This is an ongoing project, and will get updated regularly till deemed 'satisfactory'. So if what you are looking for isn't up yet, be a little patient and it should be up once I get to writing it. If you have any particular thing that isn't mentioned, but you feel it should be included, you can leave a note and I will do what I can to include them.
Changelog:
- 31/7/16:Added links for people.
- 1/8/16: Removed links, cause too many words (reddit post has limited words), and you guys rather see deck lists (future proofing)!
- 11/9/16: Going through major Overhaul. Streamlining the guide, as people have commented that it can be wordy.
General Overview Bermuda △ is from the nation of Magallancia, consisting of entirely mermaid idols first introduced in BT02. Their support since then have been mostly been through extra boosters and promos. If you are looking for pretty artwork and interesting mechanics, Bermuda might just be for you.
Bermuda's main mechanic revolves around returning rearguards to hand (referred throughout this article as 'bouncing'). This allows for overall more cards in hand to guard on opponent's turn, as well as keeping important rearguards away from control effects. Some bounce effects can take place in the battle phase, as well as calling units after these bounces, allowing for multiple attacks.
What it is not Bermuda is a very combo focused clan, and not designed for rushing.
They also tend to not have huge rearguard columns outside of a few effects and trigger stacking.
Every rearguard is key to their plays and a losing them hurts. A lot.
Most variations requires chaining of multiple skills at once, which can be daunting for newer players, and easy to miss at times, particularly Harmony and Raindear.
Bermuda is rather
EXPENSIVE. Between "Waifu Tax", clan booster and promo exclusive, high demand and low stock, and freaking Spica and Olyvias, you have been
WARNED.
Keyword Harmony (♪♪ハーモニー Hāmonī) is their clan mechanic introduced in G Clan Booster 1: Academy of Divas. Harmony is triggered when a new unit is placed into the same column as the harmony unit, and causes the 2 units to be in a harmony state as long as both of them remain on the field. Mostly tied to G era support, either getting effects when in harmony, triggering effects when it enters harmony, or giving other units in harmony effects.
Raindear focus on gaining effects when a grade 3 is revealed in drive checked, as well as units that count as grade 3 during drive checks. These range from bouncing, calling units, and multiple attacks. Their effects are active once you are on a raindear vanguard and works well into striding.
Velvet Voice Raindear - Velvet allows for more attacks when grade 3 check, even if opponent is not grade 3!
- Ideal first ride (Madew and Peaceful Voice)
- Needed in damage or soul for Peaceful's extra drive check.
- With Suifa in same column, will have 11k base
- Allows you to put down Peaceful if it is revealed in grade 3 check.
Peaceful Voice Raindear - Bounce a rearguard when grade 3 check and she's vanguard (Extra drive only if velvet is in soul/damage).
- Helps set up her own effect (putting velvet from hand to soul).
- Can help fuel the soul for Lapla and Sparkle heart Spica.
- As a rearguard, allows for additional VG attack if you drive check a Raindear (not any grade 3), by moving her from RC to VC (Only if she's standing!)
- She just needs to be on the field during the end phase as stand to move to VC.
- Works even if vanguard is a stride.
Dash Sisters, Rabel - Increases grade 3 count during drive check (for your effects)
- Robel has on hit soul blast 1 to draw 2 cards and self shuffle (extra pressure)
- Helps empty RC for Fratte and Lapla
Inspect Sisters, Robel - Increases grade 3 count during drive check (for your effects)
- Rabel shuffles herself during drive check grade 3 to Counter charge 1 & draw a card.
- Helps to Manage Counter blast cost of Peaceful. Also empty RC for Fratte and Lapla.
- Helps to empty RC for Fratte and Lapla.
Shyness Laguna, Lapla - Important combo piece during stride turns (especially Olyvia)
- Helps get multiple attacks together with Velvet and Peaceful (more towards Peaceful)
- Helps call Peaceful when you drive check her
- Bonus 2k power to herself and unit called can helps to hit breakpoints
Piping hot, Suifa - Basically self stand and +4k when grade 3 is drive checked.
- Will move to front row if she is in back row and front row is empty
- If front row has a unit, she will still stand and +4k
- The power stacks multiple times if you drive check multiple grade 3, as long as she stays in the back row.
- Allows you to sit on velvet for madew and still have 11k base defense.
