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James Morton

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James Morton last won the day on January 8 2014

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  1. Shaddoll - Discussion

    Great job, Sam! The front graphic was really fun to make, too. :)
  2. Mermail - Discussion

    Edit: redundant
  3. Mermail - Discussion

    Made edits as per Canasian's suggestions. Check it out.
  4. Mermail - Discussion

    I've been lurking on this site for god knows how long. I had no positive rep to lift. Why would you accuse me of "fluffing" when the OP needed an update and I felt like doing it up real nice.   It was an hours long project because I did do a fair amount of writing, I had to create each and every custom picture in Photoshop, as well as the formatting and alignment too. Also, this is BBCode, not HTML. I am a web designer myself and I've never used BBCode before, so there's that.   I added credit to you in the bottom. I don't appreciate your accusations but I do appreciate your work on the project, I'm sorry for not crediting you in the post itself.
  5. Mermail - Discussion

    I have made it clear that the text was from your OP, I just updated it. Isn't that what we do with the outdated ones? I never claimed to have written anything I didn't.
  6. Mermail - Discussion

    Updated OP.
  7. Mermail - Discussion

    -[ Introduction ]-   Mermails are an archetype of solely WATER-type monsters debuted in Abyss Rising (ABYR). They received another wave of support in Cosmo Blazer (CBLZ) and were further supported in Lord of the Tachyon Galaxy (LTGY). Coupled with the Atlantean monsters, they play with an extremely aggressive style, and can put over 8000 points of damage on board with several different combos, but also have an engine of floaters to produce and maintain their advantage each turn. There are several variants of the deck, including a more combo-based Mono variant, one containing Aqua Spirit that performs smaller Xyz plays while keeping advantage, and finally a version making use of Genex Undine to load the graveyard and activate the Atlantean effects.   After being released in late 2012, they immediately became highly represented in events.  Swimming under the March 2013 F/L List, they won every premier event from when they were released to when the Dragon Ruler archetype was released. At this time, the deck fell under the radar. In September 2013, they received their first hits to the deck's consistency- Deep Sea Diva and Atlantean Dragoons to 1. In January 2014, their Dragon Ruler, Tidal, was limited to 1. In April 2014, Mermails were hit once again with Mermail Abyssgunde limited to 1. This significantly slows the deck's ability to loop Abyssgunde and maintain advantage in that way. Now, the Mermail player is forced to add back things like the Mermail Abyssgunde instead of Atlanteans for added plusses.   One thing that sets this deck apart is the amount of Hand and Graveyard effects it offers. The Level 7 monsters can Special Summon themselves from the hand by discarding varying amounts of WATER monsters, which if happen to Atlantean monsters or Mermail Abyssgunde, will help to generate advantage as well. The Special Summon effects of Abysslinde and Abyssgunde activate in the Graveyard. This allows the deck to slip around cards like Effect Veiler, Fiendish Chain, and Skill Drain while still being able to swarm the field. These cards will still hinder the deck's on-field searching, but Skill Drain is still a viable side card.    The deck does have its weaknesses, however fortunately most of the best ones are Limited on the F/L list as of September 2013. Cards like Macro Cosmos and Dimensional Fissure cause this deck to not work, due to its heavy reliance on the Graveyard. Cards like Debunk and Mind Drain can also be used to counter this deck's strategy. Soul Drain and Abyss Dweller also prevents your discards from activating which can hinder the deck. Luckily, Macro Cosmos, Dimensional Fissure, AND Soul Drain, the three most powerful floodgate answers to the Mermail deck are all Limited to one.    Despite these weaknesses, as well as the aforementioned hits to the deck's fluidity, Mermails are still a solid (liquid) archetype with plenty of potential to drown the competition at events.     -[ The Main Deck ]- [spoiler]   Level 3 - The Mermaids Mermail Abysslinde Water/3/Aqua 1500 ATK 1200 DEF   If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except "Mermail Abysslinde". You can only use the effect of "Mermail Abysslinde" once per turn.   Linde is considered by many to be the backbone of the Mermail deck, granting the player any Mermail monster of their choice straight from the deck. Coupled with Abyss-sphere, Linde provides a line of defense for the Mermail player, along with the powerful ability to perform summons and trigger effects with Abysspike or Turge in the Damage Step or End Phase to shift momentum to your side.   