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.

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