'Coral' has a new Stride form with 'Arcadia Star, Coral'. Her skill is “[ACT](VC)[1/Turn]:[Choose a face down card with "Coral" in its card name from your G zone, and turn it face up] If you have a heart card with "Coral" in its card name, choose up to one of your rear-guards, return it to your hand, search your deck for a card, put it into your soul, choose the same number of your rear-guards as the number of cards with "Coral" in its card name in your soul, until end of turn, they get [Power]+2000, and this unit gets [Power]+10000.” Shuffle your deck. Anything that patches up a Ride Chain like this is great, and it's a good amount of Power for a first Stride when your opponent won't have a great amount of cards in hand. It also sets the G Zone up perfectly for 'Frontier Star Coral' being your next Stride.
'Chouchou Debut Stage, Tirua' is the new Strider for Bermuda which comes out in G Trial Deck 14. Her first skill is “[AUTO](VC):[Counter Blast (1)] When your G unit Stride, you may pay the cost. If you do, reveal the top card of your deck, put it into your hand, and if that card is a card with "Chouchou" in its card name, choose up to one of your rear-guards, and put it on the bottom of your deck. If you put a card on the bottom of your deck, draw a card.” So this keeping with the general theme of Bermuda, but switching up their main mechanic a litte. Instead of bouncing, Chouchou cards will be working with putting cards onto the field to the bottom of the deck, then drawing that many cards. Depending on how many times you can do this, you may be able to make a stack of Triggers which slowly go up the deck, just like in 'Tsukuyomi'. Her second skill is “[CONT](VC) Generation Break 1:During your ride phase, if the number of your rear-guards is one or less, you may Stride without paying the Stride cost.” I do like the alternatives to paying the normal Stride cost as fate can just decide it doesn't like you and give you nothing but Grade 0s in hand. I just hope they don't start to make it too easy to pay for future cards so people can't abuse it.
'Chouchou, Clenesu' is a great bit of support for 'Tirua'. Her first skill is “[AUTO]:When this unit is placed on (RC) from hand, look at seven cards from the top of your deck, search for up to one card with "Tirua" in its card name from among them, reveal it, put it into your hand, and shuffle your deck. If you put a card into your hand, choose one or more cards with the sum of their rades being 3 or greater from your hand, and discard them.” So this is the 'Abyssal Owl' clone for Bermudas. She can't search the whole deck, but you don't need a Grade 3 in hand to activate the ability. Her second skill is “[AUTO](RC):[Soul Blast (1) & Put this unit on the bottom of your deck] At the end of your turn, if you have a vanguard with "Tirua" in its card name, you may pay the cost. If you do, Counter Charge (1).” It's really good to be able to have a Counter Charger in a Trial Deck like this, and although she doesn't have a Stride fodder skill, 'Tirua' has an alternate way to Stride anyway so it's not overly needed.
'Chouchou, Ayana' is another Trial Deck card. She has “[AUTO](RC) Generation Break 1:[Counter Blast (1) & Put this unit on the bottom of your deck] When your other rear-guard with "Chouchou" in its card name is put into your deck, you may pay the cost. If you do, draw a card, choose up to one card with "Chouchou" in its card name from your hand, call it to (RC), and it gets [Power]+3000 until end of turn.” There don't really seem to be many cards that put cards to the bottom of the deck during the Battle Phase to make the most of this skill, but I'm expecting the Stride in this Trial Deck and the 'Tirua' Stride to be able to take advantage on this Unit's skill.
'Chouchou, Tino' is the Perfect Guard Clan Booster. She can only activate her nullify skill if you discard a 'Chouchou' card from your hand. Then her second skill is “[AUTO](Drop zone):[Counter Blast (1) & Choose one other "Chouchou, Tino" from your drop zone, and put it on the bottom of your deck] When your rear-guard is put into your deck during your turn, you may pay the cost. If you do, return this card to your hand.” This is an 'Esras' clone but they seemed to have balanced the skill a bit since the other versions of the clone. She is still very good though and very worthwhile running.
'Chouchou, Melvies' is a part of a group of three cards that work together. Her skill is “[AUTO](VC/RC):[Counter Blast (1) & Choose one of your other rear-guards with "Chouchou" in its card name, and put it on the bottom of your deck] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to one grade 1 and one grade 2 card with "Chouchou" in the card name from your hand, and call them to separate (RC). If you have "Chouchou, Selvies" and "Chouchou, Malvies" on (RC), draw a card.” On Vanguard Circle this card wouldn't be too great, mostly because of the 10k base, but on rear-guard Circle this card is actually very good. It may be wise to run 2 of this depending on what other Grade 3s we get.
'Chouchou, Selvies' is the Grade 2 of the group. Her skill is “[AUTO](RC):[Soul Blast (1)] When your other unit is placed on (RC) during your battle phase, you may pay the cost. If you do, choose up to two of your other units with "Chouchou" in its card name, and they get [Power]+2000 until end of turn. If you have "Chouchou, Melvies" and "Chouchou, Malvies" on (VC) or (RC), this unit gets [Power]+4000 until end of turn.” This unit needs the extra Power as she's only an 8k unit, and giving 2k to a 7k unit behind her will put the column at a nice 21k Power. Also the newly called unit, if a Grade 2, can make nice use of the second +2k Power.
And lastly for the the three, we have the Grade 1, 'Chouchou, Malvies'. She has “[AUTO]:[Choose a card from your hand, and discard it] When this card is placed on (RC) during your battle phase, you may pay the cost. If you do, draw a card, and this unit gets [Power]+4000 until end of turn. If you have "Chouchou, Melvies" and "Chouchou, Selvies" on (VC) or (RC), Counter Charge (1)/Soul Charge (1).” As you can see, all these threes' skills tend to combo off each other which is a nice thing to see. They're not the best units ever, but I'd like to see Bushiroad do more of this kind of stuff.
