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Envelop the world please uwu |
Overview
This Coral deck profile is all about the amount of Coral's in your soul (as the deck should be played anyway) and removing any unwanted cards in the soul. Early game rush is the most beneficial way to play this deck since you can potentially early rush and not have to worry about your hand since they may be returning back to your hand anyway. Some cards in here have their effects kicked off due to returning to your hand as well, so there is that too. Another things to add as well is that this deck revolves around getting the crossride effect off as early as possible since having a 13k vanguard makes it easier to guard. Usually this happens first stride thanks to Arcadia Coral (shown above). On to the actual deck profile.
Deck Profile - Envelop the World
Grade 0 x17
1x Angelic Star, Coral (FVG)
Critical Triggers x 12
Heal Trigger x 4
Grade 1 x15
4x Fresh Star, Coral (Ride Chain)
4x Miracle Twintail, Wyz (Sentinel)
4x Admire Successor, Lyrica
3x Faithful Follower, Lauroca
Grade 2 x11
4x Shiny Star, Coral (Ride Chain)
3x Active Pink, Larana
4x Tsundere Rival, Ruruka (can't believe they named her that)
Grade 3 x7
3x Aurora Star, Coral (Ride Chain)
4x Shangri-la Star, Coral (Crossride/Ace)
Grade 4 x13
4x Frontier Star, Coral
1x Arcadia Star, Coral
1x Lucky Rise, Elprina
1x Perfect Performance, Ange
1x Festal Finale, Final Priscila
G Guardian x5
1x Hand in Hand, Leona
1x Chouchou, Palffy / Sailor's Medley, Nasha
1x Highest Society, Citron
2x Blessed Sparkle, Sandy
Grade 0
So obviously, the first vanguard is Angelic Star because of Ride Chain.
12 crit and 4 heal is the way to go in this deck. I was using 8 crit and 4 draw but realised it wasn't good because it more than likely decks you out with all the soul-charging and additional drawing power. 12 Crit is also really nice so :3
Grade 1
Using 4 Fresh Star is another obvious choice since ride chain and all. I've never had to use her other skill since I always get Shiny Star in my hand. Though it's not much of a problem if I don't have Shiny in hand anyway.
Using 4 Wyz because it's budget (Kukuri isn't expensive anymore thank the lord so might use her instead) and it has harmony so, ye.
3 of Lauroca isn't bad because her effect kind of sucks if you choose a unit with "Coral" in its card name since you go through your deck further and increase the risk of decking out.
4 of Lyrica is basically a necessity since her effect isn't half bad even though it is a -1. I would still use it regardless. Her in [Soul] effect should basically never be used since she won't be ever in soul (unless you ride her or something). She isn't bad for a Coral support.
Grade 2
4 of Shiny Star is obvious since ride chain and all. Her on hit effect is pretty nice since you can early rush and potentially not have to worry about your hand since they may be returning back anyway. She relies on having the ride chain completing so that isn't too bad since you at least have a chance to fix it with good support cards *cough* sorry Riviere *cough*.
3 of Larana was a pretty hard choice to make since she is good as a unit to call early-ish. Her in soul effect isn't too bad since you can rip her out from the soul to RC and then soulcharge. Her on attack skill only works if you had a Grade 3 Coral. Meylene sets herself apart from Larana since she is active when Super Idol is on your VG or in your soul.
4 of Ruruka isn't bad since she can be used as a means to early rush. It's not a bad timing since it works well with Shiny Star and the +4k means that you can call a G1 coral and it will still hit an 11k g3. The Soul-charge sucks since you can't choose whether or not to.
Grade 3
3 of Aurora star is completely fine since you don't want to ride her as much. Shangri-la is the better option. However, if you find yourself having to ride Aurora, it should be fine as long as the ride chain is completed up to her. Her Limit Break isn't too bad (and is probably what started the whole "mandatory soulcharge" thing) even in today's standard, however the CB2 does hurt a little bit, but what can you do?
4 of Shangri-la is the best option if you want to consistently ride her. Riding her first isn't at all a bad thing since there are many ways to go about getting the crossride early (Mandatory soulcharges IF IT EVER WORKS FOR YOU. Lyrica. Lauroca and Arcadia) and her LB is pretty good to wash out any unneeded cards in your soul (which reduces her thickness and increases her health uwu). Drawing 2 is pretty good since it is +1 and also the extra 3k shows off that Coral wants power for herself (though arcadia fixed this...... sort of... idk man Riviere does it better). Nothing else is to be added since I have gone through most things.
Grade 4
4 of Frontier Star is probably your only option since you will want to full maximise her capabilities. Thanks to Arcadia, this limit use is 3 however it doesn't matter too much since with each stride, you'll be beating down your opponents hand a lot with a maximum power of 51k. It's a lot considering that you'll be attacking with your rearguards first for an average power of 16k which comes down to 32k in total. So that makes it 83k power in total. However you still have Frontier's full skill to activate so that means you get to call two units back and if you returned Ruruka to hand, that makes it three with a 13k (G2) or a 15k (G3) attacker and a whole column ready to go. So 16 + 13-15k with the previous total power of 83k comes down to 112k or 114k total power and that is without triggers. So it's a lot for Coral anyway.
1 of Arcadia Star is perfectly fine to be honest since you will only use her once to get what you need in the soul, power up your field and Coral. It's not as punishing as Frontier but potentially, she is a Kamususano'o (Dragon Destroyer) with a 10k slapped on herself. So it's not too bad, also the fact you can choose whether or not you want to bounce anything is nice.
