Wednesday, April 16, 2014

All hell breaks loose.

  Welcome to another awesome deck profile posted by me. Please note that all the decks that I post have been personally tested by me and I grant that the combos are quite... deadly.
 So, Nova Grappler. Nova Grappler debuted in the first set of the game (Descent of the King of Knights.) and up until now it's getting constant working support. The core strategy of this clan is continous standing which enables launching more attacks than usual decks.  In the early stages of the TCG, Nova Grappler standing was mostly based on luck either by the simple stand triggers or by drive checking a grade 3 Nova Grappler unit. As the clan developed further, the standing became more and more independent from Lady Luck reaching the point when stand triggers were replaced by critical triggers.
  The following deck is the evil twin of a one my previous deck profiles: Morning Rush.
Grade 0:
1x Beast Deity, Riot Horn
4x Beast Deity, Death Stinger
4x Red Lightning
4x Beast Deity, Banpauros
4x Beast Deity, Rescue Bunny

Grade 1:
4x Beast Deity, Solar Falcon
4x  Beast Deity, Desert Gator
3x Beast Deity, Hilarity Destroyer
3x Rocket Hammerman.

Grade 2:
4x Beast Deity, Hatred Chaos
4x Beast Deity, Brainie Papio
3x Beast Deity, Golden Anglet.

Grade 3:
4x Beast Deity. Ethics Buster
4x Deadliest Beast Deity, Ethics Buster "Яeverse"
  A vague idea of what I'm talking about:
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two cards with "Beast Deity" in its card name from your hand, and discard them & Choose two of your «Nova Grappler» rear-guards, and lock them] Until end of turn, this unit gets "[AUTO](VC):At the end of the battle that this unit attacked a vanguard, [Stand] this unit. This ability cannot be used for the rest of that turn.".
(The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  And since here is mentioned Beast Deity. Ethics Buster let's have a quick look at it:


[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Nova Grappler» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):When this unit attacks a vanguard, [Stand] all of your «Nova Grappler» rear-guards in the front row.".
[AUTO](VC):When this unit is boosted by a «Nova Grappler», this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack).
  Ride the void thingy over this, lose two rearguards and have two rows of attacks without minusing your hand from the drive check (since you are going to discard two cards and perforrm double twin drive you'll gain two cards as in a normal vanguard attack)
  Locking one rearguard is bearable but locking two is hard. More than that, if you want to go for a full row attack it's better to lock two boosters (and it better not be Riot Horn.) Now, appears the question: What to lock and how to compensate for the power loss?!. The vanguard will be 23,000 until the end of the turn but how about the unboosted rearguard?.
[ACT](RC):[ [Rest] this unit] Choose another of your «Nova Grappler», and that unit gets [Power]+2000 until end of turn.
 First of all, read Ethics Busters Reverse than say that you need to lock Beast Deity units. This common missconception confused a lot of players. probably.because of misstranslation or because he is a Beast Deity.
  The skill says everything. Rest and lock and the deal is sealed. I run three because running less  is decreasing the chances drastically of drawing it while running four may complicate the cost for discarding (now here you need to discard two Beast Deities.) so that's why three is reccomended.
 So that's all for this week's special. Stay tuned for the usual weekly deck profile.

Monday, April 14, 2014

Angel Beats: Upgrading Frontier.

  In any TCG (Trading Card Game), a few minor changes in your older decks can make a huge difference and Vanguard is no exception to that. The basic strategy of the deck remains the same but the changes may improve the peace, effectiveness, quality, and you have a wider variety of card for your deck. This time we're going to improve an Angel Feather deck.
  Angel Feather debuted in the the sixth set (Breaker of Limits) that introduced a new mechanic: Limit Break. The clan evolved further and got support for the Limit Break mechanic spin-off: Break Ride. After that the clan got (and let's it still does), fairly said, a constant support.
  The core of their strategy is to manipulate the damage zone transforming it into a "second hand." In the 11th set a new sub-clan (archetype.) debuted named "Celestial." Now, for these two, swapping cards from your hand with those from the  damage zone comes second. The first priority is to have a certain card in the damage zone that will enable your vanguard to activate a quite head aching skill (for your opponent that is). So that you can understand what I'm talking about let's review the elder angel - Solidify Celestial Zerachiel :

CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with "Celestial" in its card name get [Power]+3000.
[ACT](VC):[Counter Blast (2)-card with "Celestial" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 This unit's Limit Break is "cloned" from another unit from a different clan. The only difference between those two is the amount of support which makes her a better option when comes to breaking numbers but there aren't good when comes to pressure (if the attack hits, than you can activate that unit's skill. Usually it enables you to perform a powerfull combo.) Before we're going for an in-depth analysis of the BT-13 image of the deck, let's see the the 11th set image:

Grade 0:
1x First Aid Celestial, Peniel
4x Critical Hit Angel
4x Hot Shot Celestial, Samyaza
4x Rampage Cart Angel
4x Recovery Celestial, Ramuel

Grade 1:
4x Adamantine Celestial, Aniel
4x Underlay Celestial, Hesediel
4x Marking Celestial, Arabhaki
3x Battle Cupid, Nociel.

Grade 2:
4x Wild Shot Celestial, Raguel
4x Essence Celestial, Becca
3x Candle Celestial, Sariel

Grade 3:
4x Solidify Celestial Zerachiel
3x Prophecy Celestial, Remiel.
  The deck is pretty much vanilla. Battle Cupid, Nociel has a 6,000 power base and allows you to swap one card from your hand with one card from your damage zone when you guard with it and it's not affected by Zerachiel's Limit Break. Essence Celestial Becca is a 10,000 vanilla and with Zerachiel turns her into 13k rearguard. Back then, there weren't to many Celestials to choose from. More than that, the break ride that they've got (Prophecy Celestial, Ramiel.) is quite weak considering other clan's break rides so that means skipping the breakride part. The BT-13 gives us the opportunity to make some minor upgrades that increases the performance of the deck but we can't replace the breakride.
 Grade 0:
1x First Aid Celestial, Peniel
4x Critical Hit Angel
4x Hot Shot Celestial, Samyaza
4x Rampage Cart Angel
4x Recovery Celestial, Ramuel

Grade 1:
4x Adamantine Celestial, Aniel (null guard.)
4x Underlay Celestial, Hesediel
4x Nursing Celestial Narelle
2x Marking Celestial, Arabhaki

Grade 2:
4x Wild Shot Celestial, Raguel
4x Emergency Celestial, Danielle
4x Candle Celestial, Sariel

Grade 3:
4x Solidify Celestial Zerachiel
3x Prophecy Celestial, Ramiel.
  This version of the deck is a little bit better than the 11th set version. As you can see, we've replaced Battle Cupid Nociel with Nursing Celestial, Narelle and the 10,000 vanilla was removed for Emergency Celestial, Danielle. Now, time for an more detailed analysis of the deck.
  In a deck that specializes on breaking numbers and doesn't have any units with skills that allows them to stand on their own, the best option is to run critical triggers.
  The minimum column, by Zerachiel standards, is 21,000 and the maximum is 27,000. Powered up by a critical trigger (+5000 power and extra critical.) you'll have 26,000 and 32,000 column respectively. This will give your opponent's deck a run for his price.
  Another side bonus is the swapping part. During the game, a couple of triggers will always end up in your damage zone. You won't get the effect in your turn but you can swap them with your grade 3's from your hand. This way you get rid of no shield cards and get 10,000 shield value cards.
 The starter or the first vanguard is  First Aid Celestial, Peniel.
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Put this unit into your soul] If you have an «Angel Feather» vanguard, choose one face up card from your damage zone with "Celestial" in its card name, call it to (RC), and put the top card of your deck into your damage zone face down.
  The starter is the best Celestial starter that Angel Feather clan has at moment. This starter, at least, can replace himself with something better. But, a dragon monkey asks: So what?!. Most of the times you will call something lame from your damage zone. You can't everything you need, not even Zerachiel.
  Candle Celestial, Sariel bursts in, here.
 [AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, search your deck for up to one «Angel Feather», put it into your damage zone, and shuffle your deck. If you put a card into the damage zone this way, choose a face up card from your damage zone, and put it into your drop zone.
 First of all, this unit can be used in any Angel Feather deck. Secondly, this allows you to put in your damage zone, literally, anything for later targeting. The fact that has an 8,000 powerbase is compensated by Zerachiel's limit break tranforming her into a 11k beater which makes a good attacker as well. The only real downside you you must put a face-up card from your damage zone into the drop zone (can't grap anything from there.) In result, a restriction appears: you need to have at least two face-up cards in your damage zone. While we are at puting cards in damage zone, it's really nice to have some bonsues from there too. Meet Emergency Celestial, Danielle.
[AUTO](Damage zone):[Counter Blast (1)-another card with "Celestial" in its card name] When another card is put into your damage zone, if you have an «Angel Feather» vanguard, you may pay the cost. If you do, call this card to (RC), and put the top card of your deck into your damage zone.
  This unit took Becca's place in this deck.  You can get this unit out of your damage zone during your turn if you lack some attackers as well as when you take damage during your opponent''s turn to use it as 5,000 shield. The only dissadvantage (and an unsigifigant one) that this unit has in front of Becca is that she has a 9,000 power base and Becca's has a 10,000 power base.
  Since we are at swaping and replacing, it's time for Nursing Celestial Narelle to shine.
[AUTO]:[Choose a card with "Celestial" in its card name from your hand, and put it into your damage zone] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.
  The card can be used in combo with Daniele (if Daniele is already there.) Besides that, it replaced Battle Cupid Nociel. Why do you ask?. The first reason, she is a Celestial which means she falls under the Zerachiel's Limit Break. Second, she has a 7k base (turned into a 10k base) being a better booster.  Battle Cupid Nociel activates it's skill during battle phase and early game, you can't use it in possible combos with Sariel or Peniel.
 Some Celestial units are gaining power not only through Zerachiel's Limit Break but also through their own skill. Wild Shot Celestial, Raguel it's the common 12,000 attacker (a 9,000 power base and gains 3,000 power when attacks.) and with the additional 3000, it becomes 15,000. Pretty good on her own.
 If you thought the Zerachiel which is in the damage zone enables only Zerachiel skill, you are wrong. Underlay Celestial, Hesediel packs some heat in her.

