[The Paint Sisters]
Ok, so let's get the reason for it
being a double-card day out of the way: after striding
once, these gals either
make a 22k or 26k column
together. Easiest thing in the world. Just slap them on
the board. You're Bermuda; you're gonna end up drawing
into them.
Carla can be a 10k during the early
game if you put Marie behind her, which could take the
place of 10k vanillas to defend against rush tactics and
whatever annoying Grade 2 on-hitters you'll face, if
you're the type that values such defense. (Effing Brainy
Papio.) She's a 12k beater after Gen Break; pretty
standard but still welcome for your Spica plays.
Even without Carla, Marie is a 10k
booster after a soulblast. Even though Sweet
Paradise, Manya is a 10k booster for basically free,
Manya gets ousted for Marie if you're running Carla as
well.
The name of the game
post-Generation Guards is beefy rearguard columns.
Forcing 20k shield, even before the silly power ups that
Bermudas are gonna hand themselves anyway, gives you the
ability to hit like a truck. In Harmony.dek, you can
find room for at least 3 of each. In more vanilla decks
without rigid unit lineups like Raindear, it gives you
dumb columns and the ability to go into G4 Lauris
feasibly.
3/5