She's like Elvis Presley, only she didn't die. |
Frontier Star advances Coral to her 6th form, and is designed with the ride chain in mind. On attack, for a counter blast and turning any G unit face-up she can soul charge, and the for each Coral in the soul she can return a rear-guard to your hand and gain 5000 power for each card returned. For having 2 copies of herself face-up in the G zone, she then gives you a draw and calls up to two cards to the rear-guards. This is somewhat similar to School Etoile Olyvia, but with a little more flexibility to make up for the requirement for specific cards in the soul. Interestingly, Frontier Star doesn't require a Coral heart, potentially allowing the lower part of the ride chain to be mixed with another grade 3 for more deck building options.
The one random-seeming element of Frontier Star's skill is that soul charge. It actually harkens back to Aurora Star, but it didn't exactly fit there either. Shangri-La Star can use soul, but she puts it back as fast as she uses it, meaning there's no great pressure from there either. Coral did, however, get a couple of support cards which can take advantage being in the soul.
Active Pink, Larana is a typical grade 2 11000 attacker for a specific character. Like the rest of these, she has another skill, and hers activates from the soul. For a counter blast, she moves to your hand and then immediately to the rear-guard, and then she too soul charges, replacing herself in the soul. This use of the soul as a toolbox is similar to Pale Moon, though notably Larana passes through the hand first. Regardless, it can be a useful way to get hold of an attacker when you need one, and given the composition of the deck her soul charge is quite likely to net you a Coral, another Larana, or the new grade 1 support card Admire Successor, Lyrica.
Like Larana, Lyrica has a way to extract herself from the soul. In exchange for a grade 2 or greater card from the hand, Lyrica puts herself into the hand, calls herself, and then gives another unit a 2000 power boost. The power boost isn't too useful, as it doesn't change any meaningful numbers unless you use multiples or need to push a column to hit the standard 160000, but simply being able to swap a dead attacker for a booster is another boost to consistency - and pushing Aurora Star into the soul can set up your crossride without re-riding or not striding. You can even put in a Larana to then extract her with her own skill, converting Lyrica's cost to a counter blast. Lyrica's other skill also helps with consistency - when ridden or called, she searches the top 5 for a grade 2 or lower Coral to add to the hand, and if you do add one you put a card from the hand into the soul. Sadly only 8 targets makes her less than reliable, but she only has a cost if she hits, and with the deck's ability to continually re-call her she'll eventually get you something.
Sadly, the ride chain takes up a lot of space, and after her dedicated support there's not a whole lot of room for anything to take full advantage of all the bouncing the deck can do. Still, with the power Frontier Star can put out and the consistency given by the ride chain mechanics and Lyrica you shouldn't have too much trouble getting set up.
Next week, Bushiroad encourages the mermaids to steal from other clans as well.
Postscript: There are a few more cards outside the ride chain which have "Coral" in the name, but for various reasons they can't be used in the deck. Coral Assault is an old Aqua Force unit, whilst the more recent Coral Berry Squire is from Neo Nectar. Both are excluded due to Clan Fight rules, though if you're planning to run the deck in a format where mixing is permitted they would help increase your Coral count - though unless cards were treated as being all clans Coral Assault would have no effect if it (or another copy of itself) wasn't on the vanguard circle, and neither would interact with the ride chain.
Snow White of the Corals, Claire is a Bermuda Triangle, but has a different issue - her Japanese name isn't the same, and thus in that language she doesn't have the required name to be used. As of writing, I haven't seen anything suggesting she can't be used, but until there's confirmation one way or the other it's not advised to run her, especially in a tournament. Besides, she's a bad card, and there's much better things you could be doing with those slots.
The final card, Coral Princess, Thetis, is basically all of the above in aggregate. She's not the same type of Coral in her Japanese name, she's an Etranger (though dual clanned with Aqua Force, making her the only legal Etranger under Clan Fight), and she's an old generic card which wasn't even good back when they were being printed. Oh, yes, and she's never been printed in English, so unless you play Japanese you're even further out of luck.
The one random-seeming element of Frontier Star's skill is that soul charge. It actually harkens back to Aurora Star, but it didn't exactly fit there either. Shangri-La Star can use soul, but she puts it back as fast as she uses it, meaning there's no great pressure from there either. Coral did, however, get a couple of support cards which can take advantage being in the soul.
Active Pink, Larana is a typical grade 2 11000 attacker for a specific character. Like the rest of these, she has another skill, and hers activates from the soul. For a counter blast, she moves to your hand and then immediately to the rear-guard, and then she too soul charges, replacing herself in the soul. This use of the soul as a toolbox is similar to Pale Moon, though notably Larana passes through the hand first. Regardless, it can be a useful way to get hold of an attacker when you need one, and given the composition of the deck her soul charge is quite likely to net you a Coral, another Larana, or the new grade 1 support card Admire Successor, Lyrica.
Like Larana, Lyrica has a way to extract herself from the soul. In exchange for a grade 2 or greater card from the hand, Lyrica puts herself into the hand, calls herself, and then gives another unit a 2000 power boost. The power boost isn't too useful, as it doesn't change any meaningful numbers unless you use multiples or need to push a column to hit the standard 160000, but simply being able to swap a dead attacker for a booster is another boost to consistency - and pushing Aurora Star into the soul can set up your crossride without re-riding or not striding. You can even put in a Larana to then extract her with her own skill, converting Lyrica's cost to a counter blast. Lyrica's other skill also helps with consistency - when ridden or called, she searches the top 5 for a grade 2 or lower Coral to add to the hand, and if you do add one you put a card from the hand into the soul. Sadly only 8 targets makes her less than reliable, but she only has a cost if she hits, and with the deck's ability to continually re-call her she'll eventually get you something.
Sadly, the ride chain takes up a lot of space, and after her dedicated support there's not a whole lot of room for anything to take full advantage of all the bouncing the deck can do. Still, with the power Frontier Star can put out and the consistency given by the ride chain mechanics and Lyrica you shouldn't have too much trouble getting set up.
Next week, Bushiroad encourages the mermaids to steal from other clans as well.
Postscript: There are a few more cards outside the ride chain which have "Coral" in the name, but for various reasons they can't be used in the deck. Coral Assault is an old Aqua Force unit, whilst the more recent Coral Berry Squire is from Neo Nectar. Both are excluded due to Clan Fight rules, though if you're planning to run the deck in a format where mixing is permitted they would help increase your Coral count - though unless cards were treated as being all clans Coral Assault would have no effect if it (or another copy of itself) wasn't on the vanguard circle, and neither would interact with the ride chain.
Snow White of the Corals, Claire is a Bermuda Triangle, but has a different issue - her Japanese name isn't the same, and thus in that language she doesn't have the required name to be used. As of writing, I haven't seen anything suggesting she can't be used, but until there's confirmation one way or the other it's not advised to run her, especially in a tournament. Besides, she's a bad card, and there's much better things you could be doing with those slots.
The final card, Coral Princess, Thetis, is basically all of the above in aggregate. She's not the same type of Coral in her Japanese name, she's an Etranger (though dual clanned with Aqua Force, making her the only legal Etranger under Clan Fight), and she's an old generic card which wasn't even good back when they were being printed. Oh, yes, and she's never been printed in English, so unless you play Japanese you're even further out of luck.
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