Aqua Force is the naval force of Cray, whose duty is patrolling and monitoring the seas to maintain the order across it. They are mostly recognizable by their aquaroid troops and tear dragons, and sometimes by their battle siren mermaid, who can even put Bermuda Triangle’s lolis to shame.

As some kind of nemesis counterparts to Kagero, (water and fire), they are also resembling them by utilizing their water-electro style technology, and the enormous measures of their Dragons. The most notable player of the clan in the series is Leon Soryu.

 

Aqua Force takes on a whole new approach with the support they've received from V-EB12's Team Dragon's Vanity. The clan continues to focus on their multi-attacking and getting rewarded for reaching a specific number of battles and other conditions such as rested units. New soldiers such as Blue Wave Marine General, Galleass and Battle Siren, Nerissa combo exceptionally well with this new take of the clan.

The heart of this new deck lies within their newest boss: Last Card, Revonn, who is armed with a powerful ability to reduce your opponent's Vanguard by 5000 until the end of turn, making it that much easier for the clan to maintain their tempo without a defensive trigger shutting down their turn.  Additionally, Revonn gains bonuses when he attacks such as 15000 power, drive +1, and even a critical, forcing your opponent to have a sentinel at all times while also trying to guard the other waves.

Their standing in the meta is alongside their Accel peers given how fast Revonn can start enforcing its pressure. While there are some flaws that hold it back from being the best deck, it can certainly contend with anything simply by being the fastest deck in the format, even giving some of the best decks a good run for their money with its overwhelming power. Aqua Force proves itself as a clan that you definitely shouldn't underestimate with its offense, hand building, and adaptability. This would only be reinforced after the February 25th Restriction List that positions Revonn in a favorable position above most decks, clearing out any of its more difficult matchups. 

 

Pros

  • Uses little to no counterblast

  • Great field to hand conversion

  • Very fast paced with turn 3 power spike

  • Offense isn't halted by defensive triggers

Cons

  • Demands field commitment of 5+ cards

  • Risks G-Assisting with low G3 count

  • Little to no elevation from mid to late game

  • Reliant on established momentum from grade 2 turn

 

Last Card, Revonn

Grade 3

4 Copies

Main Grade 3

Coral Assault

Grade 2

3 Copies

Powerful rearguard with draw

Blue Wave Soldier Senior, Beragios

Grade 1

3 Copies

Grade 3 searcher

Battleship Intelligence

Grade 0

4 Copies

Emerald Shield, Paschal

Grade 0 

4 Copies

Marine General of Restless Tides, Algos

Grade 2

4 Copies

Attack extender

Blue Wave Marine General, Galleass

Grade 2

3 Copies

Low-cost restander

Wheel Assault

Grade 1 

4 Copies

Good ride, attack extender

Blue Storm Marine General, Despina

Grade 0 

4 Copies

Blue Wave Recruit, Kosty

Grade 0 

1 Copy

Tidal Assault

Grade 2

4 Copies

Multiattacker

Storm Rider, Nikoloz

Grade 2

4 Copies

Algos searcher

Battle Siren, Nerissa

Grade 1

4 Copies

Revonn rest target, draw enabler

Medical Officer of the Rainbow Elixir

Grade 0 

4 Copies

 

Last Card, Revonn

Grade 3

4 Copies

Main Grade 3

Coral Assault

Grade 2

3 Copies

Powerful rearguard with draw

Storm Rider, Nikoloz

Grade 1 

4 Copies

Algos searcher

Battleship Intelligence

Grade 0

4 Copies

Emerald Shield, Paschal

Grade 0 

4 Copies

Marine General of Restless Tides, Algos

Grade 2

4 Copies

Attack extender

Blue Wave Marine General, Galleass

Grade 2

4 Copies

Low-cost restander

Wheel Assault

Grade 1

3 Copies

Good ride, attack extender

Blue Storm Marine General, Despina

Grade 0

2 Copies

Medical Officer of the Rainbow Elixir

Grade 0 

4 Copies

Tidal Assault

Grade 2

3 Copies

Multiattacker

Battle Siren, Nerissa

Grade 1 

4 Copies

Revonn rest target, draw enabler

Blue Wave Soldier Senior, Beragios

Grade 1

4 Copies

Grade 3 searcher

Proxene Communications Sea Otter Soldier

Grade 0 

2 Copies

Blue Wave Recruit, Kosty

Grade 0 

1 Copy

 

