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Saikyo Cardfighter R
on Cardfight!! Vanguard Deck Critic Corner: G-Bermuda Triangle puts the ‘Harm’ in ‘Harmony’
The new mermaid deck is a fucking monster. Let Saikyo walk
you through.
I hope that the
underwhelming value of things such as the Legend Deck has
taught people about the trap of judging a book by its cover.
I myself for example wasn’t entirely sure what Harmony was
supposed to accomplish, other than forcing Bermudas to run
the bounce gambit in its entirety to accomplish what they’ve
always been doing.
Reliance on one gambit is
still something I’m willing to forgive provided that it can
do a LOT of it, in one turn, with not much effort needed on
your part. If a deck has to basically nickel and dime you,
then it takes longer to win, which means more chances for an
opponent to suddenly drop a nuke on you to win. So the first
investigation I needed to perform was whether or not Harmony
could work, and how much stuff with Harmony you needed. If
it didn’t stack up, it was just going to be one more set to
totally ignore save for the extra archetype stuff for old
stuff like PRISMS. If you’re total freaks, anyway. But to my
surprise, they really are an absolute monster to face if
you’ve done everything correctly.
I know on paper Harmony
sounds like an elaborate way to accomplish something. But in
actuality, when I first saw the deck in action I was
surprised at how much most of it actually didn’t need
Harmony to function. Indeed, only one thing actually
actively relied on Harmony and that was the new
Extraordinary Freshman, Shizuku, who became a free potential
+1 Stride fodder as soon as she was set up.
This was actually rather
nice to see because I ended up trying several iterations of
it before finally settling on a more straightforward build.
In the olden build of Bermuda Triangle, you basically ran
bouncers and then a crapton of bounce targets as your main
advantage engine. In G-Bermudas, this is a little more
difficult to do, especially regarding the G1 lineup where
most of it is actually largely rather vanilla. I tried
running the usual suspects for bounce targets and starters
such as Girl’s Rock Rio, but I found running those basically
forced the inclusion of 8k vanillas, a problem that was
recurring in Messiahs. I also tried Emilia but she was too
slow and she was constantly getting attacked. In the end, I
was once again reminded that simple is often the best
approach to things and I just ran a decent vanilla beat,
using Miracle Voice Lauris as the main bounce engine.
Before settling on the
final build, Counterblast was a constant headache as I tried
to juggle everything at once. This included a few variants
where I ran an alternative boss that was powerful, but
required taking MORE liberties in design and were actually
really fucking CB-heavy. Now, I found the only real spenders
of these resources are Lauris, Spica and when useful,
Olyvia, which are +1s by themselves usually and doesn’t
require spending a CB to accomplish nothing BUT a bounce,
which is always nice. Not to mention Kukiri existed for
getting the resources back. This is what I enjoyed about
using this deck most of all; not only was it able to tank
decently well, it was also able to hybridise the concept
with an offensive approach as well. It wasn’t just more of
the same old stuff, it actually was now using bouncing and
calling as a way to attack more as well, one of the reasons
Raindear was a viable build back when it first came out,
despite the fact it was a common. In case you haven’t
guessed, this is basically me saying I like Spica quite a
bit; she was the attack refresher of choice to whittle down
hand. While she’s no White Hank or Crayon Tiger, the rest of
slack was picked up so well by the rest of the rear-guards
it didn’t matter so much.
The large
reason for a lack of need for heavy resource spending was
Shizuku. She was frightening; by just sitting on the field
and waiting for something in front of her to appear, I could
add new Stride fodder to my hand for free, with no other
penalty for failure. Even in the event where she arrived a
bit late, Spica solved that problem with a bounce and a call
if necessary. In the event I had a G3 already in the hand,
the new one just translated into free fodder for a Perfect
Guard or just another thing to save for an Olyvia gambit on
the next turn, if I read the turn correctly and I had good
reason to believe the opponent had no Perfect Guard
themselves.
Speaking of School Etoile,
Olyvia, she is basically the sum of all your efforts in this
deck. She embodies what G-Bermuda Triangle is really all
about: reinforce the hand like a madman, and if you have
some spare time on you, go ahead and bring a painful attack,
and hope to Daigo you don’t meet a Sentinel to the face. It
doesn’t really have much in the way of actual PROPER
finishers, but it tanks so stupidly well it can shrug off a
lot of big plays and still have some cards spare to
counterattack with.
My final build of G
Bermuda ended up being actually pretty vanilla, which I know
is going to be confusing to a few people, but it actually
worked very well. With cards such as Olyvia and the rest of
your bouncers, the card advantage doesn’t matter as long as
the quality of your EXISTING advantage was already good.
Bouncing the right stuff managed the guard quality which was
able to decently make up for the numbers, and as for the
vanilla play, being able to force extra guard out of the
opponent was certainly a match for the guard-hoarding of a
traditional Bermuda Triangle deck. Manya and Sanya together
make a 22k column and with Olyvia, it was one that could be
refreshed if need be, which was useful for burning hand.
In summary, G-Bermuda
Triangle is actually quite frightening to fight and fun to
use; exactly what I want to see in a deck. It carries on the
legacy of Duos by hybridising offense with defence, with a
slightly higher emphasis on offense, but it’s competent
enough at defending, especially with Lauris that it’s not
much of an issue. Get in cartons for everything good in
multiple copies, because it’s worth it. At least for those
into sexy fish people.
I guess all that’s left is for me to post the list that gave
me the best results, for all you people who seek to moe the
opponent to death:
G0:
x1 First Lesson, Akari
x4 Cherished Phrase, Reina
x4 Morning Impact, Lips
x4 Whatever Critical you can find
x4 Heart Lover, Pennelotta
G1:
x4 Image Master, Kukuri
x4 Persevering Talent, Shandi
x4 Superb New Student, Shizuku
x2 Sweet Paradise, Manya
G2:
x4 Admired Sparkle, Spica
x4 Top Gear Idol, Sanya
x3 Unbelievagirl, Potpourri
G3:
x4 Miracle Voice, Lauris
x4 Sincere Girl, Liddy
G-Zone:
x4 School Etoile, Olyvia
x2 Legend of the Glass Shoe, Amoris
x1 Fluffy Ribbon, Somni
x1 Snow Element, Blizza
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