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.
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
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
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.
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.