People likes lists right? I’m bored and OTT reveals haven’t had much to talk about so let’s make a list of Bermuda archetypes.

Disclaimer: This is my subjective opinion (duh) if you disagree please tell me politely and we can hash it out in a civil discussion. If you’re just gonna dismiss my points or be belligerent I’m gonna dismiss you. Got it?

For this list we’re gonna have 3 ranking categories Strong, Medium and Weak. I’ll go into some details with a pros and cons list of each deck to give a general impression on why I rank them the way I do.

Strong are the decks the cream of the crop. The decks with strong tools that let them deal with other decks you might face. The decks that, if you wanna take BT to a tournament, will give you the best chances at winning.

Medium is for decks that, while they have strong qualities, are lacking in some areas. Maybe they have resource issues, or the finisher potential is just not all there. They still have a decent shot at winning but you’ll feel the struggle a bit more.

Weak is the bottom rung of Bermuda Triangle. These decks are severely lacking in tools to really do anything substantial.

Strong Decks

Pacifica

Pros:

Very strong finisher in Fantastic Passion. Arguably the best endgame in Bermuda Triangle at the moment.

Efficient Pacifica searching and resource management in Marlkka

Flexible offensive and defensive capabilities with Marina

Cons:

What is a Grade 2 game? This deck has a poor time against early aggression. Hell even at Grade 3 the high cost of Pacifica’s skills means you can’t really bust em out against grade stall. Strong decks can burst you down quickly

Relies heavily on Marlkka to function efficiently making it prone to control and occasional bricking.

Edit: Lots of moving parts. A lot of your support relies on you having other cards to combo with so it can be hard to come back from behind.

PR♥ISM

Pros:

Strong Grade 2 game in Celtic, allows for somewhat sustainable grade stall.

LB4 skills in Labrador and SS Vert can help punish grade stall or burst down for quick victories

Leyte gives the deck a good resource management option

Has field clearing tactics to help manage control matchups

Cons:

Middling defence. Wall tactics like the topping Garnet list runs several sub-optimal cards to force the strategy. Draw cards have a level of awkwardness to them due to Rupina requiring some extra parts and Emilia being a non Prism

Xenophobic, checking a non Prism going into P.Celtic is awful. Not having enough Prism units can make coming back from behind difficult.

Starting to show its age with more decks having the tools to deal with its late game.

Duo-Madre

Pros:

Highly Defensive. Early game has high draws with Peace or Thames to draw cards to guard, as well as fish for Wall pieces. Late game Madre’s skill can wall off most decks from mounting an offence against her.

High defensive power allows the deck to slowly chip away at opponents until they run out of resources. Death by a thousand papercuts.

Cons:

Inconsistent. Needs to find Peace or Thames and ride into Meer to get the early draw power. Strong decks can burst the deck down before it has its draw setup complete.

Slooooow. This deck will probably go to time a lot. The viability of this deck competitively can shift based on what kind of time rules your environment has.

Prone to control. Having Vita get sniped off can cripple the wall setup. This also plays into the inconsistency thing as sometimes you can work around it by having 2 Vitas and sometimes you just die because your one Vita got sniped.

Medium

Harmony

For this one I will note differences in Pure Lauris and Shizuku varients.

Pros:

Both: Makes strong columns for multi attacking. Wonderful Lauris and Stalker-Chan can both reach 16, allowing for you to multi-attack with better columns to make up for having less attacks compared to Prisms and especially Pacifica.

Shizuku: Allows you to tutor out Grade 2s for F-R-E-E. This thins the deck like crazy and builds up lots of advantage.

Lauris: GB2 skill allows for defensive plays with Vita and Citron.

Cons:

Both: Weak early game

Both: Harmony requires a lot of attention to it. It takes careful work and board setups to ensure you can harmonize as needed. Misplacing a unit can weaken a turn.

Shizuku: Has a harder time clearing board space. While its solvable with Ange or Celebrate Lauris it means she has less options with how to change the board.

Lauris: Higher resource use. The stride skill is one of the better ways for Lauris to plus, and clearing board space gives her some extra flexibility with various skills. However this generally increases resource spending.

Shizuku: Needs her freshman form to function. Not finding it within first stride hurts the deck immensely.

Chouchou

Pros:

Strong multi attacking. Lapria and Muritz give the deck a decent multi attacking engine. Lapria in particular is quite strong as she’s one of the few true plusses the deck has and can potentially reset the full board.