Your grade 1s are filled with good ride targets between Nikoloz to check top seven for Algos, Wheel Assault to draw a card and call an extra card when you ride your grade 2, or Beragios to check five for a Grade 3. Grade 2 ride is really dependent on your hand because most of your Grade twos are going to be key players for your Grade 3 turn and losing them can really cripple how effective it is. Nevertheless, you do want to be able to be the aggressor whenever possible. 

 

However, if you are in an aggressive match up, you should consider making use of cards such as Coral Assault and Battle Siren, Nerissa, who can get you draws at the end of the turn for conservative play. Wheel Assault allows you to play passive aggressive as you can swap a key attacker like Tidal or Algos with a rear-guard that will go into the soul for a draw, or a rear-guard that they wouldn’t think about attacking i.e. a trigger. While rear-guard hating will always be a bane towards Aqua Force, you’re not hindered resourcefully-wise since you expend little to no resources for your power plays.

 

Your first Grade 3 ride will need to capitalize on the current situation. If you're going first, you have a bit more flexibility as opposed to going second, such as which Accel you were to pick. If you're going first, Accel 1 is heavily favored unless you're missing pieces or if you're up against a specific match up that threatens your board. By going Accel 1, you're able to push harder even if your opponent should get a defensive trigger. You can afford to lose out on Accel 2's draw power since Nerissa and Coral Assault draw cards by putting themselves into soul at the end of the turn. 

 

However, if you went second, while Accel 1 is still favored, the opponent being on Grade 3 means that there’s a good chance that they won’t get pushed as hard, thus going Accel 2 will give you an additional card to prepare yourself for their following turn. Needless to say, other factors play a part in regards to which you prefer to go to such as their hand size, their Vanguard’s base, match ups, how many pieces you have, so do keep that in mind.

 

Once you picked your gift, arrange your formation, apply Revonn's power reduction ability, and begin your assault. Proper sequencing will allow you to maximize the pressure of your turn as your opponent should be forced to drop 15k minimum to guard, in addition to meeting the five rested rear-guards requirement for Revonn. It is important to have an extra rear-guard standing when the Vanguard is attacking to pass triggers along since your Vanguard is usually the last to attack.

mid game

 

Your game plan doesn’t change much from mid-game beyond maybe riding another Revonn since you don’t have any other options. Your objective is to ensure that you’re able to have five rear-guards minimum and do Revonn’s skill and push again. Should you run out of counterblast for Algos/Galleas, you do have Tidal Assault and Wheel Assault to increase the number of attacks you’re able to execute during the turn.

 

Late game is also an area where Revonn is weak in, due to that he doesn’t elevate the game in an impactful way, if at all, making grindy matchups last longer than they need to. However, constantly lowering your opponent’s vanguard is enough to crush the opponent with the Last Card, Revonn.

 

late game

Bermuda Triangle

Matchup Difficulty: Moderate

Bermuda Triangle having base numbers that are higher than Aqua Force’s means that they’re able to stave off their aggression even if Revonn should get the first ride. However, Riviere being an aggressive powerhouse herself means she’s able to apply just as much pressure to you, if not, more due to her superior riding thus gaining either more power or re-standing Super Idol, Riviere for multi-attacking while also building Force Markers on her field. The most important thing about this matchup is to guard early attacks so you can take the bigger swings. It is preferred to go Accel 2 to maintain hand at all times to be ready to defend while also trying to grab units to attack with, regardless of who went first. Don’t be afraid to attack annoying rear-guards such as Super Idol, Riviere or Scramble Red, Eilend to lower how powerful their turns are.