 [CONT](VC/RC):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, this unit gets [Power]+3000.
  One sentence that convinces you should run 4 copies. So, practically she doubles her power. And let's keep in mind she is a grade one unit which means she can boost the front row units. That is what I call a big boom.
  A lot of Vanguard players tend to add in the decks either a break ride (if it is available) or a unit that works as vanguard. I take the same precautions as well and that's why I play Prophecy Celestial, Remiel.
 [AUTO] Limit Break 4 (This ability is active if you have four or more damage):When an «Angel Feather» rides this unit, choose a card from your damage zone, put it into your hand, and put the top card of your deck into your damage zone, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  This unit will work only if you have less than four damage. Otherwise, ride Zerachiel and skip the break riding part. The only reason I have this is as a precaution in case something goes wrong.
  So, let's make a summary at what this deck is good at:
1. Two hands. Angel Feather turns the damage zone into a second hand making you able not only to grab but also to drop something there.
2. Breaking numbers. With a full field and Zerachiel skill activated, your opponent will need either a bunch of 10,000 shield or a bunch of damaged heal triggers to win the game.
3. Minimum costs. If you already have msot of the Celestial stuff from the 11th set, the 14th set version isn't that expensive.
 Gloomy part:
1. No field regeneration. If your field is wiped out, the other units can compensates but the attacks won't be very strong.
2. No pressure. Besides the occasional critical triggers, besides dealing damage you don't get any side bonuses. I consider this as a backfire. You can't have both things that makes your opponent guard your attacks.










Monday, April 7, 2014

The Flying Dutchman.

  The fear of the seven seas, the pain and suffering which they bring and they never are welcomed near a ship. These, ladies and gentlemen, are pirates. Meet the Vanguard pirates - Granblue.
 Granblue clan debuted in the very first set of this game. However, 'cause it gets only seldom support, you don't have much of a choice when building a deck. This clan basic strategy is superior calling from the drop zone (now guarding has become more fun and complicated). Now all aboard and let's see what this deck has to offer.
Grade 0:
1x Captain Nightkid (starter)
4x Rough Seas Banshee
4x Ghoul Cannonball 
4x Sorrowful Gunshot, Nightflare
4x Doctor Rouge. 

Grade 1:
4x Dandy Romario
4x Gust Jinn.
3x Sea Strolling Banshee
2x Samurai Spirit

Grade 2:
4x Corrosion Dragon, Corrupt Dragon.
4x Ruin Shade
3x Commodore Blueblood.

