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Found 22 results

  1. 2014 Ban List - This format will only include the format up until the end of North American Nationals Format In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5. However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve. By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck. Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here). In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered. Shoutout to Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/ TCGplayer.com Youtube.com TheCardGuyz Alter Reality Games Yu-Gi-Oh! Wikia TeamShockWaves MegaCapitalG TheDuelRock Vexacus4666 Timothy Bailey TheAronsChannel lfcpotter
  2. Norden Mermail

    Ok so after reading Norden and realizing the best deck that could abuse it to its full potential was Mermails, I decided to bring it up in the Theory and Philosophy section to spark discussion on the topic among people who had used the deck in the past etc since I have never run the deck personally just played against it back in its hay day. This was met with utter failure as the one person who commented dismissed the deck. Convinced there was still merit to this idea, I went ahead and took it upon myself to figure out if the deck worked so I scoured the Internet for deck lists that looked not awful took out cards I didn't think would work in today's meta and added 3 Instant 2 Norden and a very non optimal Extra Deck as I came to learn as I played more games with the deck. While the sample size has been small, so far I have gone 5-0 vs Nekroz, 5-0 vs Satellarknights, 7-3 vs Shadoll, 5-2 vs BA and undefeated against whatever rogue decks I came across outside of 2 games with Sanjura playing a Synchron variant where he opened Quasar + that bigger Stadust guy both games lol these were all game 1s without siding. Disclaimer: Although above results are arbitrary and dont definitely prove the deck's legitimacy, it doesnt hurt that it did well.  Also by no means was I using perfect technical play due to my general inexperience with playing the deck which should speak more for how good the deck is considering I achieved the above results anyway.   Monsters: 28 Mermail Abyssteus x3 Mermail Abysspike x3 Mermail Abyssgunde x3 Genex Undine x3 Maxx "C" x3 Mermail Abysslinde x2 Mermail Abyssmegalo x2 Atlantean Dragoons x2 Atlantan Heavy Infantry x2 Genex Controller x2 Mermail Abyssleed Deep Sea Diva Spells: 6 Instant Fusion x3 Allure of Darkness Soul Charge Raigeki Traps: 8 Abyss-Sphere x3 Divine Wrath x2 Vanity's Emptiness  Extra: 15 Norden x2 Abyss Dweller x2 Evilswarm Exciton Knight Number 101: Silent Honor ARK Castel, the Skyblaster Musketeer Number 80: Rhapsody in Berserk Mecha Phantom Beast Dracossack Number 11: Big Eye Mermail Abyssgaios Dewloren, Tiger King of the Ice Barrier Black Rose Dragon Trishula, Dragon of the Ice Barrier Leo, the Keeper of the Sacred Tree Side: 15 Mystical Space Typhoon x3 Imperial Iron Wall x3 Royal Decree x3 Dark Hole x2 Shadow-Imprisoning Mirror x2 Moulinglacia the Elemental Lord  Number 52: Diamond Crab King Card Choices No Moulinglacia in Main: The main reason it's not included is because of the popularity of Shadolls and BA in the metagame, especially with the new tins reprinting both archetypes' money cards. A rebuttal to this could be "Well this deck is Dweller Turbo you should have one up when you Glacia." While this statement has merit, I'm not sure that's something you want to count on Theory-Oh wise; also hard drawing it doesn't really doesn't advance your game state since you didn't voluntarily add it to hand during your combo and it doesn't get you faster to resolving a Dragoons which is what puts you ahead and allows you to get the most value out of IF into Norden. The other reason is my general lack of experience with the deck and not being good enough to make whatever play I need to make for the situation at hand while manipulating the grave to a point where I can drop Moulinglacia. Also the fact that back row is a thing and getting disrupted mid-play therefore messing up your Water count is a thing; at least it is for me. 3 Undine/2 Controller: Basically I need to see Dragoons as early in the duel as possible and this 3 Undine helps me get there. As a consequence I feel I need to play at least 2 Controller for the purpose of not making 3 Undines dead if I draw 1 Controller. I also don't want to play 3 Controller because of how bad he is to hard draw due to how the deck fights for Normal Summons and Controller is just that: another Normal Summon. Also Diva is searchable and I usually want to Summon her instead of Controller. Not much to it really outside of I need to see Dragoons ASAP and this is the best avenue towards doing that I know of before that Level 1 Atlantean comes out. 2 Heavy Infantry/1 Marksman: Minimal Atlantean count due to concept of these cards simplifying the game state and needing multiple cards to work. Face-up cards are more common in this mets game as opposed to this deck's prior reign which is why there are more copies of Infantry then Marksman. Didn't completely eliminate Marksman as popping facedowns still comes up, he's a Level 3 which is more compatible with the engine, and he's need for the Diva Megalo OTK. Playing Abysleed and Diva: While making Moulinglacia live while not particularly difficult is not easy to do(at least for me), pulling off Abyssleed's effect is definitely easy to do. While drawing him isn't good, he can be tutor'd out via Abyss-Sphere/Linde combos to get taken out of the deck. Him being a 2700 beater and 3200 with Dweller up is helpful as well as him being Level 7. As far as Diva is concerned, Trishula is legal which is a game-changing card as seen with the Nekroz deck, and the Synchro counterpart is just a better version. Also it's searchable and gets out your little Atlanteans to get bounced with Dewlorean or combo'd with. Double Megalo: This card is still strong even now and is still necessary for the deck to function. While it is searchable, 1 tends to not be enough as you can now resolve Dragoons 3-4 times over the course of the game giving you a lot more ammo to make this card live and just needing another Dragoons target lol also you can bring him out via Sphere after you bring out Leed. 3 I don't feel is correct due to all the reasons people used to play 1. Soul Charge/Raigeki: Raigeki + Dweller is almost a win condition vs certain decks. Also against rogue it's obviously pretty strong. The deck's ability to make Dweller almost at will gives Raigeki a lot of added value since it erases a lot of the card's flaws. Soul Charge is also an amazing card for this deck for obvious reasons. It's a 1 card combo that can stem into a number of different plays and also combos well with Dewlorean. Obvious drawback is that you're unable to attack the turn you use it which could be a reason to cut it but as of now I'm playing it. Something to keep in mind is that this essentially is a better version of IF after you've resolved one and Norden is in grave.. 3 Sphere/2 Linde: Self Explanatory you usually don't want to draw into the Linde and she's not the only Sphere target so it's not like playing less copies will in turn make Sphere dead. Divine Wrath: Trishula is still a card as far as the Konami Format is concerned so this is the deck's form of effect negation. Also it's not like it can't be used to negate non-Trishula cards to anyway. In preliminary testing I was using Breakthrough Skill since it's not MST bait and it's reusable after the fact but I decided that Wrath destroying the monster outright so that you can use Floating Undines and Pikes with Controller for Synchro plays and it having synergy with Gunde and purpose of using in hand Controllers to outweigh its discard cost. Also it has infinite targets seeing as how it's not limited cards on field so it can hit hand traps, Valks, Farmgirl, Shadoll Fusion's graveyard eff etc.  Alas, Breakthrough or Effect Veiler might still be more optimal but as of now I'm using Wrath. 2 Dweller: Deck can make it extremely easily and it's extremely relevant in this meta. Dracossack: If I need immediate removal and both tokens + Controller is Trishula. The side is far from optimal at this point and is always changing so I'm not really going to go into it very much but it's working as of now. The only deck that I've played against post-siding is Kozmo and while the matchup is a coin-flip game 1, games 2 and 3 are heavily favored towards the Mermail player since I can side in Moulinglacia, IIW, and Dark Hole. With all the hype the deck has, its good that this deck has a reliable post-side strategy for this annoying yet fair deck. Conclusion So in essence, Norden gives this deck everything it was lacking and more: More resources, a grind game that can keep up with the top decks of the format, more OTK ability, and most importantly the ability to resolve the most important card in the deck 3-4 times a game. While obviously the results at the beginning of the post are arbitrary and doesn't mean the deck is good; the interaction the engine had with the opposing decks led me to believe that Mermail has the potential to be one of the best decks, if not the best deck of the format due to its ability to side into cards like IIW among others while having a supercharged engine compared to the iteration of the deck before Norden. At the very least, I think this is the correct meta call for the LA Regionals where Norden will be legal due to the deck's overall newfound strength, the fact no one will be expecting it, it's sideboard ability, lack of floodgates that STOP you from playing Yu-Gi-Oh due to the limitation of all the banish floods since floods like Mistake, L1T etc. are out able within the engine, and that the deck isn't in the mainstream and while people who have played when the deck was dominant will know how it works, people who didn't will not and people also won't be up to date on the different rulings that accompany the Mermail cards regarding chain links and the like. So that's basically all I can offer as of now. Although people here probably know most of these things already I felt like I should've gone in depth on everything I could to give as much information as possible to people who have no idea what this deck is and also really bring attention to the deck because again I think it deserves consideration. Also to really spark discussion and piggyback off Matthew's great post so as to start a trend of really explaining your ideas and why you think they're good so that we can raise the posting quality of the site and do our best to do what Steinman talked about before about really making this site a competitive HQ for people who really want to be on the cutting edge. I wanted this to be a positive impact on the site, however small, as opposed to a negative one and at least change things up a bit this format to reignite the staleness and add another Tier 1 deck o the fray. That's why I'm posting it here so that we can give the deck the DGZ push and at least make the deck the best it can be by the time the LA Regionals comes around so that it can perform well for the people who decide to play it. Please point out any fallacies or incorrect points as I'm trying to learn the deck myself it's literally been 2 days since I picked this up and with no prior gameplay knowledge outside of what I remember from playing AGAINST it like two years ago.  Side Points As far as the actual deck above is concerned, I wanted to incorporate a few things that maybe could help the deck:   - Mizuchi Spell seems nice for the ability to negate a spell as making a board and attaching this stops the opponent from being able to mass removal your board. Also just negating spells in general is good even though they have control over which it is. The 800 ATK boost is also relevant as it'll get over Towers and other problem cards. Want to fit in the main or perhaps side against mass removal heavy decks.    Sorry for how long it was but thanks to who could stick through it!
