Showing posts with label blue storm dragon maelstrom. Show all posts
Showing posts with label blue storm dragon maelstrom. Show all posts

Monday, January 5, 2015

Today's Card Analysis: Blue Storm Marine General and Soldier, Despina and Rascal Sweeper

The Japanese cards of the day are a pair of support cards for the Maelstrom subclan, Marine General Despina and Soldier Rascal Sweeper. Rather than being blanket support for the Blue Storm subclan as a whole these cards specifically require a Maelstrom vanguard, providing new life for the Aqua Force clan's original boss card. The commons come as part of G-BT02: Flying Flowers, and some have interpreted their debut as indicating a revival legion for Maelstrom. While the set's space for a revival has already been taken up by Dragonic Kaiser Crimson, a new Maelstrom card altogether may be anticipated.

For the time being, Maelstrom cardfighters have the support unit previously released in VGE-BT16 and the Japanese run of BT17, Mako Shark Soldier of the Blue Storm Fleet (previously known as Shortfin Mako Soldier of Blue Storm Armada.) Mako Shark's skill allows any of your own limit break 4 abilities to activate irregardless of damage, in some cases allowing for faster setup than a legion deck because of being live on the third turn of the game. The primary Maelstrom vanguards are thus Blue Storm Supreme Dragon Maelstrom and his Link Joker-tainted crossride Blue Storm Karma Dragon Maelstrom “Яeverse.” Glory Maelstrom, while an effective finishing move at endgame, is a limit break 5 that cannot benefit from Mako Shark. Do not mistake this lack of synergy for a lack of viability; when used properly with the cards introduced today, Glory Maelstrom can make it impossible for the opponent to guard from their hand.

Blue Storm Marine General, Despina
AUTO (Rearguard circle) When this unit boosts a vanguard with "Maelstrom" in its card name, if it is the fourth battle of that turn or greater, during that battle, your opponent cannot call grade 0 cards from their hand to the guardian circle, and during the end phase of that battle, return this unit to your deck, and shuffle that deck.

Despina is how this strategy comes together. In exchange for returning her to the deck at the end of the battle, Despina can make it impossible for the opponent to call grade 0s from their hand when defending a Maelstrom vanguard. In order to achieve this you have to reach fourth battle conditions, which coincides with the original Maelstrom and “Яeverse's” requirements for their own skills to activate. Another trade-off to the skill is that both Maelstrom units get +5000 power with their limit breaks, but with Despina's boost this only makes a 20000-power lane, and most vanguards of the current format have defensive bodies of 11000 power. Since the opponent is forced the guard with grade 1 and 2 cards, without a perfect defense card or quintet wall in hand this still requires three 5000-shield units to create a two-to-pass defense, but still falls short of Maelstrom's maximum potential. Maelstrom “Яeverse” answers the problem with his passive defensive bonus from having Supreme Maelstrom in the soul, making a 22000-power lane on par with most legion vanguards. Thus for the first time, Despina has made crossride “Яeverse” a viable contender against its breakride competitor. As stated before, this also makes a strong endgame with the 2012 crossride Blue Storm Supreme Dragon Glory Maelstrom. When Glory Maelstrom attacks a vanguard, his ultimate break counterblast 1 gives him +5000 power and prevents the opponent from guarding with grade 1 and greater cards, most notably among those perfect defense cards. Although this was generally underwhelming in the time of BT09: Clash of Knights and Dragons, when you form a crossridden offense that cannot be guarded with trigger units or perfect defense cards, it is possible to reach the point where the opponent has as high as a seven card hand and still cannot drop even one card to protect against the attack. A cautious opponent can be anticipated to use that seven card hand much earlier to avoid ever reaching this point. Since this means surrendering either Maelstrom or “Яeverse” Maelstrom's skills for the rest of the game in order to dedicate to Glory Maelstrom, and going to a level of damage that is just a brush away from death, it requires careful monitoring of the opponent's hand and drop zone. If you don't play this monitoring game while on the original and “Яeverse” Maelstroms, you won't be able to bring the opponent to the crucial 5 damage line to make that dedication viable. Glory Maelstrom has no innate second critical, and if the opponent turtles on early defense to stay at the 3 to 4 damage mark, it can cause your final turn push to fall apart. As for the drop zone, you don't want to crossride Glory only for a sixth damage heal to leave you unprepared to close the match out. The actual gameplay of Glory is not what needs to be focused on when strategizing for the deck, but getting the opponent into a situation in which they will be vulnerable to that ultimate break turn.

