byak

Atlantean and Mermail Awareness Thread

51 posts in this topic

[center][img]http://i.imgur.com/Un44s.jpg[/img][/center]
3 Atlantean Armsman
3 Atlantean Marksman
3 Atlantean Seahorseman
3 Mermail Abyssgunde
3 Mermail Megaloabyss
3 Mermail Abysspike
3 Deep Sea Diva
3 Effect Veiler
3 Cardcar D
1 Atlantean Pointman

3 Pot of Duality
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
1 Mind Control
1 Book of Moon
1 Pot of Avarice
1 Depthscale - Kraken

1 Depthsquall
1 Depthsphere

Atlanteans and Mermails are two new archetypes spawning from the newest structure deck and the newest booster set respectively. The former revolves on being used for water monster effects and giving you advantage, while the latter provides the effects needed for them to create a consistent OTK deck with a lot of versatility, destruction, and power, along with the assistance of Deep Sea Diva to open up even more combos. The deck can also OTK through Gorz some of the time, and with the destruction effects of the Atlanteans, this is a deck to look out for.

[center][img]http://images4.wikia.nocookie.net/__cb20120615222947/yugioh/images/thumb/0/04/AtlanteanArmedSoldier-SD23-JP-C.jpg/300px-AtlanteanArmedSoldier-SD23-JP-C.jpg[/img][/center] [center]Atlantean Armsman[/center][i]While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard for the activation of a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.[/i]

This was the first card revealed in the Atlantean structure deck. When it's discarded by one of the Mermails, which will be discussed later in this thread, it gets rid of faceup threats. When combined with the right monsters, this card can change the field completely to your favor, if you're standing down a few beaters on their side of the field.

Along with its destruction effect, it also has a Komachi-esque effect, allowing you to create more field presence. The best qualities of this card revolve around Deep Sea Diva. For one, Deep Sea Diva allows you to bring this out whenever you have her, and Deep Sea Diva can also be brought out with this card's effect, giving you another Sea-Serpent. The interactions with this card and Diva allow you to make several different Xyzs and Synchros, ranging from Atlantean enablers such as Brionac and Gungnir, OTK components such as Armory Arm and Daigusto Phoenix, as well as defensive monsters such as Gachi Gachi Gantetsu.

[center][img]http://images1.wikia.nocookie.net/__cb20120615222921/yugioh/images/thumb/4/45/AtlanteanDragonRider-SD23-JP-SR.jpg/300px-AtlanteanDragonRider-SD23-JP-SR.jpg[/img][/center]
Atlantean Seahorseman
[i]While this card is face-up on the field, Level 3 or lower Sea Serpent-Type monsters you control can attack your opponent directly. When this card is sent to the Graveyard for the activation of a WATER monster's effect: Add 1 Sea Serpent-Type monster from your Deck to your hand, except "Atlantean Dragon Rider".[/i]

While this card may not be as versatile as Armsman, this card is just as necessary. When sent to the graveyard for a water monster's effect, it can add any Sea-Serpent monster to your hand. Right off of the bat Diva seems to always be the ideal target for this card, which it is in most cases, but this card also has the ability to search for Mermail - Megaloabyss which is the OTK enabler of this deck. With the ability to search two of the most important cards of the deck, this card is extremely essential.

[center][img]http://images2.wikia.nocookie.net/__cb20120615222936/yugioh/images/thumb/e/e7/AtlanteanMarksman-SD23-JP-C.jpg/300px-AtlanteanMarksman-SD23-JP-C.jpg[/img][/center]
Atlantean Marksman
[i]When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower Sea Serpent-Type "Atlantean" monster, except "Atlantean Marksman", from your Deck. When this card is sent to the Graveyard for the activation of a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.[/i]

This is the alternative destruction card in the Atlantean arsenal. It works like Armsman, except it only hits facedown cards, meaning this card is ideal to use when preparing your OTK. However, being able to hit set cards is certainly not it's best point.

When Marksman is able to inflict battle damage, it can grab any other Atlantean from the deck, as long as it is level 4 or lower. That means that, with additional accessibility with Diva, this card has the potential to deal more than 1400 in one turn. And the next card especially helps with that.