  3. RedeemedOne's MailRoz Deck

    Can anyone help me streamline my deck. Trying something a little different. Excuse the format...http://i.imgur.com/mgOpGWB.png. Trying to utilize a Mermail engine with my Nekroz but I don't think I've quite got it. My instincts tell me that I want to include Linde and Sphere but Sphere's spell restriction kills. Also, is there some way to use rank 7s with Megelo or Steus? Aqua spirit for easier rank 4? Suggestions? Or just tell me to forget about it cause it can't be done. Let me know something, guys. Thanks.
  4. 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
  5. Monsters 1 Tidal, Dragon Ruler of Waterfalls 1 Mermail Abyssgunde 1 Mermail Abyssturge 1 Mermail Abyssleed 1 Mermail Abyssmegalo 2 Mermail Abysslinde 3 Mermail Abysspike 3 Mermail Abyssteus 1 Atlantean Dragoons 2 Atlantean Heavy Infantry 2 Atlantean Marksman 2 Genex Controller 3 Genex Undine   Spells 1 Allure of Darkness 1 Book of Moon 2 Soul Charge 2 Forbidden Lance 2 Mystical Space Typhoon   Traps 1 Compulsory Evacuation Device 1 Solemn Warning 2 Phoenix Wing Wind Blast 2 Breakthrough Skill 3 Abyss-sphere     Side (needs work): 2 Maxx "C" 2 D.D. Crow 2 Flying "C" 1 Mystical Space Typhoon 2 Chain Disappearance 2 Light-Imprisoning Mirror 2 Shadow-Imprisoning Mirror 2 Malevolent Catastrophe     Extra: 1 Leo, the Keeper of the Sacred Tree 1 Black Rose Dragon 1 Ghostrick Alucard 1 Mechquipped Angineer 1 Mermail Abysstrite 1 Abyss Dweller 1 Bahamut Shark 1 Diamond Dire Wolf 1 Lavalval Chain 1 Castel the Avian Musketeer 1 Number 80: Rhapsody in Berserk 1 Number 101: Silent Honor ARK 1 Mecha Phantom Beast Dracossack 1 Mermail Abyssgaios 1 Number 11: Big Eye             Edited heavily due to change within the format, so new explanations are due. 2 Linde. I absolutely hate having it in hand. With the importance of Emptiness in the current format, you can't just crash Linde willy-nilly if you draw it anymore. I cannot find a reason to put it back at 3. Turge. As much as I hate this card, it serves its importance. Late game Constructs are a killer to this deck, so if it's faster to get to an Infantry in my graveyard then Turge is perfect. It blows to open with, and is usually sided out game 2/3. 3 Undine. After cutting Linde I decided that I needed an extra Water monster to get my engine going. Undine is very important, so I'd rather just open Undine than Pike and risk getting his effect negated. 2 Lance/2 MST. Emptiness is big in the format. The deck is slow. I don't need Emptiness chained to crucial Teus plays, or even the rare Megalo play. I'd play 3 MST, but I see it too much at 3. The 2 Lance is because this deck has a natural bad matchup vs Burning Abyss, and I cannot afford to lose crucial monsters to their Karma Cut/PWWB/Raigeki Breaks. 2 PWWB. Dolls are still a large problem, and it's also nice to put the likes of Dante and Delteros back into the extra without setting them off. I usually don't resolve two in a single game, but I like the increased chance of seeing it in the current format.   D.D. Crow (side). Mainly for Satellarknight, since stopping their turn 2 Altair -> Deneb play puts them back an entire turn. It's also great to stop any Scarm shenanigans. Flying "C". I took out Stygian Dirge after I found myself not having a chance to resolve it. End phase MST, Stellarnova Alpha, Phoenix Wing Wind Blast, etc. Dirge is a fantastic card, but this does a little more for me. It hurts Tellarknight, but it really hurts Burning Abyss. You can sit on mostly defense position monsters for a long period of time and stack up for a massive push. Malevolent Catastrophe. I cannot stress how badly Emptiness hurts this deck. This could become Debunk possibly, but Emptiness stacked up on multiple backrow means drawing just one MST won't do the trick.     I'm taking this to some circut-series thingy in Brooklyn, New York next weekend. I'd like all the help I can get. With playtesting, my weakest matchup is still Shaddoll, mainly Shaddoll Artifact. I'm not sure how to side against that build, since siding both Mirrors leads to clog but siding just one means that either Moralltach or Dragon will get rid of whichever one I don't side.
  6. -[ 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, and in January 2014, their Dragon Ruler, Tidal, was limited to 1 as well.   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. Alongside Sphere, Linde is the Mermail deck’s primary defense, which is important because the deck needs to run a lot of WATER monsters to support Abyssmegalo and Tidal, so traditional Trap cards are often excluded from main decks.   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 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 the “combo-breaker” in many situations. Thanks to Mermail Abysspike and Mermail Abyssteus, she’s incredibly searchable, 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 not activate. 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, and she lets Linde go into a Temptempo to beat Ophion. 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 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.   One of the new toys Mermails have gained since the “Mono Mermail” build became standardized at the beginning of March 2013, Abyssocea is often overlooked. The card is actually extremely strong, though, and enables a lot of OTK’s or game-breaking fields by turning one of your sharks into a pair of mer-people. Even in the worst case scenario, Ocea can target herself and transform into a Linde, which helps set up future plays. Add the fact that Mermail Abyssteus can add it to the hand without using a Normal Summon, and you have all the makings for a welcome addition to Mermail decks.   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 has lost a lot of its power for two reasons: Diva’s limit means he lost his best target, and Tidal’s presence means the grave is often left starving for WATER monsters. Turge is definitely still a strong choice worth considering, though, because Marksman, Gunde and Heavy Infantry are all cards that Mermails can’t get enough of. Tidal's limitation also gives the card a few more targets throughout games. 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.    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 will often be your search of choice with Abysspike, because summoning looping between Pikes and Marksman is a great way to wear down the opponent’s resources while you’re assembling the pieces for a combo play. 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 Ophion, Vanity’s Emptiness, and other troublesome cards. 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.   Diva is rather enigmatic for Mermail players currently. On the one hand, it’s still Diva and Diva was for nine months considered the best card in the deck. But on the other, running her means that you are essentially required to include a suite of various-level Synchros, which is a lot of valuable space taken up for a single tuner. One deciding factor may be that the most common play with Diva was the Megalo-Diva OTK, which usually involved using Dragoons to search at least one of the two combo pieces, and now you can’t search and OTK in the same play. 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 build has to have a significant amount of dedication to play with Controller and that means sacrificing a lot of the plays the deck could have made without Dragoons and Diva. One major perk to using this card is that it is the most reliable way send the now-Limited Tidal to the Graveyard.     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.   Salvage was considered a staple in the Undine builds, and was largely dropped after Mono became standardized, but it’s still a great card. It gives slightly more merit to Diva who can be given a second use by a Salvage, and 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, so there are definitely pros and cons that need to be considered when looking at Salvage.   [/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 - Well he wasn’t limited for the TCG, so Big Eye trading wars are something to be wary of again. That doesn’t mean you can never summon Big Eye, though, because in many situations he will be the best option your deck has to answer whatever your opponent has. Not to mention, Viruses are still going to be relevant cards and Big Eye functions with both of them. [/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     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]
  7. Swimming Club