The second card of the day is Blue Storm Soldier Rascal Sweeper, whose skill is a variation on that of Banding Jewel Knight Miranda from BT14: Brilliant Strike. Like Miranda, Sweeper is an 11000-power attacker exclusive to Maelstrom, but the difference between them is that Miranda came with a secondary on-hit skill attached that could power up a rearguard by +3000 power; in place of this Rascal's secondary skill activates at the end of the battle that he attacked. If that battle was the first of the turn and you have a Maelstrom vanguard, Sweeper's skill allows you to exchange his position with that of a rearguard behind him. (Note that the skill cannot activate if there are no other rearguards in his column, so you cannot use this just to prevent any frontrow units from being exposed.) Rascal is effectively an improved Storm Rider Basil, with his +2000 power bonus allowing him to hit base 11000 vanguards, and because the power boost will trigger regardless of the number of battles you can also use him just as an attacker if position changing is unnecessary.

Blue Storm Marine Soldier, Rascal Sweeper
AUTO (Rearguard circle) When this unit attacks, if you have a vanguard with "Maelstrom" in its card name, this unit gets Power +2000 until end of that battle.
AUTO (Rearguard circle) At the end of the battle that this unit attacked a vanguard, if you have a vanguard with "Maelstrom" in its card name, and if it is the first battle of that turn, choose another of your rear-guards in the same column as this unit, and exchange positions with this unit. (The state of the card does not change)

The primary way to make use of this is in conjunction with either another copy of Rascal Sweeper, or Marine General Gregorios, who can act as a 12000-power attacker for any Blue Storm vanguard. Since all of the current Maelstrom units are also Blue Storm units with subclan overlap, Gregorios synergizes strongly with them. By leading with Sweeper, then using his first battle skill to move Gregorios up front and attack with him, then attack with a third rearguard column (Marine General Ianis would be a good choice; if his attack hits the vanguard during the third or greater battle of the turn, you can then draw a card) you can set up Maelstrom and “Яeverse's” fourth battle skills. Maelstrom automatically gains +5000 power, and if its attack hits the vanguard can counterblast 1 to draw a card and retire one of the opponent's rearguards. Maelstrom “Яeverse” instead has to pay the counterblast 1 up front, as well as rest and lock a standing rearguard (what would have been Ianis' booster in our example). In exchange, “Яeverse” gets both the +5000 power boost and an additional critical to give the opponent an incentive to guard, then if its attack does not hit “Яeverse” is able to use the same draw and retire effect. Along with Spyros and Wheel Assault, Sweeper makes it easier to set up these extensive combo skills. With Mako Shark quickening the window of activation for the Maelstroms, the Blue Storm Dragon becomes a devastating early game option while the Karma Dragon both provides a stable crossride defense to sit on and wears the opponent down in the mid to late game. Glory Maelstrom is most suited for after “Яeverse” and his rearguards have pushed the opponent to five damage, as when his ultimate break is used with Despina it guarantees that the opponent can only survive by intercepting (for one-to-pass without especial intercepts) or by checking a heal trigger.

