Name (Japanese) | Name (English) | Grade / Skill / Starting VG | Power / Guard / Critical | Numbers in Deck | Race | Trigger | Ability | Serial Number |
バミューダ△候補生 リヴィエール | Bermuda △ Cadet, Riviere | 0 / Boost / ✔ | 4000 / 10000 / 1 | 1 | Mermaid | n/a | 自 : When you ride "Mermaid Idol, Riviere" on this unit, you may look at the top 7 cards of you deck and select up to one "Super Idol, Riviere" or "Top Idol, Riviere" to add to your hand. After that, place the remaining cards to the top of your deck and shuffle. 自 : When you ride a 《Bermuda △》 Unit other than "Mermaid Idol, Riviere", you may move this unit to 【R】. | EB02/015 R |
ドライブ・カルテット フロース | Drive Quartet, Flows | 0 / Boost / ✘ | 4000 / 10000 / 1 | 4 | Mermaid | Heal | (You may only have up to 4 Heal triggers in a deck.) 永【R】 : If you have a "Drive Quartet, Shuplu" on 【R】, this unit gains 3000 power. | EB02/031 C |
ドライブ・カルテット バブリン | Drive Quartet, Bubblin | 0 / Boost / ✘ | 4000 / 5000 / 1 | 3 | Mermaid | Draw | 永【R】 : If you have a "Drive Quartet, Ressac" on 【R】, this unit gains 3000 power. | EB02/033 C |
クッキング・カスピ | Cooking Caspian | 0 / Boost / ✘ | 5000 / 5000 / 1 | 3 | Mermaid | Draw | n/a | EB02/028 C |
ドライブ・カルテット シュプリュ | Drive Quartet, Shuplu | 0 / Boost / ✘ | 4000 / 10000 / 1 | 3 | Mermaid | Critical | 永【R】 : If you have a "Drive Quartet, Bubblin" on 【R】, this unit gains 3000 power. | EB02/032 C |
コミカル・レイニー | Comical Rainie | 0 / Boost / ✘ | 5000 / 10000 / 1 | 3 | Mermaid | Critical | n/a | EB02/027 C |
マーメイドアイドル セドナ | Mermaid Idol, Sedna | 1 / Boost / ✘ | 8000 / 5000 / 1 | 4 | Mermaid | n/a | n/a | EB02/021 C |
マーメイドアイドル リヴィエール | Mermaid Idol, Riviere | 1 / Boost / ✘ | 7000 / 5000 / 1 | 4 | Mermaid | n/a | 永【V】 : If your Soul contains "Bermuda △ Cadet, Riviere", this unit gains 1000 power. 自 : If you ride "Super Idol Riviere" on top of this unit, and your soul contains "Bermuda △ Cadet, Riviere" you may draw 1 card. | EB02/024 C |
マーメイドアイドル フェルッカ | Mermaid Idol, Felucca | 1 / Boost / ✘ | 7000 / 5000 / 1 | 4 | Mermaid | n/a | 自【R】 : When this unit appears in a 【V】 or 【R】 and you have a 《Bermuda △》 Vanguard, you may [Soul Charge *1]. | EB02/023 C |
マーメイドアイドル エリー | Mermaid Idol, Ellie | 1 / Boost / ✘ | 6000 / 5000 / 1 | 3 | Mermaid | n/a | 自 : [choose a 《Bermuda △》 from your hand, and discard it] When this unit is placed on 【G】, you may pay the cost. If you do, choose one of your 《Bermuda △》 will not be hit till end of that battle. | EB02/007 RR |
トップアイドル アクア | Top Idol, Aqua | 2 / Intercept / ✘ | 10000 / 5000 / 1 | 4 | Mermaid | n/a | n/a | EB02/010 R |
スーパーアイドル リヴィエール | Super Idol, Riviere | 2 / Intercept / ✘ | 9000 / 5000 / 1 | 4 | Mermaid | n/a | 永【V】 : If your Soul contains "Bermuda Idol, Riviere", this unit gains 1000 power. 自 : If you ride "Top Idol Riviere" on top of this unit, and your soul contains "Mermaid Idol, Riviere" you may draw 1 card. | EB02/11 R |
マーメイドアイドル、フルート | Mermaid Idol, Flute | 2 / Intercept / ✘ | 8000 / 5000 / 1 | 3 | Mermaid | n/a | 永【V/R】 : During your turn, if you have four or more 《Bermuda △》 Rearguards, this unit gains 3000 power. | EB02/012 R |
スーパー アイドル セーラム | Super Idol, Salem | 3 / Twindrive / ✘ | 10000 / n/a / 1 | 3 | Mermaid | n/a | 自【V/R】 : [Counter Blast *1] When this unit attacks, you may pay the cost. If paid, during that battle, this unit gains 3000 power. | EB02/008 R |
トップアイドル リヴィエール | Top Idol, Riviere | 3 / Twindrive / ✘ | 10000 / n/a / 1 | 4 | Mermaid | n/a | 永【V】 : If your Soul contains "Super Idol, Riviere", this unit gains 1000 power. 自【V】 : [Counter Blast *2, discard a "Top Idol, Riviere"] When this unit's attack hits the opponent's Vanguard, you may pay the cost. If you do, choose up to 3 of your 《Bermuda △》 Rearguards, the units gain 5000 power during this turn. | EB02/002 RRR |
Analysis:
Imagine, the blue ocean, filled with lolis, hot chicks, boobs and more boobs. The only catch is, they live underwater, and probably has no feet, well, you get what I say. That's pretty much sums up Bermuda △, a clan filled with Mermaids.
