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Thursday, March 1, 2018

Divas' Festa (CB07) COTD Week #2: The Week Hell Froze Over

And welcome back to week #2. Lets get this underwater party started!!!

Gift of Effort, Shandee
[AUTO](VC/RC):Harmony (When your other unit is placed in the same column as this unit, both units become in harmony until end of turn)

[AUTO](VC/RC):[Counter Blast (1)] At the beginning of your battle phase, you may pay the cost. If you do, draw a card for every three of your units in harmony. If the number of your units in harmony is four or more, this unit gets [Power]+5000 until end of turn.

First reveal is this little cutie here. Lauris's stride fodder became support for her (And Shizuku's) deck, and what can I say, she's bloody good. Not only does it give an early game to Harmony, an actual good one, it can get even crazier if you have multiple copies. Stuff like this:

2 CB - 2 Shandee (4 Units in Harmony) = 2 draws & +5k to both columns, turn 2.
2 CB - 2 Shandee (6 Units in Harmony) = 4 draws & +5k to 2/3 columns, turn 2.

Now, this isn't going to happen all the time, obviously, but nonetheless, this is a CB1 for a +1 and power as soon as the game gets going and can scale the more units you go through. Plays similar to Great Nature's early game combo with Duckbill + Mike, call units down, reap the benefits (Draw) while being aggressive. Something this deck really wanted.

I will say she makes the deck even more counter blast hungry, so the deck desperately needs some form of CC, and no, Playstation Vita isn't enough (Nor are the SB2/CC2 clones or Ricca).


Powerful Song, Lacole
[AUTO](RC) Generation Break 2:When this unit attacks, if the number of cards in your deck is three or less, until end of that battle, your opponent cannot call cards from hand to (GC) and intercept.

What's with these meme as heck cards?

Now, its not that I think this card isn't fun to play, she looks hilarious to pull off, and it confirms that Bermuda isn't stuck in the dinosaur age anymore (An actual guard restrict skill), but overall, this card is pretty damn terrible. Needing to have three or less cards in deck is the most insane restriction I think I've ever seen in this game.

Now, its possible to do, sure, but at the same time, she's only 6K and doesn't work when boosting, but when it comes to getting down to 3 or less cards, Felucca comes to mind, but, you know, that's just not consistent what-so-ever.

Hard pass.

Abundant Pink, Sedna
[CONT](VC/RC):This unit gets [Power]+1000 for each unit with "Shizuku" in its card name on your (VC) and (RC).

[CONT](VC/RC):All of the units with "Shizuku" in their card names on your (VC) and (RC) get [Power]+1000.

Well, isn't this something. The skill for Sedna is...well...interesting to say the least. She can encourage rushing along with the new Shandee, works on both turns, meaning it gives Shizuku some decent defense, the more of these you have.

Now the problem with her is 2 fold.

1) No harmony. You're playing a harmony deck and having cards without harmony will hurt consistency, especially seeing as Shizuku isn't as good as resetting harmony as Lauris is.

2) No resist. This will be easy picking for most decks in the meta and poof, there goes the benefits of her.

I do however think she has potential, but as of now, she's not complete trash, but she's not good either.

Little Pride, Honoka
[ACT](Hand/Soul):[Put this card into your drop zone] If you have a vanguard with "Coral" in its card name, look at five cards from the top of your deck, reveal up to one card with "Coral" in its card name from among them, put it into your hand or soul, and shuffle your deck.

Well, here's the Coral support, starting with....Coral's own effect crit. Funny, I thought she would never get something like this, but, can't complaint, its a good card.

Most of the time you'll want to drop her from soul and add the card to your hand, but I guess if you're trying to reach the threshold of Coral's CONT skill (Below), you'll go from hand->soul. It is a -1, but its one that'll inch you closer to the kill. Top 5 is kinda eh though, but you'll be running max Coral's, so you should still be able to hit them somewhat consistently.

Other than that, not much to say, she's an instant staple for just being an effect crit, a handy one too. Wish she'd return to deck though, but can't have your cake and eat it too. 

Light Blue Throbbing, Myrtoa
[AUTO]:[Choose a card with "Coral" in its card name from your hand or (RC), and put into your soul] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, draw a card.

[ACT](Soul):[Put this card into your drop zone] If the number of cards in your soul is three or more, draw a card.

Another Coral support card and wait....she's good. Wow, she's really good. 

First skill not only solved the problem of "What do I do with my Angelic Coral" if I didn't ride the G1, she also sets up for the new Aurora Star (Below) while also letting you easily plus if you rode her and/or SC'ed her. So effectively, you have 8 good G2 ride targets now. You can even use Citron and call her down, plop a Coral from R or hand and draw, can come in handy sometimes.

Not much else to say really, she's an instant staple and helps facilitate your combo's and draws you card's, without costing a damn resource. Good card is good.

Aurora Star, Coral

[CONT](VC/RC):If the number of cards with "Coral" in their card names in your soul is 4 or more, this unit gets [Power]+2000.
[AUTO](VC):[Choose a card from your hand, and put it into your soul] When this unit is placed on (VC), or when your G unit with "Coral" in its original card name Stride, you may pay the cost. If you do, draw two cards, choose one of your vanguards, and until end of turn, it gets "[CONT](VC):All of the units in your front row get [Power]+5000 for every two cards with "Coral" in their card names in your soul.".