Tirua has a free stride skill. I’ve found that board clearing for said free stride is kinda awkward but she still has it.

Cons:

Everything is a trade. This deck has very few ways of actually plussing. Many of your bottom deck to draws are just washes that don’t actually increase your hand size. Hell the best multi attack engine this deck has is a straight minus. Resource wise most of the Chouchou cards are a wash.

Xenophobic and can’t function as a self contained deck. This deck really wants you to play mostly Chouchou cards but despite this they function very poorly as a self contained deck due to aforementioned resource problems. The departure from the Bermuda norm of bouncing between hand and field makes utilizing generic Bermuda cards more awkward.

Inherently inconsistent gimmick. Bottom decking a known card to draw something completely random is not a good mechanic. Last thing you want is to spin a nice Grade 2 that you like only to draw a trigger.

Pure Duos

Pros:

They can draw a lot. Helps them to maintain a good defense

Good early game

Can make decent columns

Cons:

No real endgame plan. Drawing a whole bunch doesn’t actually end games. OTT can attest to this

Really needs to find Peace to get that draw power going

Coral

Pros:

Tsundere Rival Ruruka. Yes her existence is a pro. Combined with Shiny Star’s on hit she can create a strong Grade 2 game. It also makes first stride Frontier star not suck if you don’t have Spica. And like with Marina she can be combo’d with Olyvia.

The selective soul charge from Arcadia Star gets you your crossride. Since a lot of top decks like to poke, sitting on a crossride can help to buff up your defense

Cons:

No easy CC engine. The only support card of Coral’s that can CC is also a hard minus.

The ride chain takes up space. Deckbuilding in a ride chain deck is always a little inflexible cause you always have to have room for the ride chain. There are a bunch of decent tech options that Coral might be able to use to fix her problems but the ride chain sucks up space that could otherwise be used for those cards.

EVERY. SINGLE. FUCKING. CARD. SOUL. CHARGES. No seriously why the hell does EVERY support card Coral gets have to soul charge. For what purpose? I get needing to fix the ride chain or pump up Froniter/Arcadia, but every card doing it is kinda excessive.

Weak

Raindear

Pros:

Has decent early game and options against grade stall. I say decent because you still need to ride to 3 to function properly. But you do have some avenues to get in some multi-attacking, or possibly even a restand pre-gb.

You can easily have 16 effective grade 3s. Since this deck’s gimmick is checking grade 3s you need to have a lot of em. So having 2 different units that count as grade 3s in addition to Raindear herself, adds quite a bit of consistency to the deck.

Cons:

Prone to bricking. I know the last point was just me saying the deck has added consistency. However, that doesn’t mean bricking can’t occur. Particularly during first stride when you’re using Song of Gracious not checking a grade 3 means your turn is completely vanilla. In addition you still need rear guards to take advantage of checking those grade 3s and this deck can have huge problems finding the specific pieces it needs.

Burns resources quickly. While there is a CC option in Rabel, the deck overall burns through its resources faster than it can recover them.

Many skills are redundant with the rest of Bermuda’s stride lineup. In the end, because most of Raindear’s support triggers during drive checks the deck ends up being very bland and redundant outside of Song of Gracious. While it’s a interesting gimmick its nothing different from how Bermuda as a whole operates and most other archetypes can do what Raindear does stronger and more consistently.

Riviere

Pros:

Riviere is generic? I guess you can always tech in the ride chain to other decks to take advantage of Legendary Idol? And I guess that makes Legendary herself kinda okay as something you can just shove into a deck?

Speaking of Legendary she gives more power than Arcadia Star so that’s cool?

Uhhh Trois is a restanding legion that’s something. If you get stride locked its something to do

Hitting the ride chain lets you draw cards so its early advantage I guess?

Cons:

I think the picture of Tofu speaks volumes. Riviere just doesn’t do anything on her own. The only interesting quality is that she’s so bland and unspectacular you can shove her into anything and it’ll probably work. She soaks up the flavor of whatever you toss her into. It makes her versatile I guess but really you can probably do better just playing up the strengths of whatever it was you were gonna shove her in.

That’s it for my list. I hope you guys liked reading it and got a little chuckle out of some of the jokey pictures I threw in. Thanks for reading!