Dimension Police

Matchup Difficulty: Moderate

Dimension Police is similar to Bermuda Triangle but much more tame. Their first Grade 3 ride into Dailiner will need to be guarded with a sentinel due to Dailiner gaining 20k power and a critical to boot. Every turn after that is just at minimum two huge Vanguard swings and even bigger rear-guards. Avoid taking too much damage early on, you can be a bit more loose on your aggression since you won’t have to guard too much until their turn 4. If you do go first, then the game should be smooth sailing without you having to worry about Great Daiyusha appearing more than once.

Gear Chronicle

Matchup Difficulty: Easy

Gear Chronicle aims to bind as many grades as possible to resolve skills on the Grade 4s, the most prominent of them being Mystery Flare Dragon. Aqua Force can start applying pressure as early as possible and begin to overwhelm them by the time of Revonn’s appearance. The deck runs rather unorthodox grade ratios, so their hands tend to be more of a brick than what they appear to be.

Genesis

Matchup Difficulty: Easy

Genesis has two decks that follow the same principle, guard early. The Himiko variant aims to pressure you with columns that can hit for 3 criticals, which is a method to starve decks from counter blast. This doesn’t faze Aqua Force because the deck can play without needing counter blast with units like Tidal, Wheel, and even Revonn himself. The other option is for them to build their hand by triggering the draw effect, however, breaking the hand down shouldn’t be difficult given the nature of the clan. In regards to the Astral Plane variant, you do have to worry a bit more as both the Vanguard and the Grade 5 Valkerion can attack for high numbers due to the accumulated Force Markers, with the latter having up to five drives. Aside from that, be ready with a Perfect Guard and be on the offensive at all times.

Kagero

Matchup Difficulty: Moderate

Kagero has always been a threat to Aqua Force match up wise, due to their ability to remove important pieces from their board, especially for the Overlord variants where the spot removal works in tandem with their re-standing Vanguard to leave you with as little as possible. You should establish the flow of the game before their second Grade 3 ride, since most of their first Grade 3 rides aren’t that threatening. Accel 2 should be prioritized just to have more cards in hand to call for attacks or to guard. Keep in mind that Kagero won’t hesitate to attack your rear-guards to force you to commit more than what you originally intended since you have to maintain 5 rear-guards at minimum for Revonn’s skill, which will make their turns all the more threatening. Be mindful of your calling and make every rear-guard count. However, once you gain control of the game, they’ll be backed into a corner or you’ll be ready for whatever they throw at you.

Link Joker

Matchup Difficulty: Easy

Link Joker is one of the slowest Force clans right now. While they do have removal similar to Kagero, they are also piece reliant, making them somewhat fragile. You can hit them hard as early as possible to get some damage on them, so by the time you ride Revonn, they’ll already be in a losing state regardless of who went first. Brandt can reverse your trigger effects (such as criticals and heals) but your rear-guards will still inherit the power from the trigger which is a lot more beneficial than the effect itself. Deletors are the most aggressive deck in all of Link Joker seeing as they can delete your Vanguard’s power and effects while you’re playing 4 Grade 3s, it can trip you up, but you shouldn’t let that deter you when you have Beragios to search for a Grade 3 and a plethora of cards that draw.

Neo Nectar

Matchup Difficulty: Easy

When facing off against Neo Nectar, you want to take an aggressive stance as early as possible, specifically at their Vanguard. Their rear-guards will always be filled with a Token, if not, a unit meaning rear-guard hating is moot. Neo Nectar will try to lean towards a more conservative style of playing due to how little they commit from their hand, but don’t mistake this as hand building. If they’re rushed hard, they could potentially drop important cards that would elevate their board. Additionally, Neo Nectar does typically go for Force 2 in tandem with their huge powers, so guarding is crucial here.