Grade 3:
4x Lord of the Seven Seas, Nighmist
3x Ice Prison Hades Emperor, Cocytus "Reverse"
2x Witch Doctor of the Abyss, Negromarl
  This build operates pretty much like Silver Thorn Dragon Queen Luquier "Яeverse"  but instead of soul it's related to the drop zone.
As you can see the trigger ratio is a classical 8 crits, 4 draws and 4 heal. I can say that this trigger line-up is the most widely used because stand triggers in a deck that focuses more on attacking power than number of attack are useless.
 As for starter, why Captain Nighkid.
[AUTO]: When another «Granblue» rides this unit, you may call this card to (RC).
[ACT](RC): [Counter Blast (1) & Put this unit into your soul] Look at up to ten cards from the top of your deck, search for up to one «Granblue» from among them, put it into your drop zone, and shuffle your deck.
 As an under supported clan, this starter is the best you can get. It helps you, at a certain extent, at one-time precise shot. The best choice is to put something that has a skill that activates when called from the drop zone like Sea Strolling Banshee
 AUTO]:[Soul Blast (1)] When this unit is placed on (RC) from your drop zone, if you have a «Granblue» vanguard, you may pay the cost. If you do, draw a card.
 This ghost of ship doesn't need to much explaining. Since you have soul to spare why not use it?. Drawing is always good and also you get a booster (not a great one but still.) Another unit that activates its skill when called from the drop zone is  Corrosion Dragon, Corrupt Dragon.
[AUTO]:When this unit is placed on (RC) from your drop zone, if you have a «Granblue» vanguard, this unit gets [Power]+3000 until end of turn.
 Powering up is always good. Since Cocytus R gives an additional 3000,  it somehow compensates the fact that you are going to lock one of your units.
 These are the only  units that you can work from the drop zone but both offer two basic things that a deck needs: drawing and power up. We figured what unit to call from the drop zone, but how to put them there?. Ruin Shade can really help with that
[AUTO](VC/RC): [Put two cards from the top of your deck into your drop zone] When this unit attacks, if you have a «Granblue» vanguard, you may pay the cost. If you do, this unit gets [Power]+2000 until end of that battle.
 An 11,000 beater and a constant milling engine. The first advice is not to overuse it. You may end up in decking out if your opponent has a strong defense. The best time to use this card is early game and stop using it when the cardfight becomes more like a fight between beatsticks.
 While Japan is passing to the Legion era, the rest of the world is not in the very heat of the breakride era and Granblue is no exception. Meet Lord of the Seven Seas, Nighmist
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Granblue» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and choose up to two «Granblue» from your drop zone, call them to (RC), and the units called with this effect get [Power]+5000 until end of turn, and at the end of that turn, retire those units.
[CONT](VC):During your turn, if the number of «Granblue» rear-guards you have is four or more, this unit gets [Power]+2000.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 Use and dump. Ride it multiple times and you use the Banshee and Corrupt Dragon more than one time. More than that, used right, at end of the turn you can still have one more unit. How, do you ask?. With Witch Doctor of the Abyss, Negromarl that's how.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a «Granblue» vanguard, you may pay the cost. If you do, choose a card from your drop zone, and call it to (RC).
 Some people may look awkward at this or even claim that it's a horrible unit. It's true that it is dreadful as a vanguard and not quite good when you call from your hand but it's one of the best targets for Nighmist. Call it from the drop zone with Nightmist's skill and than use it's skill to superior call something from the drop zone. The 5000 bonus will compensate for it's lack of power and you'll not be stuck with it on the field. Sounds a good combo to me.
 Emperor of the dark depths of oceans, the terror of Cray's seas. Meet the pirate of the Void, Ice Prison Hades Emperor, Cocytus "Reverse"
ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Put three cards from the top of your deck into your drop zone & Choose one of your «Granblue» rear-guards, and lock it] Choose one «Granblue» from your drop zone, call it to (RC), and that unit gets [Power]+3000 until end of turn.
(The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)
[CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 Well, at least he takes care that he has what to call from the drop zone. You can go use Negromarl to call Corrupt Dragon, than retire Negromarl as a cost for Samurai Spirit This way you're going to manipulate both field and the drop zone as well until it fits your needs.
 Why bother playing it?
1. Guarding, retiring and discarding has a whole new meaning. You should take in the account that everything that goes into the drop zone becomes a target for superior calling.
2. Dragonic monkeys will have a hard time. If you're opponent is a "pro" and plays something like Narukami, he'll trapped. His own strategy will backfire to him.
3. Players underestimate this build. A good deal of players are underestimating such clans to their own regret. It's a wild card to play but those who don't risk, don't gain.
 Trash, you say?
1. Decking out.With all this milling (sending cards from your deck to your drop zone), you may deck out. So be careful with your milling. Don't overdue it.
2. Small toolbox. Compared to other clans this deck has a narrow toolbox that actually works.