Colorful Smiling, Fratte - Bounces a rearguard at end of battle and call up to 2 rearguards
- Can help setup for Peaceful, or allow an additional attack if you missed a grade 3
- Works well with grade 3 raindear bounces.
- Best as a rearguard booster, as it allows boosted unit to be bounced, followed by a full column call, especially well with grade 3 Spica.
C) Things to look out for |
- Because every rearguard is integral to the strategy, the deck tends to be weak to control effects like retire and locking, as well as vulnerability to being attacked if they stay in the front row.
- While they are not restricted to generation break, they only become active when you have a raindear in your VC, meaning the earliest they can start doing their stuff is when you first hit your grade 3.
- Try not to call out rearguards until grade 3 if you are planning to go for a Peaceful Voice gamble. In addition to them distracting people from attacking your vanguard and giving you counter blast, you need all the rearguards you can get and cannot really afford to lose any.
- Also being strictly focused on multiple attacks without bonus stages of power gains, a lucky defensive triggers can put the strategy to a stop.
Grade 0 - 1 Colorful Smiling, Fratte
- 12 crit (or 4 Kruk 8 crit)
- 4 heals
Grade 1 - 4 Piping Hot, Suifa
- 4 Dash Sisters, Rabel
- 4 Miracle Twintail, Wyz
- 1 Talent of Perseverance, Shandee
Grade 2 - 4 Inspect Sisters, Robel
- 4 Shyness Laguna, Lapla
- 2 Hidden Sparkle, Spica
Grade 3 - 4 Velvet Voice, Raindear
- 4 Peaceful Voice, Raindear
- 2 Sparkle in Her Heart, Spica
Grade 4 - 2 Rain Element, Madew
- 1 Air Element, Sebreeze
- 3 Fluffy Ribbon, Somni
- 4 School Etoile, Olyvia
- 1 Celebrate Voice, Lauris
- 1 Hand in Hand, Leona
- 1 Metal Element, Scryew
- 1 Dark Element, Dizmel
- 2 Sailor's Medley, Nasha
E) Difficulty Scale: 7.5/10 (Flying an airplane with lots of meters to keep track off. Miss a few important ones and your plane crashes and someone gets hurt really bad, and its not your opponent) |
Coral is focused on Frontier Star, Coral and huge emphasis on cards in soul. She has strong focus a strong vanguard column and returning units to hand. Her ride chain and support allows for a certain amount of consistency early game.
Angelic Star, Coral, Fresh Star, Coral, Shiny Star, Coral, Aurora Star, Coral - Main ride chain, not too high on priority to hit, but allows Shiny Star to provide huge pressure.
- Important as cards in the soul to trigger Frontier Star.
- Relatively easy to hit due to Lalana and Lyrica.
- Missing the Shiny Star allows you to check top 7 for a chance to ride her properly.
- Missing Grade 1 is perfectly fine as the starter can be bounced with other effects for a 10k shield.
- Combos well with the Pearl Sisters for lots of pressure game early.
- Ideally you want about 3-4 Corals in the soul, any excess (and non coral) can be used to pay for cost effects
Shangri-La Star, Coral - Main grade 3 ride, also has crossride defense.
- Relatively easy to get Aurora Star into soul through Lyrica.
- Limit break is a bonus option if you want to run the limit break enabler, though not advised.
Frontier Star, Coral - Main stride. Allows for multiple field bounces.
- Tends to have huge vanguard column.
- 2nd stride onward will provide a pseudo-Olyvia column reset.
- Has a SC and draw, which allows easier hand reinforcing as well as more soul to pay for certain costs.
Admire Successor, Lyrica - Fixes ride chain soul requirements, filters deck and sets up soul.
- Can be called from soul to generate additional rearguards and put important cards from hand to soul.
- Can be used repeatedly through bouncing, allows for strong deck filtering.
Active Pink, Lalana - 11k beater if on grade 3 or above.
- At 1 CB, can be called from soul to provide extra rearguards, making her not terrible to ride (though Shiny Star is still the better Grade 2 ride).
C) Things to look out for |
- Have a lot of excess soul.
- Relatively CB light unless you run Spica.
- Little to no push factor by themselves outside of a big vanguard column More offensive orientated cards like Hidden Sparkle Spica and Ayna should be easily fit in to some wad remedy the problem. Also recommended to run 12 critical to add more aggression.
- The raw amount of SC effects can cause some accelerated deck out.
