hello all members this is my first time making a review about a card and because of its my first time if i done any mistakes i am sorry for that and please help me improve this review thanks. now lets move on to our review. Bermuda has been a fan favorite from the early days of VG. Their artworks were primarily the main attraction but they weren't all about looks only. Their unique skill of 'bouncing' has been a neat mechanic that people have loved. In Season 3, they were set to appear again with a brand new group of idols, Duo's. Not only are they supported by new neat skills, they were also given double artworks for one of each unit - completely attracting hundreds of players all around. Not only are they becoming a strong force within the clan, it seems that they have set the bars high for Bermuda support in the future. That said, the cards they have right now are solidly amazing, each capable of pulling of nasty tricks that Bermudas have always been doing in the past.
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] At the end of the battle that this unit attacked a vanguard, you may choose two cards with "Duo" in its card name from your hand, and discard them. If all of the discarded cards have the same name, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+3000 until end of turn. This ability cannot be used for the rest of that turn.
[AUTO](VC): [Soul Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your rear-guards with "Duo" in its card name, and return it to your hand.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Iori may be the defensive one but defense is not the only thing that Duo's have. Like any cards before her, Reit is yet another Restander with yet another different cost but similar outcome. At the end of the battle, one can pay CB2 and discard two units with the same name to stand her with an additional +3k power. Honestly, this power gain doesn't do much since a restanding 14k with an 11k is not a big difference. The real difference is that this power gain can be combined with any other power gain in here, such as Chicora for example, to reach higher power. Not only that, she also guarantees that 13k base bodies would not stop her from burning the same amount of shield, unlike Descendant.
Also, her second skill is delicious. Every time she attacks, one can pay a cheap SB1 to return a Duo card, meaning that cards like Peace and Chicora doesn't have to rely on Darling for any bounce anymore, thus giving the player some time flexibility in activating their skills. Now, this is only talking about her skill alone and it's already looking pretty good. But when she's combined with the Break Ride, then it really starts to get crazy. Overall, it's a solid card and really the offensive push that the Sub-Clan could use.
Strategies and game play:
This is the first time that i am sawing a card that can stand in bermuda triangles and reit also have a very perfect skill to beat our opponents. If we use reit limit break and skill when our opponents have 4-5 damages and less cards in hand that will help us to win at that match. meer will help in that also.
Combos with other cards:
Duo Lovers' Singer, Darling
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC): [Put this unit to soul] If you have a «Bermuda Triangle» vanguard, choose one of your units with "Duo" in its card name, and return all of your rear-guards with the same card name as that unit to your hand.
Darling is the first and only useful forerunner in the Duo Sub-Clan. Her skill is a -1 but lets the player to return a multiple of cards with the same name back to the hand. This is essentially a better Weddell but is more restrictive. Sadly, Duo's don't really have a lot of units that can activate themselves for a plus or any other advantage. They do have cards that can give such advantage, but it would still require a bit more setup. All in all, she's a great starter that can potentially grant a lot of pluses in the right situation or she can simply be a single wash without any sort of advantage.
Duo Beast Ear, Loulou
[AUTO]: When this unit is placed on (RC), if you have a vanguard with "Duo" in its card name, choose up to four of your units named "Duo Beast Ear, Loulou", and those units get [Power]+2000 until end of turn.
Loulou is one of those cards that Darling would love to bounce back. When she's placed onto the RG, every other Loulou in the field gets +2k power, becoming an instant 9k booster on the spot. That is crazy good and is essentially a way better Blazer Idol. However, just like Darling up there, she's still situational at best. It's quite rare for someone to be able to get two of the same boosters in the field, much less three.
Duo Happy Diary, Sheryl
[AUTO]: [Counter Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, Soul Charge (1), and draw a card.
The PERFECT card that Darling really wants to bounce. Just like in the old days where Weddell is used to bounce Rio (or stay there and be a 5k booster), Sheryl has the same exact purpose. The difference lies in that in this case, multiple Sheryl's can be bounced at the same time. The cost is hardly a problem, given the fact that Duo's have their own Lemonade clone as well. But beware of a deck that is simply focusing on this as it will have very weak boosters (Sheryl is 6k and Lemonade clone is 5k). Honestly, she may not have any room in a Duo deck, maybe in another separate deck build for Bermudas.
Duo Petit Etoile, Peace
[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, choose up to three cards named "Duo Petit Etoile, Peace" from your hand, and you may reveal them. If you revealed three cards, choose a card from your damage zone, and turn it face up.