Important Notes: If Mermail Abysslinde’s effect is triggered at the same timing as another effect, and Linde’s effect is not the last thing to resolve, a Mermail Abyssdine, Mermail Abysspike, or Mermail Abyssturge will miss their chance to activate their effects. Common situations that will cause this are when Linde is run over by Crimson Blader, Blackwing - Shura the Blue Flame, Brotherhood of the Fire Fist - Gorilla, or Flamvell Firedog. On the other hand, Brotherhood of the Fire Fist - Bear and Atlantean Marksman will not make Pike and Turge miss timing, because they have different activation timings.   Mermail Abyssgunde [1] Water/3/Aqua 1400 ATK 800 DEF   If this card is discarded to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abyssgunde"; Special Summon that target. You can only use the effect of "Mermail Abyssgunde" once per turn.   Gunde is considered by many to be one of the best cards in the deck, due to its powerful ability to net you direct card advantage as opposed to the Atlantean monsters. Thanks to Mermail Abysspike and Mermail Abyssteus, she’s incredibly searchable, with Abyssturge she's recyclable (now more than ever due to her Limitation in April 2014) and can be used for a variety of plays. A common play is to discard Gunde and Abyssleed to summon Mermail Abyssmegalo, putting the otherwise difficult-to-use Leed in hand directly onto the field for a 2700 body. She’s a great enabler for for OTK’s, Xyz plays, Abyssleed discards, or in a pinch she can simply loop Linde while you work on setting up your combo pieces.   Important Notes: If Mermail Abyssgunde is discarded by the effect of Mermail Abyssturge, and then Turge adds her directly back to the hand, Gunde WILL activate. This is a somewhat disputed ruling that has changed several times over the lifetime of the Mermail archetype. Unlike the Atlantean monsters, Gunde does not need to be discarded by a WATER monster to activate. This means that you can discard her for the cost of cards like Phoenix Wing Wind Blast and she will revive a Mermail. Mermail Abyssdine Water/3/Aqua 1000 ATK 1000 DEF   When this card is added from your Deck or Graveyard to your hand by a card effect: You can Special Summon this card from your hand. You must control a "Mermail" monster to activate and to resolve this effect. When this card is Special Summoned by the effect of a "Mermail" monster: You can target 1 Level 3 or lower "Mermail" monster in your Graveyard; Special Summon that target. You can only use 1 "Mermail Abyssdine" effect per turn, and only once that turn.   Abyssdine had all the potential in the world, and Konami ruined it with their wording and timing rules. So, Dine is left with two cute things that she does: she allows a Linde to eat up three attacks in the mirror, where the opponent may have established a field that allows them to win through two monsters but not three. She also allows for a Rank 3 play when Linde is attacked; Angineer, Zenmaines, or even Ghostrick Alucard are a few options at your disposal there. Definitely an option as a 1-of, but also not a necessary card like Linde or even Gunde.   Important Notes: Mermail Abyssdine has two effects: the one that Special Summons itself when added to the hand, and the one that summons a level 3 Mermail from the grave. She then goes on to say that you can only activate one of those effects per turn, meaning that if you add her to your hand and Special Summon her, she just sits there and does not revive anything. Both of Mermail Abyssdine’s effects are worded as “When [x], you can [y]” effects, meaning that if her Special Summon is not the last thing to happen, she misses timing. Other than the situations described earlier with Linde, this also means that she will not activate if revived by a Gunde that was Chain Link 2 or higher, and she will also not activate when summoned by Mermail Abyssocea (since Ocea summons the monsters, then sends its target to the grave). Mermail Abysshilde Water/3/Aqua 1300 ATK 400 DEF   If this card is sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your hand, except "Mermail Abysshilde". You can only use the effect of "Mermail Abysshilde" once per turn.   Abysshilde is a card that, while has been around for the entirety of the Mermail archetype's existence, stayed under the radar until the January 2014 format came around and a few topping Mermail builds ran a single copy. Even still, despite these decks floating around, Abysshilde has not seen heavy play dude to its effect not netting you any advantage directly. However, with the new limitation of Abyssgunde, this card may see more play to make the beginning turn plays more explosive. It should also be noted that Abysshilde's effect activates no matter how it is sent to the Graveyard, so be it with an effect that sends to the Graveyard instead of discards, like with Abyssgunde, or even detached as an Xyz Material such as Leviathan Dragon or even Ghostrick Alucard/Mechquipped Angineer due to the fact that it, like Gunde, does not require being sent by a WATER monster. Mermail Abyssocea Water/3/Aqua 1100 ATK 1900 DEF   You can target 1 "Mermail" monster you control; Special Summon any number of Level 4 or lower "Mermail" monsters from your Deck whose combined Levels are less than or equal to the Level of that monster, then send that monster to the Graveyard. You can only use the effect of "Mermail Abyssocea" once per turn.   