Grade 0 - 1 Angelic Star, Coral
- 12 Critical
- 4 Heal
Grade 1 - 4 Fresh Star, Coral
- 4 Image Master, Kukuri
- 4 Admire Successor, Lyrica
- 2 Talent of Perseverance, Shandee
Grade 2 - 4 Shiny Star, Coral
- 4 Active Pink, Lalana
- 3 Hidden Sparkle, Spica
Grade 3 - 4 Aurora Star, Coral
- 4 Shangri-La Star, Coral
Grade 4 - 4 Frontier Star, Coral
- 2 Fluffy Ribbon, Somni
- 4 School Etoile, Olyvia
- 2 Lucky Rise, Elprina
- 2 Sailor's Medley, Nasha
- 2 Hand in Hand, Leona
E) Difficulty Scale: 4.5/10 (As simple as forcing yourself off your lazy butt to go for a stroll in the park, only sometimes it suddenly rains, and you become a sad panda.) |
- Focuses around the Riviere ride chain and their revival legion, Rising Star, Trois. The ride chain provides additional draw effects for hitting the ride chain, with the legion provides a restander.
- The strengths of the legion is in its ability to restand, though it comes at a hefty cost of CB3 and discarding 3 cards from hand. Nevertheless it has no other conditions, and a re standing legion is not to be underestimated, as cards like RPBA and Thing saver has shown us.
- Another strength is the flexibility of deck building. The deck can be run with any other choices of units, and often will be run as a backup for Lauris before G clan booster 3. Even the ride chain can be omitted if space is an issue.
Rising Star, Trois This is the main focus of this archetype and provides a hard hitting 21k re-standing legion. When you ride this over the grade 2 Super idol Riviere (even if the rest of the ride chain is not present), you get to fetch a copy of top idol Riviere to be used as persona, rearguard or stride fodder.
Top idol, Riviere The legion mate and main ride chain. While it is desirable to have Trois as the main ride, riding Riviere over the entire ride chain will still give you a card draw. Her persona blast (discard copies of herself in hand) tends to be a little over costed, and should be used sparingly.
Bermuda triangle cadet Riviere, Mermaid idol Riviere, Super Idol Riviere These are the ride chain for the archetype. Riding Mermaid idol over Bermuda triangle cadet will allow you to search the top 7 for either the grade 2 or the grade 3 to add to hand. When you hit the ride chain, riding the grade 2 over grade 1 will draw you a card, while riding the grade 3 over grade 2 will draw you a card. If you ride Trois over grade 2 will let you search for the grade 3 instead. While not being the most consistent of the ride chains, it does reward you with extra cards on completing them, and you do not really lose much missing anything but the grade 2.
C) Things to look out for |
- While the main goal is the re-standing legion, do note the cost is not light, and possible avenue of countercharge should be included to help mitigate this cost, as well as ways to mitigate the discard cost.
- While the deck slots are flexible, if you must run the ride chain, it can be a little inconsistent, and be a little bit difficult to hit in a timely fashion. This may be remedied in the future with more support.
Coming soon
E) Difficulty Scale: 4/10 (Getting good deals for Bento on closing hour sales: isn't hard but sometimes you just miss the good things) |
PR♥ISM are a sub-clan introduced in Extra Booster 06: Dazzling Divas. What they lack in hand size, they make up for with many power bonuses through bouncing units, making them more aggressive compared to other Bermuda. While the deck isn't hindered by Generation Break and can begin aggression right from the get go, it did receive a significant boost though princess Labrador and Sunshine Vert. Unlike harmony, their main form of aggression is bigger stages of power, with little to no extra attacks enabled until Sunshine Vert allowed them to bounce and call mid combat in one sitting. Also interesting to know that some members belong to both PR♥ISM and Duo.
Another interesting mechanic they have for them is they have a few cards that allow power gains to the vanguard during your opponent's turn, allowing you to have decent defenses. With Leona (G guardian) as the trigger, you can use any combination of Princess Leyte, Garnet, Emeral, Sunshine Rosa, and Celtic on opponents turn to gain massive power on the vanguard, basically trivializing guarding for that turn.
PR♥ISM-Promise, Princess Leyte Firstly I will talk about a card that allow the deck to pay for pretty much all of its effects. every time you bounce Princess Leyte, you not only get to CC1/SC1, you also get to give another unit +4k for the turn. The draw back is not being able to call it again...which isn't an issue because Garnet, Labrador, Olyvia Spica can call them during battle phase, or you just don't call it at all and keep them safe in hand.
