'Wonderful Voice, Lauris' is the new Grade 3 version of 'Lauris'. Naturally she has Harmony, and her first skill is “[CONT](VC/RC) Generation Break 2:If this unit is in harmony, this unit gets [Power]+5000 until end of turn. Then, if this unit is on (VC), this unit gets [Critical]+1.” So she makes for a nice 16k rear-guard which are always welcome, especially if you use Stand Triggers, which isn't a bad idea when 'Kruk' exists. Then her second skill is “[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When your G unit Stride, you may pay the cost. If you do, draw a card, choose up to two of your rear-guards, and return them to your hand.” So now you no longer have to bounce one before you draw, and you make more space on the field. There are a fair few Soul Charging Bermuda units so this shouldn't be a hard cost to pay throughout the game.
'Eager Envy, Marronnier' is a Grade 2 support for 'Lauris' with Harmony and “[AUTO](RC):When this unit enters harmony, if you have a vanguard with "Lauris" in its card name, this unit gets [Power]+3000 until end of turn.” And her second skill is “[CONT](RC) Generation Break 2:This unit gets [Power]+3000 for every two of your units in harmony.” She can get up to 21k all by herself if your whole field is in Harmony and you have a 'Lauris' Vanguard, so she's a great hard hitter, and the fact that her skills are costless make her that much better.
'Chouchou, Lilienel' is the Stride that appears in the Trial Deck. Her skill is “[AUTO](VC):When this unit's attack hits a vanguard, choose up to one of your rear-guards, and return it to your hand or put it on the bottom of your deck. If you put a unit into your deck, draw two cards.” This is a nice way to give your hand a boost early on in the game, and if you want to be more offensive, then there are a few cards that call out units after something has gone to the bottom of the deck now in 'Chouchou'.
To clean a whole column you can use 'Chouchou, Listella' with her skill of “[AUTO](RC) Generation Break 1:[Soul 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, draw a card, and this unit gets [Power]+2000 until end of that battle.” The Power boost isn't too great but it's also not the important part of the skill. It will also be nice to use Stand Triggers with this card as it's not once per turn.
'Chouchou, Malle' is a Grade 1 from the Trial Deck with “[AUTO](RC) Generation Break 1:[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] At the end of the battle that this unit boosted a vanguard with "Chouchou" in its card name, you may pay the cost. If you do, draw a card, choose up to one card from your hand, and call it to (RC).” This is a great card but the only problem is its skill only works when boosting the Vanguard. If it worked boosting anything then it would be a fantastic card, but even with its restriction it is still very good for an easy extra attack.
Lastly for the Trial Deck cards, we have the Forerunner, 'Chouchou, Sasha'. She has “[AUTO](RC) Generation Break 1:[Counter Blast (1) & Return this unit to your hand] 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.” Not only do you get the draw, but with her going it to your hand you're guaranteed at least 10k Shield from her skill.
A Forerunner from the Clan Booster is 'Chouchou, Flara'. Her skill is “[AUTO](RC) Generation Break 1:[Put this unit into your soul] When your other rear-guard is put into your deck, you may pay the cost. If you do, choose up to two cards with "Chouchou" in its card name from your hand, and call those cards to separate (RC) in the same column as each other.” The Trial Deck had a more defensive Forerunner, whereas this one is made to push your opponent. The newly Called units have a good chance of being able to draw and Call more too, so Calling two is very worthwhile.
Finally for this week's 'Chouchou' cards, we have the Grade 2, 'Chouchou, Sugrie'. Her first skill is “[AUTO](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's attack hits a vanguard, you may pay the cost. If you do, draw a card.” Then she has “[AUTO](RC)[1/Turn] Generation Break 1:When your other rear-guard is put into your deck during your turn, choose one of your units, and it gets [Power]+4000 until end of turn.” I feel like the first skill shouldn't be a Counter Blast as it's an on-hit, but at least the Power is easy to achieve and will help quite a bit this unit hitting.