Royal Paladin

Matchup Difficulty: Moderate

Against Royal Paladins, Aqua Force tends to be outpaced most of the time due to Royals being able to superior call with cards such as Kay & Bedivere, the backbone of their aggression, alongside Blaster Blade attacking you for 2 critical as the Vanguard. Stave off as much as you can and keep advancing with your offense. Gancelot will enable drive checks through their rear-guard Blade Blades to build up hand and check more triggers to increase their offensive power. Depending on how dire the situation is for you, they’ll either go Force 1 or Force 2, but you should go Accel 2 to not fall behind the white knights. It is advisable to take out Blaster Blade as much as possible since he’s the most important card of the deck.

Shadow Paladin

Matchup Difficulty: Moderate

Similar to the white knights, Shadow Paladins will seek to set themselves up in the early game for a powerful mid-game. They have Nemain and Swordbreaker to give them units on the board and cards in hand. However, the similarities end here as they diverge into two paths. In one path, Claret Sword Dragon will pressure you in the early game to condition you for a very threatening Grade 3 turn. Guarding early is essential here or having a sentinel ready as they’ll typically go for Force 2 so that the deck doesn’t have to rely on drive checking a critical as much to make their re-stand turns lethal. If you survive that, you’re in the clear to continue your assault as they run the risk of being vanilla until they have 7 Grade 1s in the drop zone again. 

 

As for Mordred Phantom, you do have some leeway to set yourself up, in the event they cannot find the necessary pieces to have a turn such as Blaster Dark. Use this time to get some damage in them as their Grade 3 turn won’t be as lethal whether it’s due to restrictions on Mordred, Dangerlunge ride, so on and so forth. Much like Royals, Blaster Dark is the key to Mordred’s engine, so taking him out is recommended, if not, to deny damage to prevent them from mounting four to five bulky attacks on you.

Spike Brothers

Matchup Difficulty: Moderate

Spike Brothers is similar to a mirror against Aqua Force, both need their pieces, both aim to maximize their Grade 3 turns. Should Spikes go first, however, Spikes do have the advantage as their turn 3 will consist of them going Force 2 and passing each column the Force 2 Marker through Deadheat Bullspike’s skill. In addition to their massive power, this can be quite lethal for you as you’ll either need to guard two attacks, if not, all of the attacks which can also mean giving up your pieces. However, if you were to go first, while you won’t have a critical every on each attack, removing 5k from your opponent’s vanguard will force them to guard with some of their pieces leaving them either exposed to free hits or being subjected to rear-guard hate, which would also be devastating to their following turn. If you had to go second, it is best recommended to do your best to pick off their important rear-guards and play your cards closely to the situation. Needless to say, the first to drop everything is the one who will be in a disadvantageous state for the rest of the game.

Aqua Force

Matchup Difficulty: Hard

It goes without saying that the mirror is difficult because of how perfectly things need to be to always stay ahead of your opponent. Either side can end the game on their Grade 3 ride turn should they go first, because of how overwhelming it is to guard waves of attacks while also hoping to establish yourself for the next turn. For the player going second, while it is safer to go Accel 2, depending on their hand size and whether they overextended or not, Accel 1 can be the key to retaliating. You can also try to utilize Coral Assault and/or Nerissa on your grade 2 turns to get more cards to prepare yourself for what’s to come.

Gold Paladin

Matchup Difficulty: Moderate

Golds will conjure a field without hesitation, so their aggression in the early game is always there. Their mid-game consists of them chain calling a number of units to try and get more targets from Aggravain as he devours the old field and calls forth a new one. In their arsenal, they have access to big beaters and cards that can superior call even more cards, alongside cards that can go into soul to fuel for Aggravain’s Soul Blast 12. The key to this match up is that to go for their Vanguard. Their hand is the most important thing due to how they have to call a certain number of cards not only to fill their board but to add an extra card that Aggravain can check from the top of their deck. They’ll be forced to go on the defensive and drop their hand or take damage and conserve their hand for the following turn, which shouldn’t be hard with Revonn and your plethora of multi-attackers.

