![]() |
Her SP art depicts Lauris wanting to join a swimming team :3 |
Flavor Text: "Let me hear your voices. Everyone's pure singing voices!"
Effect: "[AUTO](VC/RC):Harmony
[CONT](VG/RG)[Generation Break 2]: If this unit is in harmony, this unit gets +5000 Power until end of turn. Then, if this unit is on (VC), +1 Critical.
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When your G unit stride, you may pay the cost. If you do, draw a card, choose up to two of your rearguards, and return them to your hand."
Here I was literally worried they would screw up Lauris and she would end up being a Fenrir. Thankfully, Lauris isn't too bad, it's like Gaia Desparado for the GB2 and the Stride Skill cost is similar to Gurguit. The GB2 being a Cont is really nice! It might make it worse if she goes in Harmony during your opponents turn and the unit she is in Harmony with gets sniped or whatever but at the same time it is nice that is it CONT and it gives herself power just in case you're on Miracle Voice and the unit you gave the 5k to gets dominated. Also, they changed the Stride Skill to when your g unit strides during any players turn, which kinda worries me that a card might force you a stride a G unit during your opponents turn and does something scary. The stride skill has been improved on greatly. Not having to rely on bouncing a rearguard to draw a card and rather drawing a card regardless is really good, also the ability to return more than one rearguards is really nice since it can potentially kick off more units abilities rather just relying on a combo to try and get the full benefit of the stride skill. I'm not sure about the soulblast cost since Vita but hopefully we can manage. Now that I think about it, the stride skill is Vert's breakride skill with a cost and not power gain so, whatever is good about Vert's breakride skill is also what is good about Lauris's stride skill. Let's get into her support card!
![]() |
Does this mean Subal is more viable now? |
Flavor Text: "Oh great Lauris...... What a noble figure you are......❤"
Effect: "[AUTO](VC/RC):Harmony♪♪
[AUTO](RC): When this unit becomes in ♪Harmony♪, if you have a vanguard with "Lauris" in its card name, this unit gets +3000 Power until end of turn.
[CONT](RC)[Generation Break 2]: This unit gets +3000 Power for every two of your units in ♪Harmony♪."
Well, well, well. What do we have here? A G2 Lauris restricted card! After 2 sets we finally get one, although this makes it weird cause what do we replace? Vita or Spica? Who knows. Her main Auto skill is "When this unit becomes in harmony", so it can stack multiple times. By this, I mean, if you call a unit behind her and you meet the requirements, she gets +3000 power and then if you return that unit you called and call it back again, she gets another +3000 on top of her +3000 for her Cont ability. So she just gained +9000 power just by becoming in harmony twice and you still have your other 2 columns which are also more likely in harmony, meaning that this girl is on 24k by herself and that's without any other power boosts. This girl is probably like the best G2 Lauris could have since it can force out a G guard. Also her Cont skill isn't Lauris restricted so you could potientally throw her in other Harmony decks, but what Harmony deck doesn't use Lauris G4? The fact she is an R is also amazing! I hope this is the best card Lauris gets as support cause I don't want Bushi to screw over what could be great support for Lauris. This set is looking more and more brighter! Let's hope this keeps up! TIME FOR THE GR!!!!
![]() |
It's not like Link Joker hated Bermuda anyway! |
Flavor Text: "With her appearance, the music scene of the world has been changed."
Effect: [ACT](VC)[1/Turn][Generation Break 2]:[Counter Blast (2) & Choose a face down card from your G zone, and turn it face up] Choose any number of any players' cards in any circle other than (VC), and return them to hand. This unit gets +5000 power for each returned card until end of turn. If the number of returned cards is 5 or more, draw a card. If the number of cards returned is 7 or more, this unit gains +1 Drive until end of turn."