Instead of using Sheryl, Peace is the card one would want to use. She has a similar ability to Sheryl, only that she doesn't grant a Soul Charge and she can potentially unflip her own damage, granting a +1 for no cost at all! Like any other Duo cards before, she's still situational but a bit more manageable since she only needs copies of herself from the hand, which is way more easier than needing copies in the field. Why? Think about it. There's only two places where cards go: the damage zone and the hand. With the damage zone only being able to hold up 6 cards, the hand is the place where most cards go (obviously). However, she does needs three copies, which is not an easy task on its own. But just because she has that extra condition, doesn't mean that one is locked on to having three copies of her for an unflip. Sometimes, it might not be possible and having to activate that CB1 is needed. It is still a CB1 for a +1 afterall.
Duo Shiny Tone, Chicora
[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, choose one of your other «Bermuda Triangle», and that unit gets [Power]+4000 until end of turn, choose up to three cards named "Duo Shiny Tone, Chicora" from your hand, and you may reveal them. If you revealed three cards, choose a card from your damage zone, and turn it face up.
Chicora is a similar unit to Peace, only that she grants +4k power instead of a draw. I believe this is intended to form a 3 stage column for a -1 to the opponent, as opposed to a +1 for the player. However, one must consider how many cards would be in the field when she's bounced. Peace has the potential to give +3s without any condition on the get-go. This? Well, she would need to be able to form 3/2/4 columns at least to give the same amount of advantage as Peace. But with only a 4k boost, the card that gains the said boost on the left column would need to have a 10k body at least with a 7k booster on the back to reach 21k. The right column would need to be an 11k at least with a 7k booster on the back to reach 26k. Now, Duo's obviously have 12k attackers to cope with this, but it's a bit situational to hope for two 12k attackers to be on the front row of the field. One can always give the power to the VG for a 3/3/3 column and that would certainly be the best play but the conditions are still the same: at least a 10k attacker on both front rows with a 7k booster or a 9k attacker with an 8k booster. Given that fact, Peace is much easier to use and is more beneficial, even though she's still situational, unless of course Duo's have an 9k booster.. Oh wait, they actually do.
Duo Mini Heart, Rhone
[AUTO](VC/RC): [Counter Blast (1)-card with "Duo" in its card name] When this unit's attack hits a vanguard, if you have a «Bermuda Triangle» vanguard, you may pay the cost. If you do, choose another of your «Bermuda Triangle» rear-guards, return it to your hand, and search your deck for up to one card with the same name as that unit, reveal it to your opponent, put it into your hand, and shuffle your deck.
Problem fixer! Duo's have been much situational, due to needing copies of themselves in the field and in the hand. To fix that said problem, they were given the best G2 card they always wanted: Rhone. Rhone is an amazing card. When her attack hits, one can pay an ESCB 1 to return a card back to the hand and then searching for a copy of the bounced unit to the hand from the deck. Not only is she a pressure unit that can work in either VG/RG circles, she also gives a direct +1 from 1 CB. The best thing about it? That same +1 is not an ordinary +1. It's a high qualitative +1 that can potentially lead to more pluses and crazy shenanigans. Sadly, being an on-hit means that she'll probably have her skill up once if not twice only. But that is usually enough to give an slight advantage for the player.
Duo True Sister, Meer
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): When a «Bermuda Triangle» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, return all of your «Bermuda Triangle» rear-guards to your hand, choose up to two «Bermuda Triangle» from your hand, and call them to separate (RC).".
[CONT](VC): During your turn, if the number of «Bermuda Triangle» rear-guards you have is four or more, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Meer is the second Break Ride for Bermudas after Vert from Prisms. Meer is a crazy card. A crazy good one. When one rides a unit on top of her, that unit gains the usual +10k and a skill: At the cost of CB1 when she attacks the VG, one can return ALL rearguards and then call two cards from the hand to the RG. That is amazing. She activates a lot of combos after the use of Darling to give more possible pluses in one single turn! The extra call also means that the opponent would have to guard an extra column for 10k, or two extra 5k shields from both, which is already good considering how much advantage one would get from the massive bounce alone. Amazing card is amazing.
Ways to counteract it:
If our opponents want to defend the attacks or to win against this card, they need to keep their damage at less or take damage and keep their hand strong to defend the attacks. If they can retire our units it will be hard to win against our opponents
This card's skill and limit break is just like that reverse unit of nova grapplers if we break ride this unit on meer it will be easy to beat our opponents , because of this unit's standing skill and also we will get a perfect hand.
All units have their own weakness, and this unit's weakness is that to use the limit break we need two same cards in our hand it is hard to get same card if we dont get no limit break and no winning only losing. To prevent this weakness there is lot of cards that can help us getting same cards.
This unit have two rarities 1) RRR and 2) SP and both of this version have black and white version
Artwork and aesthetics:
I Have liked the artworks of all cards and all card have two pictures and i am very thankful to those who made these cards
Becuase of this unit have a weakness and strength i will give 8/10