Great Nature

Matchup Difficulty: Easy

Unlike most Accel decks, Great Nature is able to build hand advantage and superior call, both of which without Accel 2. However, their Grade 3 turn going first is lacking. Isabelle needs her opponent to be on Grade 3 to activate both effects of rear-guards with the lottery effect, while Leopald has to gamble between calling two cards from top four or getting 15k and a critical, which for the latter, isn’t that impressive. Use this chance to get some damage in, the harder you push, the greater your follow up turn will be, otherwise, you’ll be in for quite a long game, making Isabelle all the more trickier to fight against with her enabling both effects of the lottery skill that can make it all the more difficult to guard their attacks.

Murakumo

Matchup Difficulty: Moderate

Murakumo is a match up Aqua Force doesn’t want to stay too long against. With Hyuga being able to superior call any card of his choosing from the deck, alongside units that strengthen their board for having the same names, they can put on the pressure. If Hyuga is allowed to get a Grade 3 in soul, you’ll be looking at an uphill battle as he can send your entire board to the deck, meaning you’d have to guard huge columns and replace a board - all of which are very taxing on the hand. Going aggressive early would be the best course of action, for should it come down to this, you won’t have to work as hard to apply what could be the final damage. Losing Shirayuki does make the deck more susceptible to being outpaced by Aqua Force’s aggression.

Narukami

Matchup Difficulty: Moderate

Narukami drifts away from the control oriented style that is accompanied by Gauntlet Buster to embrace a more aggressive style with Vanquisher. While they still have some inkling of spot removal, it’s not anything to be afraid of. The real problem comes from how big their attacks are since they can chain attacks during the battle phase by binding specific units from their hand or by binding your units during attacks, they can call forth Rising Phoenix, all while Vanquisher is giving the entire front row 10k. For Vanquisher to be this aggressive, he needs his pieces. Therefore, his early game can be quite slow for an Accel clan. As Aqua Force, you should try and take advantage of that, and get as much damage in, and if you have either Coral or Nerissa, make use of them since Narukami’s binding during battle phase only applies to the frontrow, without a target, they can’t call their Phoenixes. If you can live their turn, their hand is usually low, which makes it a bit easier to go in and get the job done.

Nova Grappler

Matchup Difficulty: Moderate

For Nova Grappler, they can rack up a high number of attacks like Aqua Force very early. In regards to Beast Deities, it’s pretty much a mirror. Both sides have the means to push on their Grade 3 ride going first, however, Aqua Force with Revonn minusing power allows them to keep going even in the face of a damage trigger. Establish the flow of the game in your favor early, and everything else should surely follow in your favor. Again, don’t be afraid to take out annoying rear-guards especially if you don’t think you’ll be able to close it out on that turn. As for God Hand, it’s more or less the same except their turns are a bit more explosive in which case, you really need to guard as much as you can early in order for you to safely take the later swings that have been bolstered by a Front Trigger.

Pale Moon

Matchup Difficulty: Easy

While they’ve earned a reputation as being one of the best decks in the game, the Pale Moon matchup was very back and forth for Revonn, especially if the circus got to perform first. They’re able to hit just as hard as you are, and when they’re finished with their performance, Dorianne enabled them to draw cards by calling in their rear-guards to soul. The problem is more that Pale Moon has the means to live through your turns especially due to them filtering their deck out with Polly, Lilian, and Irina leaving nothing but triggers to either check or draw into at the end of each turn, all while giving Pale Moon another turn to ride into another Luquier and start the show again. Unfortunately for Pale Moon, having Dorianne restricted to one cripples their ability to stave off Revonn or any aggressive deck, making them somewhat glass cannon that has to rely solely on their offensive.