OKAY! So, the Counterblast 2 seems pretty fair considering this card can return cards that are on locked circles back to the hand since it doesn't specify what kind of circle you may choose from. If you return your whole field you get a draw and if you choose to return at least two of your opponents rearguards back to their hand, you get a drive. While that may not seem like a good idea, this stops Broken Heart or anything that your opponent could use for a stride skill the next turn (e.g. Abyssal Owl, Rute etc. Any unit that benefits from the stride skill basically) so you could screw over your opponent at the same time. If they don't have a PG, they may throw down that card you returned to their hand. This card screws over Link Joker massively and if you fight Messiah, you could screw them over too by removing their entire field. Sure you give them back their cards but if they can't use the Stride Skill, they may have a big problem on their hand (get it? Hand? Okay I'll stop) trying to make a successful turn. If you do return at least 7 cards, Ange becomes a 61k attacker which is pretty deadly if they can't PG it. This card is definition a 2 of but if your deck can't CC much then Ange is also fine at 1 but then it becomes a situational card. The +1 Drive is okay since your opponent has to guard for even more than just the regular 3 to pass. Even that though is a lot of shield to ask for if they don't throw down a PG. This is a pretty good GR honestly, it's nice Bushi thought about something like this. Now onto the Chouchou cards!
Name: "Chouchou, Flara"
![]() |
Extra Battle Phase Caller? Nice! |
Flavor Text: "See you later!"
Effect: "[AUTO]:Forerunner
[AUTO](RC)[Generation Break 1]:[Put this unit into your soul] When your other rearguard is put into your deck, you may pay the cost. If you do, choose up to two cards with "Chouchou" in its card name from your hand, call those cards to seperate RG in the same column as each other."
This card really comes down to player preference. Do you want to draw more cards or do you want extra attacks which could lead you to drawing extra cards anyway? This girl makes you get an extra column, so if you use this card, generally it's a good idea to have a full column and find a way to get rid of it through the use of effects to be able to call a column without sacrificing any rearguards. With all the cards accessible to use, that shouldn't be too hard although you might have to wait a while since Chouchou is a combo deck and you might call unit to the column you wanna call the units to. If you can't tell by now, I really enjoy writing card reviews about the Chouchou units cause they are my personal favourite right now! With the draw engine being as it is in Choucou, you should have no problems getting the cards you used to call out back to your hand which means you basically used no cards at all for this girls effect. It's possible to make your turn go super long with all the combos that Chouchou can do, which might make your opponent go to sleep. Putting this unit to soul helps out with the Soulblast cost of units so we don't really need to worry about that now as long as we don't heavily abuse the Soulblast cost. All we need to worry about now is the Counterblast used which, if Bushi is nice, we will get counter chargers for the deck. Anyway, next card!
![]() |
Soo. About that potential early game combo rush. |
Flavor Text: "Only those who keep challenging, can become a top idol."
Effect: "[AUTO](RC):[Counter Blast (1) & Choose one of your other rearguards with "Chouchou" in its card name, and put it on the bottom of your deck] When this unit's attack hits a vanguard, you may pay the cost. If you do, draw a card.
[AUTO](RC)[1/Turn][Generation Break 1]: When your other rearguard is put into your deck during your turn, choose one of your units, and it gets +4000 power until end of turn."
If we get some cards that can combo like all the GB combo starters that aren't GB, then and only then will this card be used in the early game for the first skill. Even so, unless you have a booster or something similar that you can use for this cards skill will be nice cause it is on-hit pressure to get an extra draw AND being a Gear Chronicle fodder (Gear Chronicle in this instance is a short way of saying putting a rearguard to the bottom of the deck which is probably a term you guys will see pop up often) for Tirua is pretty good as well. With all this, if your opponent can see what you will do in the next 1-2 turns, they will want this girl gone. If you are on GB and this girl's effect activates, she initiates her own other skill which gives a unit +4000 power. This card can combo with other units as it doesn't have to be herself (obviously) that sends a rearguard to the deck which leads to more attack power for units your opponent didn't want to worry about before. Also, this card can help out Flara if used in a combo correctly by giving the column you call a 20K line instead of the regular 16k or so. That being said, if we don't get anything better than this, suprisingly R card, we always have the trio to fall back on, or you can use this card which is definitely fine. It all comes down to seeing what we get. Also, while very unlikely, this card can help you get Tino from the drop zone into your hand at a much quicker pace so there is that. Not much to be said about this card, this card is kinda showing us that we will get something to help early game combo rush or we are getting something better. Let's just wait and see. NEXT!