So, uh, this isn't a bad card...Its surprisingly decent, heck, its good. Real good. Color me surprised.

First skill is simple, but effective, it being online on V and R is nice and getting at least 4 shouldn't be too hard, you have her 2nd skill, Lyrica and Myrtoa helping you out. Wish it was a bit more, but 13K base is fine.

The 2nd skill is the aggressive push of the card, and I do mean aggressive push. Being a +1 (With a chance at it being more with honoka and Myrtoa) along with a CONT 5K boost to the front row for every 2 Coral's in soul is pretty nice. What makes her super good is that its not 1/turn, so riding then striding can net you a +2 (More with Honoka and Myrtoa), which goes a long way to getting the requirements for her CONT skill while all being completely devoid of any CB or SB costs. 

Finally, she makes Spica and Kruk easily abusable, which makes Coral even better. Getting 6 attacks with at least 1 Spica at 5K-XK power is pretty damn aggressive. Add Kruk and you've got a way to actually end games. Ruruka is also an option, but personally, I'd go with Spica over her. Plus Spica is super cheap to get these days.

Spica will never go away. She's here forever. Overall though, very impressed and surprised with this card, I can see it being pretty fun to play and it gives me hope for the other foils in the set.

Interesting Hope, Shiratsuyu
[ACT](VC/RC)[1/Turn]:[Soul Blast (1)] Choose up to one card with "Shizuku" in its card name from your soul, and put it into your hand. If a grade 0 card was put, Counter Charge (1)/Soul Charge (1), and this unit gets [Power]+5000 until end of turn.

Well, more Shizuku support swims it's way in and well, its not an awful card, but its not exactly filling me with confidence for the deck.

This card's designed just to abuse Cadet Shizuku, and while on Full Bright Wish you have a better chance at hitting something, it forces you to run Cadet Shizuku to do so. G3 searchers do have a place, meta-wise, but then it makes using Shandee (G2) inconsistent as all the Shizuku support we've seen don't have Harmony, which makes you even think why did Bushi make Full Bright Wish a Harmony unit in the first place.

It would've been nice if Hope and Sedna both had Harmony, and I'm sure Top Idol Aqua won't as well (If she is indeed Shizuku support like Sedna), but for now, I don't see a viable picture for Shizuku, as the support shown doesn't instill much confidence at the time of writing this.

Overall, its not an awful, unplayable card, it does at least plus you early, with a power boost, but its really only designed to abuse the starter, otherwise its a +2 for SB2 in a deck that's soul hungry.

Duo Memorial Days, Sheryl

[AUTO]:When this unit is placed on (VC) or (RC), you may reveal two cards with "Duo" in their same card names or one "Duo Memorial Days, Sheryl" from your hand. If you do not reveal a card, this unit cannot attack a vanguard until end of turn.

[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.

Well...Sherly is certainly a nice looking card at least. Skill wise, she's terrible. 

Yes, she's 10k base, like a lot of clans have gotten recently, but her restriction for that is pretty terrible. Some just need to show the clan's G3 or have that G3 on VC to bypass that restriction, but Sherly needs to reveal a copy of her or two copies of anything else, and sure, later in the game that's not incredibly hard, but early game, have fun grabbing two as soon as you ride her/call her. It might happen, but its not gonna happen all the time, and missing a VG attack and potentially a drive check for that is mediocre. Least a -5k for the turn would've been better in that regard. 


Her 2nd skill is simple too, just a CB1 draw. No CC like peace, just a straight CB1 +1. And while that isn't completely terrible, its also over-costed compared to card's like Shandee or many other cards that're a +1/+2 plus something else for a CB. Its not bad, just there.

Overall though, if Sherly just had the 2nd skill, I could maybe see her played, but because of that horrible restriction that's worse than most other recent 10K with skills, I don't think she'll be played. Maybe a potential new G3 will help her....same for Meer.

Speaking of...

Duo Amazing Sister, Meer
[ACT](VC)[1/Turn]:[Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] If you have a heart cardwith "Duo" in its card name, choose one of your rear-guards with "Duo" in its card name for each face up "Duo Amazing Sister, Meer" in your G zone, and return all of your units with the same card name as those units. This unit gets [Power]+5000/[Critical]+1 until end of turn for every two cards returned.

Welp, after Coral, I expected more, I'm not really impressed that much. 

Pretty much, her skill is just a Darling effect for one rear for each face-up copy of her, and for every 2 of the same returned, she gets 5k and crit +1....and that's it. Lets not kid ourselves, that's really mediocre and not what the deck needed at all. Duo's needed help getting the pieces, not a stride (A first stride at that) that expects you to have them already. We also needed to spread power around, not go all in on VG that'll just get PG/G Guarded anyway.

Sure, maybe getting a crit (or two if you're lucky) on first stride is fun and comical, but Duo's needed consistency in getting pieces to pull off combo's and be more aggressive, not a little power and crit (Maybe 2) just to get PG'd. She would've been so much better if she cloned something at least.

Alas, maybe will get a strider G3 that helps with that, if not, Duo's aren't looking so hot.

So, that's a wrap for this week. Coral's looking like the best deck currently, and Duo's kinda got shafted currently. Never thought I'd be saying good things about Coral, but, well, here we are. Deck is actually pretty legit now, give it a shot if you can and come drop by my Bermuda Discord and type it up some BT fans: 

 I'll catch you guys next week.

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