Sometimes referred to as a Mermail Lonefire Blossom, Abyssocea is an enabler of Rank 3/4 Xyz plays requiring as little as the activation of Abyssteus. It enables a lot of OTK’s or game-breaking fields by turning one of your level 7s into a pair of smaller Mermails. Even in the worst case scenario, Ocea can target herself and Special a Linde, which helps set up future plays. She is commonly used alongside Aqua Spirit to perform the powerful Mechquipped + Bahamut + Trite combo.   Important Notes: Mermail Abyssocea summons the monsters from your deck before sending her target to the grave. This means that if you have four monsters on board, even if Ocea targets a level 7, you can only summon one Mermail from your deck. As previously mentioned, all of the “when [x], you can [y]” Mermails will miss timing when Ocea summons them because sending the targeted Mermail to the grave is the last thing to happen.     Level 4 - The Mermen Mermail Abysspike Water/4/Fish 1600 ATK 800 DEF   When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard; add 1 Level 3 WATER monster from your Deck to your hand. You can only use the effect of "Mermail Abysspike" once per turn.   Abysspike is one of the cards that makes setting up combos so easy in Mermail. A lot of your important cards are level 3 - Linde, Gunde, Marksman, Ocea, and Undine if you play it. His level is also fairly important, because Bahamut Shark is a strong alternate win condition for the deck - especially against Evilswarm. Pike is a very straightforward card, but simplicity is welcomed in a deck that’s sometimes overcomplicated. Mermail Abyssturge Water/4/Fish 1700 ATK 1100 DEF   When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard, then target 1 Level 3 or lower WATER monster in your Graveyard; add that target to your hand. You can only use the effect of "Mermail Abyssturge" once per turn.   Abyssturge was at one time a very underrated card in Mermails, but come the January 2014 format and the introduction of a new power play for Mermails, the Turge->Gunde->Pike loop, Abyssturge has quickly become an incredibly important part of the theme, now ran as a 2-of and possibly even 3-of now with Abyssgunde's limitation. It should also be known that Abyssturge CAN pitch an Abyssgunde, and (as long as there was another valid target of course) add back that same Abyssgunde and Gunde will activate. Abyssturge can also get back Deep Sea Diva, as it states level 3 or lower monsters, unlike Pike. Mermail Abyssmander Water/4/Fish 100 ATK 2000 DEF   You can banish this card from your Graveyard to activate 1 of these effects; • Increase the Level of all "Mermail" monsters you currently control by 1. • Increase the Level of all "Mermail" monsters you currently control by 2. Mermail Abyssmander was actually our first TCG-exclusive Mermail monster, and it sat in obscurity for quite awhile. With the release of Mermail Abyssocea, Mander became a lot more viable, since Ocea could quickly flood the field with smaller Mermails that were ripe for level modulation. Mander originally gained notoriety for being involved in a two-card Shock Master combo, but with Shock’s banning his most notable use is in an OTK with Shark Fortress.     Level 7 - The Sharks Mermail Abyssmegalo Water/7/Sea Serpent 2400 ATK 1900 DEF   You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.   Megalo is, of course, the original boss of the Mermail deck. With a reasonable but easy-to-fulfill Special Summon requirement, the ability to search some really strong support cards, and an effect that amasses gigantic, game-ending damage, Abyssmegalo is certainly the quintessential boss monster.  Despite all of this, in recent months Abyssmegalo has been cut (in most builds) down to 2 or even 1 due to the fact that it is simply difficult to get a plus in advantage off its summoning effect, especially with the loss of 2 Gunde. It is still useful in some situations, and is also a 2400 body, OTK piece, and Level 7 monster, so it is still played in the deck.   Important Notes: If Abyssmegalo triggers multiple effects in the process of being summoned (such as when he discards an Atlantean Monster or Mermail Abyssgunde), all those effects, plus his own, activate simultaneously and the turn player determines their order; however, mandatory effects must precede optional effects, so an Atlantean monster must come in the chain before Megalo or Gunde. This chain that forms is also where cards such as Bottomless Trap Hole or Torrential Tribute may be activated, so the opponent may then add their own response after all the simultaneous effects have formed their portion of the chain. Using this to your advantage, you can take out monster with an optional trigger effect that saves themselves such as Evolzar Dolkka, Bujin Yamato (protected by Bujingi Turtle obviously), and Number 74: Master of Blades by arranging the Atlantean Heavy Infantry first in the chain. Mermail Abyssteus Water/7/Aqua 1700 ATK 2400 DEF   You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: Add 1 Level 4 or lower "Mermail" monster from your Deck to your hand. You can only use this effect of "Mermail Abyssteus" once per turn.   