PR♥ISM-Image, Sunshine Vert This is the latest addition that pushed the deck from a minor contender into the big leagues. To put it simply, its the baby of Nextage x Olyvia. Its a little hard to swallow at first, so here's a bullet point of what happens:
- Attack with first rearguard column
- You get a stride attack >
- End of attack, persona flip, discard 3 cards, bounce up to 2 PR♥ISM (your first column)>
- Breakride on either garnet or Labrador, gain 10k to the new G3, draw a card, bounce up to another 2 rearguards>
- Swing with a new 21k VG, and call 3 prism from hand to gain +10k crit (Labrador) or an extra drive check at LB5 (Garnet) >
- Call an entire new column to attack with >
- Trigger pretty much all your Princess Leyte, Clear, Sunshine Clear, Celtic, Emeral, Sunshine Rosa while you are at it.
And it is insane the amount of offense this provides. The only real shame is when you are at 4 damage and Sunshine Vert ends up drive checking a heal...causing the whole thing to not happen... you have been warned. If you are worried (like I am), do consider Loretta (Limit Break enabler).
PR♥ISM-Image, Vert Can't really talk about Sunshine Vert without at least talking about this. You want this to be your main grade 3 ride, as it allows you to pull off crazy plays with Sunshine Vert. The draw and bounce allows for easier set up of Garnet or Labrador. No less than 4.
PR♥ISM-Image, Sunshine Clear This is what I feel is the unsung hero of the deck. It fetches important pieces of the combo, namely the breakride. But the cool thing is how you can call G3 vert to RC when this is bounced, after all the other effects resolved, which allows for another possible attacker if need be. She also self shuffle to deck, and is easily triggered by most of the strides and Princess Celtic. Do note that this allows you to call upwards to 3 units during Olyvia's turn, generating at least 2 more attacks. Always run 4.
Admired Sparkle, Spica I am bringing this up here again, and for good reasons. While this is a generic support, the abuse you get with this is quite insane, especially in conjunction with Princess Leyte. By bouncing Princess Leyte and calling her again you effectively get a free SC and 4k power, and a 10k booster that you will bounce again and trigger the effect again. Spica also shines during an Olyvia turn, 6-7 attacks in the turn, almost for free most of the time if Princess Leyte is involved.
PR♥ISM-Promise, Princess Celtic This is your pressure unit which works either as a vanguard or rearguard. It can be used as early as grade 2, and has good synergy with the rest of the deck. PR♥ISM is also not too fantastic in the hand size department, and every time this hits it goes a long way helping you set up. She also shines during a Princess Labrador or Olyvia turn.
PR♥ISM-Promise, Princess Labrador Princess Labrador is a fairly good push and setup stride. She can be used as a first stride to help set up with Sunshine Clear and Princess Leyte, and the extra 5k can help Princess Celtic connect and gain advantage. She is also very useful against control matches as she allows you to keep important units safe in your hand by the end of the turn.
School Etoile, Olyvia I will have to mention her again (recurring trend), but her synergy with Princess Leyte and Sunshine Clear is not to be underestimated. In combination with Spica she can literally tear your opponents a new hole with a crushing 6-7 attacks, all the while Princess Leyte is having a field day and keeping all your resources up.
C) Things to look out for |
PR♥ISM is an extremely fragile series of cogs and gear, that losing important pieces can mean a difference of 1-2 additional options (Spica and Sunshine Clear), or completely running out of resources (Princess Leyte). Doesn't help if opponent likes killing them. Thankfully this can be reduced by not exposing them to opponent by bouncing them and keeping them out of harm's reach.
PR♥ISM also is plagued with rather small hand size as compared to their sister Duos. When every freaking card is important and Sunshine vert demands 3 discard, or your opponent giving you a rough time to guard, you are not in for a good time.
PR♥ISM is currently the most expensive build to date due to the hyped prices of Vert break-ride and legacy support. Add in 4 Sunshine vert, the usual 4 Olyvia, 4 Aria, 4 Spica, and it just slightly edge out harmony in pricing.