'Perfect Performance, Ange' is the first GR shown for this set. Her skill is “[ACT](VC)[1/Turn] Generation Break 2:[Counter Blast (2) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] Choose any number of any players' cards in any circle other than (VC), and return them to hand. This unit gets [Power]+5000 until end of turn for each card returned. If the number of cards returned is five or more, draw a card. If the number of cards returned is seven or more, this unit gets drive+1 until end of turn.” First of all, it's heavily believed that this persona flip is going to be changed to allowing you to flip anything, as Bushiroad did say they would stop GRs from having persona flips. This skill isn't going to come in handy every game, but when it does it will really help you out. Not only do you get a huge Power gain, but it also bounces back locked cards, as well as any defensive cards your opponent may have. You can also bounce back Resist units, as you are choosing the Circles and not the Units.
'Fulbright Wish, Shizuku' is a Grade 3 with Harmony, and “[AUTO]:[Counter Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, reveal up to one grade 3 card or card with "Shizuku" in its card name from among them, put it into your hand, and shuffle your deck.” And she has “[AUTO](VC):When your G unit Stride, choose one of your vanguards, and until end of turn, it gets "[CONT](VC):All originally grade 2 cards in your deck get grade +1.".” It's definitely an interesting choice for a Grade 3 but I'm not sure how good it will be as its own deck. Maybe putting one or two in a 'Lauris' deck wouldn't be such a bad idea.
'Love Collect, Eleanor' is a Grade 2 with Harmony and “[AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, look at the same number of cards from top of your deck as the number of your units with the harmony ability, put up to one card into your hand from among them, and put the rest on the bottom of your deck in any order.” The most you can get from the skill is searching the top five, but it is quite costly. It would be nice using her with 'Shizuku' to filter your deck, trying to get everything that's not a Trigger in your hand, increasing the chances of you Drive checking a Trigger.
'Highest Society, Citron' is a G Guardian with “[AUTO]:When this unit is placed on (GC), choose up to one grade 1 or greater card from your hand, and call it to (RC). If you called a card, this unit gets [Shield]+10000 until end of that battle.” This helps a lot for the original 'Lauris', as it makes it very likely that you'll be able to pull off her on-Stride ability.
'Ambient Silence, Etosha' is a Sentinal with Harmony and “[AUTO]:[Choose three cards with the harmony ability from your drop zone, and return them to your deck] When this unit is placed on (GC) from hand, you may pay the cost. If you do, shuffle your deck, and call five cards from the top of your deck to (GC).” The returning to deck really helps with preventing deck out which I really like for a Quintet Wall. Her second skill is “[AUTO](RC):[Counter Blast (1)] At the end of the battle that this unit boosted, if this unit is in harmony, you may pay the cost. If you do, return this unit to your hand.” So this unit is pretty reliable all-around. I think having one of this would actually be very useful, though if you had more then you could use her own skill to put her back in the deck.
Lastly we have 3 'PRISM' cards. The first one is 'Orient-PRISM, Kaname', the Stride. Her skill is “[AUTO](VC):[Counter Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up & Choose two of your rear-guards, and return them to your hand] When this unit attacks, if you have a heart card with "PRISM" in its card name, you may pay the cost. If you do, choose up to two cards with "PRISM" in its card name from your hand for each face up card in your G zone, and call them to separate (RC). If you called three or more cards, this unit gets [Critical]+1 until end of that battle.” There are a lot of bouncing cards for PRISMs so you shouldn't be calling over units too much with this skill. It's very solid and can be used as your first Stride too for some early aggression.
'Orient-PRISM, Karina' is a Grade 3 with “[AUTO]:When this unit is placed on (RC), if you have a vanguard with "PRISM" in its card name, until end of turn, this unit gets "[AUTO](RC):When your other rear-guard with "PRiSM" in its card name is returned to your hand, this unit gets [Power]+2000 until end of turn.".” and “[AUTO](RC) Generation Break 1:[Counter Blast (1) & Choose one of your other rear-guards with "PrISM" in its card name, and return it to your hand] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+4000 until end of that battle.” I can't see this being used too much, as PRISMs already have really good Grade 3s, but this may sneak into decks as a 1 or 2-of due to its rear-guard abilities.
And finally for this week, we have the Grade 2, 'Orient-PRISM, Ayari', with her skill of “[AUTO](RC) Generation Break 1:[Counter Blast (1)-card with "PRISM" in its card name] When this unit attacks, you may pay the cost. If you do, choose one of your other rear-guards with "PRISM" in its card name, return it to your hand, and this unit gets [Power]+5000 until end of that battle.” It's similar to the Grade 3, but being Grade 2 helps it a lot. This also helps set up the field for the Stride's attack.