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Top Idol, Pacifica - #EB02/001
April 18, 2013
[CONT](VC):During your turn, if the number of «Bermuda Triangle» rear-guards you have is four or more, this unit gets [Power]+3000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), draw a card, choose a card from your hand, and put it on the bottom of your deck.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits a vanguard, you may pay the cost. If you do, search your deck up to three «Bermuda Triangle», call them to separate (RC), and shuffle your deck.
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Pacifica isn't the most interesting card when placed
against the backdrop of her clan, but you don't have to
be in order to serve as one of the strongest Vanguard
options available for the deck in question.
With a 13K solo swing and the ability to optimize your
hand by one card each round, Pacifica has a fair amount
going for her. She even makes absurdly low-power cards
like Tyrrhenia useful (though you'd rather have Sedna in
everything but a crossride match-up), especially due to
her inherent soul charging. Flores and Perla appreciate
the infinite fuel too. Ceram and Rio can snatch up
counterblasts in this equation.
We can safely ignore her megablast, but if you really
feel like falling back on it as an option, Felucca is
always there to run support. Your rear-guard copies of
Pacifica can trigger off of hitting the Vanguard, so
that's a definite plus when the end result is one or
even two more attacks with possible shield gain in the
Simple design, simple results. 3/5
David NavyCherub Lynn
Top Idol, Pacifica
There are a ton of megablast units that find themselves
with little utility because of the difficulty in
actually getting to use their strong, expensive
abilities. Pacifica is not one of those, but not because
of her megablast, but because of the other things she
can do. First off, her megablast isn't very important,
so I'll just say this - don't ever bother trying to get
it off, it's not only unlikely but isn't even worth the
resources spent to do it, especially compared to the
other great advantage engines this clan has. Next, if
you have four or more other mermaids on the field, she
gets 3000 power on your turn. This is a pretty great
number, because it means you can hit 21k without really
doing much of anything - just stick Sedna behind her and
there ya go. She can also hit crossrides for 18k with
just Tyrrhenia behind her, which is cool because it puts
a lot of pressure on your vanguard attack and
Tyrrhenia's measly 5k power isn't really a hindrance.
Her soul charge is where she really shines like the pop
idol she is, though. Each turn, you can soul charge,
draw a card, and put a card on the bottom of your deck.
Bermuda Triangle is a clan that is very heavily focused
on having pretty specific formations and card
combinations to get their effects off and their pressure
continuing. Pacifica facilitates this by giving you
another chance at a card you really need in exchange for
a card you really don't. Getting more Rios, Carines, and
the proper Pearl Sister combinations becomes
significantly easier when you get to dive an extra card
deeper into your deck every single turn from midgame
What’s up, you guys?! It’s Thursday and another day,
another COTD! Today, we have…
Top Idol, Pacifica
Clan: Bermuda Triangle
[CONT](VC): During your turn, if the number of «Bermuda
Triangle» rear-guards you have is four or more, this
unit gets [Power]+3000.
[AUTO](VC): At the beginning of your main phase, Soul
Charge (1), draw a card, choose a card from your hand,
and put it on the bottom of your deck.
[AUTO](VC/RC): [Soul Blast (8) & Counter Blast (5)] When
this unit's attack hits a vanguard, you may pay the
cost. If you do, search your deck up to three «Bermuda
Triangle», call them to separate (RC), and shuffle your
So we have one of the boss units for the Bermuda
Triangles (aka the singing mermaids) in Top Idol,
Pacifica. Pacifica is a Megablaster with her Soulcharge
letting you draw a card and place a card in your hand to
the bottom of your deck. This is actually pretty good as
it allows you to either put Grade 3’s that are dead in
your hand to the bottom of your deck or even start a
pseudo-stack ala Oracle Think Tank by placing triggers
on the bottom until you reach the stack. Granted, the
latter only really happens if the game lasted really
long, but the thing with Bermuda Triangles is that their
defensive abilities are actually pretty good and can
sometimes even rival the defensive abilities that Oracle
Think Tank can also possess.
As for her CONT skill, she gains 3,000 power if you
have at least 4 Bermuda Triangles in the rear-guard
which is an easy feat for them to do seeing how they are
able to assemble cards to the hand extremely easy, so
when she attacks alone, she’ll be at 13,000 which can
push even against Crossrides, and with a Sedna behind
her, she swings in for 21,000 which is a solid number in
As for her Megablast, if she hits the Vanguard while
she’s either Vanguard or rear-guard, then you can call
any 3 Bermuda Triangles from your deck to the field.
This can be pretty devastating in a late game format as
your opponent will be near 6 damage by the time she hits
the Megablast and can force out that last attack to hit
for game. However, with that being said, it is still
extremely hard to pull off as a smart player will block
any Pacifica attack thus preventing the Megablast. In
short, it’s the kind of Megablast where it’s hard to
pull off, but if you can pull it off, it can potentially
end the game.
Overall, Pacifica is a very good ace for the clan,
but still has room for improvement…like her Crossride.
Next time: It’s about time we Blaze things up!
Go Rogue, Go Pro!
Top Idol Pacifica
Pacifica is most
likely going to be the main vanguard in a deck not
focused on the Riviere ride chain. She has three skills.
The first skill is a simple +3k if you have 4 or more
Bermuda Triangle rear guards. This is very useful with
an 8k booster behind her as it allows her to hit that
all important 21k. The second skill is probably her most
important; as you enter the main phase, soul charge 1,
then draw a card, then choose a card from your hand and
place it at the bottom of the deck. This has multiple
areas of usefulness. First, you can see 2 cards instead
of the usual 1 during the draw phase, plus you can
filter your hand by sending less useful cards back to
the deck. You could potentially send triggers back to
the deck, then employ shuffling effects to mix them in,
such as Shizuka, or Pacifica’s megablast. This would
allow you to reuse a heal trigger if you so desired. The
soul charging aspect of this skill is also very useful,
supporting the spamming of things like the pearl sisters
and Turquoise Blue Tyrrhenia; you must have a sizable
soul in order to use and reuse their abilities. The
final skill is the megablast which calls 3 Bermuda units
from the deck when Pacifica hits the vanguard. I don’t
like megablasts, personally, since they require all your
counterblast; you can’t counterblast at all earlier in
the game, unless you get really lucky with heal
triggers. The bounce-draw skills of several Bermuda
Triangle units require a counterblast for a single draw,
which is likely where the counterblast will be used.
When the stars align, though, calling 3 units for
additional attacks can be game breaking, so if it
happens, it happens.
Rating: 5/5 – The
best Bermuda Triangle vanguard outside of Riviere.