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Friday, June 15, 2012

Deep Clan: Bermuda △

Bermuda Triangle
Under the sea!
The seaweed is always greener. But let's get started a bit early on Bermuda Triangle since the clan is getting their own Extra Booster, confirmed for later this autumn.

Bermuda Triangle are an entire clan of the "Under the Sea" scene in the Little Mermaid. It's "What if every teen-aged pop star was a mermaid?". The mechanics of Bermuda are pretty simple: call as many of them to the field as possible to gain bonuses, and then bounce them back to the hand (via skills) to gain even more effects and possibly spam on-call skills. They each have excellent synergy and the more synergistic your field is, typically the longer you can chain their effects together for and even bigger result.

It can be pretty intimidating and the clan racks up card advantage at an alarming rate. In fact, there are a lot of +1s in this clan but I haven't seen many minus cards. Lots of things "float" (-1 to +1, cycling) or under the right circumstances, will plus you. One minus does actually come to mind, but its effect can be used with other cards to break even anyway.

My fishshake brings all the trout
to the yard
In somebody else's lake. I'm talking about Weddell, our starting vanguard for each build of the deck. There are three starting vanguards for Bermuda Triangle: Weddell, Riviere, and Shizuku. Weddell's skill is that you can simply send her to the soul at any time to bounce one of your cards back to your hand. That's pretty nice since it starts off a lot of our skills in the deck, plus it has protection from Kagero/Narukami by being able to be used freely (and not having a counterblast cost is very nice).

Shizuku is pretty terrible. She's the typical "Counterblast 1, move this to soul: look at the top 5 for a Grade 3 and put it in your hand" So you lose a counterblast and a card for the opportunity to fail at getting a Grade 3. Not a good starter, same as the other clones.

The last is Riviere, which was clearly made for the full Riviere ride chain because if you ride the Grade 1 Riviere on her, you can search the top 7 for the Grade 2 or 3 and put it in our hand. Like all ride chains, that does carry a lot of risk of course and leaves us with a puny 4000 booster when you don't ride properly. We're going with Weddell since she's pretty good, and a lot better than the others.

Whorecards make neckbeards come out
of the woodwork in droves
You dream about going up there. So now we can choose between one of three major builds: Raindear (left), Pacifica, or Pacifica+Riviere. Starting with Velvet Voice, Raindear—this card is very similar to General Seifried of Spike Brothers. She doesn't get the +3000 when boosted by one of the same clan but she does get the Grade 3 check that increases the chances of your drive check being useful. When you normally drive check, you're betting on around a 2/3 chance for a trigger, roughly, and depending on how your deck is playing out. When you have a unit like Raindear, Goku or Seifried that take advantage of a Grade 3 check, you're directly increasing the chances of their drive check being useful to you. This version of the deck requires you to set up your field properly to make use of her skill and to keep track of how many Grade 3s remain in the deck.

Her skill is that if you drive check a Grade 3 Bermuda, you can bounce a Bermuda rear-guard back to the hand and then you must call a Bermuda from the hand (even if it's the same one). This combos well with other cards in our deck that have abilities for when they leave the field in this way. This effect occurs during the Battle Phase, meaning you can now attack with the newly called card, since all cards come into play standing. Like I said, similar to Seifried in that she extends your attack combos by drive check. But it does also allow you to use on-bounce effects that are in this deck such as,

Wet tee shirt contest champion 12 years
consecutively
But that's a big mistake. Girls Rock Rio and Rainbow Light Carine. Each of these cards has the skill:

AUTO: [Counterblast (1)] When this unit returns from a Rearguard Circle to your hand and you have a «Bermuda △» Vanguard, you may pay the cost. If you did, Soul Charge (1) and draw 1 card. 

So any time you bounce on of these two girls and you have an open counterblast, you can just pay one to soulcharge and draw. That is a +1 right there, clear as day. They do exist in Vanguard! This is, naturally, our main advantage engine of the deck.

Carine has the added benefit of being a Grade 3 which works well if you play it with Raindear because it instantly bounces Rio/Carine when she's checked, you use the skill, and can call the bounced Carine/Rio to set up for the next turn. Rio and Carine are huge targets for assassination by your opponent just like using Palamedes. Be very careful that you only put them out when you're sure you can use the skills or if it's an emergency, but be prepared to guard them or let them go. It's definitely the weak point of the deck and tossing all the copies of your draw engine can be what slows you down to a crawl. Carine being both a Grade 3 target for Raindear and having Rio's draw engine is a huge space-saving advantage in our deck since we need to put a lot of different things in here.