Friday, June 7, 2013

News: FR2013 Kanazawa Decklists, Aqua Force and Majesty Lord Blaster Sweep Through Team Tournaments

The Fighter's Road 2013 Kanazawa decklists are out, revealing names of the newest emerging pro fighters of this year's national championship. Despite their restriction earlier this year, Eradicators have consistently maintained a steady grip on the Open division as the favorite pro deck of choice, with the Liberator subgroup as their constant rival. While they aren't shining as prominently, Angel Feather's Celestials made it into Kanazawa's best 8, pointing to a more even playing field than the top two results would suggest. The Open division may be business as usual for the Eradicator-Liberator deadlock, but the Junior class tournament is the center of attention for the crossride-centric Dragonic Overlord The End build that has reappeared here after a six month hiatus, this time taking advantage of Corduroy's cheaper cost and a pool of Seal Dragon triggers to make retiring easier on a build that wants to reserve its damage zone for The End's persona blast. The deck is being piloted by Niida Kazuki, a veteran of the 2012 Fighter's Road tournaments who previously used The End. Since that time it's clear that Niida's play style has cultivated in a different direction entirely, turning away form the Burning Horn Dragon that he once ran at four in favor of Corduroy, Berserk Dragon and Bellicosity Dragon's utility skills.

In an interesting twist of history, Eboshida Daito has reappeared in the best 8 for Kanazawa's Juniors division; while Eboshida has never been an especially prominent name among pros, at the game's beginning in late 2011 he was the runner up for the Nagoya Junior regional tournament using a Nova Grappler-Royal Paladin hybrid deck, and was also the runner up in the Kanazawa Junior regional for Fighter's Road 2012. Since 2012 he appears to have settled into Gold Paladin as his clan of choice, this time using a Liberator deck instead of Ezel support. Unfortunately, Eboshida did not place high enough to continue contending for this year's national title.

In VFHS news, teams sporting both Dragonic Descendant and Majesty Lord Blaster are gaining ground as a popular combination. With a modernized, break ride-focused Dragonic Overlord The End filling the third space, Hirayama Ken, Ishida Koudai and Watanabe Shouhei are together making for a dangerous combination of all-star builds, in spite of their neophyte status to the world of pros. The direction of the team is ambitious, but it remains to be see if their combination pays off or if the next wave of strategy pushes back the tide.

The Student-only division has taken a different course, with a tech-heavy Maelstrom deck emerging under the command of up-and-coming fighter Torimi Akitaka. Torimi is of interest due to Aqua Force's overall weaker presence in professional play, as the clan is generally agreed upon as strong but difficult to use compared to contemporaries with a less steep learning curve. As the format up until January was heavily defined by defensive play and base 13000 vanguards that Aqua Force units could generally not target with Diamantes or Basil, and the emphasis on aggressive play has only developed within February-on, Aqua Force fighters have been generally slower to come out of the woodwork.

Open Class Regional Tournament
Regional Champion: Shinohara Shigeki/篠原成貴
Grade 0
x1 Ambush Dragon Eradicator, Linchu (FVG)
x3 Eradicator, Dragon Mage DT
x1 Malevolent Djinn CT
x4 Demonic Dragon Eradicator, Seiobo HT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Eradicator of the Divine Spear, Pollux CT
Grade 1
x3 Rising Phoenix
x4 Eradicator, Wyvern Guard Guld
x4 Eradicator, Demolition Dragon
x3 Iron Blood Eradicator, Shuki
Grade 2
x4 Eradicator, Spark Rain Dragon
x3 Dragonic Deathscythe
x4 Fiendish Sword Eradicator, Chou-Ou
Grade 3
x2 Eradicator, Dragonic Descendant
x4 Eradicator, Gauntlet Buster Dragon
x2 Eradicator, Sweep Command Dragon

Runner-up: Nakanishi Yuusuke/中西雄亮
Grade 0
x1 Spring Breeze Messenger (FVG)
x4 Liberator of Hope, Epona CT
x4 Strike Liberator CT
x4 Weapons Liberator, Gwydion DT
x4 Elixir Liberator HT
Grade 1
x2 Liberator, Flare Mane Stallion
x4 Curved Blade Liberator, Josephus
x4 Little Liberator, Marron
x4 Halo Liberator, Mark
Grade 2
x3 Blaster Blade Liberator
x4 Liberator of Silence, Gallatin
x4 Liberator of Royalty, Phallon
Grade 3
x4 Liberator of the Round Table, Alfred
x4 Solitary Liberator, Gancelot