Coming soon
E) Difficulty Scale: 7.5/10 (Multi-tasking in the office: trying to answer calls, your boss, your datelines, and your better half all at the same time. Its hard at first, but you'll get the hang of it after awhile and it becomes the norm.) |
- Pacifica is an archetype focused around an mega-blast, a breakride, a crossride, and a stride. Marlkka helps the deck achieve the conditions for its stride Twinkle Happiness☆, Pacifica, as well as setup resources and offense for all your grade 3's effects.
- Note that this archetype is heavily reliant of having all 3 different grade 3 present for combos, and otherwise give some freedom in your grade 1 and 2 slots. It has also strong elements of searching components for the combo and able to tutor for rearguards through the breakride and cross-ride's effect (although crossride cost CB3).
The very basic combo involving the deck usually follows as such: 1. Ride Eternal idol on Planet idol. Triggering the breakride effect. 2. Call a Marlkka if you have one, to be used and abused multiple times in the foreseeable future. 3. Use Akari to bounce on Marlkka and draw a card, search for a top idol if you don't already have one in hand, trigger planet idol's search for another Marlkka or Shizuku. CC/SC and a unit gets +5k if you have the pieces already. 4. Use planet idol in the soul, CB1 & trade a top idol to add the planet idol to hand and bounce Marlkka, again triggering her effect to fetch either Top idol or Eternal Idol. CC/SC and a unit gets +5k if you have the pieces already. 5. Call the Marlkka in your hand, and attack with Eternal idol, bouncing and triggering both Marlkka (again) and searching for another rearguard,both Marlkka search for the missing pieces, CC/SC and give a unit 5k. 6. This will end with you having all 3 more Pacifica in your hand as well as both Marlkka in hand. sitting on a crossride, and anywhere between 1-3 CB depending on how early you had all the pieces. Ok so apparently while the grade 3 combo is cute, swabl says that we should just not do the combo if striding is possible. Which means use Marlkka spam to set up for Twinkle Happiness☆. I am gonna take his word for it while I test (likely true). You can still use this if you really want to, but mostly striding is better off, unless you can't stride cause opponent is still at grade 2, then breakride his ass to hell.
This is also the only variant of Bermuda where they have 3 different strides with guaranteed 2 critical.
Friend of the Sun, Marlkka As mentioned earlier, your entire resource engine and offense is tied to this little miss. You can, will, and should abuse her effect as much as humanly possible. Her effect is on bounce search for a grade 3 Pacifica and add it to hand. Then you may reveal 3 different types of Pacifica (basically all the grade 3) to CC1 and SC1, as well as giving a unit 5k power. It is thus advised to use additional form of bounces to trigger her effect, in addition to ensure you assemble your trinity of Pacific is in your hand (and keep it there).
Top Idol, Pacifica I am gonna give out a short mention to this unit as 90% of the time you only want here in your hand to trigger twinkle and Marlkka, or 10% of the time you want her in the soul if your grade 3 is eternal idol to get a cross ride (you can do so with Planet idol's effect from soul). Hence I would suggest running at least 3 and no less. you will almost never get the resources to get the mega-blast off (let alone hit with it), but do note you can use the mega-blast when she is a rg as well.
Planet Idol, Pacifica This is the breakride, and should be your main grade 3 ride in the event a breakride combo with Eternal idol (or another copy of herself). It does have an interesting mechanic when she is in the soul, as you can put copies of Top idol to soul and CB1 to add this card from soul to hand and bounce a rearguard (likely Marlkka). This is usable even when you are striding, and allows you to chain some long elaborate combo to set up for the stride. On non stride turns, she will be your setup and will lead to your entire hand being full of Pacifica. Note sometimes you get lucky and Marlkka will randomly SC one of these to the soul and give you a window of opportunity to use the bounce effect. My advice would be to consider running 3 copies of her.
Eternal Idol, Pacifica This is your alternate offense other than striding. This in combination with other Pacifica and Marlkka will generate some really big columns. It also lets you fetch any unit you need, be it another Marlkka or a Pacifica so that you can bounce it with another effect later. She is also your crossride, so getting Planet Idol's effect off will help you save cards to guard over the rest of the fight, as most decks do not factor in 13k base defense. Run 3 of these.
Twinkle Happiness☆, Pacifica This is usually your first stride. For CB1 & a persona flip, this unit allows a bounce on attack (hint: Marlkka), search for a Pacifica and add it to hand. Then and if you can show all 3 different Pacifica, she gets a critical. If you already have 2 different Pacifica in hand, you can also call one to attack first, then bounce it with Twinkle Happiness, and then search for the last one you are missing to meet the critical condition. Between this, Olyvia and Lauris, your strides will have 2 critical every stride.