    https://www.youtube.com/watch?v=rqYdp6rOBaI     Main Deck (40)   Monsters: 25 2x Controller 1x Dragoons 1x Heavy Infantry 2x Marksman 1x Veiler 3x Undine 2x Gunde 2x Linde 2x Megalo 3x Pike 3x Teus 1x Turge 1x Tidal   Spells: 3 2x MST 1x Salvage   Traps: 12  3x Sphere 1x Squall 2x Call of the Haunted 1x Mirror Force 2x Raigeki Brake 2x Skill Drain 1x Torrential (I have the deck IRL but my phone camera is shitty ): i'll take a photo next time i play at locals)   Side deck mainly just for my locals, haven't really done much testing outside locals/DN so I haven't really solidified it yet.   Extra deck still has to be updated for Legacy of the Valiant but I'm not sure what to put in for Exciton Knight and Silent Honors ARK, but most likely the Kappa and something else. (I was thinking Armades but the card has been really clutch against Geargia and Fire Fist)   Angineer will probably come out for something else, but the extra deck is legitimately so tight I have no idea what to do, with all these new great rank 4s that come out in Legacy, it's really hard to narrow the cards I want down, especially when Crimson Blader and Scrap Dragon are still incredible cards both in their power against other popular decks and synergy with the cards in this deck. (I don't run them mainly for space issues, although I think I'm missing some other cards that I probably should be running.)   I know that the deck will seem really bare bones because I've cut down on a number of staples in order to try and jam the Skill Drains as well as the Magic Planter engine into the deck. I know that Abyss Sphere is technically better than Call of the Haunted, but Call of the Haunted does have applications and it's own positive points that Sphere doesn't really do.   Firstly, COTH gives you your monster effect so rather than spending your once-a-turn Linde on getting Pike/Turge off or getting out Megalo for beats, you can just COTH the card from Grave and use it. Second, You can reborn monsters other than just Mermails which gives you a lot more flexibility in dealing with situations because you aren't as limited to trying to make a rank 7 or using your normal summon on a Pike or something.   COTH is also a Magic Planter target. I haven't actually drawn Magic Planter all too much so I'm not sure if 2 is the correct number. I know that there have been lists topping of Fire Fists which cut the card to 1 and it worked for them so I will probably do the same and cut it for something which is more 'core' to the deck, because I think that the Magic Planter play is kind of cute but not that great.   Skill Drain is really good against Geargia and Fire Fist (hits all 3 variants), and doesn't really hurt you all that much, while at the same time enhancing your Undines because you don't have to search for the Genex Controller in deck. (I'm pretty sure that opponent is supposed to ask you to confirm that there is a copy of Controller in deck to make sure that it is a legal activation of Undine's effect. Please correct me if I am wrong.)   Veiler has worked out decently as a one-of but I'm thinking of cutting it for maybe more Mermail monsters, as the 2 Linde/1 Megalo really scares me (Although it's been working so far?)    >I only run 1 Megalo because I think that it's really hard to try and break even off of his effect as it is easily disrupted as well, as well as having a heavy cost. The downside of only running 1 Megalo is that I might not see it when I need it, which makes me really worried that Abyss-Sphere won't be used to it's full potential. I really also dislike Leed as it has no real good applications against Fire, nor does it against Geargia. These two decks are the ones that worry me the most as I think they are the strongest this format, although I know that Hieratic Rulers are strong as well (I'm pretty sure Skill Drain is at least decent against them, because even though they have big monsters in the DRulers, you can just pop with Heavy Infantry(?))   (I actually don't have anyone playing the deck at my locals and I don't play good players on Dueling Network so that part is mainly Theory-oh) >pls help me test on DN ): help me get better pls   Hopefully you guys like the idea though, it's worked out decently in testing (so far) for me, and I really like Water, sooooo yeah   tl;dr   im an animu fag i made a swimming deck it has skill drain fish are friends not food plussing and stuff test with me on dn pls
  8. 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, and in January 2014, their Dragon Ruler, Tidal, was limited to 1 as well.   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. Alongside Sphere, Linde is the Mermail deck’s primary defense, which is important because the deck needs to run a lot of WATER monsters to support Abyssmegalo and Tidal, so traditional Trap cards are often excluded from main decks.   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 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 the “combo-breaker” in many situations. Thanks to Mermail Abysspike and Mermail Abyssteus, she’s incredibly searchable, 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 not activate. 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, and she lets Linde go into a Temptempo to beat Ophion. 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 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.   One of the new toys Mermails have gained since the “Mono Mermail” build became standardized at the beginning of March 2013, Abyssocea is often overlooked. The card is actually extremely strong, though, and enables a lot of OTK’s or game-breaking fields by turning one of your sharks into a pair of mer-people. Even in the worst case scenario, Ocea can target herself and transform into a Linde, which helps set up future plays. Add the fact that Mermail Abyssteus can add it to the hand without using a Normal Summon, and you have all the makings for a welcome addition to Mermail decks.   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 has lost a lot of its power for two reasons: Diva’s limit means he lost his best target, and Tidal’s presence means the grave is often left starving for WATER monsters. Turge is definitely still a strong choice worth considering, though, because Marksman, Gunde and Heavy Infantry are all cards that Mermails can’t get enough of. Tidal's limitation also gives the card a few more targets throughout games. 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.    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 will often be your search of choice with Abysspike, because summoning looping between Pikes and Marksman is a great way to wear down the opponent’s resources while you’re assembling the pieces for a combo play. 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 Ophion, Vanity’s Emptiness, and other troublesome cards. 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.   Diva is rather enigmatic for Mermail players currently. On the one hand, it’s still Diva and Diva was for nine months considered the best card in the deck. But on the other, running her means that you are essentially required to include a suite of various-level Synchros, which is a lot of valuable space taken up for a single tuner. One deciding factor may be that the most common play with Diva was the Megalo-Diva OTK, which usually involved using Dragoons to search at least one of the two combo pieces, and now you can’t search and OTK in the same play. 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 build has to have a significant amount of dedication to play with Controller and that means sacrificing a lot of the plays the deck could have made without Dragoons and Diva. One major perk to using this card is that it is the most reliable way send the now-Limited Tidal to the Graveyard.     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.   Salvage was considered a staple in the Undine builds, and was largely dropped after Mono became standardized, but it’s still a great card. It gives slightly more merit to Diva who can be given a second use by a Salvage, and 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, so there are definitely pros and cons that need to be considered when looking at Salvage.   [/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. 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 - Well he wasn’t limited for the TCG, so Big Eye trading wars are something to be wary of again. That doesn’t mean you can never summon Big Eye, though, because in many situations he will be the best option your deck has to answer whatever your opponent has. Not to mention, Viruses are still going to be relevant cards and Big Eye functions with both of them. [/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     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]
  9. Hi guys,  I was playing a game, and a situation came up. I would like to know what you guys would do here in this situation.  Opponent Hand: Tempest (searched) Opp Grave: Phalanx, Blaster, Return, 2 ravine, 1 terraforming,  x irrelevant spell/trap  cards. Opp RFG: Dux, Dux Tempest Vajrianaa 27 cards in deck Opps field: 2 dracosack One with blaster material other with tempest, 3 tokens 900 LP My Hand: Fish and swaps, Abyssleed, Infantry, Dragoons Grave: Tidal, Turge, Undine, Controller, Mst, Fish and swaps, Abyssphere Field: Empty 28 cards in Deck 2600 life points  My Extra Deck: blader, brd, dewloren, scrap, gunginir, abyss dweller, bahamut, emerald, direwolf, cowboy, draco, gaios, 2 trite, bigeye RFG, dragon ice, abysslinde Relevent deck cards: 3megalo, 2infantry, 2marksman, 2 Abyssphere, 2 fenrir   Mermail to play, What is best possible play?  Anyone from New Zealand who gets it right can get 2 booster packs (offer ends 12 hours)   Edit, I realise this is hard to do with just words, but try proxying cards. I think I have the best 2 solutions, both have good thought process. 