Redundant Sisters, Redunde
Just look at the world around you. Like Pearl Sisters Perle (left) and Perla. Perle's skill is important to the bouncing mechanic of the deck and is as follows:

AUTO: When this unit appears in a Rearguard Circle, you may select one «Pearl Sisters, Perla» on your field. During this turn, the selected unit gains the following skill: "AUTO 【V/R】: When this unit's attack hits the Vanguard, Soulcharge (1), draw 1 card."

So when she comes into play, you damn-well better have a Perla (the Grade 2) out and ready for an attack. Since Perle is 7000 and Perla is 9000, they make a great team for hitting a stage 2 attack but don't worry too much about putting them directly behind each other since the deck has really decent boosters all around and it shouldn't be too much trouble to just call them to separate columns and get the effect anyway. The important factor is that Perla hits with an attack due to now having the same draw engine as Rio/Carine. And even more important: When Perla hits a Vanguard, she Soulblasts 1 and bounces one of your Bermuda rear-guards! That means you could select Perle to try again next turn or a Rio/Carine if you wanted to double up on the effect immediately.  You could even have two Perla on the field, one Perle, call Perle to give a Perla the effect, miss with it, then have Raindear check a Grade 3 and bounce Perle then superior call with Raindear's second effect and select the standing Perla to try again! It won't happen often and that's really situational, but it's important to remember the things you can do in situations since they're bound to come up eventually. More importantly, your opponent is going to guard Perla as hard as possible so don't be too surprised if you rarely get the effect.

AKA: The Devil
Right here on the ocean floor. But there are more builds for this deck. The little girl pictured left is Top Idol, Pacifica and you will come to fear this name. Those big blue eyes are actually gateways into the underworld, populated by the screaming and terror of innocents. Let's read her skill:

CONT 【V】: During your turn, if you have 4 or more «Bermuda △» units in your (R), this unit gets Power +3000.
AUTO 【V】: At the start of your Main Phase, Soulcharge (1), draw 1 card, then select 1 card in your hand and place it at the bottom of your deck.
AUTO 【V/R】: [Soul Blast (8), Counter Blast (5)] When this unit's attack hits the vanguard, you may pay the cost. If paid, search up to 3 «Bermuda △» from your deck and Call them to separate (R). 

Clearly a good card, Pacifica has the ability to hit with 3 stages of power when our 8000 vanilla booster is behind her and you have a big field. Her Megablast isn't amazing if it goes off, but that's not important. It's her ridiculous cycling ability that lets you soulcharge to draw and then bottom-deck a card. That soulcharge alone will power stuff like Perla to keep bouncing and also powers Flores significantly. The free cycling effect every turn is just amazing since you will have a terrible card in your hand at some point and this deck needs combos to go off. This is what you will be using to fish for more cards, hit hard, and get your soul fuel for the rest of the cards.

What's wrong with her faaaaace?
Such wonderful things surround you, what more is you lookin' for? The last major build is Pacifica + Top Idol, Riviere (left). She gets +1000 all the time if you have the Grade 2 ride chain in your soul and she has a Persona blast that also costs 2 counterblast to pay when she hits the vanguard; she then goes and uses Soul Saver Dragon's effect (+5000 power to 3 rear-guards). Yeah that's...pretty damn good.

This build is a severe beatdown that focuses on having lots of good boosters and attackers out at the same time. You then use Riviere to make your attacks almost unblockable with nonsense power. But it's essentially a spammable Soul Saver Dragon with Persona Blast anytime instead of Soulblast 5 on-ride.

The biggest confusion about this card is whether or not you want the ride chain. I don't really recommend it. The starting vanguard will let you search out the Grade 2 or 3 as mentioned before. The Grade 1 and 2 let you just draw 1 when you ride them. That seems great at first, and it is, but if you think about it, it really just turns your ride into a +0 wash. Since riding the vanguard each turn is a -1, all Riviere's ride chain does really is just let you get a random +1 from the deck to replace it. That's exactly how most ride chains work, and it's really good when it goes off; but that being the key word. The deck really doesn't have room for 13 cards that may become vanillas just because of a high margin of chance that dictates you didn't get your +0s. In other decks, you'd have the room to run Top Idol, Riviere's whole ride chain but not really in Bermuda since there's a lot of competition for that spotlight (ha-ha). Top Idol Riviere herself, while having a mangled face, does definitely deserve a place in her own build. Now let's get on to the deck lists!