Alright, I'll admit it, the only reason I'm playing Bermuda △ is due to all the delicious lolis. Don't look at me like that, IT'S LOLIS, LOL.
Anyway, the main feature for Bermuda △ is the bouncing ability, in which you get to have a unit returned to your hand due to an unit's ability. By returning the unit to your hand, you probably will gain more hand size, from the bounced back unit's ability or the unit itself. However, my build will not be focusing on that, no, it doesn't even have any cards with bouncing ability. I'll be introducing you guys to Riviere build, which focuses on her Persona Blast and boring hit and guard tactics. Kinda sound boring, unless you like boobs, eh?
Most will tell you this is a average build, it's not overpowering, the abilities are too plain, and Riviere has proportionate eyes. Unfortunately, it's kinda true. The deck has no draw power in late game, unless you're considering putting more Draw triggers; your opponent will keep guarding Riviere to prevent you from activating her abilities; boosters and attackers are just plain, they have none of the impressive abilities other builds have. So, how could this build strive among others? After throwing OTT aside, this deck has help me a lot in recent tournaments, I even managed to reach top 4 for some those tourneys. There are two things I've learned from this deck: memorizing my deck structure and my opponent's hand cards, perfect timing on ability activating. You guys will be saying, "LOL AKI! BUT LIKE WE CAN DO THAT ON EVERY DECK/BUILD...". Yes, but this build relies on these two aspect more than any other build, because if you fucked it up, you're pretty much a goner.
Without further ado, let's start dissecting my deck!
Starting off with Grade 0s, we have the cute loli starter, Bermuda △ Cadet, Riviere! Her abilities are actually kinda decent. Her first ability is worth to be noted, by riding Mermaid Idol, Riviere, you'll get to check the top 7 cards of your deck and keep either Super Idol, Riviere or Top Idol, Riviere to your hand if they're available among the 7 cards. Sounds profit, eh? Riding Mermaid Idol, Riviere on Bermuda △ Cadet, Riviere, you get a free Super Idol or Top Idol, Riviere to your hands. However, that only comes if you manage to get Mermaid Idol, Riviere onto your hands on the first 6 cards you draw. This pretty much means, 2.04% to draw the specific Mermaid Idol, Riviere you need. Don't let that statistic scare you off though, there's always a chance to get the card and it's not a must to ride Mermaid Idol, Riviere onto Bermuda △ Cadet, Riviere. Bermuda △ Cadet, Riviere second ability on the other hand is not too shabby actually. A 4k booster if you didn't manage to ride Mermaid Idol, Riviere onto her. It compromises the failure of riding G1 Riviere and gives you an extra booster. Well, kinda useful for early games, or against 10k Vanguards.
Next, we have the triggers lining up. The deck utilizes 4 Heal triggers, 6 Critical triggers and 6 Draw triggers. The reason for triggers placement is merely to just increase the draw power for the deck, while keeping the pressure on doubling the power on your opponent. Drive Quartet, Flows, Bubblin, and Shuplu's abilities are not even worth to mention. To activate their abilities are somewhat wasting, you might as well keep them on your hand for guarding purposes, unless you're facing the worst case scenario, then the last resort will be using them as either attackers or boosters.
Moving on, Grade 1's on the list. Firstly, we have Mermaid Idol, Sedna, the 8k vanilla of Bermuda △. It's important to have 4 Sednas in this deck, partly due to the fact that most attackers in this deck are 10k, actually 7-10 attackers are 10k, and you'll probably need to pump them up to 18k against 13k Vanguards, namely PBO and The End. Secondly, Mermaid Idol, Riviere the continuation of Bermuda △ Cadet, Riviere. Mermaid Idol, Riviere's abilities are quite good. Her first ability makes her a 8k Vanguard, if she has Bermuda △ Cadet, Riviere in her soul, basically forcing your opponent to ride a 8k unit or having a booster in order to guarantee a definite attack hit on her. Her second ability is practically a profitable ability. The ability allows you to draw a card if you manage ride Super Idol, Riviere onto her with Bermuda △ Cadet, Riviere in her soul. The best part? There's no cost to activate this ability at all, just the meager (perhaps?) requirement. In addition, she has 7k power by default, which makes her pretty useful as a booster.
