Dungaree “Unlimited” Crossride Deck - In-depth (Potential Worlds Deck)

This is my Dungaree deck, Dungaree referring to a Crossride Pairing that resides in the Narukami Clan, that have a select group of supporting cards. These cards have been overlooked and completely underrated with the prominence of the Eradicator Sub-Clan. Right on to the deck, then I’ll cover the cards and how to use them.

Grade 0 - 18

Grade 1 - 13

Grade 2 - 11

Grade 3 - 8

Winning Image and Playstyle

Ok, this is a fast paced, high power, early game deck, with the potential to stretch to a defensive mid to late game. The key to this deck is to keep track of the steadily building Bind Zone, as to not allow yourself to deck out. The deck it self gains power from the size of your own bind zone, with a heavy focus on your vanguard gain as much power. This reliance on the bind zone being heavily built up gives an inherent weakness to the under supported Nubatama Clan, as they can drop your bind zone. But they have a very lacking competitive presence, pretty much none existent.



Beyond this, the deck also forces the front row of your opponent to become a non-factor, as you either retire or “disable” the units, causing intercepting to have little to no impact on the deck’s aggressive nature.



Now onto an explanation of the cards in the deck, the reasoning behind each choice, and the number of each card. This will start from Grade 3 and work down.

Grade 3



The Grade 3 line-up is quite simple, and very standard for Crossride Decks. So I will use this as an opportunity to cover what the Dungaree Cards do. The Base to the pairing (Sealed Demon Dragon, Dungaree) Is a rather simple card, it’s None Limit Break ability Binds the top 2 cards of your deck, when the card is placed in the vanguard circle, however if you have no cards bound by this cards effect it loses 2000. That means without an outside source it is a 9k on rearguard at all points. And it’s limit break skill is Counter Blast 1, move a card bound by this cards effect to the bottom of your deck, and retire 1 front row card on your opponents field. This doesn’t use just any bound card, it has to be bound by the card in question, an awkward ruling to do with this card. You aren’t wanting it for it’s limit break anyway, it is only to bind cards for it’s crossride counter part. Demon Conquering Dragon, Dungaree “Unlimited”,

Speaking of the Thunder Dragon, he has a pretty nice limit break. First off, he’s a crossride, so 13k base. Then his limit break adds ridiculous numbers to him based on your bind zone. (+2k for each bound card) It is quite easy to reach 21/31k. With just riding the crossride parts, and having the starter on the field you get 4 bound cards, followed by another from you limit break, reaching 5. This is important as you swing for a beautiful 23k very very easily. The second part of the limit break is you retire a front row unit. Nothing more I can say. Just very nice numbers, and very beat down focused. WITH a defensive fall back.



Grade 2



The Grade 2 line up is very standard. 3 10k vanillas, as you are wanting to ride this on turn 2, 4 Damage Unflippers, for more limitbreaking, And 4 12k Attackers, for swinging for decent numbers.



Grade 1

This takes a bit more explaining. First I’ll cover the option for the perfect guards. Duo to the aggressive nature of the deck, running 4 perfect guards isn’t 100% necessary, so I have added in 1 rising phoenix as if you draw it you get to draw another card, speeding the deck up slightly. Then I’m using the staple Narukami Grade 1, Deadly Eradicator, Ouei, he is very good, when a grade 3 rides while this is on the rearguard, move it to the soul and retire an enemy front row. So it becomes a straight -1 to both sides, but you become better off as it is on your turn that it happens. Next up is something that most would call an odd choice, but it is a bit of a tech card, Conquering Eradicator, Dokkasei. This unit, when you place it on the rearguard, you rest, and choose 2 units, they then can’t intercept. This is for when you no longer have any counterblasts, and your opponent has a small hand. you force them to drop more cards, and effectively remove 10k of shield. My final grade 1 is the 10k Booster, nothing fancy. A very standard card.

Grade 0



Ok, as I run 2 of the starters, it’s skill is too good to pass up. I will explain the card. It is a 5k base (that is pretty good) and gives any dungaree card this effect, when it is placed on the Vanguard or Rearguard, bind the top card of your deck. SO this makes your Grade 3 Base Dungaree an 11k Rearguard. Also it allows you to reach ridiculous power with “Unlimited” as each time you call a Dungaree to rearguard you effectively gain a +2k. Finally I am running 12 Critical Triggers, as you don’t really suffer from any hand difficulties, and it means all your grade 0s are 10k shields (that is 17 excluding your starter). In all honesty it is a more defensive choice.

Summary

This is the deck, I’ll have a video up with home the deck plays, some combos and running through some numbers. This is a Deck that has been completely overlooked from the strength of Eradicator, and it takes a lot more concentration to keep it under control. You will probably deck out when you first start using it, as you can get a bit Bind Happy.

Anyway, this is Towan, I’ve talked about Cardfight.

Peace Out.