![]() |
YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
Flavor Text: "There's a limit to how much their songs can be interrupted." That's a little scary.
Effect: "[AUTO]: When this unit is placed on (GC), choose up to one grade 1 or greater card from your hand, and call it to (RC). If you called a unit, this unit gets +10000 Shield until end of that battle."
Let's see what G Guards Bermuda has (in chronological order): Nasha, Leona, Sandy, Pallfy and this girl. Nasha is getting replaced for Pallfy definitely, Leona forces you to call a card from hand to GC if you return a unit and Sandy is never getting replaced. Then we have this! On top of having an Ichibyoshi clone we also get a Rain Breath clone that gets an extra +5000 shield. This card is gonna be in every Bermuda deck, especially Harmony since this card can combo with Lauris to get a total of 15k shield, maybe even more! This is a really good G Guard! The only thing is that I use 6 G guards in all my deck. I'm definitely getting rid of Nasha for Pallfy but idk about Leona since I do really like her a lot. Running 7-8 G guard is weird as hell. Which obviously this card comes down to whether or not you wanna get rid of Leona or not, using this girl at one might be a good idea but gettind rid of a Sandy and Leona for 2 of this girl is... ehhh. Sandy is the best G guard of almost all time and Leona is fine as well. So, it comes down to what you wanna do. We will see when she comes out. Right now, Citron is like super good! Thank you Bushi! NOW REPRINTS OH MY LORD!
![]() |
KUKURI REPRINT OH MY GOD! |
![]() |
This had better come foiled as a Reprint |
![]() |
What's the rest of the Duo support gonna be like Bushi... |
![]() |
THIS GIRL gets a deck box and yet... |
Flavor Text: "I found a lovely heart ❤"
Effect: [AUTO](VC/RC):Harmony
[AUTO][Generation Break 1]:[Counter blast (1) & Soul Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, look at the same number of cards from the top of your deck as the number of your units with the Harmony ability, put up to one card to your hand from among them, and put the rest on the bottom of your deck in any order."
So it seems like the higher the rarity that is below RRR gets really bad cards but the lower you get, all the good cards lie there? What is this? This card can be abusable but like, this reminds me of Wakana because this card might be used sometimes. As long as this card confirms that Bermuda is getting a CC/SC'er besides Melvies (the G1 Chouchou), it's fine. On the other hand, this card could be splashed in other decks making your deck more consistent. That involves running Harmony units but the generic harmony support is good to other decks so it's okay. Even then, I don't see this card being used much but I'm sure she will have her use in time. NEXT CARD! Which is the last one I'm pretty sure.
Name: "Ambient Silence, Etosha"
![]() |
PLAY QUINTET WALLS! |
Flavor Text: "Performance is a beautiful melody that calls tranquility to the water surface."
Effect: "[CONT]:Sentinel
[AUTO](VC/RC):Harmony♪♪
[AUTO]:[Choose three cards with the Harmony♪♪ ability from your drop zone, and return them to your deck] When this unit is placed on (GC) from your hand, you may pay the cost. If you do, shuffle your deck, and call five cards from the top of your deck to (GC).
[AUTO](RC):[Counter Blast (1)] At the end of the battle that this unit boosted, if this unit is in Harmony♪♪, you may pay the cost. If you do, return this unit to your hand."
How different! This card might see some light in Harmony decks that don't want to use Kukuri at 4. This card can return stand triggers and other important cards that have Harmony! However, there is a possibility of calling the units you return to the deck to GC when you Quintet Wall. This is a low possibility however the chance is not 0%. Her last skill is a nifty one since it isn't GB and you can use her for early Harmony rush and not have to worry about losing defence later on in the game. This isn't gonna be used in a Harmony deck is anyone either abuses the draw engine or worries about Counter Blast issues however this is gonna be a good alternative option.
That's all for today finally! I had a lot of fun writing this post and, while I don't expect Bermuda support this year to get better. I do expect units that should get good support to have good support (Reit pls). See you tomorrow!
BermudaMaster~
No comments:
Post a Comment