So Set 5 is out in area. Played lots of decks and there are a couple of lists that I've taken to my liking, particularly control deck like Chaos-centric Link Joker and Eradicators. I'll start with the Eradicator list first. Gauntlet Buster Dragon is one of my favourite cards of all time and I would like to share the build that I've been piloting
4 Eradicator Gauntlet Buster Dragon (MVP)
4 Eradicator Dragonic Descendent (backup finisher)
4 Fiendish Sword Eradicator, Cho-Ou (control)
4 Fiendish Sword Eradicator, Cho-Jun (control)
3 Supreme Army Eradicator, Zuitan (unflipper)
4 Assault Eradicator, Saikei (unflipper)
4 Eradicator, Demolition Dragon (10k attcker)
3 Eradicator Wyvern Guard, Guld (Sentinel)
3 Mighty Bolt Dragoon (Stride Fodder)
7 Eradicator Critical Trigger
5 Eradicator Draw Trigger
4 Eradicator Heal Trigger
1 Ambush Dragon Eradicator, Linchu (Starter)
4 Conquering Supreme Dragon, Conquest Dragon
2 True Eradicator, Finish Blow Dragon
2 Lightning Dragon Knight, Zorras
The reason I prefer Eradicators to other Narukami archtypes/builds is because they function at all stages of the game. It punishes decks that chose to and can afford to stay at Grade 2 to deny Stride(SGD/Ripple), have access to mid-game pressure (Zorras/Finish Blow Dragon) while having an end game plan in mind (Conquest). An all-rounded control deck.
At first glance, Finish Blow Dragon seems mediocre despite it's requirements but its a key unit to bring your opponent to the 4-5 damage range to set up the Conquest Dragon turn.
Saikei is key to solidify the resource management of the deck. It works with Conquest and Finish Blow as well, just in case you need to prepare for a GBD crit-stacking turn after all the strides.
The rest of the lineup is focused on pressuring the board as early as possible (maxed Chouou-Choujin). Demolition dragon is there as early attackers but I wouldn't mind trying out Limit Break enablers, thoughh I'll probably revert back to Demolition Dragon since the limit break enabler is active for a short time frame. I didn't bother with units that can power up upon retiring since the power up is rather insignificant in the early stages of the game. That and Conquest fills in that role.
Overall, its a decent deck and I'm satisfied with most of the games I had piloting this deck. Give it a shot