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Miracle Voice, Laurisá
- #G-CB01/004EN

Date Reviewed: Aug. 27, 2015

[AUTO](VC/RC):Harmony (When your other unit is placed in the same column as this unit, both units become in harmony until end of turn) [AUTO](VC)[1/Turn] Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit becomes in harmony, choose two of your units, they get [Power]+5000 until end of turn, and this unit gets [Critical]+1 until end of turn. [AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, and return it to your hand. If you return a unit this way, draw a card.

Rating:  4.0

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Miracle Voice, Lauris 

The bread and butter of G-Bermudas. She has three skills, unusually for cards like her. The first is Harmony: When a unit in the same column as her is played, both units enter the Harmony State. As her GB2 skill, when she enters the Harmony State, she gives two of your units 5k power, and Lauris gains +1 Critical. On Stride, you CB1 to bounce one of your rear-guards, then draw a card.

So it's a +1 to you and a potential field cleanup. What's not to like? Well, apart from her skill being useless if the opponent bombs your field first. Even so though, your deck has a good plus engine in the form of consecutive attacks and new Shizuku, so it's not the absolute clincher. The GB2 skill exists only to make on-hit units like Potpourri more bite since the extra Critical by that stage is basically useless. 

She's good. So of course there's not a lot to say about her. 



Miracle Voice, Lauris
So, finally, we have the Break Stride of the Bermuda clan, along with new terms as well.
...Is it just me, or have a LOT of new terms been added to the game lately?
Anyway, when you place a unit in the same column as a Harmony unit, both get Harmony until the end of the turn.  And, from what I can tell, it doesn't matter if only one has the Harmony ability, both get it.  It only lasts till the end of the turn and if one of those units leaves the field, Harmony disappears.
Okay, that's something different at least.
So, let's look at the other two skills.  When you stride and this is the heart, CB1 to bounce one rear guard to the hand, if you do, draw a card.
Okay, that's really solid, combined with units that search copies of themselves if bounced to the hand or unflip damage, this is a really solid ability.
The GB2 skill, because heaven forbid we have Break Strides with GB1 skills, is when this unit becomes Harmony, it becomes a mini Light Saver Dragon, giving two units +5000 power and herself +1 critical.
...That's really good, Either make two rear guard lines harder to block or pump her row up by +10000/+1 crit.
Considering that Bermudas can add cards to hand just as well, if not better, than Oracles can, this deck has a lot of potential offense and defense capability.  Course, I haven't seen it in action yet, so I can't tell completely.
Overall, I like this one.
Rating: 4/5


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