First Lesson, Akari This would be the ideal starter, as the free selective bounce works very well on Marlkka. The bonus draw is welcomed. It is not hard to trigger her harmony through striding or breakride.
Admired Sparkle, Spica I am bringing this up here again, and you guys will know the drill by now. Good combo with a key unit (Marlkka abuse), great on Olyvia turn, mostly since a Marlkka + Spica is literally a new standing 17k Marlkka, that SC for free and searches a Pacifica.
C) Things to look out for |
- The deck's hand will be very, very grade 3 heavy, even more so than harmony. Do factor that in during deck building.
- You will be saying Pacifica so many bloody times that you can and will confuse both you and your opponent. That and Marlkka will be bouncing in and out of your hand so many times that you will wonder if she was a kangaroo and not a mermaid.
- It can be pretty hard to acquire planet idols, so prepare your wallets.
Coming soon
E) Difficulty Scale: 6/10 (Fixing Gunpla models. First time its really challenging, but once you know what to look out for, it becomes much simpler, and you just repeat the same steps for the next model (hint: spam bounce Marlkka).) |
Duo is an archetype that focus gaining multiple copies of certain cards in hand, and granting benefits when 3 or more are revealed. Excluding all legion pairs, all Duo have 2 artwork; a black and a white variant. Some of their members are a member of both PR♥ISM and Duo.
Their main mechanic is what I refer to as 'check 3', where revealing 3 copies of a particular card they require will grant you additional bonus (usually in the form of CC). To aid them in gaining multiple copies, Duo have a spin on the bounce mechanic; where they have bounce effects that lets you search for extra copies of the same name from the deck. I will refer to this as 'cloning', similar to how Neo Nectar clone their units, except they have to bounce them as well as the new unit ends up being in the hand, often in time to trigger their check 3 when bounced effects.
Since we are on the topic of check 3, we should talk about the main one that everyone remember Duo for:
Duo Petit Etoile, Peace. Once you have 3 on your hand and field combined, every iteration of mass bounce will net you 3 draw for no cost (In vanguard, if multiple effects trigger at once, once the current effect is resolved, you can then pick the order of which to resolve first), allowing you to pay 1CB, draw a card, CC1, and repeat. Just so happens
Duo Lovers Singer, Darling is capable of mass bounce if you have enough empty RC. Factor multiple Darling, and you can easily see why this can can easily draw 9-16 cards in a single turn after setup.
Duo has 2 'build around' grade 3 to choose from, each with 2 different builds and goals
Duo Eternal Sister, Meer First build around the Duo breakride. The Mee Meer build focus around another
Meer, which allows you to literally breakride every turn. You get somewhat of a restander (even if its just the 11k breakride). In this build you will want to run peace engine to fuel the discard cost.
Duo Temptation, Reit While still using the breakride, Reit is more of a "final turn" combo where you are pretty much all in to this. It gives you a 2 21k vanguard attacks with 2 field reset in between, allowing for multiple column attacks (now with
Cornet, 8 x 16k+ attacks without any Spica).
C) Things to look out for |
Coming soon
- Harmony is the focus of the G era update, first previewed in G Clan Booster 1: Academy of Divas. Their main focus is mostly focused around striding, and the enabling and resetting of Harmony effects on your units through bounces, and have strong ties with multiple attacks during battle phase through bouncing and subsequently calling units as stand.
- While generally considered slower than other variations due to mostly Generation Break, they are one of the most explosive builds in terms of offense, while providing moderate defenses through achieving Lauris' Generation break 2 effect.
- They are also the most flexible of all archetypes, and have quite a bit of wiggle room for units, but cost for effects still need to be factored in.
Miracle Voice, Lauris Your main Grade 3 to be on in most situations. She grants a useful bounce effect that draws a card when striding, allowing you to build up more cards in hand, triggering effects, and also resetting columns to trigger harmony again (harmony only lasts for a turn). On off turns you are not on a stride, Lauris Generation Break 2 allows for offensive plays by generating additional power and critical pressure, and can be used defensively with units like Vita and Pummo.
Sparkle in her heart, Spica A new Grade 3 that you will really want in your RC. In addition to providing a bounce and call for additional attacks, she also rewards you for calling units during the battle phase by granting that unit and herself bonus power, which can lead to being able to hit higher power stages. She makes an Olyvia turn very, very deadly.
