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Duo Eternal Sister, Meer -
Aug. 26, 2015
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose three cards from your hand, and discard them] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose a card named "Duo True Sister, Meer" from your soul, ride it as [Stand], choose a card named "Duo Eternal Sister, Meer" from your soul, put it into your hand, choose a card from your hand, and discard it.
[ACT](VC)[1/Turn]:[Counter Blast (1) & Soul Blast (1)] Choose one of your rear-guards, return it to your hand, 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, shuffle your deck, choose a card from your hand, and put it into your soul.
Rating: 3.0 / 5.0
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Duo Eternal Sister, Meer
At first I was like "Oh this should be an interesting
read." Then I read it. Teach me to get my hopes up,
because she's...not brilliant. After attacking a
vanguard, as a Limit Break skill, you CB1 and toss
three cards from the hand, then you ride Duo True
Sister, Meer from the soul, Eternal Sister goes from the
soul to the hand, then you discard 1 card. As her normal
skill...surprisingly, no, it's not another 2k for having
True Meer in the soul. It's Counterblast 1 and Soulblast
1 as an ACT skill to bounce a rear-guard, then add a
card with that card's name from the deck to the hand.
Then put a card from the hand into the soul.
Let's go over each skill at a time, because there's a
lot here. First skill: Okay, the requirements are a bit
easier to fulfill than Reit, our other re-stander, but
to be honest I would rather have Reit.
Several reasons: first, she's cheaper, despite the
requirements, seeing as how we have Duos that search for
copies of bounced things so getting two of the same is
Secondly, it's the same unit attacking again in Reit's
case, so on-attack Break Ride effects (such as, oh I
dunno, TRUE MEER) can activate again. By riding into a
different Vanguard, that skill (and any triggers that
can pass to the Vanguard) fizzle out, so there's nothing
to re-use again for more pressure.
Thirdly, in the event you lack another card in the hand
spare, Eternal Sister is what you'll have to pitch to
fulfill the skill: you ain't seeing her again. I know
that it would raise the question of how the fuck did
your game go so wrong your that your hand is awful, but
I'm just sayin'.
As for the second skill, well, I don't think there was
really anything that I would desperately want to use
that required me giving up a Counterblast to bounce
something. If I must, I want to bounce a bit more than
that, like Olyvia, or at the least that bounce must
translate to at least a +1 with no other cost paid. "But
the skill exists to put a True Meer in the soul where
there was none before!" you may say. Well, that's
probably true, but the result doesn't really reflect the
payoff, does it? Not compared to other similar cards I
can name. After pitching the three cards and getting
Eternal Meer back to the hand, you are now left with one
of the cards in your hand not use-able for guarding and
your shield pitched to pay for her cost. Break Ride next
turn? Yeah, if you even LIVE that long.
It's not really a good compliment to the original Meer.
Give it a skip and dig through your old Reits instead.
But another Vanguard attack is solid, so at least she
isn't totally horrible.
Duo Eternal Sister, Meer
Well, lookie! A Limit Break unit, in this day and
age? It's more likely than you think!
Plus Limit Break Enablers make this good, so let's look
at the skills, shall we?
The non Limit Break skill is to CB 1 and SB 1 to bounce
one rear guard then get a copy of it to your hand once a
turn. That's not bad, with how easy it is for
Bermudas to put cards into the Soul for skills, it's
easy. ...Plus putting a Perfect Guard down and then
getting another copy of it is just hilarious.
So, the Limit Break skill, after you attack, CB1,
discard three cards from your hand, then ride Duo True
Sister, Meer from your soul and return Eternal Meer to
your hand, then discard a card.
...Sheesh, so many counter-blasts and discards, it's
silly. Thankfully Bermudas have several ways to
unflip damage, so it's not that bad.
Oh, in case you forgot, True Sister Meer is a Break Ride
that, when the Vanguard that rode on it attacks, CB1 and
bounce all your rear guards to your hand, then call two
units from your hand back to the field.
So, yay, infinite Break Rides are a thing.
Sadly, it costs a lot of...
Oh, wait, you ride the Break Ride during the battle
phase, that lets you get an extra attack and twin drive.
Okay, that's pretty good, even if it is a net gain of
zero over-all, but filtering your hand to get the best
options is never a bad thing. And besides,
discarding three cards never stopped Dauntless Drive
Dragon from being semi decent.
...Then again, it had The End to work with, so there's
that I suppose.
Overall, it's not bad, if you get it, I'd say try it, it
can't be too horrible.
Just a little fun tid-bit about the artwork. The
artist of this and other Bermudas similar to it is the
artist for the Magical Girl Lyrical Nanoha ViVid manga
that's ongoing in Japan right now. So, when I look
at Meer and other Bermudas with similar artwork to her,
I can't help but think that in another timeline, they're
magical girls that are beating up their opponents with
martial arts and multi-colored magic laser beams.
...Actually, that sounds like DBZ, just with magic, not
Ki, now that I think about it.