Tachikaze

Matchup Difficulty: Easy

Tachikaze proved to be a very difficult matchup for Revonn due to how aggressive Tachikaze. The deciding factor of the match up was could Aqua Force live an Angerblader turn and still make a play, which, when you consider how big the rear-guards of Tachikaze were, their ability to re-stand those big rear-guards, as well as the ability to clear a board, was a very tall order for Aqua Force, even if they went first. However, due to Anger-blader’s restriction to one, Aqua Force doesn’t have to worry about Tachikaze as much as before, if at all, since their strategy would revolve around Gigarex who is slower but more consistent and aims for a conservative style of play.

Angel Feather

Matchup Difficulty: Easy

While Angel Feather does want to be aggressive, they’re not really impactful enough to close out the game before Revonn is allowed to do his thing. They’re very slow for the moment as they still want to stall the game out until they’re ready to use Feather Palace, and are dependent on their re-rides. Aqua Force can take the flow of the game without much difficulty and push when Revonn makes his appearance. Try to have a perfect guard ready for Ergodiel when she rides as she will gain a critical and power for each face up card in your damage.

Dark Irregulars

Matchup Difficulty: Easy

Dark Irregulars exist as the more offensive and most lethal Protect clan with a number of tricky ways to end the game. However, they still have to build up the soul to unleash these win conditions. Brufas being a constant spot removal as well as a big column with a critical means you want to have a perfect guard whenever possible. The objective here is to finish them off as quickly as possible before they’re allowed to set up the kill turn whether it’s Variants Hardleg in tandem with No Life King and/or Master of Fifth Element. Building up your hand isn’t a bad option either to prepare yourself for said kill turn, should it come down to it.

Granblue

Matchup Difficulty: Easy

Keep yourself away from five damage as much as possible from Granblue. Their goal is to end the game with Violence Flanger. Otherwise, the bulk of their turns come from being smacked around by Skull Dragons or drawing cards from Ripple Banshee and Ghost Ship to stave off Revonn’s assaults. If the latter, you’ll be in for the grind game, in which it’ll come to deck out at that point. Granblue does typically play 12 Criticals, so guarding early will help you greatly. Otherwise, pressure them hard especially with Accel 1 to get around them building hand, getting Protect gifts, and getting Sentinels from the drop zone.

Megacolony

Matchup Difficulty: Easy

Megacolony can draw a myriad of cards while also forcing the opponent to discard and milling cards from the top of their deck for extra drives or guard restrictions. While it can be annoying, especially in the later stages, they don’t do much else. This makes it easy for Aqua Force to take control of the game and break down their hand before it becomes unearable, and ultimately, overwhelming them with Last Card, Revonn.

Nubatama

Matchup Difficulty: Easy

Nubatama is able to generate tokens to be used as shields in tandem with Protect 2, opposite from Neo Nectar who calls tokens for aggression. Even with the added defense, Aqua Force has no trouble in this matchup as Nubatama is also piece reliant to fuel for their resources, to generate tokens, to make boosters out of said Tokens, and so much more. Hitting them fast will cause them to crumble, clearing the way for Revonn to finish the job. Nubatama’s only response is to use Hanzo to return cards from the field to the hand, hopefully forcing you to discard your pieces but with the amount of draw power Aqua Force has access to, you shouldn’t be affected by this. Nubatama riding Jamyocongo can be difficult to deal with especially if they force your hand to four, but Jamyocongo himself isn’t threatening.

Oracle Think Tank

Matchup Difficulty: Easy

Being able to stack the bottom of their deck as well as checking the top card of the deck, and even stacking it with a critical trigger, allows Oracle Think Tank to effectively plan out how they want their turns to go and to set up for an even stronger late game push. However, because they shine better in the late stages of the game, they can be left vulnerable in the early stages meaning you should start setting yourself up, the earlier the better. Oracles are capable of building their hand, so you can’t afford to let the game drag on. Whether you’re drawing cards from Nerissa and Coral, or laying out an offensive push turn, how you go about it will determine how the rest of the game will flow.

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