  10. Gemstar - Shark Bite

    <center> <iframe width="420" height="360" src="//www.youtube.com/embed/BaMkTfWvJHE" frameborder="0" allowfullscreen></iframe> <br> [spoiler] <table>   <tr> <img src="http://i.imgur.com/XBe4Fsa.png" height="260" width="390"> </tr> <font color="orange"> <tr> 3x Aqua Spirit 3x Tidal, Dragon Ruler of Waterfalls </tr> <tr> 2x Mermail AbyssMegalo </tr> <tr> 3x Mermail Abyssteus </tr> <tr> 3x Mermail Abysslinde </tr> <tr> 3x Mermail AbyssPike </tr> <tr> 3x Mermail Abyssgunde </tr> <tr> 1x Mermail Abyssleed </tr> <tr> 1x Mermail Abyssturge </tr> <tr> 1x Mermail Abyssocea </tr> <tr> 3x Atlantean Heavy Infantry </tr> <tr> 3x Atlantean Marksman </tr> <tr> 1x Atlantean Dragoons </tr> <tr> 3x Maxx "C" 2x Effect Veiler </font> <font color="teal"> <br> 3x Mystical Space Typhoon </font> <br> <font color="fuscia"> 3x Abyss-Sphere </font> <br> <font color="lime"> 2x Vanity's Fiend 1x Atlantean Marksman 2x Chain Whirlwind 2x Debunk 2x Imperial Iron Wall 2x Gozen Match 1x Needle Ceiling 1x Torrential Tribute 1x Eradicator Epidemic Virus 1x Transmigration Prophecy </font> <br> <font color="pink"> 1x Crimson Blader 1x Mermail AbyssGaios 1x Number 74: Master of Blades 1x Mecha Phantom Beast Dracossack 1x Number 11: Big Eye 1x Lavalval Chain 1x Abyss Dweller 1x Gagaga Cowboy 1x Bahumut Shark 2x Mermail AbyssTrite 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Leviair the Sea Dragon 1x Mechquipped Angineer </font> </tr> </table>   I am trying to find help more or less with the sideboard.  I am taking this to a regional this weekend, and would like help with that and trying to fit something else in Leviathan dragons place.  (I am not a fan of crazy box that was used in toronto as an eev target.  Every chance I have of going into him, there is always generally a better play it seems, also I rarely use him with EEV)   Next time I'll take some time and organize the DN screenshot.  My phone camera is shitty too.  I had photos to post, but the quality sucks.   Let me know of any suggestions.  Thanks in advance   Edit: I am aware I need to fit in 2 Vanity's emptiness, I currently don't own any.  What should i take out for when i do get them? [/spoiler] </center>
  11. Hip Hop Is Dead

    http://www.youtube.com/watch?v=-OVPUGn_U_8     Monsters: 32 3 Atlantean Abyssteus 3 Atlantean Dragoons 3 Atlantean Heavy Infantry 3 Atlantean Marksman 3 Tidal, Dragon Ruler of Waterfalls 3 Mermail Abysspike 2 Mermail Abyssgunde 2 Maxx "C" 2 Mermail Abysslinde 2 Effect Veiler 2 Mermail Abyssmegalo 2 Deep Sea Diva 1 Stream, Dragon Ruler of Droplets 1 Mermail Abyssleed Spells: 3 2 Salvage 1 Heavy Storm Traps: 5 3 Abyss-Sphere 2 Breakthrough Skill Extra: 15 2 Mermail Abyssgaios 2 Number 11: Big Eye 1 Mecha Phantom Beast Dracossack 1 Gaia Dragon, the Thunder Charger 1 Bahamut Shark 1 Abyss Dweller 1 Mermail Abysstrite 1 Gachi Gachi Gantetsu 1 Crimson Blader 1 Gungnir, Dragon of the Ice Barrier 1 Dewloren, Tiger King of the Ice Barrier 1 Ally of Justice Catastor 1 Armory Arm Side: 15 3 Epidemic Eradicator Virus 3 Electric Virus 3 Imperial Iron Wall 2 Droll & Lock Bird 2 Mystical Space Typhoon 2 Xyz Revenge
  12. Water.dek

    If this is still considered "tier 1", then it is definitely my favorite tier 1 deck. I just find it extremely fun and much less expensive than dragons and prophecy. I got the entire main deck for 220 bucks. :D     40 Monsters: 35 3 Tidal, dragon ruler of waterfalls 1 Stream, dragon ruler of droplets 3 Mermail Abyssmegalo 3 Mermail Abyssteus 3 Mermail Abysslinde 3 Mermail Abysspike 2 Mermail Abyssgunde 1 Mermail Abyssleed 3 Atlantean Dragoons 3 Atlantean Heavy Infantry 2 Atlantean Marksman 2 Deep Sea Diva 3 Effect Veiler 3 Maxx "C"     Spells: 2 1 Monster Reborn 1 Heavy Storm     Traps: 3 3 Abyss-sphere     Extra: 1 Armory Arm 1 Ally of Justice Catastor 1 Dewloren, Tiger King of the Ice Barrier 1 Gungnir, Dragon of the Ice Barrier 1 Crimson Blader 1 Thought Ruler Archfiend 2 Mermail Abyssgaios 2 Number 11: Big Eye 1 mecha phantom beast dracossack 1 Abyss Dweller 1 Bahamut Shark 1 Mermail Abysstrite 1 Gachi Gachi Gantetsu   Side: 3 Electric Virus 3 Droll & Lock Bird 3 Mystical Space Typhoon 3 Imperial Iron Wall 2 Eradicator Epidemic Virus 1 infestation terminus
  13. Water.

    Monsters: 39 3 Maxx "C" 3 Effect Veiler 3 Atlantean Dragoons 3 Mermail Abyssteus 3 Mermail Abysslinde 3 Tidal, Dragon Ruler of Waterfalls 2 Mermail Abysspike 2 Mermail Abyssmegalo 2 Mermail Abyssgunde 2 Deep Sea Diva 2 Aqua Spirit 2 Trifortresstops 2 Atlantean Heavy Infantry 2 Atlantean Marksman 1 Mermail Abyssdine 1 Mermail Abyssocea 1 Mermail Abyssturge 1 Mermail Abyssleed 1 Stream, Dragon Ruler of Droplets   Traps: 3 3 Abyss-Sphere   Basically the deck is meant to just always have hard hitting hands and commit to the board to OTK or push through big boards or create them themselves. This deck actually Abyssgaios + Abyss Dweller locks very consistently and that's the exact kind of pressure you need to be creating to come out on top in this format.
  14. Sup DGZ, just got home and decided I would relive the event one more time in my head to bring you my experience and enjoyment that was YCS Austin. I started playing again past november IRL (because I have been playing on DN for quite some time) after a 2 and a half year break and wanted to get back into the game as a hobby as well as reconnect with old friends. In the back of my mind, my goal was to win a YCS, since the last event I attended before quitting was SJC LA in 2010, where I went 9-2 and came in at 44th place. So when the opportunity to go to YCS Austin with my good friends JHUB and Chris Casperian came up, i just couldnt pass it up. I bought my ticket near the end of February and have been practicing for it ever since. I had been playing water for a while, and have been trying multiple different versions since Cosmo became legal. In my youtube feature match against Paul Clarke (Ygoverdose tournament #3) I was using an undine version of what is now Mono Mermail because I just loved the potential to otk with almost any hand. After seeing Billy and Jeffs version of the deck, I really liked the undineless build and made the switch.  I take it to a Trishula Mat tournament where I get top 4, only losing to Dino rabbit opening the nuts 3 games in a row.   [spoiler]<iframe width="560" height="315" src="http://www.youtube.com/embed/3gkYJb9Vcfw" frameborder="0" allowfullscreen></iframe>[/spoiler] ----- [spoiler]<iframe width="560" height="315" src="http://www.youtube.com/embed/u-9U_3Qu5pQ" frameborder="0" allowfullscreen></iframe>[/spoiler]   THURSDAY I Meet up with Jhub and Casper at the airport around 2, just 20 minutes before we board the plane. We fly out of SFO and into a connecting flight in LA where we meet up with Chris Hentz (who I will refer to as "Jig" for the rest of this report) and it turns out Jig is on our flight hella randomly. We talk Yugioh for an hour or so but then finally hit our flight and are on our way to Texas. When we get in to Austin, Jig says he wants to wait for Squiddy and it should only be a 10 minutes wait. After an hour da squid shows up and we roll out to the hotel. when we get to the hotel, we are all pretty awake so we hit Dennys. After a pro burger and awesome convos, we head back to the hotel and Jig / Squid call a cab. after what seems like an hour they take off and Jhub, Casper and I go to our room. I pass the fuck out from here.   FRIDAY We ended up rooming with our friends from Norcal (the Joes and Kyle) who flew out the day prior. We wake up too late for free breakfast so we decide to get cabs to the convention center. our cabby gets lost and we end up at the basketball game instead lol but he knows he fucked up so he says just give him whatever. we give him $15 and he takes us to our friends, who said they only spent $8 on their cab so that damn cabby got away with it anyways lol. We hit this awesome bbq place by the convention and i get the brisket. The ribs were broken as hell i wish i got those but man it was good either way. We go to the convention center and we are early for pre-reg. I trade with a few people and meet up with some cool peeps. the day progresses and we are waiting on FILI for a drop and it just doesnt go our way at all. We ended up waiting for way long but our good friend BLUNT came through in the end. Jhub, blunt and I head to Blunts room which happens to be across the street from us and Kyle meets up with us. We smoke for a few hours and i was too damn loaded i lost the weed for an hour (turns out it was in my binder wtf) and shit got hella real haha but it was all good in the end. We decide to eat some mexican food and it was hella good. We go back to the hotel and playtest for a little, Jhub decides last minute he wants to play water and uses practically the same deck as me, except he changed torrential for infantry - opting to use more monsters. We get to sleep around 1:00 am.   SATURDAY - Tournament day #1 So we get to the convention center before 9 and turn in our decklists. We meet up with a bunch of friends and chill before the event begins.   Round 1 - Wind ups. Game 1: I open the nuts, heavy megalo and dragoons. I ended up making using leeds eff to strip a card t1, and gaios up with set squall. eventually made 2 gaios and he couldnt recover. Game 2: My hand is slightly worse, i open leed with nothing great. Fiendish chain puts in work long enough for me to draw gunde / megalo / mst for his s/t and had diva for the GG. 1-0   Round 2 - Lightsworn Game 1: I have control and sitting pretty after making a big push, putting him at 1400. makes a crazy play and destroys my field and drops 2 Judgment for game. Game 2: I have control but im at 600, and i leave him topdecking with nothing but wulf on the field. if he draws a 4 star i lose to cowboy, but luckily he topped a dead judgment and i was able to win. Game 3: He opens charge, double recharge, mills wulf. it seemed like the nuts but he didnt have any necro gardna so I was able to OTK with mermail shinaniganz.  