Friday, April 4, 2014

Deadly Idols.

 Welcome fellow players to another awesome deck profile. This time I come with stuff from the fresh set that rests on Japan's hypermarkets, Extra Booster 10: Divas Duet. For those who don't know, this extra set is dedicated entirely to the Bermuda Triangle clan.
 Bermuda Triangle's strategy is activating skills by bouncing (return units from the field to hand). Most of their decks are composed by cards that allows you to bounce them back and cards that activate their skills when bounced. The skills activated this way offers all a deck needs:  good offense, drawing and since Bermuda Triangle is a clan that counterblasts really heavy as well as soulblasting, damage unfliping and soulcharging. With that said we move to the Boss Lady:  Duo Temptation, Reit:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] At the end of the battle that this unit attacked a vanguard, you may choose two cards with "Duo" in its card name from your hand, and discard them. If all of the discarded cards have the same name, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+3000 until end of turn. This ability cannot be used for the rest of that turn.
[AUTO](VC):[Soul Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your rear-guards with "Duo" in its card name, and return it to your hand.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 I gotta admit that I have a thing for cute standing vanguards. Discard two units with the same name is not a problem. You'll always have two copies of the same card. The second skill is a side bonus that makes a stable engine of bouncing.
 As you already know, an idol is never alone. It always has the staff members that supports the idol in their daily life:
Grade 0:
1x Duo Lovers' Singer, Darling (starter)
4x Duo Pride Crown, Madeira (critical trigger)
4x Duo Gran Pasturn, Syanon  (critical trigger)
4x Duo Morning Charm, Liffey (draw trigger)
4x Duo Tropical Healer, Mejelda.

Grade 1:
4x PR♥ISM-Duo, Aria
4x Duo Petit Etoile, Peace
4x Duo Shiny Tone, Chicora
2x Duo Clear Parasol, Kura

Grade 2:
4x Duo Mini Heart, Rhone. 
4x Duo Kelpie Jockey, Syr Darya
3x Duo White Crystal, Ricca

Grade 3:
4x Duo True Sister, Meer
4x Duo Temptation, Reit.
 So this the deck list. If you want to hear more details about this deck, stay tuned with this blog.
Let's start with the small staff. The ones that usually help so much but we never pay attention to them. Trigger ratio in this deck, as well probably in all my decks is 8 critical 4 draws and 4 heals. Since most of the times, you'll bounce the cards from your field back to your hand during battle phase, there is no need for stand triggers so I replaced them with another set of crits. Draw triggers are standard practically in any deck which focuses more on attack than defense. Now, it's time to meet the boss of this small staff: Duo Lovers' Singer, Darling. 