1 of Elprina is here just in case there are any cards in the soul that you wanna get rid of.
1 of Ange (I'll never be able to get it) because it can remove locks from your field and obviously helps out with the Link Joker match up no matter what type it may be. Extra power, drawing and +1 drive is also nice.
1 of GB8 just in case your opponent hasn't died yet and you want to make sure they die.
1 of Hand in Hand in here just to protect any rearguards that are being attacked and adding shield. Not too much to say.
1 of Nasha/Palffy is here just cause +5000 shield and they are both easy to achieve so :] I would prefer Palffy but since I have Nasha, I may as well keep her.
Highest Society, Citron isn't too bad in this deck, there isn't much you can do combo-wise with it but it is nice to add spots to your RC's and get +10k shield.
Blessed Sparkle is obviously the best g guard for bermuda since basically you do what you do and get rewarded for it with a massive shield bonus potentially.
So that was my Coral deck and yeah I was a bit lazy towards the end. I apologise, but most of these choices are here just to fill up G Zone spots. Hope you all enjoyed reading it as much as I enjoyed writing it! See you next time!
BermudaMaster~
4 of Lyrica is basically a necessity since her effect isn't half bad even though it is a -1. I would still use it regardless. Her in [Soul] effect should basically never be used since she won't be ever in soul (unless you ride her or something). She isn't bad for a Coral support.
Grade 2
4 of Shiny Star is obvious since ride chain and all. Her on hit effect is pretty nice since you can early rush and potentially not have to worry about your hand since they may be returning back anyway. She relies on having the ride chain completing so that isn't too bad since you at least have a chance to fix it with good support cards *cough* sorry Riviere *cough*.
3 of Larana was a pretty hard choice to make since she is good as a unit to call early-ish. Her in soul effect isn't too bad since you can rip her out from the soul to RC and then soulcharge. Her on attack skill only works if you had a Grade 3 Coral. Meylene sets herself apart from Larana since she is active when Super Idol is on your VG or in your soul.
4 of Ruruka isn't bad since she can be used as a means to early rush. It's not a bad timing since it works well with Shiny Star and the +4k means that you can call a G1 coral and it will still hit an 11k g3. The Soul-charge sucks since you can't choose whether or not to.
Grade 3
3 of Aurora star is completely fine since you don't want to ride her as much. Shangri-la is the better option. However, if you find yourself having to ride Aurora, it should be fine as long as the ride chain is completed up to her. Her Limit Break isn't too bad (and is probably what started the whole "mandatory soulcharge" thing) even in today's standard, however the CB2 does hurt a little bit, but what can you do?
4 of Shangri-la is the best option if you want to consistently ride her. Riding her first isn't at all a bad thing since there are many ways to go about getting the crossride early (Mandatory soulcharges IF IT EVER WORKS FOR YOU. Lyrica. Lauroca and Arcadia) and her LB is pretty good to wash out any unneeded cards in your soul (which reduces her thickness and increases her health uwu). Drawing 2 is pretty good since it is +1 and also the extra 3k shows off that Coral wants power for herself (though arcadia fixed this...... sort of... idk man Riviere does it better). Nothing else is to be added since I have gone through most things.
Grade 4
4 of Frontier Star is probably your only option since you will want to full maximise her capabilities. Thanks to Arcadia, this limit use is 3 however it doesn't matter too much since with each stride, you'll be beating down your opponents hand a lot with a maximum power of 51k. It's a lot considering that you'll be attacking with your rearguards first for an average power of 16k which comes down to 32k in total. So that makes it 83k power in total. However you still have Frontier's full skill to activate so that means you get to call two units back and if you returned Ruruka to hand, that makes it three with a 13k (G2) or a 15k (G3) attacker and a whole column ready to go. So 16 + 13-15k with the previous total power of 83k comes down to 112k or 114k total power and that is without triggers. So it's a lot for Coral anyway.
1 of Arcadia Star is perfectly fine to be honest since you will only use her once to get what you need in the soul, power up your field and Coral. It's not as punishing as Frontier but potentially, she is a Kamususano'o (Dragon Destroyer) with a 10k slapped on herself. So it's not too bad, also the fact you can choose whether or not you want to bounce anything is nice.
1 of Elprina is here just in case there are any cards in the soul that you wanna get rid of.
1 of Ange (I'll never be able to get it) because it can remove locks from your field and obviously helps out with the Link Joker match up no matter what type it may be. Extra power, drawing and +1 drive is also nice.
1 of GB8 just in case your opponent hasn't died yet and you want to make sure they die.
1 of Hand in Hand in here just to protect any rearguards that are being attacked and adding shield. Not too much to say.
1 of Nasha/Palffy is here just cause +5000 shield and they are both easy to achieve so :] I would prefer Palffy but since I have Nasha, I may as well keep her.
Highest Society, Citron isn't too bad in this deck, there isn't much you can do combo-wise with it but it is nice to add spots to your RC's and get +10k shield.
Blessed Sparkle is obviously the best g guard for bermuda since basically you do what you do and get rewarded for it with a massive shield bonus potentially.
So that was my Coral deck and yeah I was a bit lazy towards the end. I apologise, but most of these choices are here just to fill up G Zone spots. Hope you all enjoyed reading it as much as I enjoyed writing it! See you next time!
BermudaMaster~