Abyssteus was another TCG exclusive for a while, though his use was noticed far more quickly than Abyssmander’s. Abyssteus essentially by himself started the transition away from Genex Undine builds by giving players the consistency and search power they needed without having to run Genex Controller. When Abyssteus was limited on the OCG list, the reaction from many players was “better him than Dragoons,” but it’s quickly become clear that Teus is really the best searcher in the Mermail deck. Mermail Abyssleed Water/7/Sea Serpent 2700 ATK 1000 DEF   You can discard 3 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can target 1 "Abyss-" Spell/Trap Card in your Graveyard; add that target to your hand. You can Tribute 1 other face-up Attack Position "Mermail" monster; send 1 random card from your opponent's hand to the Graveyard. You can only use this effect of "Mermail Abyssleed" once per turn.   Abyssleed follows a similar pattern to Megalo - discard-costed summon, support effect, and then an effect on the field that tributes your other monsters. With the significantly bigger cost and weaker supporting effect (grabbing an Abyss- card from the grave rather than the deck), Leed is mostly summoned via Linde and Gunde. That’s not to say that it isn’t an incredibly important card, though; 2700 attack is definitely appreciated in a deck that otherwise struggles to get above the 2400 bench. It also has a very nasty effect to get rid of cards in the opponent’s hand that easily has the potential to swing games.     The Atlantean Soldiers Atlantean Marksman Water/3/Sea Serpent 1400 ATK 0 DEF   When this card inflicts battle damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.   Marksman’s effects are actually both completely essential to the deck. Mermail is, for the most part, an OTK deck, and Marksmen assist in that goal by clearing backrows that could become disruptive, and by doubling up on his own damage when he brings out another Atlantean monster. Marksman is a commonly searched card off of Abysspike if you have the Gunde cycle underway, and discarding this card whilst performing your Rank 4 plays helps apply a lot of pressure to your opponent's board. Atlantean Heavy Infantry Water/2/Sea Serpent 0 ATK 1600 DEF   During your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.   Infantry’s double summon effect can be useful to make Black Rose Dragon or Gungnir, but won't come up often. On the other hand, his effect to destroy any face-up card is essential for answering problem cards such as Evilswarm Ophion, Vanity’s Emptiness, Kaiser Colosseum, or even Bujin Yamato if the mandatory effect timing of this card and Abyssteus is exploited. Atlantean Dragoons [1] Water/4/Sea Serpent 1800 ATK 0 DEF   All Level 3 or lower Sea Serpent-Type monsters you control can attack your opponent directly. When this card is sent to the Graveyard to activate a WATER monster's effect: Add 1 Sea Serpent-Type monster from your Deck to your hand, except "Atlantean Dragoons".   Although he sits at 1 on the F/L list, Dragoons is still a very important card to Mermails. Drawing him is great and often extends combos to add extra level 7’s for more Xyz or greater damage, but not drawing him also opens up the opportunity to summon him with Marksman for game-winning damage. The direct attack effect doesn’t come up often outside of Messenger of Peace, but his searching effect is so ludicrously powerful that who cares what else he does?       Other Monsters Tidal, Dragon Ruler of Waterfalls [1] Water/7/Dragon 2600 ATK 2000 DEF   If this card is in your hand or Graveyard: You can banish a total of 2 WATER and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 WATER monster to the Graveyard; send 1 monster from your Deck to the Graveyard. If this card is banished: You can add 1 WATER Dragon-Type monster from your Deck to your hand. You can only use 1 "Tidal, Dragon Ruler of Waterfalls" effect per turn, and only once that turn.   As of the January 2014 F/L List, this card is now Limited. This is a significant hit to the Mermail deck's ability to crank out Rank 7's, but to remedy this, Tidal can be sent to the Graveyard using cards like Lavalval Chain or Foolish Burial.  2600 isn’t the highest attack the Dragon Rulers hit, but it’s still big for this deck, particularly against Machina Fortress which has always been famously difficult for a Mermail player to handle. The effect to send cards to the grave is situationally useful, but for the most part that effect is best used to trigger Atlantean monsters or Abyssgunde.  Deep Sea Diva [1] Water/2/Sea Serpent 200 ATK 400 DEF   When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent-Type monster from your Deck.   