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Put this unit to soul] If you have a «Bermuda Triangle» vanguard, choose one of your units with "Duo" in its card name, and return all of your rear-guards with the same card name as that unit to your hand.
 This starter is the best starter for the Duo clan. More than that, units that activate their skills when bounced usually have 2 in 1 offer. So it's like a band of twins or triplets with some super special features. However, most of the bouncing is done during the Battle Phase. The first unit that pushes your opponent to the edge is Duo Mini Heart, Rhone.
 [AUTO](VC/RC):[Counter Blast (1)-card with "Duo" in its card name] When this unit's attack hits a vanguard, if you have a «Bermuda Triangle» vanguard, you may pay the cost. If you do, choose another of your «Bermuda Triangle» rear-guards, return it to your hand, and search your deck for up to one card with the same name as that unit, reveal it to your opponent, put it into your hand, and shuffle your deck.
 Don't get your hopes high. This unit's attack will never lay a finger on the opponent's vanguard. But it is good if boosted by triggers and other skills. This tackles your opponent's hand quite substantial. And if the attack hits: well they must deal with consequences (you have with what to stand your vanguard.) Now, it's for a big bang hit, you'll need  Duo True Sister, Meer.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When a «Bermuda Triangle» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, return all of your «Bermuda Triangle» rear-guards to your hand, choose up to two «Bermuda Triangle» from your hand, and call them to separate (RC).".
[CONT](VC):During your turn, if the number of «Bermuda Triangle» rear-guards you have is four or more, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 This set brought a few breakrides, but this one is the best that Bermuda Triangle got.  The opportunities that this card opens and if you play your cards right, you can say that Christmas has came for that moment. First of all, you can rearrange your field as you please. Second, allows you to activate five skills at one time and reuse skills that are activated on call only. (skill that activates when a unit is called to rearguard and/or vanguard circle.) What can you bounce from the field?. Let's start with one unit this clan desperately needed: Duo White Crystal, Ricca. 
[AUTO]:When this unit is returned to your hand from (RC), if you have a «Bermuda Triangle» vanguard, Soul Charge (1), choose a card from your damage zone, and turn it face up.
I will be damned if this unit won't become a stapple for all Bermuda Triangle decks. All Bermuda Triangle decks are heavy counterblasting and this one is no exception. This unit can be easily abused in the Reit Meer combo. With two copies juggling, you can easily unflip up to three cards in your damage zone. Another unflipper that can also be abused is Duo Clear Parasol, Kura.

[AUTO]:[Soul Blast (2)] When this unit is placed on (RC), if you have an «Bermuda Triangle» vanguard, you may pay the cost. If you do, choose up to two cards from your damage zone, and turn them face up.
  Call it, use her skill and bounce it. Three steps to unflip your entire damage zone and go for another counterblast rehearsal.
 When standing, Reit gains another 3000 power making her (without a trigger) a 14k unit. That's not enough if you want to make some damage. Fortunately, we have  Duo Shiny Tone, Chicora to boost a little bit the power.
[AUTO]:[Counter Blast (1)] When this unit is returned to your hand from (RC), if you have a vanguard with "Duo" in its card name, you may pay the cost. If you do, choose another of your «Bermuda Triangle», and that unit gets [Power]+4000 until end of turn, choose up to three cards named "Duo Shiny Tone, Chicora" from your hand, and you may reveal them. If you revealed three cards, choose a card from your damage zone, and turn it face up.
 Gives a power boost and also is giving you the chance to unflip the counterblast you had used. With two of these little cuties on the field and one in your hand, you'll create one damn combo: 8000 power with just a formal cost.
 Most of the Bermuda Triangle decks have everything. We've reviewed practically all the parts: soulcharging, unflipping, offensive and I forgot about drawing.
 [AUTO]:[Counter Blast (1)] When this unit is returned to your hand from (RC), if you have a vanguard with "Duo" in its card name, you may pay the cost. If you do, draw a card, choose up to three cards named "Duo Petit Etoile, Peace" from your hand, and you may reveal them. If you revealed three cards, choose a card from your damage zone, and turn it face up.
  Duo Petit Etoile, Peace is working under the same principle as Chicora but instead of powering up, you get an extra draw. Even if she is 6,000 power, you shouldn't be scared. In combination with Duo Kelpie Jockey, Syr Darya (9,000 power base and gains +3000 power when attacking) you can make a good colomn of 18k which is pretty the average column for all decks. Since Chicora's and Etoile's skills activate when bounced you can abuse them as many time as you want..
 So this is pretty much the key cards of this deck and I hope that you got at least the basic strategy lines.
Reasons to play this deck:
1. A balanced deck. This deck don't exceed in anything but at the same time it isn't bad at anything.
2. Flexibility. The deck is flexible enough to confront any situation
3. Variety of skills. Thanks to this, you can turn the tables in your favor.
4. Stable engine. Thanks to Reit, you have a stable engine to bounce your cards back to your hand.
The bad part:
1. Restrictive. The condition to discard two cards with the same name as a cost complicates things. However, considering the specs of the deck, it's a necessary evil.
2. Complicated. Bermuda Triangle is a clan that it's quite hard to master but it's worth the effort and the money.