Doctor O's Pick: Yoshida Shouji/吉田祥二
Grade 0
x1 First Aid Celestial, Penuel (FVG)
x4 Healing Celestial, Ramiel HT
x4 Celestial, Landing Pegasus DT
x4 Punishment Celestial, Shemhazai CT
x2 Critical Hit Angel CT
x2 Rocket Dash Unicorn CT
Grade 1
x4 Marking Celestial, Arabaki
x4 Underlay Celestial, Hesediel
x1 Order Celestial, Yeqon
x4 Adamantine Celestial, Aniel
Grade 2
x4 Candle Celestial, Sariel
x4 Wildshot Celestial, Raquel
x4 Love Machine Gun, Nociel
Grade 3
x4 Prophecy Celestial, Ramiel
x4 Solidify Celestial, Zerachiel

Junior Class Regional Tournament 
Regional Champion: Niida Kazuki/新井田和輝
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x3 Gattling Claw Dragon DT
x1 Embodiment of Spear, Tahr CT
x3 Seal Dragon, Artpitch DT
x4 Seal Dragon, Biera CT
x4 Seal Dragon, Shading HT
x1 Blue-Ray Dracokid CT
Grade 1
x2 Embodiment of Armor, Bahr
x4 Seal Dragon, Kersey
x4 Seal Dragon, Rinocross
x3 Dragon Monk, Gojo
x1 Flame of Hope, Aermo
Grade 2
x4 Seal Dragon, Hunger Hell Dragon
x4 Seal Dragon, Corduroy
x2 Berserk Dragon
x2 Bellicosity Dragon
Grade 3
x4 Dragonic Overlord The End
x3 Dragonic Overlord

Runner-up: Takamoto Yutaka/高本豊将
Grade 0
x1 Dreaming Sage, Korron (FVG)
x2 Flame of Victory CT
x4 Silent Punisher CT
x3 Dantengal CT
x2 Loonbau ST
x3 Speeder Hound DT
x4 Elixir Sommelier HT
Grade 1
x2 Little Battler, Tron
x2 Blessing Owl
x2 Evil Slaying Swordsman, Haugan
x3 Advance of the Black Chains, Kahedin
x3 Knight of Elegant Skills, Gareth
x2 Disciple of Pain
Grade 2
x2 Master of Pain
x3 Sacred Guardian Beast, Nemean Lion
x1 Mage of Calamity, Tripp
x3 Knight of Passion, Bagdemagus
x3 Knight of Superior Skills, Beaumains
Grade 3
x1 Blazing Lion, Platina Ezel
x2 Incandescent Lion, Blond Ezel
x1 Solitary Liberator, Gancelot
x2 Battlefield Storm, Sagramore
x1 Holy Mage, Manawydan

Doctor O's Pick: Eboshida Daito/烏帽子田大翔
Grade 0
x1 Little Battler, Cron (FVG)
x4 Liberator of Hope, Epona CT
x4 Strike Liberator CT
x4 Weapons Liberator, Gwydion DT
x4 Elixir Liberator HT
Grade 1
x2 Silver Fang Witch
x4 Curved Blade Liberator, Josephus
x3 Little Liberator, Marron
x3 Halo Liberator, Mark
x1 Halo Shield, Mark
Grade 2
x4 Liberator of the Flute, Escrad
x1 Knight of Superior Skills, Beaumains
x4 Liberator of Silence, Gallatin
x3 Liberator of Royalty, Phallon
Grade 3
x4 Liberator of the Round Table, Alfred
x2 Solitary Liberator, Gancelot
x2 Steel Spear Liberator, Bleoberis

Vanguard Fight High School 2013 Summer, Open Class Kanazawa Regional Tournament Championship Team
Hirayama Ken/平山謙
Grade 0
x1 Ambush Dragon Eradicator, Linchu (FVG)
x3 Eradicator, Dragon Mage DT
x1 Malevolent Djinn CT
x4 Demonic Dragon Eradicator, Seiobo HT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Eradicator of the Divine Spear, Castor CT
Grade 1
x2 Rising Phoenix
x4 Eradicator, Wyvern Guard Guld
x4 Eradicator, Demolition Dragon
x4 Eradicator of the Ceremonial Bonfire, Castor
Grade 2
x4 Eradicator, Spark Rain Dragon
x3 Dragonic Deathscythe
x4 Fiendish Sword Eradicator, Chou-Ou
Grade 3
x2 Eradicator, Dragonic Descendant
x4 Eradicator, Gauntlet Buster Dragon
x2 Eradicator, Vowing Sword Dragon