Once an extremely powerful card in the Mermail deck, since its Limitation in September 2013 Deep Sea Diva has fallen out of popularity in the Mermail deck due to it as well as the best way to search it both being restricted to 1. On top of this, the cards you can make with Deep Sea Diva simply aren't as game changing nowadays as they were then. Diva still has her uses however. If you run Genex Undine/Controller or perhaps Fishborg Archer, the Synchro space in the Extra Deck could be more warranted. Also, with Gunde's limitation and the possible increase in the Turge count, this card could see more play due to it being recyclable by more cards in the deck. Aqua Spirit Water/4/Aqua 1600 ATK 1200 DEF   This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 WATER monster in your Graveyard from play. During each of your opponent's Standby Phases, you can change the battle position of 1 of your opponent's face-up Monster Cards. Once changed, the monster must remain in this position for the rest of the turn.   Aqua Spirit is an interesting card in Mermail, being a level 4 WATER monster with an extremely easy Special Summon requirement. Dweller and Bahamut Shark are so essential in certain matchups, and Aqua Spirit makes them significantly easier to summon with far less setup. It also helps answer Ophion via Maestroke/Diamond Dire Wolf, and can seal up almost-OTK’s with Gagaga Cowboy.  Fishborg Archer Water/3/Fish 300 ATK 300 DEF   If this card is in your Graveyard and you control no monsters during either of your Main Phases: You can discard 1 WATER monster; Special Summon this card from your Graveyard, but destroy all monsters you control at the beginning of this turn's Battle Phase, except for WATER monsters. You can only use the effect of "Fishborg Archer" once per turn.   Archer makes Tidal’s deck-to-grave effect significantly more useful, triggers Atlantean effects, and can make a wide variety of Synchros and Xyz. Like Deep Sea Diva, he requires more than a bit of Extra Deck dedication, but definitely a viable addition to the Mermail deck.      Genex Undine                                                                        Genex Controller          Water/3/Aqua                                                                       Dark/3/Machine        1200 ATK 600 DEF                                                               1400 ATK 1200 DEF   When this card is Normal Summoned: You can send 1 WATER monster from your Deck to the Graveyard; add 1 "Genex Controller" from your Deck to your hand.   Undine is a valid support option if you really want more access to your single Dragoons and Diva, or for use as a simple toolbox card to send an Atlantean, but the major downside is that since most Mermail decks that play this card run one copy of each, drawing Controller or even worse, both before resolving Undine's effect can be devastating. The major perk to using this card is that it is the most reliable way send the extremely powerful Tidal to the Graveyard. The Controller it adds to your hand can also be used to make Black Rose Dragon or the powerful synchro Leo, Keeper of the Sacred Tree.     The Traps Abyss-Sphere Trap/Continuous   Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.   Abyss-Sphere is your go-to search with Abyssmegalo, and its interactions with Linde form the deck’s primary line of defense. In addition to doing tricky things with MST and MP2->End Phase plays, Sphere can quite simply summon a big guy during your Battle Phase to push the last bit of needed damage or put a level 4/7 on the board to complete an Xyz. Just be careful of the fact that if you do that, your Spells are locked out until your opponent’s End Phase, since the Sphere then stays on the field regardless of what happens to the monster (not that this deck plays a huge number of Spells in the first place).   Abyss-Squall Trap/Normal   Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase.   Abyss-Squall summons 3 Mermails from your grave, and in initial Mono builds it was practically a backup win condition, netting free Xyz and extra Lindes. Tidal however made this card less reliable, because sometimes you must banish your Level 7's to satisfy Tidal's summoning cost. On top of that, this card is very dead early game and can hinder you then. However, that does not make this card any less powerful, and is still very much an option in Mermail decks.     The... Spell? Salvage Spell/Normal   Target 2 WATER monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.   Refills your discards, simple as that. Turns what could’ve been a dead late-game Megalo in hand into a completely game-breaking one that will discard exactly the two monsters that you want to discard. It’s also a dead card early game and competes with Abyssturge and Tidal for usage of the in-grave WATER monsters, but with the limitation of Abyssgunde, you need as many ways to recycle it as possible and Salvage is definitely a viable way to do so. At the same time you must consider that Salvage, despite being a way to get Gunde back, is also live less of the time with there being a potential 2 less targets for it to grab with Gunde being at 1.   [/spoiler]   -[ The Extra Deck ]- [spoiler] Armory Arm - If you’re running Diva, Armory is going to be a major play that comes up with Diva and Marksman or Megalo. He makes OTK’ing through opposing monsters significantly more possible in a build running Deep Sea Diva. Ally of Justice Catastor - Catastor is one of the most common Synchros the deck will make with Diva; on the one hand it’s a great answer to a lot of monsters and in the mirror it forces your opponent to make an investment in outing it, but on the other it’s sort of like admitting that you don’t have anything better to do with your 1 Diva. Armades, Keeper of Boundaries - Armades is actually really neat against a lot of decks, being able to push straight through Mirror Forces, Lances and D-Prisons and cutting off recruiters like Linde or Geargiarmor. Dewloren, Tiger King of the Ice Barrier - Dewloren is a pretty neat card, although for the life of me I can’t tell you why he went from 2 to 1. He can’t effectively recycle Diva anymore, but plays involving bouncing Mermails, Atlanteans and Spheres are always very strong. Gungnir, Dragon of the Ice Barrier - Gungnir is actually going to be made most easily not through Diva, but with Fishborg Archer. The Atlanteans help to double up on Gungnir’s destructive power, and he’s also that ever-so-useful level 7. Gachi Gachi Gantetsu - Like Catastor, Gachi is sort of a cop-out when you have the Diva to use and all you’re doing with it is making a wall. The 400 boost is neat with Marksman though. Herald of Pure Light - Herald’s primary use is going to be in Undine builds, being able to fetch back useful cards from the grave while returning Controllers to the deck to make future Undines live. Being one of the few cards that actually allows a second use of Dragoons makes Herald of Pure Light really interesting for Mermail players. Leviair the Sea Dragon - Leviair was never the first card one thought of when building a Mermail Extra Deck, but between Diva’s limitation allowing more room for Xyz and Tidal establishing a healthy banish pile, Leviair has found his home among his sea-bound serpent friends. Abyssocea is the most commonly-used card to set up Leviair, though Abyssdine does it too if she’s used. Leviathan Dragon - For the most part, Leviathan does the same thing here that he does in any other deck, but he’s notable simply for the fact that if Marksman is used as an Xyz Material, he can be detached from Leviathan to destroy a set card. Abyss Dweller - Dweller, while a useful card in any deck capable of summoning Rank 4’s, is particularly useful in Mermail. Though using Dragoons as Xyz Material is far less common now than a few months ago, when it does happen Dweller lets him get a search off while shutting down all of the opponent’s graveyard effects. Perhaps even more relevant, though, is that Dweller will pretty much always grant your field of WATER monsters a +500 attack boost as long as he has Xyz material. 500 extra attack adds up quickly, and can help push OTK’s through an opponent’s established field. Bahamut Shark - Bahamut’s an important win condition to the Mermail deck. 2600 attack is just enough to get over Evilswarm Ophion without calling on the help of one of the level 7’s, which makes him good enough to play right there. His effect, though, is even more important. By detaching an Xyz Material, Bahamut is able to summon: Mermail Abysstrite -  A huge wall clocking in at 2800 defense. Beyond that, once the opponent does manage to get rid of her she revives a Mermail from the grave, which can be anything from a Linde to block even more attacks to a Leed or Megalo to start an aggressive push.  Mechquipped Angineer - A card released in Number Hunters that rose to popularity after Sorosh Saberian and Bobby Barone used it in a powerful combo at YCS Toronto 2013, Angineer is very strong when used with cards that lock the opponent, like Mermail Abyssgaios, as well as cards that have effects that you want to use multiple turns consecutively, like Bahamut Shark. This card has practically become staple in any Mermal deck containing Abyssocea, due to its ease of access and powerful role in setting up huge fields. Armored Kappa - A new toy the Mermail deck received in Shadow Specters (SHSP), Armored Kappa has several uses in the deck. First of all, you can easily make him with the one Deep Sea Diva, summoning out Atlantean Heavy Infantry and overlaying, or by Normal Summoning two Infantries using its effect. Why do this? Kappa's detach effect to boost his ATK or DEF triggers Infantry's destruction effect, allowing for an instant plus one. Also, whether you Xyz Summoned this card or Specialed it with the effect of Bahamut Shark (you can do that) its second ability can save you from Crimson Blader, Fire Fist monsters attacks, and more. Additionally, the discard for Kappa's second ability triggers Atlanteans and Gunde. Synergy! Number 47: Nightmare Shark - A new released in the Zexal Manga Volume 4, Nightmare Shark has plenty of utility in being able to enable more OTKs in the deck, AND trigger Marksman upon detaching. It can also be summoned off Bahamut Shark, and assuming you searched a Marksman off