Bermuda Triangle is a clan of mermaid pop stars from the nation Magallanica. The clan doesn't often have to fight in the wars of planet Cray, so they've focused all their efforts on becoming incredible pop idols for the world to relax and listen to in moments of peace. Outside of the lore, Bermuda Triangle is a clan that has its own extra booster for support!
Bermuda Triangle is currently the most powerful deck in Standard. Utilizing the new "Melody" keyword, Bermuda Triangle shares the game changing effects with every unit that has the keyword! Because of this, the clan has very high attacking power, can use Grade 3 units as interceptors, and call Melody units from the deck.
Your intent with this deck is to pummel the opponent with your songs. This assault begins early with powerful Grade 2 cards and Grade 1 cards that make your deck ultra consistent for very low cost. The mermaid idols of Magallanica are back with a vengeance!
Strong offensive capabilities
Melody grants intercept
Low cost effects
Can rush from Grade 1
Low shield value due to high Grade 3 count
Bermuda Triangle is one of the most consistent decks in Standard format. The deck’s ability to gain resources and advantage is much stronger than most other decks. Right from Grade 1, the player can ride Ourora, draw 2 cards, discard one, call Cier to search for one of the Grade 3 units, then depending if you’re first or second, attack or pass turn.
The other enabling piece of the Bermuda Triangle early game is Choco Love Heart, Liselotte. Able to be called as a Grade 1, she can set up a scary field rather quickly by superior calling the top unit of your deck to either the rear guard or to the soul. Superior calling ignores the grade restrictions of regular calling, so you can call the powerful Melody units early with this skill!
By setting up at minimum one 18,000 power rear guard column, and having another rear guard column of at least 8000 power you can exert massive pressure even on Grade 1. Even if your opponent hits a defensive trigger when you attack them with your smallest unit first they still aren't safe from your Vanguard or your 18,000 power rear guard!
Setting your opponent to three damage before your first Grade 3 ride is the most ideal way to segue into the mid-game.
In the mid-game you'll be using Minne and Brune to draw extra cards and filter for your big Grade 3 units. This paired with Ourora and Stezza will help you find your ideal Grade 3 ride in Colorful Pastorale, Sonata.
Establishing a board with three 16,000 power columns (or higher) is ideal here, making your columns more than 5000 shield to guard. Once again I want to stress that your goal is to put your opponent to three damage before your Grade 3 ride.
Your first Grade 3 turn should be explosive, at this point you should have a minimum of three Grade 3 units in your hand. Sonata, Caro and a third Melody unit. Using Sonata's skill will give you a fourth unit and a fantastic field for just a counterblast and a soulblast!
If you're playing against clans that can retire, be wary of calling too many Caro at once. Keeping just one on the field at a time will prevent any tragic accidents happening.
If you haven't won on your first Grade 3 ride, you'll have a high chance of finishing the game on your second Grade 3 turn. Currently the Bermuda Triangle deck does not re-ride very often, you would rather have those units called as rear guards.
Continue being conscious of the number of Caro you have called if you are playing against a clan with retiring or binding effects. With how large your columns are, there isn't much to be afraid of at this point. Swing Vanguard and win the game!
If you find yourself struggling to clinch victory, Fina will provide a significant amount of shield value and survivability. Don't be afraid to call Fina over one of your other Melody units if push comes to shove, she can save your life!