Ishida Koudai/石田航大
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x2 Dragon Dancer, Monica DT
x4 Embodiment of Spear, Tahr CT
x1 Seal Dragon, Artpitch DT
x4 Seal Dragon, Biera CT
x4 Seal Dragon, Shading HT
x1 Red Gem Carbuncle DT
Grade 1
x4 Embodiment of Armor, Bahr
x1 Seal Dragon, Kersey
x4 Seal Dragon, Rinocross
x4 Dragon Monk, Gojo
x1 Flame of Hope, Aermo
Grade 2
x2 Seal Dragon, Hunger Hell Dragon
x4 Dragon Knight, Nehalem
x3 Berserk Dragon
x2 Cross Shot, Garp
Grade 3
x4 Dragonic Overlord The End
x4 Dauntless Drive Dragon

Watanabe Shouhei/渡辺翔平
Grade 0
x1 Wingal Brave (FVG)
x4 Enthusiastic Jewel Knight, Polly HT
x3 Margal DT
x1 Alabaster Owl CT
x4 Bringer of Good Luck, Epona CT
x4 Blazing Jewel Knight, Rachelle CT
Grade 1
x2 Toypugal
x2 Lake Maiden, Lien
x4 Little Sage, Marron
x4 Flashing Jewel Knight, Iseult
x3 Knight of Friendship, Kay
Grade 2
x3 Star Call Trumpeter
x3 Blaster Blade Spirit
x3 Blaster Blade
x4 Blaster Dark
Grade 3
x2 Swordsman of the Explosive Flames, Palamedes
x2 Majesty Lord Blaster
x1 King of Knights, Alfred

Vanguard Fight High School 2013 Summer, Student-only Class Kanazawa Regional Tournament Championship Team 
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
x4 Lozenge Magus HT
Grade 1
x1 Battle Sister, Omelet
x4 Battle Sister, Chocolat
x2 Battle Sister, Cream
x2 Battle Sister, Cocoa
x2 Emerald Witch, LaLa
x4 Oracle Guardian, Gemini
Grade 2
x3 Battle Sister, Tart
x3 Battle Sister, Mocha
x4 Silent Tom
Grade 3
x4 Battle Sister, Cookie
x4 Scarlet Witch, CoCo

Ueki Shun'ya/上木駿矢
Grade 0
x1 Spark Kid Dragoon (FVG)
x4 Demonic Dragon Nymph, Seiobo HT
x3 Mischievous Girl, Kyon-She DT
x4 Yellow Gem Carbuncle CT
x4 Malevolent Djinn CT
x1 Spark Edge Dracokid DT
Grade 1
x2 Eradicator of the Ceremonial Bonfire, Castor
x4 Wyvern Guard, Barri
x2 Photon Bomber Wyvern
x1 Eradicator of the True Flames, Kougaiji
x1 Rising Phoenix
x1 Dragon Monk, Ginkaku
x4 Red River Dragoon
Grade 2
x4 Thunder Storm Dragoon
x4 Dusty Plasma Dragon
x2 Demonic Dragon Berserker, Garuda
x1 Dragon Dancer, Veronica
Grade 3
x3 Dragonic Kaiser Vermillion "THE BLOOD"
x4 Dragonic Kaiser Vermillion