the Abysspike you used to summon Bahamut, you can attach it to Number 44 straight away and use his effect. Shark Fortress - Unique to builds running Mermail Abyssmander, Shark Fortress is an OTK tool that contributes 4800 damage by himself or more by targetting a Tidal/Leed/Gaios. It’s uses are rather limited, but if you’re running Mander then it does do its one thing especially well. Mermail Abyssgaios - Abyssgaios was designed as the ultimate boss for the Mermail archetype, but unfortunately a lot of decks get around him rather easily. He’s still important, though, as 2800 is a big attack value and his effect can get around frustrating walls like Wind-Up Zenmaines, Fortune Tune, and Catastor. Negating on the opponent’s turn can also help against some combo decks like Infernity, or one-summon-per-turn decks like Fire Fist. Mecha Phantom Beast Dracossack - Dracossack is just as powerful here as he is in any deck, and now Mermails can arguably make him more consistently than Dragon Rulers. He’s extra useful with Diva because she can synch with the Tokens to make Crimson Blader, but even without Diva he’s going to be the go-to Rank 7 in many situations. Number 11: Big Eye - Being a deck that can pump out Rank 7s, Big Eye is an obvious choice. It is an excellent out to countless problem cards, helps go for game, and is even a target for both Virus cards.   [/spoiler]   -[ Relevant OTKs ]- [spoiler]   Classic Megalo+Diva OTK: Cards needed: Deep Sea Diva, any access to Mermail Abyssmegalo (this can mean he’s in hand with 2 WATERs, or on field from a previous turn/Linde/Sphere) -Summon Mermail Abyssmegalo, if he’s not already on the board -Summon Deep Sea Diva, using her effect to summon Atlantean Marksman -Tribute Deep Sea Diva to let Megalo attack twice -When Marksman attacks, summon Atlantean Dragoons 2400+2400+1400+1800=8000 damage   Mechquipped + Shark + Trite combo: Cards needed: Mermail Abyssteus, Aqua Spirit, any other WATER monster besides Mermail Abyssocea -Summon Abyssteus with his effect, discarding a WATER -Search Abyssocea with his effect if you do not already have it -Normal Ocea and turn Teus into a Level 4 and a Level 3 Mermail -Special Summon Aqua Spirit and summon Bahamut Shark with Abysstrite and Mechquipped Angineer for a very difficult-to-break board     Abyssmegalo+Shark Fortress Cards needed: Mermail Abyssteus, Mermail Abyssmander, any access to Mermail Abyssmegalo  -Summon Mermail Abyssmegalo, if he’s not already on the board -Discard Mermail Abyssmander to summon Mermail Abyssteus -Activate Abyssteus effect to search for Mermail Abyssocea -Normal Summon Mermail Abyssocea, and use her effect to turn Abyssteus into a level 3 Mermail and another Mermail (does not matter if it’s level 3 or 4) -Activate Abyssmander’s effect to increase all Mermail monsters’ levels by 2 -Xyz Summon Shark Fortress with Abyssocea and your level 3 Mermail, detach to activate effect -Tribute the extra Mermail monster to have Abyssmegalo attack twice 2400+2400+2400+2400=9600 damage     Leviair+Marksman+Tidal+Pike Cards needed: Mermail Abyssteus, Atlantean Marksman, access to Tidal, Dragon Ruler of Waterfalls (in hand or grave) -Discard Marksman to summon Abyssteus -Activate Abyssteus effect, search Mermail Abyssocea -Normal Summon Abyssocea, use effect to transform Mermail Abyssteus into Mermail Abysspike and any level 3 Mermail -Banish Marksman and Abyssteus from the grave to Special Summon Tidal -Xyz Summon Leviair the Sea Dragon with Ocea and the level 3 Mermail -Activate Leviair effect to retrieve Atlantean Marksman -When Marksman attacks, summon Dragoons from the deck 2600+1800+1600+1400+1800=9200 damage (bonus: if opponent had a monster on board between 1300 and 2000 attack on board, you can still complete the OTK by making Gagaga Cowboy in defense using Dragoons and Abysspike)     Leviair+Marksman+Abyss Dweller Cards needed: Mermail Abyssteus, Atlantean Marksman, Aqua Spirit -Discard Marksman to summon Abyssteus -Activate Abyssteus effect, search Mermail Abyssocea -Normal Summon Abyssocea, use effect to transform Mermail Abyssteus into any level 4 Mermail and any level 3 Mermail -Banish Marksman from the grave to Special Summon Aqua Spirit -Xyz Summon Abyss Dweller with the level 4 Mermail and Aqua Spirit -Xyz Summon Leviair the Sea Dragon with Ocea and the level 3 Mermail -Activate Leviair effect to retrieve Atlantean Marksman -When Marksman attacks, summon Dragoons from the deck 1800+1900+2200+2300=8200 damage (note: this combo does equal damage if Aqua Spirit and Mermail Abysspike are left on the field without making Abyss Dweller, and if the combo fails to OTK then you are left with options to make various Rank 4’s like Bahamut Shark to gain some stability with Abysstrite, Gagaga Cowboy to finish up with an extra 800, or Dire Wolf to beat a Gorz or Tragoedia)   [/spoiler]    Thanks a lot to Canasian for writing the original texts to go along with the monsters in an older discussion thread, this was a lot of fun to do for January 2014 and I'm glad to be doing it again for April.  :DD
  8. [NEEDS UPDATE] Mermail - Discussion