Raindear Technical Pacific Beat
Grade 0: 17
  • 1 Bermuda Cadet Weddell. Starting Vanguard. Use to set up a bounce effect. Try to keep her as a decent-ish booster until you can +0 from the effect instead of minus.
  • 4 Comical Rainie. First Critical Trigger.
  • 4 Drive Quartet, Shuplu. Second Critical Trigger that powers up if Bubblin (Draw) is out.
  • 4 Drive Quartet Bubblin. Draw Trigger. She powers up if the Stand trigger is out but we don't run that.
  • 4 Drive Quartet, Flows. Heal trigger that powers up if Shuplu (Crit) is out.
Grade 1: 14
  • 4 Mermaid Idol, Ellie. Staple perfect guard
  • 4 Mermaid Idol, Sedna. Staple vanilla booster
  • 3 Mermaid Idol Felucca. Soulcharges when she enters play. Great for setting us up for Flores.
  • 3 Pearl Sisters, Perle.
Grade 2: 10
  • 3 Girls Rock, Rio. Part of our main draw engine. Put Sednas behind these.
  • 3 Mermaid Idol, Flute/Top Idol Aqua. Flute to make sure you're hitting 11k against the proper vanguards, but needs a nearly-full field so beware of this if you bounce up and not down. Aqua for whatever.
  • 4 Pearl Sisters, Perla.
Grade 3: 9
  • 4 Velvet Voice, Raindear. Required for the deck to function. Bounces and re-calls, extends attack combos.
  • 1 Top Idol, Flores. Backup for when we can't get Raindear, or as a double-up on Raindear. She's on-hit.
  • 4 Rainbow Light, Carine. Main draw engine in the deck. You can also try running 3 of these and 1 more Flores. I recommend 4 due to the fact that she scales better than Rio with our boosters since Carine can use any of the boosters.
Grade 0: 17
  • 1 Bermuda Cadet Weddell. Starting Vanguard. Use to set up a bounce effect. Try to keep her as a decent-ish booster until you can +0 from the effect instead of minus.
  • 4 Comical Rainie. First Critical Trigger.
  • 4 Drive Quartet, Shuplu. Second Critical Trigger that powers up if Bubblin (Draw) is out.
  • 4 Drive Quartet Bubblin. Draw Trigger. She powers up if the Stand trigger is out but we don't run that.
  • 4 Drive Quartet, Flows. Heal trigger that powers up if Shuplu (Crit) is out.
Grade 1: 14
  • 4 Mermaid Idol, Ellie. Staple perfect guard
  • 4 Mermaid Idol, Sedna. Staple vanilla booster
  • 3 Turquoise Blue, Tyrrhenian. Main bounce engine fueled by Pacifica. Try to only put behind Pacifica (vanguard) if your opponent doesn't have a 10k vanguard.
  • 3 Pearl Sisters, Perle.
Grade 2: 11
  • 4 Girls Rock, Rio. Part of our main draw engine. Put Sednas behind these.
  • 3 Top Idol, Aqua. Vanilla interceptor for lack of better choices and use with beatdown.
  • 4 Pearl Sisters, Perla.
Grade 3: 8
  • 4 Top Idol, Pacifica. Required for the deck to function. Beats down, cycles cards, charges soul. Ride ASAP.
  • 4 Rainbow Light, Carine. Main draw engine in the deck. Run 4 Top Idol, Riviere instead if you're doing the Riviere version of the deck.

Estimated Deck Cost: $110 | $146/$186
Closing Notes: Buying boxes of Extra booster 2 can be a really great way to start up your collection and get multiple builds for Bermuda so that's highly recommended. The singles for this clan never go above 10 dollars (Riviere) unless it's the perfect guard, which is pretty staggeringly high. Everything else is somewhere between 4 and 8.

The deck has a lot of scary card advantage and will test your skills. Raindear's build is used for battle phase shenanigans and extending attacks (and gaining advantage). It's a very powerful build even while being relatively budget. Pacficia's build is for people wanting consistency like with CEO Amaterasu. The ability to cycle a card every single turn for free means that you almost always have a good hand, and that's scary for an opponent. Use the "Pacifica" build as your base if you are wanting to run Riviere—just follow the notes in the decklist to switch out the appropriate cards.
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