Lord of the Seven Seas, Nightmist

Today’s card spotlight goes to our G3 breakride Nightmist! This card has some great history and as well new potential thanks to the new Bad Bounty stride. Let’s cover some brief history first and then dive into the new interactions!

Quick G Era History

Going into G Era, Nightmist the G3 got support that really syngerized well with it. There’s the Nightmist stride that can CB1 call two RGs! Back then that was really good. A lot of pre-G Era cards were a bit over costed on bringing 1 RG from drop. So literally on 1st Stride, we can build some solid field formations pretty easily.

Then once you’re at LB4, you can breakride and get 2 RGs from drop with +5k for free! This was very key because you can then perform Stride and go into Phantasm Nightrose to do a 4-5 attack turn. This was the Seven Seas deck’s winning image!

Granblue’s first wave of G Era support was great and even a few units are still use today in many variants. Cards like Negrorook and Slash Shade were use to make multi attack turns effective with great numbers. Cannoneer was used to eliminate threats and gain advantage. Colombard was used to extend more attacks as well!

So what happened to the Seven Seas deck? It eventually got outpaced by Nightrose. Nightrose got more quality support throughout the next few G Era sets.

There was the G1 Seven Seas (7Runner) deck, but that’s for a different article.

Seven Seas Premium 2020

As I mentioned in my prior post about Bad Bounty, there’s a Pseudo Megiddo turn available to us now. What’s great is that it’s an easier play to accomplish than Megiddo’s full play. Here’s a quick short comparison.

Double Breakride Bad Bounty Vs Megiddo

  • 1CB is only needed for Bad Bounty.
  • 2-3 Skull Dragons are only necessary.
  • You don’t need GB3 active.
  • The deck already focuses on breakriding to Stride into a battle extending stride.

Greed Shade is a card where we can grab copies of Nightmist in order to breakride for the following turn. Negrosonger is a stride where we can extend more attacks after doing a breakride during the battle phase. It’s one of the ways that the Seven Seas deck can actually push more attacks outside of the Obadiah turn with attack extenders like Nightstorm and Colombard.

Now with Bad Bounty, we’re able to push even harder. The deck can even tech other G3s to make the reride, during the battle phase, more stronger such as Cocytus, Skull Dragon, and OG Nightrose.

Being A Tech Option In Other Variants


The Nightrose variant can tech 1-2 copies of Nightmist to have a stronger Bad Bounty turn as well. Let me explain a turn:

Ride Phase:

Ride Nightmist and Stride into Bad Bounty.

Main Phase:

Setup a field with 2 attackers and at least a booster (Romario) behind the VG.

Battle Phase:

  1. Front RG #1
  2. Front RG #2
  3. Bad Bounty VG (26k) (put all triggers on booster) (CB1 to breakride with Nightrose and call 2 Skull Dragon RGs; they get +5k)
  4. Nightrose boosted by Romario (21k + 12k+ = 33k+)
  5. Skull Dragon #1
  6. Skull Dragon #2 (end of battle it retires, use Nightrose GB2 skill to revive it)
  7. Skull Dragon #2 (surprise attack for those that don’t see it coming)

In this example, we can use Nightrose’s GB2 skill to extend another Skull Dragon attack. Since her cost is to mill 3 cards and Bad Bounty discards 3, we can get Skull Dragons pretty high in power easily. Also, credit to Jaime Molina for mentioning to me the extra Skull Dragon attack thanks to Nightrose’s GB2 skill!

This play only uses 1CB so you can actually get more attacks with more CB thanks to units like Colombard and Nightstorm.


Coyctus can also have a stronger Bad Bounty turn. This time though, Cocytus’ VC skill becomes the threat of being powered up and a +Crit. We also get a Protect Gift which helps with hand quality.

Ride Phase:

Ride Nightmist and Stride into Bad Bounty.

Main Phase:

Setup a field with 2 attackers and at least a booster (Romario) behind the VG.

Battle Phase:

  1. Front RG #1
  2. Front RG #2
  3. Bad Bounty VG (26k) (put all triggers on booster) (CB1 to breakride with Cocytus and call 2 Skull Dragon RGs; they get +5k)
  4. Cocytus boosted by Romario (42k + 12k+ = 54k+)
  5. Skull Dragon #1
  6. Skull Dragon #2

Very similar to the setup of the Nightrose variant. As of now, the Cocytus variant is a well balanced deck that can be used for competitive play. Now teching 1-2 copies of Nightmist and the new Bad Bounty stride, we can have a turn where we can push more for the win outside of a Megiddo turn. If the +Crit isn’t as important, than you can accomplish a bigger VG attack by breakriding with Skull Dragon instead.

Other Tips

Making Breakriding Easier To Do

There are cards that compliment the G3 Nightmist’s skill. The original Dancing Cutlass can SB2 to draw 1. This guy lets us build more drop zone by SBing cards and also digging into our deck more quicker. A good ratio for the Dancing Cutlass engine is having 3 original Dancing Cutlass and 1 V Series Dancing Cutlass.

Why this Dancing Cutlass ratio? Glad you asked! We want to be able to SB2 to draw 1 as soon as possible to build up both advantage and drop zone resources. The V Series Dancing Cutlass allow us to CC1 and call it to RG during the main phase. This unit being able to call itself to field is very helpful to build an even more solid field formation during the Breakride Bad Bounty turn. It gives us the CB1 that we need for that turn as well.

Brutal Shade? Yes. So there are a couple of reasons where a LB4 enabler unit can help.

  • If the opponent keeps us at 3 damage to prevent LB4 from being active.
  • During your Bad Bounty VG attack, there’s a possibility of healing out of LB4 while being at 4-5 damage. (A real bummer moment and ruins the power play)
  • You don’t have to take so much damage early on and put yourself in a risky position by being at 4-5 damage.
Hand Advantage Mini Loop

This tip was mentioned to me by Ian (CVCTVChannel)! Essentially you can breakride onto another G3 Nightmist to gain advantage and setup your field with a RG.

  1. Breakride onto Nightmist. (Call Rough Seas and a card like Ripple Banshee)
  2. SB1 for Ripple Banshee to draw 1 card.
  3. SC Rough Seas to draw 1 card.

You essentially +1 in hand advantage when doing this play and can work with a 17k attacker/booster this turn. It’s a mini loop because you refuel the soul with Rough Seas and a card like Ripple Banshee will retire itself at end of turn due to Nightmist’s breakride skill. Thus next turn you can reuse the same Ripple Banshee and use another Rough Seas to repeat the cycle.

Here’s an older deck profile where Ian explains the combo using Rough Seas and Sea Strolling Banshee.


I’m happy to see the G3 Nightmist being able to bring some new interactions to multiple variants in Granblue! It’s been a good while since he shined in a deck.

Also, I like to thank Ian for also contributing knowledge in this article.

Again thanks for reading and till next time amigos!

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