    Bujins took first in our regionals yesterday. (Decree version) It was insane.   Same regionals as Tyree top 8'd. After 2 losses to a bunch of side deck cards I bubbled a lot and got my invite which is what I wanted. I used Tyree's list which is pretty much Hoban -1 Emptiness and +1 Warning, Emptiness didn't do anything. I wanna switch it out for something, perhaps Bottomless. Any thoughts for a card in that slot?
  9. [NEEDS UPDATE] Mermail - Discussion

    PRIO-JP036 鰤っ子姫 Burincess Level 1 WATER Fish-Type Effect Monster ATK 0 DEF 0 When this card is Normal or Special Summoned: you can banish this card; Special Summon 1 Level 4 or lower Fish-Type monster from your Deck, except Burincess. The effect of “Burincess” can only be used once per turn. http://www.ygorganization.com/prio-news-and-leaks/   WHAAAAT...? This is a very interesting card. What do you guy think?
  10. [NEEDS UPDATE] Mermail - Discussion

      I feel like a one-of Squall is really good if you don't run Aqua Spirit. However, the new general consensus is that having Aqua Spirit to put in more damage towards game is really strong with the way the deck plays now, and I think it's more important.
  11. [NEEDS UPDATE] Mermail - Discussion

    Can't believe I did that. Edited.
  12. [NEEDS UPDATE] Mermail - Discussion

      For anyone living under a rock, here is Patrick's decklist from the Circuit Series, he ended up winning the main event. Congratulations!   Edit: Fixed Leed -> 3rd Pike
  13. [NEEDS UPDATE] Mermail - Discussion

    Walter, I really appreciate your input! I had to translate it but it all makes a lot of sense. A few questions:   -Do you really believe the two maindecked Trap Stun is better than the traditional maindecked 3 (maybe 2) MST? -How do you typically deal with drawing Turge in your opening hand? It's just the most frustrating thing when that card is dead.