2-0   Round 3 - Dino Rabbit Game 1: She opens rabbit, laggia, macro with 2 set. I couldnt make a play so pass with 6. she draws, summons tgu and that was that. Game 2: I make an early bahamut/trite and she couldnt get over it. Game 3: She didnt open rabbit thank god, but she has field presence. Luckily i  was able to make catastor and she couldnt draw out of it, eventually I otk by drawing a second water with my in hand megalo/dragoons/heavy storm. 3-0   Round 4 - Fire Fist Game 1: he opens tenki for tengu, set 2. I open megalo diva double marksman with reborn in hand. I couldnt otk but made a big field and he couldnt get over it. Game 2: He had a huge opening with rabbit, and i opened leed with nothing good to go with it. I eventually draw outs to his cards like soul taker, snowman eater, and dark hole. but he tops vorse raider while i have messanger face up and only 1000 life points and his only other card was forbidden lance, so he won this one. Game 3: I open pretty well and am able to put in work with dewloren/fiendish chain/abyss sphere. which fire fist really can't keep up with.  4-0   Round 5 - Fire fist Game 1: He opens relatively well but I am able to make a big field and it was too much for his resources. Game 2: I have the outs to banisher and dfissure, and just do mermail shinaniganz. he couldnt keep up. 5-0   Round 6: Mermail Mirror (Steffon) Game 1: it goes back and forth, i make a big field, he counters with a big field, i counter back. Eventually I make big eye and steal his catastor and he couldnt draw out of it. Game 2: he sets a monster with 2 s/t, i open maxx c with avarice and cards to make dweller. I take early lead with dweller and maxx C and when i made a megalo play with 2 marskman, eventually leading to victory. 6-0   Round 7 - Mermail Mirror  Game 1: This guy doesnt know his rulings. he wins the die roll and sets 1 card and passes. I set sphere and end my main 1, attempting to enter end phase. I activates sphere and brings out linde, then tries to drop it in graveyard when I tell him I would like to continue main phase. He makes a stupid argument so I just call a judge. Judge says i'm right and so i diva>infantry>summon dragoons, make armory, overlay dweller and detach armory and attack linde. He was very salty and misplays so i capitalize and win t2.  Game 2: He has a face up linde, i have teus and megalo face up with linde brought up by gunde, so i crash linde into linde and order my linde CL1, his CL2. He brings out pike anyways and so i mirror it intending to steal it and make dweller. He tries to use the effect but I had to remind him that his pike misses timing, he calls a judge and judge confirms. he couldnt recover from my field and loses shortly afterwards.  7-0   Round 8 - Fire Fist    [spoiler]FEATURE MATCH[/spoiler] Game 1: I got the feature match. I had advantage and field presence game 1, but he rips heavy storm and makes a big push which i couldnt recover from. Game 2: I have MST for his tenki and he doesnt have another monster. We go back and forth draw pass but eventually my mermails were too stronk. Game 3: He opens 3 bear, with a great field. I open heavy storm and blow him out of the water with catastor / fiendish chain / dewloren / sphere. crazy plays win this game. 8-0   Round 9 - Dino Rabbit Game 1: He sets 3 s/t and ends. I play through his backrows and turns out they were bluffs except mirror force which i hit with marksman. He gets destroyed by t3. Game 2: He opens rabbit / TGU / Macro. I open terrible. Game 3: Messenger stalls out for a very long time, allowing both of us to fill our hands and fields. I was very tired at this point and overlooked my hand thinking i had game. I let messanger go and immediately realize my mistake. He capitalizes on this and wins. 8-1   So I end day 1 with an x-1 record, coming in 6th. Very disappointed in my misplay against dino rabbit and figuring I should be 9-0 at this point. Jhub is in 3rd with a 9-0-1 record. We head back to the hotel and smoke with Blunt, kyle gets salty that he didnt get to smoke even though we invited him. Turns out Jig got food poisoning from eating brisket (thank god i didnt get sick) and was a sad panda.    SUNDAY - Day 2 of Tournament. Jhub and I wake up around 6:30 and start getting ready. We catch a cab and get to the convention center by 8:30, and meet up with Jig. We both talk back and forth about how we both need to win at least 1 match and that we don't want to sweat the bubble, so we are going to win both (and amp ourselves up).  Pairings go up promptly at 9. Round 10 - Dino Rabbit Game 1: He opens no rabbit, but he is playing maxx c and vanitys emptiness in the maindeck and it slows me down, but without laggia or dolkka he wasnt able to stop my otk. Game 2: He opens rabbit into dolkka, and 3 sets. I have messanger and stall out while eventually summoning dragoons and marskman, and just letting marksman crunch for 1400 damage over and over. he was at 1600 life poitns and i had 2 marksman and dragoons f/u with messanger, he sets 1 and says "if you have heavy, you win". I respond with "nah man, no heavy here" right when heavy comes off the top of my deck. I drop it on the table and his look was pure horror. he scoops up his cards and walks away with many words said. I don't blame him, but i was really excited at this point that i just clinched my top 32 spot that i didnt even care. 9-1   Round 11 - Mono Mermail (Grant Kelly) Game 1:  he opens 2 set, ends. I set 1 card and end, he attempts to sphere in my main phase but I had diva>infantry>dragoons in hand and pwn the linde. It goes back and forth mermail stuff, he makes a big field but I counter with big eye and just dominate. Game 2: He didnt make any major t1 plays. I open Diva / Deck Dev/ Mind Crush and drew into another mind crush GFG. I just play around his hand and make awesome moves while shutting him down, he couldnt keep up. I still think he was a good player though. 10-1   So I end up 3rd in swiss, 2nd place being the Dino rabbit that beat me r9 and Vincent from france as the undefeated. So I place as the highest mermail player going into the t32. Jhub is 9-1-1 and ends up 6th in swiss (we switched spots from where we were at before day 2 lol). Jig lost on the bubble to some judge bs. A few people I was talking to on day 1 topped, we were all pretty excited but focused because both Jhub and I really only wanted to win this event.   Top 32 - Galo Orbea : YCS Ecuador champion, Mono Mermail Mirror Match. I Have no idea what he was playing, and had no clue that the top 32 was half mermail mirror.  Game 1: I open set linde, torrential, and mst. He opens Heavy > Megalo > Double Dragoons. He doesnt otk through linde, but ends with a huge amount of advantage i couldnt come back from. Game 2: I open Diva > Deck Dev and draw into mind crush. He had avarice, reborn, marksman, diva, dragoons, pot of avarice. It wasnt a blowout but i was able to at least slow him down long enough for my mermails to put in work. Game 3: He opens pike>dragoons. I try to make a big play but he has maxx C. I wait and let him blow his wod and he leaves me at 600 life points. I try to make a counter push with diva and live squall, but he has another Maxx C. I made the decision to chain the squall to maxx C and end with a gaios field with fiendish chain set and good presence. Unfortunately he drew dark hole as his last card and it turned out to be the blowout card that would allow him to finish me off. Thinking back on it, I probably should have saved squall and only made catastor to destroy zenmaines, let him get the plus 1 and if anything use squall as a life saver and to trigger my in grave linde.    <iframe width="560" height="315" src="http://www.youtube.com/embed/JnnX3h3r4J4" frameborder="0" allowfullscreen></iframe>   So I lost in top 32. JHub won his top 32 match but got screwed out by the judges so he recieved a game loss which lead to him eventually losing the match completely. I dump my water deck at the event as well as the rest of my stuff and make a good lump of cash. I chill with the boyz while they cube and learn a good bit about drafting in the process. We eventually leave the convention center and Jig decides to stay with us for the night since we fly out relatively at the same time and it was convenient. We chill and bullshit yugioh all night and sleep in, it was awesome.  MONDAY   We head to the airport and fly chill all day, we meet up with a few people and bullshit for a while. My good friend SlimxTeamSymmetry (mike) chilled with us for a bit, Austin Kulman was there and we chilled with Robert Boyajian for a bit too. Awesome people right there. Some guys (including one of the geargia guys that topped) came over and talked to Jig and said they wanted to play for cards. at this point i was tired and only wanted to play for real money so i offered them $100 a match, and they declined immediately. I tried to make it easier by doing $50 a game but they just wouldnt play me so they just walked off. Jhub later realized he wanted to play for $20 a match but they didnt want it (i guess they didnt realize we were with jig when they offered to play for cards and didnt want to play us after i found out lol). We catch our flight soon after. When i was getting on the plane i started bullshitting with the captain who was really cool, and he showed the cabin and let me sit in the pilots seat. it was pretty rad. Jhub, Casper and I split ways in SF and I took the BART home.    Thats the trip, it was an awesome experience and great to meet a lot of you guys IRL. I still havnt met my goal of winning a YCS but I plan on trying until I do. I can't wait to go to another premier event and chill with you guys again!   Props -Meeting all of the cool peeps and putting faces to screennames. -Dat Squiddy -Ironworks BBQ -Top 32 -Vacation -SlimXTeamsymmetry -Jhub -Chris "Jig" Hentz -Kyle and the joes -Casper -Seeing a lot of old friends from back in the day -Pretty much the entire weekend.   Slops -Not Winning the Event.