Torimi Akitaka/鳥見皓宇
Grade 0
x1 Officer Cadet, Erikk (FVG)
x2 Mass Production Sailor ST
x2 Enemy Seeking Seagull Soldier ST
x3 Dolphin Soldier of High Speeds, Raids ST
x3 Pyroxene Communications Sea Otter Soldier DT
x2 Supersonic Sailor CT
x4 Medical Officer of the Rainbow Elixir HT
Grade 1
x2 Tear Knight, Theo
x4 Emerald Shield, Paschalis
x2 Battle Siren, Dorothea
x2 Flash Signal Light Penguin Soldier
x3 Shortstop Brave Shooter
Grade 2
x4 Tear Knight, Lazarus
x2 Storm Rider, Basil
x3 Twin Strike Brave Shooter
x2 Veteran Strategic Commander
Grade 3
x4 Blue Storm Dragon, Maelstrom
x1 Blue Storm Supreme Dragon, Glory Maelstrom
x1 Last Card, Revonn
x3 Storm Rider, Diamantes

Thursday, May 9, 2013

Aqua Force Extra Study Material: Blue Storm Dragon, Maelstrom

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
Battle phase manipulation is a difficult mechanic to work with. One of the biggest problems that Aqua Force cardfighters face when using cards like Algos or Dorothea is that while their skills involve dramatic effects that can drastically turn a game in their user's favor, the restrictions surrounding them make the skills difficult to pull off consistently and often require a heavy devotion of resources toward one sequence of attack that is unlikely to succeed. Released just last week, VGE-BT08: Blue Storm Armada fleshes out the Aqua Force's manipulation of the battle phase and provides a boost in synergy that every bearer of the clan will want to take advantage of.

The unique first vanguard introduced by the set is Aqua Breath Dracokid, a base 5000 Forerunner that can move back to the soul to give an Aqua Force unit +1000 additional power and a skill; when that unit's attack hits the vanguard, if the number of battles in the turn is four or more, you can draw a card. In theory this skill would be best applied to the vanguard in the early game when another booster is available, in order to ensure that the opponent would have to drop at least 15000 shield to stop the attack when they are at lower damage and would normally not guard anyway, but the problem with this Dracokid is that the new skill's restrictions generally want the unit that he's used on to be the last to attack in the turn, after the opponent has already had the opportunity to damage check triggers and upset the entire setup. Dracokid moving to the soul means that you don't actually get extra cards this way, but instead trade Dracokid for the card that you draw with the +1000 being the only concrete bonus. His skill is useful for opening up the field, but it's a little cumbersome and doesn't have a tremendous amount of synergy with the existing card pool.

Unique first vanguards are not always the option that professional cardfighters go after, and Aqua Force is exemplary of this practice. The FVG that the pro scene as a whole actually prefers is Officer Cadet Erikk, a standardized grade 0 that can counterblast 1 to soulcharge himself and search the top 5 cards of the deck for a grade 3 Aqua Force to add to your hand. Veteran readers can see the criticism coming the moment that this card is mentioned, since under normal circumstances this is a skill that would only be useful later in the game when more cards have been removed from the deck, after most retire-based skills have hit the field and after you're already at grade 3. 4000 power also hurts the effectiveness of the battle phase, where Erikk has trouble bringing the unit he's supporting up to 16000+ power, and in a typical deck Erikk would only have an approximate 30% chance to go off with all of the remaining grade 3s in the deck. However, Aqua Force is one of those rare clans that actually prefers to run nine to ten grade 3s because of how endemic supporting grade 3s are to its strategy. Because of this, Erikk is the single most used FVG among pro cardfighters, opening up the field in the same way as Aqua Breath while having more guarantees in maintaining the existing difference in cards and having more synergy with that high grade 3 count. Whether this speaks to Erikk's synergy with this specific clan or to Aqua Breath's skill being poor is an open question.

The new base of triggers allows for two types of critical or two types of stand to be run, and some mixing of them is encouraged because of how units like Coral Assault play into the deck, but at this stage of its development Aqua Force has access to enough cards that change up how the battle phase works that stands are not necessary.

