Hi everyone this is my deck profile for the beautiful Coral.
Building chain ride decks are a challenge because of the limited space left to you for the non-chain ride units in the deck. Plus, with the printing of Shangri-La , you almost want to maximize the Coral units in the deck.
She had gone through many versions and revisions in my experience with her. But of all those revisions, there are 3 major builds that sprung from tinkering with the deck. Each with its own strategy and technique in capitalizing Coral's ability as a vanguard.
Without further adieu, here are the different builds for Coral;
This build specializes in building 21k columns on both of your rear-guard columns, while Coral can come in with at least 23k.
If you set the columns right, you can build 21 columns easy with your rear-guards. Here's how:
• Slaney + Yarmouk. Activate Yarmouk's ability twice to have a 12k booster to your 9k attacker by; using Coral skill to bounce another rear-guard and call Slaney to bounce another unit to trigger her skill again. Slaney also bounces a bad column if needs be, like a mis-riden Angelic Star, Coral.
• Ricca here will provide a buffer and additional souls to Coral if she needs more soul blast for Clear later. Eventually you can do 21k columns many turns late into the game. Attack first with Coral to make guard decisions even more trickier, especially with 12 Crits and 21k columns behind the attack.
One major difference in this build compared to Forever 21 is that the deck now has a pressure column via Shalwien. Her ability may cost alot but it is an on-hit effect on either the enemies vanguard or rear-guard. So they are given a choice of either; give a card or spend a guard?
The Salads are Felucca and Shalwien. Their roles;
• Felucca. Is your second choice of Grade 1 ride if there are no Fresh Star, Coral in hand. Who knows, you might get to soul charge her or even Aurora. She stacks up your soul in preparation for Kura or Clear.
• Shalwien. Pressures your opponent to guard. Gives you means to draw cards pre-Limit Break. Because of her demand for counterblasts, Kura is important here as she unflips damage but must be placed behind Coral to make an 18 or 21k column.
This deck demands more action and cards from the deck. If done too much you are risking yourself from decking out. Shalwien here only adds a bit of pressure, usually opponents even misses her ability and allows you to hit a rear-guard. It is all about the timing.
Vanguards with 13k bodies are pretty strong. They gradually take advantage by guarding cheaper compared to the opponent. Plus, Coral hits hard with her Limit Break 16k attacking power! However, if the opponent is smart, they can build 18k columns and that is bad news for you. This build focuses on defense and getting rid of those would be rear guards that can make such columns.
This deck is all about defense and reaction. Have your opponent set up their columns and react accordingly;
• Rio. Where the deck got it's name. She adds up cards into your hand for extra defense and extra souls for Coral to soul blast for Kura later. Only play her when you can Limit Break with Coral or if you are daring, attack with her on your second turn then be sure that Shiny Star, Coral attack hits for that free bounce. You need to be playing first to pull this off more often.
• Sedna. My first favorite Grade 1 (EB06 pls); She can make a Rio column significant, boosts your 13k vanguard for a free 21k column, your second Grade 1 ride of choice and create 19k column with Rosa and a rear-guard Shangri-La Star, Coral. Her main use is to support these units to take care of 12k attackers and other annoying Grade 2 units that could harm our Coral. Opponents needs to toss 15k shields this time to protect their precious little rear guards.
• Rosa, the front for Sedna and gives you option on where you can put Kura. Because with Kura behind, they can make a 16k column which is still good. Avoid this if you are facing another 13k vanguard though.
This is my favorite build for Coral so far. It can pump cards to the hand when needed, supports you by riding any threat in the rear guard and of course makes Coral the star of the show.
• Heartful Ale, Fundy [Draw Triggers]. Not because of the additional draw power but because of her put-to-soul and +3k ability. She can add to your soul for more soul blasting shenanigans. Your rear guards should be able to make at least 18k columns consistently, adding a 3k to it would make it a 21k column. Pretty good for final turn attacks.
Because she draws so much, all of the Coral decks run 12 Crits and 4 Heals. Drawing a 10k shields is better than drawing a draw trigger (with 5k shield) any day. Because of this, you will usually attack with Coral first then move your triggers if the opponent chooses to no pass or perfect guard.
I have tried Pearl Sisters with Coral, but setting up the rear guards was such a hassle. It is less tiring to simply drop a Shalwien and let her ability trigger whenever she hits. Don't get me wrong, I love Pearl Sisters but they work better in another deck.
Hope you all enjoy these builds and found some insights on how you can build your own Coral deck. This is BP signing off ;)