  15. Go Get It

    http://www.youtube.com/watch?v=xvM3YwmDfwE         Monsters 26 3 Mermail AbyssMegalo 3 Mermail AbyssLinde 2 Mermail AbyssTeus 1 Mermail AbyssLeed 3 Mermail AbyssPike 3 Atlantean Dragoons 3 Atlantean Marksman 3 Atlantean Heavy Infantry 3 Deep Sea Diva 2 Mermail AbyssGunde   Spells 9 3 Mystical Space Typhoon 2 Salvage 1 Pot Of Avarice 1 Monster Reborn 1 Dark Hole 1 Heavy Storm   Traps 7 3 Abyss-Sphere 1 Abyss-Squall 2 Torrential Tribute 1 BreakThrough Skill   Side  2 Dust Tornado 2 Bottomless Trap Hole 2 Mind Crush 2 Soul Taker 2 Snowman Eater 2 Maxx "C" 2 Tragoedia 1 Mind Control   Extra 1 Maestroke The Symphony Djinn 1 Number 17: Leviathan Dragon 1 Wind-up Zenmaines(Going To Be A Bahamut Shark Once I Get On) 1 Mermail AbyssStrite 1 Abyss Dweller 1 Gachi Gachi Gantetsu 1 Number 11: Big Eye 2 Mermail Abyssgaios 1 Armory Arm 1 Alley Of Justice Catastor 1 T.G. Hyper Librarian 1 Dewloren, Tiger King Of The Ice Barrier 1 Gungnir, Dragon Of The Ice Barrier 1 Scrap Dragon  NOTE EDIT ADDED A third diva as 42nd card
  16. H.A.M. Monsters: 26 3 Mermail Abyssteus 3 Atlantean Marksman 3 Mermail Abysslinde 3 Mermail Abyssmegalo 3 Mermail Abysspike 3 Atlantean Dragoons 3 Deep Sea Diva 2 Atlantean Heavy Infantry 2 Mermail Abyssgunde 1 Mermail Abyssleed Spells: 8 3 Mystical Space Typhoon 1 Mind Control 1 Pot of Avarice 1 Dark Hole 1 Monster Reborn 1 Heavy Storm Traps: 6 3 Abyss-sphere 2 Torrential Tribute 1 Abyss-squall Extra: 15 2 Mermail Abyssgaios 1 Number 11: Big-Eye 1 Ally of Justice Catastor 1 Armory Arm 1 T.G. Hyper Librarian 1 Dewlorean, Tiger King of the Ice Barrier 1 Gungnir, Dragon of the Ice Barrier 1 Scrap Dragon 1 Mist Wurm 1 Wind-Up Zenmaines 1 Number 17: Leviathan Dragon 1 Abyss Dweller 1 Bahamut Shark 1 Mermail Abysstrite Side Deck: 15 3 Mind Crush 3 Dust Tornado 2 Maxx "C" 2 Deck Devastation Virus 2 Tragoedia 1 Gorz the Emissary of Darkness 1 Soul Taker 1 Breakthrough Skill Not entirely sure if I want to stick with THAT trap line up or: 3 sphere 1 squal 1 warning 1 judgment I'm expecting 8-10 rounds for this weekend's Anaheim regionals and I think the torrent line up is better suited for it but idk, tested both and loved both line ups.
  17. Blue.

    This is my current list of mermail that I have been testing. I really like water art as it is strong game one to gain information and then easy to side out game 2. I have been testing some of the new cards with not very much success.   http://www.youtube.com/watch?v=68ugkg9RePc               2 Mermail Abyssmegalo 3 Genex Undine 3 Atlantean Dragoon 2 Atlantean Heavy Infantry 3 Atlantean Marksman 2 Genex Controller 2 Mermail Abysslinde 2 Mermail Abysspike 2 Deep Sea Diva 1 Moulinglacia the Elemental Lord 1 Gorz the emissary of darkness   2 Salvage 2 Mystical Space Tyhpoon 1 Mind Control 1 Allure of Darkness 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Pot of Avarice   2 Torrential tribute 2 Abyss-sphere 3 Spiritual Water Art – Aoi   2 maxx c 2 snowman eater 2 soul taker 2 messenger of peace 1 mystical space typhoon 2 gozen match 1 dust tornado 1 dimensional prison 1 deck devastation virus 1 malevolent catastrophe   1 gachi gachi 1 zenmaines 1 levithan 1 temtempo 1 acid golem 1 dweller 1 big eye 1 armory arm 1 hyper librarian 1 catastor 1 dewloren 1 gungnir 1 black rose 1 scrap dragon  1 mist wurm
  18. My Deck - 1 Gorz, Emissary of Darkness 1 Deep Sea Diva 1 Atlantean Heavy Infantry 1 Moulinglacia the Elemental Lord 2 Genex Controller 2 Mermail Abysslinde 2 Mermail Abysspike 2 Mermail Abyssmegalo 3 Genex Undine 3 Atlantean Dragoons 3 Atlantean Marksman 2 Mystical Space Typhoon 2 Pot of Duality 1 Pot of Avarice 1 Dark Hole 1 Mind Control 1 Heavy Storm 1 Monster Reborn 1 Salvage 1 Allure of Darkness 1 Abyss-Scale of the Kraken 2 Abyss-Sphere 2 Torrential Tribute 2 Phoenix Wing Wind Blast 1 Call of the Haunted 1 Mystical Space Typhoon 1 Tsukuyomi 2 Maxx "C" 2 Gozen Match 2 Skill Drain 2 Trap Stun 2 Shadow-Imprisoning Mirror 2 Soul Taker 1 Twister As far as my deck goes, it was perfect. The only reason I didn't go 8-1 is because during round 8 game 1, playing against Hero, I made a HUGE misplay and absolutely lost the game because of it and in turn went 7-2 and was knocked out of top 8. But I'll elaborate on that later. Also, I'm going to get this out of the way. Kraken was clutch as fuck and won me like 4 or 5 games by itself. Hop onto this card's dick immediately. Round 1 - Micah/Wind-Up Game 1 I open with a hand of Moulinglacia, Megalo, Salvage, Allure and Avarice. I win the die-roll and draw Space Typhoon. I set Space and he Spaces, goes off and I lose a couple turns later because I actually drew THAT bad. Game 2 I open Marksman, Salvage, Avarice, Torrential and Call of the Haunted. I draw Mind Control for turn and I'm feeling a bit better about this game. I set Torrential and Call and pass. He storms and blows me out. After the match, he says this is his first Regional ever and he went 0-3 drop at YCS Indy with Dragunities. I think to myself "Gee, it was great losing to you." He wasn't trying to be a dick though. Nice guy. He ended up scrubbing. Round 2 - James/Madolche Game 1 I'm playing Mermail and he's playing Madolche, so yeah. He sets 2, summons Mageline for Mageline, plays the Field Spell and Ticket and I'm like "Damn, you opened well." I proceed to drop my hand, kill his entire field and hand and swing for game next turn with Megalo and Glacia with Sphere and some other trap set. PWWB I think. Game 2 he opens pretty similarly. But I opened Storm, destroying Bottomless, Field, Ticket and Warning, then I summoned Pike and pitched Dragoons and won from there. Bahamut played a pretty significant role here. Round 3 - Jason/Mermail Game 1 he opened Thunder King. I Dark Hole and drop the nuts on him, and Megalo searches for Kraken. I attack through Gorz for game. Game 2 he actually opened pretty well with Pike/Dragoons but I open well too and end up grinding out the game in my favor with some pretty well-timed Traps. I'm finally set up for a power-play and he drops Maxx "C", and I play through it. He actually draws his Gorz, and takes some significant damage before dropping it. I Mind Control it, and make Big Eye to take his token in mp2 and he scoops the following turn. After the match, he tells me he's not playing Undine. More power to ya, man. Round 4 - Zack/Lightsworn Game 1 he opens double Recharge and 3 backrow and I'm like fuuuuuuuuuuuuuuuuuck. But his backrows are like 2 Beckoning and a Mirror Force, so I destroy them, and when I drop Moulin, I discard his 2 in-hand JD and obviously win. Game 2 he opens Charge, Recharge, Recharge and I just sit there while he mills a shitload of Spells. I go Undine and stack my hand to win next turn, and he drops 2x JD and Jain the following turn, so I take a fuckton of damage and he mills. I rip Dark Hole and he scoops. Round 5 - Dillon/Wind-Up Game 1 he gets a gameloss for being late. Game 2 he opens Zenmaines and a backrow and I draw an obscene hand of like 5 live Atlanteans/Mermails and Monster Reborn and OTK him. Kraken killed a Gorz this game, as well. Super nice guy. I felt bad about the gameloss. Round 6 - Zach/TG Junk Doppel Game 1 he draws pretty bad. He has a backrow and a set monster, so I pop them with Atlanteans' effects and drop Megalo. He chains Threatening Roar and his Doppel Warrior goes to the Grave. I am anticipating an Quasar next turn, but it never comes, and I'm able to grind out the win after a few more of his defensive Traps go off/are destroyed. Game 2 pretty much the same thing. I open really, really well to his mediocre hand and he's forced to Duality for Threatening Roar TWICE this game. I end up running into a few Torrentials and beat him down with Pikes/Lindes/Genex Controllers for game. Round 7 - Nick/Rabbit Game 1 he opens Sabersaurus set 3 or some shit. I open Undine but he Warnings and I can't get anything going. I end up drawing the game out and finally ripping Storm, but he has the Judgment and I lose because he has too many Traps and Dinosaurs. Game 2 Atlanteans kill his backrows early, he doesn't see a Macro or a Rabbit, and I just win this game with no opposition really. Game 3 This game I open the stone cold nuts. He opens 3 backrows and a set monster, and I'm thinking it's a Kabazauls so I summon Pike and he tries to Macro, which I Space. So I discard Dragoons and search my double Marksman and Megalo his two backrow and search Sphere. Pike swings over his set, which was Kabazauls, and Megalo swings into his LP. -_- I set COTH and Sphere and proceed to win next turn because he couldn't draw any backrow hate and