Opening the grade 1s, Torpedo Rush Dragon is the Aqua Force equivalent to Toypugal, a base 6000 power grade 1 that gains +3000 power when it boosts and specific conditions have been met. While Toypugal wanted two Royal Paladin grade 3s to be in play, Torpedo Rush activates when it is the fourth or more battle of the turn. Unlike Toypugal, Torpedo Rush is really only useful to have a maximum of one or two on the field at any given moment, and he's best devoted to the vanguard and second rearguard line. With Navalgazer he can go up for 22-25000 power, the same general area as Soul Saver Dragon with Toypugal, and while you would generally prefer that Dorothea take that spot, Torpedo Rush can work as an effective substitute if you don't draw her in time. He has natural synergy with Coral Assault and Xenophon, both units whose skills bring them up to 11000 power for an effective 20000-power rearguard line to pressure the likes of Alfred and CoCo, he can allow 9000-power units to reach numbers effective against crossrides and he reaches 20-25000 power with every core vanguard introduced in this module. However, Torpedo Rush's requirements are much more restrictive than Toypugal because in order to work with the vanguard line at all he requires a rearguard unit that can either stand itself or somehow create an extra battle so that the vanguard's attack will be the fourth of the turn. With the cards described so far, this is impossible.

Enter the Storm Rider cards. Storm Riders Basil and Diamantes are grade 2 and 3 variations on one single skill, where when they attack a vanguard and if it is the first battle of the turn they gain +2000 power and then at the close step of their battle, swap positions with an Aqua Force unit on the same column. The power increase compensates for their extremely low power, 8000 on Basil and 9000 on Diamantes, and the positions of the swapped units remains the same, so either Storm Rider will have to attack unboosted in order to have the rearguard that they swap with attack and create an additional attack on the turn. This is similar in utility to standing a unit in Nova Grappler, because it allows for an additional but lower-power attack, but it is much more crucial to the Aqua Force play style because it turns subsequent attacks into ones where skills activate. For example, you can attack with Diamantes first, then swap positions with the base 10000 grade 2 Tear Knight Lazarus behind him, have Lazarus attack, then attack with a Coral Assault on the opposite rearguard column boosted by Theo for a 19000-power attack to remove a 9000-power rearguard like Burning Horn Dragon, then use your vanguard line with Torpedo Rush to activate Torpedo's skill. None of these attacks have to be able to hit to count as an additional battle, so in terms of activating your unit's skills even crossrides pose no threat, but the Storm Riders remain the clan's greatest weakness in addition to being their most key support. Aqua Force's skills depend on them to activate, but using the Storm Riders weakens your battle phase until the opponent can effectively ignore two of your four attacks and devote their defense toward blocking the skills that you're trying to use. To use this generation of Aqua Force well, you must master the Storm Rider cards, and being forced to use them is a dealbreaker for many cardfighters. Because of this restrictive play style, if you can avoid placing Torpedo Rush behind the vanguard and go for Dorothea instead, Torpedo Rush is then best reserved for the final rearguard line to attack.

The grade 1 Storm Rider Eugen shares Basil's skill, but applied over a 6000-power base. While it can be a good fallback and experimental tech, Eugen doesn't really work in the same deck as Basil and Diamantes because all of their skills demand the first attack of the turn as their priority, so multiple Storm Riders on one field have poor synergy among one another. The space that Eugen would occupy is better devoted to Torpedo Rush Dragon or Dorothea.

The actual payout of the Storm Riders comes not from Torpedo Rush, but from other fourth-attack units that have innate synergy with him. You'll recall that Algos from the previous unit can draw a card when his attack hits the vanguard during the fourth or more battle of the turn, and as Aqua Force has difficulty maintaining a strong handsize without hitting Otter Soldier draw triggers, this is a very good skill for them to get off. Tear Knight, Valeria is another base 9000 fourth attack unit, his counterpart who gains advantage by reducing the opponent's cards rather than increasing your own. When Valeria's attack hits during the fourth or more battle of the turn, you can retire an opponent's rearguard, so together they exist as alternatives to one another to grab card advantage using different strategies based on the situation, or otherwise to force the opponent to defend at irregular points in the game.

