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[CFV] World's End Dancehall ~ Bermuda


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https://www.youtube.com/watch?v=kDD6Vbw9llI

 

Grade 0: 17

1 DUO Lovers Singer, Darling

4 DUO Pride Crown, Madeira

4 DUO Grampus Turn, Shannon

4 DUO Morning Charm, Liffey

4 DUO Tropical Healer, Medjerda

 

Grade 1: 14

4 PR♥ISM-DUO, Aria

4 DUO Shiny Tone, Cikola

3 DUO Happy Diary, Sheryl

3 DUO Clear Parasol, Kura

 

Grade 2: 11

4 DUO Fall in Heart, Quincy

4 DUO Mini Hat, Rhone

2 DUO White Crystal, Ricca

1 PR♥ISM-DUO, Slaney

 

Grade 3: 8

4 DUO Temptation, Reit

4 DUO Fall in Heart, Victoria

 

G-UNIT: 8

4 Miracle Element, Atmos

3 Harmonics Messiah

1 Snow Element, Blizza

 

This is a deck I have been working on for quite some time, being out of the Bermuda loop since Labrador, I finally decided to pick the clan back up with the release of Reit and DUO. Reit solves a lot of the problems of the deck, such as being able to draw like mad but then not really do anything with it, despite the fact she is a Limit Break 4 Vanguard, she is extremely strong, and provides Bermuda with the pressure they have so desperately been needing since Extra Booster 2. 

 

I feel this is a pretty standard DUO list, or at least, what I feel the most confident in running. I have seen some lists run other cards like Felucca, and while I certainly like Felucca as a card, she isn't a DUO. It's also worth mentioning that Sheryl is basically a multiple use Felucca stapled onto a Girls Rock, Rio. Because of this, I find the bounce reveal 3 to unflip drawer actually extremely redundant, as Sheryl does everything she does, without giving up information about your hand, and with Kura, especially in combination with the large amount of bounce skills in this deck, you can very easily always have Counterblast open.

 

I would like to give a special mention to Kura, as I have just mentioned her. This is something Bermuda has been desperately needing since day 1. An unflipper. Bermuda is an extremely counterblast heavy clan, hence the fact I am running 3. The deck unfortunately, is also very Soul reliant, so Sheryl tends to become the centre of your bouncing plays, as she soulcharges when she leaves the field. Riding Victoria over herself also works very well for filling the soul, and overall, I don't find myself absolutely desperate for soulcharging, provided I don't go mad with soulblasting. 

 

Something else I'd like to mention is this deck is entirely DUO, which means Reit has completely free reign on what she discards, another reason I chose not to play Felucca. However, one noticable thing about Felucca is that she boosts for 7000, which allows Reit to swing for 11 alone, stand and then be boosted by her for 21, but I feel Chikola's power boosts, as well as the fact she is also 7000 balances this out.

 

So, comments?

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  • 2 weeks later...

I really like this deck, and hopefully, with the new Stride, it will be just more better than it is currently (and it is still a thing, so...). Some minor fixes I'd suggest to make it better:

 

-3 Sheryl: You don't need that soul charge, and there are better options for draw

-4 Cikola: You can keep it if you want, but there are better options for the deck.

-1 Rhone: Even though it is a nice card and I use it sometimes, we need the space for additional cards

 

+4 Peace: Your main draw engine. With this card, you can literally draw cards for free not only with Reit, but with the effect of Legion, Rhone and all the other cards.

+1 Darling: With 2 or 3 Peaces in your hand, you can perform an additional draw "wave" with this card. If you have 3, it was for free. Also, you did an additional "soul charge".

+3 Duo Afternoon Tea, Parana: Not only it can attack with 10k, but this is the card you want to ride first. As I said, you can keep Cikola and use them instead of these ones, but I prefer to concentrate on solely Peace if it is about Grade 1s.

 

Everything else is fine, even though I'd suggest to add 1 or 2 break rides (at least), as it has some really interesting plays that are really strong even in the Stride era.

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