I drew the Undine to kill his Mirror Force IIRC. Round 8 - Chris/HERO Game 1 I blow him out and have him at 1800 LP to my like 7200 by like turn 2 and I run into a Mirror Force, which is his ONLY card. He draws and sets. I summon a Controller and he Torrentials. He draws a Miracle Fusion and plays it to make The Shining and swings. I set a Controller (I think) and pass. He draws a backrow, attacks, sets and passes. I am holding Reborn/Salvage/Soul Taker and I have this planned out in my head. I can Salvage 2 Marksman, Reborn a Pike, discard Marksman to pop his backrow and Taker for game. But I guess I get distracted and drop Reborn before Salvage by mistake. So I taker his Shining, and try to summon Marksman for game but he has the Torrential. Next turn, WITH NO CARDS, he fucking rips Reborn and I lose to a Blade Armor Ninja because he didn't use Stratos to make The Shining or some shit. Game 2 I draw 6 monsters and nuke his field, and win over the course of 1-2 turns because he can't deal with Megalos and Glacia. Game 3 he opens pretty nuts with Stratos and 4 backrow, and I'm forced to make a Zenmaines somehow. He ends up making Papilloperative and killing me because I couldn't play around shit like 2 Warning, Judgment, Bottomless or whatever ridiculous shit he had. I was really, really pissed at this point. Not because I lost, but because I literally beat myself. He even said that he didn't deserve to win that match, and that Yugioh fucking sucked. Oh well. Round 9 - James/Rabbit Game 1 - He starts with Sabersaurus and a backrow. I Space it, summon Pike and stack my hand with an Undine by pitching another Pike or some shit. I equip Kraken and kill his Saurus. Next turn he tries to Guide and I negate/kill it because he doesn't know what Kraken does and I win from there IIRC. Game 2 - I open with a set Sphere. He swings into Linde with Kabazauls and I get Pike, which tutors Undine and Marksman. He sets 1 Backrow and ends. I space it, turned out to be Warning. I summon Dragoons, make Bahamut Shark, and he can't kill it because of the sheer amount of backrow hate I draw and I control the game with Shark and Leviathan. My round 8 loss ends up losing to the guy that came in 1st overall with Wind-Up so I figure I can't make top 8. Pretty happy with how I did after losing round 1 to some sacky bullshit. I had my fingers crossed, but ended up not making it. I get my invite and make a few trades, and we head out. Pretty decent day, I suppose. Thanks for reading.
  19. Needing help, as this is the first time I've played a meta deck seriously in a while. Took 2nd at a local cash tournament with this, x-1 in swiss, losing to samurai w/ mained d-fissure in the finals. I prefer the trap-heavier lineup at the moment, but could easily be swayed either way. Also of note, I only own 2 megalo, so 3 cannot be an option right now. Any help/criticism is welcome. [spoiler] [img]http://i.imgur.com/as7bu.png[/img] [/spoiler] Original Build [color=#d3d3d3][spoiler]Monsters: 23[/color] [color=#d3d3d3]1 Gorz the Emissary of Darkness[/color] [color=#d3d3d3]1 Moulinglacia the Elemental Lord[/color] [color=#d3d3d3]3 Deep Sea Diva[/color] [color=#d3d3d3]2 Genex Controller[/color] [color=#d3d3d3]3 Genex Undine[/color] [color=#d3d3d3]2 Atlantean Heavy Infantry[/color] [color=#d3d3d3]2 Altantean Marksman[/color] [color=#d3d3d3]3 Altantean Dragoons[/color] [color=#d3d3d3]2 Mermail Abysslinde[/color] [color=#d3d3d3]2 Mermail Abysspike[/color] [color=#d3d3d3]2 Mermail Abyssmegalo[/color] [color=#d3d3d3]Spells: 8[/color] [color=#d3d3d3]1 Salvage[/color] [color=#d3d3d3]1 Monster Reborn[/color] [color=#d3d3d3]1 Pot of Avarice[/color] [color=#d3d3d3]1 Dark Hole[/color] [color=#d3d3d3]1 Heavy Storm[/color] [color=#d3d3d3]3 Mystical Space Typhoon[/color] [color=#d3d3d3]Traps: 9[/color] [color=#d3d3d3]3 Abyss-Sphere[/color] [color=#d3d3d3]2 Torrential Tribute[/color] [color=#d3d3d3]2 Mirror Force[/color] [color=#d3d3d3]2 Phoenix Wing Wind Blast[/color] [color=#d3d3d3]Extra Deck:[/color] [color=#d3d3d3]1 Mist Wurm[/color] [color=#d3d3d3]1 Scrap Dragon[/color] [color=#d3d3d3]1 Black Rose Dragon[/color] [color=#d3d3d3]1 Gungnir, Dragon of the Ice Barrier[/color] [color=#d3d3d3]1 Dewloren, Tiger King of the Ice Barrier[/color] [color=#d3d3d3]1 Ally of Justice Catastor[/color] [color=#d3d3d3]1 Armory Arm[/color] [color=#d3d3d3]1 Number 11: Big Eye[/color] [color=#d3d3d3]1 Mermail Abyssgaios[/color] [color=#d3d3d3]1 Abyss Dweller[/color] [color=#d3d3d3]1 Gagaga Cowboy[/color] [color=#d3d3d3]1 Wind-Up Zenmaines[/color] [color=#d3d3d3]1 Number 17: Leviathan Dragon[/color] [color=#d3d3d3]1 Daigusto Phoenix[/color] [color=#d3d3d3]1 Gachi Gachi Gantetsu[/color] [color=#d3d3d3]Sideboard:[/color] [color=#d3d3d3]2 Gemini Imps[/color] [color=#d3d3d3]2 Snowman Eater[/color] [color=#d3d3d3]1 Airorca[/color] [color=#d3d3d3]2 Soul Taker[/color] [color=#d3d3d3]2 Shadow-Imprisoning Mirror[/color] [color=#d3d3d3]2 Skill Drain[/color] [color=#d3d3d3]2 Gozen Match[/color] [color=#d3d3d3]1 Needle Ceiling[/color] [color=#d3d3d3]1 Trap Stun[/color] [color=#d3d3d3][/spoiler][/color] 11/29/2012 Build: [spoiler] [font=tahoma, helvetica, arial, sans-serif][size=3]Monsters: 23[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gorz the Emissary of Darkness[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Moulinglacia the Elemental Lord[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Deep Sea Diva[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Genex Controller[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Genex Undine[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Atlantean Heavy Infantry[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Altantean Marksman[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Altantean Dragoons[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Mermail Abysslinde[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mermail Abysspike[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mermail Abyssmegalo[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Spells: 8[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Salvage[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Monster Reborn[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Pot of Avarice[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Dark Hole[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Heavy Storm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mystical Space Typhoon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Traps: 9[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Abyss-Sphere[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Torrential Tribute[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mirror Force[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Phoenix Wing Wind Blast[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Extra Deck:[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Mist Wurm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Scrap Dragon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Black Rose Dragon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gungnir, Dragon of the Ice Barrier[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Dewloren, Tiger King of the Ice Barrier[/size][/font] 1 T.G. Hyper Librarian [font=tahoma, helvetica, arial, sans-serif][size=3]1 Ally of Justice Catastor[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Armory Arm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Number 11: Big Eye[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Abyss Dweller[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gagaga Cowboy[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Wind-Up Zenmaines[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Number 17: Leviathan Dragon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Daigusto Phoenix[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gachi Gachi Gantetsu[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Sideboard:[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Gemini Imps[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Mystical Space Typhoon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Deck Devastation Virus[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Airorca[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Soul Taker[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Shadow-Imprisoning Mirror[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Skill Drain[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Gozen Match[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Needle