ attacking power with 4 critical that can only be guarded with grade 0 units. In addition to this powerful game mechanic that is available to Narukami, the following deck list is valued at $50-$60 around the publication of this article. Here is the deck list:

Grade 4 Units
4x Snow Element, Blizza
4x Miracle Element, Atmos

Grade 3 Units
4x Detonix Stinger Dragon
4x Eradicator, Twin Thunder Dragon

Grade 2 Units
3x Undying Eradicator, Schub
4x Fiendish Sword Eradicator, Cho-Jun
3x Eradicator, Thunder Boom Dragon

Grade 1 Units
4x Light Elemental, Sunny (Perfect Guard)
4x Eradicator, Demolition Dragon
3x Eradicator, Egg Helm Dracokid (Limit Break Enabler)
3x Ceremonial Bonfire Eradicator, Castor

Grade 0 Units
2x Spirit Beads Eradicator Nata (Starter)
4x Ionization Eradicator, Capnis (Critical)
2x Eradicator, Yellow Gem Carbuncle (Critical)
4x Eradicator, Blue Gem Carbuncle (Draw)
2x Eradicator, Dragon Mage (Draw)
4x Worm Toxin Eradicator, Seiobo (Heal)

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Eradicator, Twin Thunder Dragon

The main strategy of the deck is found in the abilities of the deck’s grade 3 units. First, let’s talk about Detonix’s break ride skill. When a grade 3 unit rides on Detonix and the player has access to limit break 4, the vanguard gains 10k additional attacking power and 2 skills. The first skill costs one counterblast and restricts your opponent to guarding with grade 0 units from hand if your opponent has no front row rearguards. The second skill given to the vanguard when the break ride is achieved is that the vanguard gains +1 critical if the opponent has no back row rearguards. The abilities that are achieved through break riding on Detonix Stinger Dragon mix very well with the abilities of Twin Thunder Dragon. Twin Thunder Dragon’s limit break skill allows the player to retire all rearguards belonging to all fighters for the cost of two counterblast and the act of discarding three cards with “Eradicator” in their name. This same ability allows the vanguard to gain +2 critical if three or more total rearguards were retired by this effect. This ability goes well with Detonix Stinger Dragon’s break ride skill, since clearing the opponent’s rearguards from the front and back row allows the vanguard to access both of the break ride skills. Twin Thunder’s limit break also targets all rearguards as a group, allowing the player to retire resist units (since the resist units are not being targeted specifically by a skill). As an added bonus, Twin Thunder’s passive ability allows him to gain 3K power whenever an opponents rearguard is placed in drop zone from a rearguard circle during your main phase.

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Fiendish Sword Eradicator, Cho-Jun

Since the deck focuses on the combination of Detonix Stinger Dragon and Twin Thunder Dragon as the main method of victory, the rest of the deck focuses on enhancing this win mechanic. With this in mind, the grade 2 units in this deck are present to apply pressure on the opponent through the use of high attacking numbers and the use of on-hit abilities, which eventually decreases the likelihood of the opponent guarding Twin Thunder later in the game. Undying Eradicator Schub can soul blast one card with “Eradicator” in its name in order to gain 1K power for every open rearguard circle from all fighters, which can potentially put Schub’s power to 17K total power after this skill is used (this is assuming that Schub is the only rearguard left after clearing rearguards from both players’ fields). In addition to this skill, Schub cannot be retired by ally effects, which includes Twin Thunder’s limit break skill.  Thunder Boom Dragon is a good attacker and good early vanguard ride in the early stages in the game as a 10K base power grade 2. Cho-Jun can retire one of the opponent’s rearguards when it hits a vanguard and pays one counterblast with “Eradicator” in its name. Typically, Cho-Jun is able to force the opponent to guard his attack in order to prevent the loss of rearguards.

The grade 1 units of this deck are mainly to help the LB combo perform smoother and help the deck set up for the turn that Twin Thunder Dragon break rides on Detonix Stinger Dragon. This also includes the deck’s standard set of perfect guard units (which is Light Elemental, Sunny in this instance; this unit was chosen over Eradicator Wyvern Guard, Guld due to price). Eradicator, Demolition Dragon helps rush damage in the early game as a 10K attack. Eradicator Egg Helm Dracokid allows the use of limit break 4 skills at three or less damage when he is on the rearguard, which includes both the skills for Detonix Stinger and Twin Thunder. Ceremonial Bonfire Eradicator, Castor allows the player to drop one card and draw one card if opponent has 2 or less rearguards, which helps the player draw essential cards (especially the grade 3 units of the deck).

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Ionization Eradicator, Capnis

Rounding out the deck list are the grade 4 units and the grade 0 units. The grade 4 units in this deck are mainly present in the deck in order to G assist and provide the option of striding in the rare instance that it is needed to win. The trigger line up in this deck consists of 6 draw triggers, 6 critical triggers, and 4 heal triggers. This line up is able to apply pressure through the use of critical triggers while allowing the player to draw enough cards to pay for Twin Thunder’s limit break. Beyond the basic trigger line up, there are two grade 0 units that helps the deck function. The starter, Spirit Beads Eradicator, Nata, can go into soul to gives the vanguard the skill to gain 3K additional power when an opponent’s rearguard is put into drop due to card effects until the end of the turn that the starter was used. This effectively doubles the power of the vanguard swing when using Twin Thunder’s limit break and passive skill. Ionization Eradicator, Capnis is a critical trigger in the deck, but it also has an ability that benefits the player when retiring it with Twin Thunder’s limit break skill. Specifically, if Capnis is retired by one of your card effects, it searches the top 3 cards of your deck to add a card with “Eradicator” in its name to the player’s hand and shuffles Capnis back into the deck from the drop zone.

I hope you enjoyed this deck list. If you have any questions or comments, please feel free to put them in the comments section.


Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.

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4 thoughts on “Detonix / Twin Thunder “Vanquishing Brawlers” Deck

  1. the biggest flaw if this deck is once they survive the explosive turn.. the user would be defenseless.. 🙂 Tested it many times with the Narukami strides but this deck gives out fear to the opponent which is good.

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  2. 4 nata will be more efficient. and play 8 draws will give you more chance to draw the key card or the card that u may pay as cost. i will prefer using rising phoenix that give more chance to draw. grade 2 will better be 4 thunder doom, 4 heat elemental, bwah and 2 cho-jun. Since the main purpose of the deck is just to kill opponent in the turn of break ride.

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    • Running multiple of the starter is not a bad option, but running four of Nata could be overkill. What would you take out for the additional two Nata?

      Also, I agree that the draw engine in this deck should be strong enough to get to the key cards to kill the opponent on the breakride turn. Running more draws in the build are good options, but it may take away the amount of cards that have “Eradicator” in the name for Twin Thunder and the amount of shield accessible to the player (which is important to have in order to survive till the break ride turn). The need for a draw and cycling engine is the reason that Castor, Capnis, and Dragon Mage are run. In the end, additional testing would probably be needed to determine which method is better.

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