We have three new 'PRISM' units too. The first one out of the bunch is the Grade 1, 'Sweet-PRISM, Lupina'. Her skill is “[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is returned to your hand from (RC) during your battle phase, you may pay the cost. If you do, choose one of your rear-guards with "PRISM" in its card name, and return it to your hand. If you returned a unit, draw a card.” This a nice way to clear space on your field, but due to the cost it works best with the new 'PRISM' Forerunner.
And that Forerunner is, 'Sweet-PRISM, Thitis'. Her skill is “[AUTO](RC) Generation Break 1:When this unit boosts a grade 3 or greater unit with "PRISM" in its card name, choose one of your other rear-guards with "PRISM" in its card name, and you may return it to your hand.” This is a really good way to start off combos, and the best part is that her skill is free and she stays on the field. With these Generation Break cards I'm expecting 'PRISMs' to be much more Stride based than before which could be an interesting change to see.
The last of the 'PRISMs' is 'Sweet-PRISM, Nelun'. She's a Draw Trigger with “[AUTO] Generation Break 1:[Soul Blast (1)] When this unit is returned to your hand from (RC) during your battle phase, you may pay the cost. If you do, choose one of your rear-guards with "PRISM" in its card name, and until end of turn, it gets "[AUTO](RC):At the end of the battle that this unit attacked or boosted, you may return this unit to your hand.".” This works well with the Grade 1, 'Lupina', but it does mean you have to have a 4k Draw on the field which makes your columns fairly small. It's still a lot better than any vanilla Draw though.
A R stride for 'Duos' is, 'Duo Idol Emperor, Kuna'. She has “[AUTO](VC):When this unit's attack hits a vanguard, choose two cards from your hand, reveal them, your opponent chooses a card from among them, search your deck for up to one card with the same card name as the card chosen by your opponent, reveal it, put it into your hand, shuffle your deck, and if the card put into your hand has "Duo" in its card name, Counter Charge (1).” It's nice that the card you search for doesn't have to be a 'Duo', as it allows you to use this card in other decks, or tech some non-'Duos' in a 'Duo' deck.
'Duo Stream Showtime, Paytonya' is a Grade 2 with “[ACT](Hand):[Counter Blast (1)-card with "Duo" in its card name & Discard this card] Choose one of your grade 2 or greater rear-guards with "Duo" in its card name, return it to your hand, search your deck for up to one card with the same card name as that unit, reveal it, put it into your hand, choose a card from your hand, discard it, and shuffle your deck.” This is a -1 unfortunately so you only want to use it if there is something amazing that you want to clone. It is nice in the fact that it's a non-Generation Break effect, but chances are using this that early on is going to hurt you more than it helps you.
'Faithful Follower, Lauroca' is here to give 'Coral' a bit of support. Her skill is “[AUTO]:[Choose a card not named "Faithful Follower, Lauroca" from your hand, and put it into your soul] When this unit is returned to your hand from (RC), you may pay the cost. If you do, choose one of your units, and it gets [Power]+3000 until end of turn. If you chose a unit with "Coral" in its card name, Counter Charge (1), draw a card, choose a card from your hand, and put it into your soul.” Choosing a 'Coral' shouldn't be too hard as you should have plenty of 'Corals' in your deck thanks to the Ride Chain, and her skill itself can help you to fulfil the Ride Chain.
To help get the 'Coral' on the field in the middle of your Battle Phase, we have 'Tsundere Rival, Ruruka'. She has “[AUTO]:[Counter Blast (1)] When this unit is returned to your hand from RC, you may pay the cost. If you do, choose up to one card with "Coral" in its card name from your hand, call it to (RC), and it gets [Power]+4000 until end of turn. If you have a face up card with "Coral" in its card name in your G zone, Soul Charge (1).” So with these two units working together you can get a Counter Charge and a Soul Charge, setting your resources up nicely which works well with both the 'Coral' grade 3s, as 'Aurora Star' is Counter Blast heavy, and 'Shangri-La Star' uses both Counter Blasts and the Soul, and you don't really want to Soul Blast your Ride Chain Units.
The new Stride for 'Raindear' is 'Song of Gracious, Raindear'. Her skill is “[AUTO](VC):[Counter Blast (1) & Soul Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] When your drive check reveals a grade 3 card, if you have a heart card with "Raindear" in its card name, you may pay the cost. If you do, choose up to one of your rear-guards, return it to your hand, and this unit gets [Power]+3000/drive+1 until end of that battle.” Like 'Ishtar', this can be used to quickly get up to GB8 by flipping multiple times each turn, it's also a really nice way to increase your hand size as 'Rabel' and 'Robel' count as Grade 3s in the Trigger Zone, so it's not too much of a problem to Trigger one.
'Happiness for Ears, Merovil' is a Grade 2 to support 'Raindear'. She has “[AUTO](RC):When your drive check reveals a grade 3 card, if you have a vanguard with "Raindear" in its card name, you may return this unit to your hand. If you do, choose up to two of your units, and they get [Power]+3000 until end of turn.” This works really well with 'Lapla' as it clears the way for a new card to be put down.
Lastly we have a Promo card, 'Marine Athlete, Larajah'. “[AUTO](RC) Generation Break 1:When this unit attacks a vanguard, this unit gets [Power]+2000 until end of turn, at the end of that turn, return this unit to your hand.” This is a simple yet nice card. With no costs for the bounce and no name restrictions it can easily be splashed in different decks.