Ceiling[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Trap Stun[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3][/spoiler][/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]12/4/12 build[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Monsters: 24[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gorz the Emissary of Darkness[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Moulinglacia the Elemental Lord[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Deep Sea Diva[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Genex Controller[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Genex Undine[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Atlantean Heavy Infantry[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Altantean Marksman[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Altantean Dragoons[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Mermail Abysslinde[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mermail Abysspike[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Mermail Abyssmegalo[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Spells: 9[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Salvage[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Monster Reborn[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Pot of Avarice[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Dark Hole[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Heavy Storm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Mystical Space Typhoon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Traps: 7[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Abyss-Sphere[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Torrential Tribute[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mirror Force[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Extra Deck:[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Mist Wurm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Scrap Dragon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Black Rose Dragon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gungnir, Dragon of the Ice Barrier[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Dewloren, Tiger King of the Ice Barrier[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 T.G. Hyper Librarian[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Ally of Justice Catastor[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Armory Arm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Number 11: Big Eye[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Abyss Dweller[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gagaga Cowboy[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Wind-Up Zenmaines[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Number 17: Leviathan Dragon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Daigusto Phoenix[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Gachi Gachi Gantetsu[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Sideboard:[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Gemini Imps[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Deck Devastation Virus[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Airorca[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Soul Taker[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Shadow-Imprisoning Mirror[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Skill Drain[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Gozen Match[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Needle Ceiling[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Trap Stun[/size][/font]
  20. Ultramarine Meditation

    [center][color=#222222][font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3][/size][/font][/color][/center][center][color=#222222][font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3][VIDEO]http://www.youtube.com/watch?v=5FopEdmNd4k[/VIDEO][/size][/font][/color][/center][center][color=#222222][font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3][img]http://i.imgur.com/GqlPd.png[/img] [/size][/font][/color][/center] Decklist; [spoiler]Monsters 3 Deep Sea Diva 3 Atlantean Dragoons 3 Atlantean Marksman 3 Mermail Abyssmegalo 3 Mermail Abysslinde 2 Mermail Abysspike 2 Effect Veiler 1 Mermail Abyssgunde 1 Atlantean Heavy Arms 1 Moulinglace the Elemental Lord Spells 3 Mystical Space Typhoon 2 2 Salvage 1 Dark Hole 1 Heavy Storm 1 Monster Reborn 1 Pot of Stupidity Traps 3 Abyssphere 2 Call of the Haunted 2 Compulsory Evacuaton Device 2 Torrential Tribute 1 Solemn Judgment Extra Deck 1 Armory Arm 1 Ally of Justice Catastor 1 T.G. Hyper Librarian 1 Dewloren, Tiger King of the Ice Barrier 1 Gungnir, Dragon of the Ice Barrier 1 Mist Wurm 1 Daigusto Phoenix 1 Gachi Gachi Gantetsu 1 Submersible Carrier Aero Shark 1 Number 17: Leviathan Dragon 1 Evigishki Merrowgeist 1 Bahamut Shark 1 Maestroke the Symphony Djinn 1 Number 11: Big Eye 1 Mermail - Gaioabyss Side Deck 1 Neo Spacian Aqua Dolphin 2 Breaker the Magical Warrior 2 Maxx "C" 2 Snowman Eater 2 Dust Tornado 2 Gozen Match 2 Royal Decree 2 Shadow-Imprisoning Mirror[/spoiler] Attempt at a Mermail/Atlantean deck. Non Undine build as I seem to draw god awful whenever I run it and Controllers so I'm going with the more generic build that's been popping up on Shriek here and there with a couple tweaks. Basically want to get to Abysslinde who dies and fetches out Abysspike or Megalo depending on the situation. The first two ideally discard Atlanteans while the last one is a free 2400 beater with a potential double attack. Abyssphere is amazing and I hope we get Bahamut Shark as an import in November. Also any chance to reference Mega Man is a chance I must take!
  21. Water, water everywhere

    Figured it was time to start playing around with these guys/gals. Ratios will be tweaked here and there, but I like the framework so far. [img]http://i.imgur.com/Vmekm.jpg[/img] Total: 41 22/14/5 Monster: 22 3 Mermail - Megaloabyss 3 Mermail - Abysspike 3 Atlantean Seahorseman 3 Atlantean Armsman 3 Atlantean Marksman 3 Deep Sea Diva 3 Genex Ally Birdman 1 Atlantean Pointman Spell: 14 3 Salvage 2 Mystical Space Typhoon 2 Pot of Duality 2 Abysscale - Kraken 1 Heavy Storm 1 Monster Reborn 1 Dark Hole 1 Pot of Avarice 1 Mind Control Trap: 5 2 Solemn Warning 2 Torrential Tribute 1 Solemn Judgment 1 Diagusto Phoenix 1 Gachi Gachi Gentetsu 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem of Destruction 1 Wind-up Zenmaines 1 Mermail - Gaioabyss 1 Armory Arm 1 TG Hyper Librarian 1 Ally of Justice Catastor 1 Brionac, Dragon of the Ice Barrier 1 Dewloren, Tiger King of the Ice Barrier 1 Black Rose Dragon 1 Gungnir, Dragon of the Ice Barrier 1 Stardust Dragon 1 Scrap Dragon For people unfamiliar with the deck, it has a bunch of pretty neat plays re-using Diva and Armsman to continually place multiple monsters on the board for Xyz's or Synchros. Or, it can OTK using a combination of Megaloabyss and Marskman/Pointman. Megaloabyss and Abysspike serve as the discard engines setting up for Diva when you don't have her. Seahorseman is awesome because he can search every monster in the deck except Birdman. The primary OTK, however is: - Normal Summon Diva - Special Summon Armsman with Diva - Bounce Diva to Special Summon Birdman - Normal Summon Diva - Special Summon Marksman with Diva - Xyz Phoenix using Diva and Armsman - Attack twice with Phoenix (3000) - Attack with Birdman (1400) - Attack with Marskman (1400) - Special Summon Pointman with Marksman - Attack with Pointman (2200) 3000 + 1400 + 1400 + 2200 = 8000
  22. Ernest Borgnine Tribute Deck

    Monsters:27 3 Atlantean Armsman 3 Atlantean Marksman 3 Atlantean Seahorsemen 3 Deep Sea Diva 3 Effect Veiler 3 Mermail - Abysspike 2 Abyss Soldier 1 Atlantean Pointman 1 Dragon Ice 1 Genex Ally Birdman 1 Gorz The Emissary Of Darkness 1 Mermail - Megaloabyss 1 Moulin Glace The Spiritual Ice - Residing Lord 1 Poseidra The Atlantean Dragon Spells:7 1 Atlantean Roar 1 Book Of Moon 1 Dark Hole 1 Heavy Storm 1 Monster Reborn 1 Pot Of Avarice 1 Surface Traps:7 2 Bottomless Trap Hole 2 Solemn Warning 2 Torrential Tribute 1 Solemn Judgment Extra:15 1 Ally Of Justice Catastor 1 Armory Arm 1 Black Rose Dragon 1 Brionac, Dragon Of The Ice Barrier 1 Daigusto Phoenix 1 Gungnir, Dragon Of The Ice Barrier 1 Maestroke The Symphony Djinn 1 Mist Wurm 1 Number 16: Shock Master 1 Number 17: Leviathan Dragon 1 Number 39: Utopia 1 Number 96: Dark Mist 1 Scrap Dragon 1 Stardust Dragon 1 Wind - Up Zenmaines Notes: - I need to cut 1 card for 40. - I need help on a side.
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