Superb new student, Shizaku She is your main go to Grade 1 for harmony focused decks, allowing you to generate ridiculous amount of filtering and consistency in your deck. Once per turn when she is becomes in harmony, she lets you check the top 5 cards of your deck, add up to 1 grade 3 to your hand, and then shuffle. Her once per turn does not really matter too much as bouncing and calling her again will treat her as an entirely new unit and another chance to trigger. Factoring her into a strategy allows you to play multiple G3 that plays well as rearguards and still be able to reasonably have access to them because of how repeatable it is.
Admired Sparkle, Spica This is the amber clone of the clan, and a good one at that. In addition of bouncing and calling in battle, she gives the new unit +3k, allowing most grade 2 to hit 12k, and grade 3 to 21k when boosted by a 7k booster. Her effect is also not restricted to 1/turn, allowing you to use her again if manage to stand her and reset the booster. She mixes very well with Shizuku, allowing you to trigger her multiple times per turn.
School Etoile, Olyvia While she is a generic stride, she has the most synergy with harmony focused on multiple resets and multiple attacks, and is one of their main finishers. She bounces up to 5 different units on attack and calls up to 2 from hand afterwards, and if you managed to bounce at least 3 different units, she gains a critical. She absolutely wrecks faces when combined with Spica generating multiple attacks, and the critical usually means she cannot be ignored.
Celebrate Voice, Lauris This is your other finisher where the size of the columns matter more than the number of attacks. She also provides a mass bounce effect to help reset your columns to harmony again, and combo really well with new units like Cetia, Ayna and Wakana. Against clans that tend to shut down your rearguard columns, she allows you to preserve your rearguards for a better timing as well as forcing them to guard a massive vanguard with critical.
Unbelievagirl, Potpourri I am putting this here, and I know many people don't see merits with this on hit unit, but do not look down on such effects, especially when it is free costed. Harmony has very high cost usage over the span of the fight, and any free effects you can squeeze in (this and shizuku) are greatly welcomed. She bounces another rearguard on hit (she does not have to be in harmony), and if she is still in harmony after the bounce (you have not bounce the other rearguard in her column), she gives you the option to call a unit from hand. Combo this with the multiple attacks harmony can generate and shizuku, this kind of pressure can add up really fast and chew through opponent's guard.
Secret Smile, Puumo & Magical Charge, Vita These 2 basically do the same thing: allow you to trigger Lauris' Generation Break 2 on opponent's turn by placing a unit in an empty RC behind Lauris. Pummo is a 1 shot mechanic that effectively worth 15k shield by herself (10k from her own guard + effect, 5k from lauris GB2). Vita allows you to bounce herself each main phase to call a grade 1 or below to an empty RC. While she does let you CC if you do it on your turn after you stride, her more common use is to bump Lauris to 16k base. However I much prefer Puumo as she is more flexible with what you can call (even grade 3) and being a grade 1 she can at least boost and promptly bounced near the end of the turn with effects to ensure she's available later, and vita tends to eat up the soul which you want to spend on Spica. It is your personal preference.
C) Things to look out for |
- Harmony is plagued by the heavy use of resources. It will likely be fixed down the road when new support is printed, but as of this writing you will need careful management of them. While this is slightly reduced by playing cards like Ricca, it tends to come at opportunity cost of missing out on another attacker or other utility.
- Harmony is also very reliant on their rearguards, and tend to have them sticking around most of the time at the end of the turn, making them more vulnerable than other builds to control decks. To minimize this, sometimes bounce and call effects are used, but units are not called to preserve important units safely in hand.
- This is one of the decks that you will make more judgmental calls, if not one of the most. And it all begins from deck construction itself. Again the cost to use effects can pile up really fast, and will require a lot of balancing and decision making. Even when playing, sometimes you will have to skip a G3 Lauris activation for other plays, and will be completely based on the game state. You have been warned.
- Small issue, but if you are playing Shizuku, be prepared to shuffle your deck, A LOT. This might annoy some people.
Coming soon
E) Difficulty Scale: 8.5/10 (Completing Dark Souls while trying to beat an expert computer in chess on another screen. Tough decisions, shitty situations with only scraps to work with, and between keeping track of literally every info and sometimes just completely bricking (screw you dark souls), you know you can't do this all day. But its rewarding when you pull it off.) |