Considering the Navalgazer setup from the previous module, this puts the opponent in an interesting situation. The first two of the attacks of the turn from Diamantes and Lazarus should be blocked with just 5000 shield, and under normal circumstances taking damage at that point would be a misplay because every attack to come will take more shield to defend. However, Navalgazer will be going for 26000 power with his limit break and Dorothea active, a second attack from Lazarus will be coming if his attack hits, and either Algos or Valeria will be further reducing card advantage regardless of whether their attack is actually defended or not. Not stopping Navalgazer means opening oneself to a potential critical trigger followed by Algos/Valeria going for 23000 power with Torpedo Rush preceded by Lazarus attacking once more. It's a very different situation to work with than when fighting other clans, and requires rethinking when exactly is the right time to defend.

The new Navalgazer support introduced in this set is Hydro Hurricane Dragon. While Hydro has no rearguard skills, two of his vanguard skills are shared with Navalgazer; he gets +3000 power when he attacks the vanguard, and when his limit break 4 counterblast 2 is activated in the main phase, he gets +3000 power for a 26000 total with Dorothea and a new, on-hit skill. This new skill operates such that when Hydro Hurricane's attack hits the vanguard, if it's the fourth or more battle of the turn, he can retire all of the opponent's rearguards. This is an interesting combination of Demon-Slaying Knight Lohengrin, Amber Dragon Eclipse and Navalgazer Dragon, and shows just how much more dramatic an effect limit break can have on the game versus standard skills. Like Navalgazer, it forces the opponent to defend the vanguard's attack regardless of the cost because the amount of cards lost in defense will almost always outweigh what would be lost by allowing it to hit, but Aqua Force is relatively low on counterblast and the opponent is unlikely to pull out two to three turns of consecutive perfect defense as late in the game as Hydro Hurricane's limit break comes in. 20000 shield in defense versus Hydro Hurricane is still only a one trigger pass defense, so the opponent will eventually start losing three or four cards every turn compared to the relatively cheap counterblast cost that Hydro Hurricane carries. This is all taking place in addition to the damage that you will be sneaking in with the Storm Riders, and with Valeria and Algos' skills further harassing the opponent, so you can dramatically decrease the amount of cards they have in play very quickly in a Hydro deck.

However, Hydro Hurricane is not the only dragon to be introduced by Blue Storm Armada. The real boss card for the clan is Blue Storm Dragon, Maelstrom. Maelstrom is a deck of his own completely separate from Navalgazer. His base 11000 defense alone is a welcome addition to Aqua Force, forming a 21000 line with Dorothea and 20000-power line with Torpedo Rush for an equally strong offense. Maelstrom's limit break is another fourth battle skill, automatically giving him +5000 power when he attacks a vanguard at no counterblast cost and another skill over that. When his attack hits, Maelstrom can counterblast 1 to retire an opponent's rearguard and draw a card. This is an immediate two card difference on top of dealing damage, with everything in play that makes Maiden of Libra's rearguard attacks powerful. Unlike Navalgazer or Hydro Huricane, Maelstorm needs no preemptive counterblast to threaten the opponent, and he can strike down crossrides automatically even with just Cyprus or Theo while also providing another means of getting card advantage outside of hoping for draw triggers. Maelstrom is simultaneously a powerful boss card while filling the same niche as Nemain and Leo-pald in the same breath. While the grade 2 makeup for Maelstrom is generally a combination of Basil, Lazarus, and Valeria or Algos, the grade 3 makeup is typically four Maelstrom and Diamantes with a third grade 3 that can substitute for Maelstrom in the vanguard circle, like Lazarus or Navalgazer. Maelstrom is heavily reliant on Diamantes as a supporting grade 3, and Basil may not be necessary as a consequence.

On the whole Aqua Force is known for its continuous, rapid offensive style that forces the opponent to stop every attack, stalling limit break units while also quickly picking up card advantage from key sniper maneuvers. While it lacks a strong early game buildup, its mid to endgame is overwhelming and the main issue is access to a consistent boosting line because of how weighted Aqua Force decks are toward their grade 3s. Just keep in mind during the deckbuilding process that it's grade 2 space, not grade 1 space, that you want to give up in order to run those additional grade 3s. Next time that we seriously delve back into Aqua Force, it will be to discuss their crossride Glory Maelstrom and the gradual shift in mechanics away from battle phase manipulation and toward changing which cards the opponent card guard with.

Three pros use this clan.