Thirdly, we have watermelon boobs. No, I'm just kidding, Mermaid Idol, Felucca's her name, though she really does have those enormous boobs. As a 7k unit, Felucca is a decent booster, though her abilities are not as impressive as her boobs, I mean her looks, dammit. When she comes to play, you may Soul Charge *1, doesn't seem to fit in around the other cards in the deck, no? I have two words that sums up her usefulness and effectiveness among Grade 1's, "PROFIT CHARGE". Pretty much mean Soul Charging the correct card at the correct time, although this requires deck structure memorizing and anticipation. I'll talk about that other day, but this pretty much sums up Felucca. Fourthly, papaya boo... no, wait, I mean Mermaid Idol, Ellie. Aside from her boobs, she is the null guard for Bermuda △. Having 3 Ellies in the deck is more than enough, because having too many null guards in the deck might cause you certain disadvantage, even though it's nice to nullify attacks.
After that, time for Grade 2's. My deck has 3 types of Grade 2's. Let's first talk about Top Idol, Aqua the 10k vanilla of Bermuda △. Not much to elaborate, just 4 Aquas are needed in the deck since she provides the consistent power output among the Grade 2's. Next, the continuation of Mermaid Idol, Riviere, Super Idol, Riviere. Similar to her predecessor, Super Idol, Riviere gains 1k power when Mermaid Idol, Riviere is in her soul making her a 10k Vanguard. Her second ability somewhat similar to Mermaid Idol, Riviere, allows you to draw a card when you ride Top Idol, Riviere on top of her if Mermaid Idol Riviere is in her soul. Pretty much another profitable ability, eh? With both Mermaid Idol, Riviere and Super Idol, Riviere's abilities activating successfully, you're able to gain early hand advantage, which kinda helps if during middle or late game, Draw triggers are not triggered as frequent as desired. Therefore, the early cards drew will be a great help.
For the last Grade 2, we have Mermaid Idol, Flute. Flute is somewhat a decent card. After the Hey Yo Pineapple from Neo Nectar proves to be kinda broken in some way, Flute's ability is toned down to gaining 3k power if you have 4 or more Bermuda △ Rearguards during your turn, compared to having 4 units. The difference between these two cards' effects are actually kinda obvious, since Pineapple may gain 3k power when 4 units are on the stage, but with Flute, you'd need a minimum of 5 units, including of your Vanguard on the stage. See the difference? However, it's still a nice unit to be considered since there are not many other cards to be put in into the deck.
Lastly, Grade 3's. Firstly, we have Super Idol, Salem. Mainly deployed as Rearguard, she can fight as a Vanguard if situation needed. At a meager cost of 1* Counter Blast, she gains 3k power, which makes her a 13k attacker. That being said, this allows her to harass 10-11k Vanguards easily, without need to use Top Idol, Riviere's Persona Blast. This pretty much makes a one of the most efficient card to be placed as Rearguard among Bermuda △ Grade 3's. Secondly, we have the ace and the focus of the deck, Top Idol, Riviere. Just like Mermaid Idol and Super Idol, Riviere, Top Idol, Riviere gains 1k power when Super Idol, Riviere is in her soul making her the sole 11k Vanguard among all Bermuda △ Grade 3's. Her second ability, a Persona Blast driven ability, is just average among all kinds of Persona Blast driven ability. But, it could be deadly if you manage to time it well. For instance, your opponent has 4 damages and doesn't guard against your attack, this will be a great chance to utilize Riviere's Persona Blast. It could even well be his/her defeat. Even if the attacks do not finish off your opponent, you may have well reduce your opponent's hand card. She may not be flashy or has powerful Persona Blast as The End or Trailing Rose, but she's still a dangerous unit to face against.
Now, on the deck structure, the grading structure is 17-15-11-7, which gives more priority on having more boosters, rather than the traditional attackers over boosters. The deck itself is more of an offensive deck, pushing attacks with raw power, while pressuring opponents with attackers' abilities.
In my opinion, it's really worth to tryout this deck, if you're into girls (with fish tails, fins or gills) and pressuring opponents. I've tried it, and it proves to be a pretty good deck to me.
Feel free to post any questions on the comment box below, I'd gladly answer them. That's all for now, till next time! <3