[center][img]http://images2.wikia.nocookie.net/__cb20120615223012/yugioh/images/thumb/8/8d/AtlanteanAssaultman-SD23-JP-C.jpg/300px-AtlanteanAssaultman-SD23-JP-C.jpg[/img][/center]
Atlantean Pointman
[i]If you control another face-up Fish, Sea Serpent, or Aqua-Type monster, this card gains 800 ATK.[/i]

This card doesn't seem too special, buthttp://duelistgroundz.com/index.php?app=forums&module=post&section=post&do=new_post&f=267 it was made to combo with Marksman. If Marksman gets a direct poke in, it can bring out this card to put 3600 total damage on the board, since this thing goes up to 2200 in the presence of Marksman. These two can take out almost half of your opponent's life, and when combined with the other monsters of the deck, that's all they need to put in. The other monsters, of course, are the Mermails.

[center][img]http://images2.wikia.nocookie.net/__cb20120518130106/yugioh/images/d/df/MermailMegaloabyss-ABYR-JP-OP.jpg[/img][/center]
Mermail - Megaloabyss
[i]During your Main Phase: You can discard 2 WATER monsters, except this card; Special Summon this card from your hand. When this card is Special Summoned by this effect: Add 1 "Depth" Spell or Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster you control; this turn, this card can attack twice during the Battle Phase.[/i]

This is the boss monster of the entire deck. Discarding two water monsters to special summon it is an effect, meaning it triggers any of the Atlanteans you have. This is where things start to get silly. Upon summoning this, you should most of the time get two cards back, either through searching or destroying, and in addition you also can add a Depth spell/trap card to your hand, which is even more of a plus and helps you OTK through Gorz. Over half of the time you summon this you should be able to get a Diva to your hand, which when summoned lets you put 3600 damage on the board through getting Marksman or some other combo relating to Armsman and additional Divas.

But that's not all this boss monster can do! At the cost of tributing any water monster, it gains the ability to attack twice for the turn. Have a dead Diva on the field? You can turn it into 2400 damage! Have a dead Atlantean on the field? Even better! 2400 damage and you also regain the advantage you invested, usually clearing up the field even more for an easier game shot. The 4800 damage that this card can output combined with the 3600 damage from Marksman is more than enough to game your opponent. This card is busted in several ways and will be on the field most of the time when you OTK your opponent.

[center][img]http://images4.wikia.nocookie.net/__cb20120519150531/yugioh/images/thumb/4/40/MermailAbyssgunde-ABYR-JP-OP.jpg/300px-MermailAbyssgunde-ABYR-JP-OP.jpg[/img][/center]
Mermail - Abyssgunde
[i]If this card is sent from your hand to the Graveyard: You can Special Summon 1 "Mermail" monster from your Graveyard, except "Mermail - Abyssgunde". The effect of "Mermail - Abyssgunde" can only be activated once per turn.[/i]

This card is another card that can be used up for Megaloabyss, but isn't as useful. It can create some cool combos with bringing back a second Megaloabyss for a Rank 7 Xyz, but that won't happen all the time since you're usually only going to see/need one Megaloabyss during the game. Still, it is a good card that works with Mermail - Abysspike.

[center][img]http://images4.wikia.nocookie.net/__cb20120519150461/yugioh/images/thumb/c/c4/MermailAbysspike-ABYR-JP-OP.jpg/300px-MermailAbysspike-ABYR-JP-OP.jpg[/img][/center]
Mermail - Abysspike
[i]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. The effect of "Mermail - Abysspike" can only be activated once per turn.[/i]

This card serves as the Stratos for this deck, in a way. It's an additional card that lets you activate Atlantean effects and also helps you get combo pieces that you can use for Megaloabyss. It can search Abyssgunde or Marksman, and the proper choice obviously stems from the gamestate, but either way, this card can help you properly adjust to what you currently need to fight against.

Remember when I said that Megaloabyss can search cards?

...Oh, and remember when I said that this deck can OTK through Gorz?

[center][img]http://images4.wikia.nocookie.net/__cb20120519144138/yugioh/images/a/ad/AbysscaleKraken-ABYR-JP-OP.jpg[/img][/center]
Depthscale - Kraken
[i]Equip only to a "Mermail" monster. It gains 400 ATK. When your opponent activates a monster effect on their side of the field: You can negate that effect, and if you do, send this card to the Graveyard.[/i]

Now the ideal purpose of this card is to negate Gorz's effect when it hits the field, similar to how Strike Bounzer works. This card has some downsides in other fields, though. For one, it's mandatory. So your opponent can bait out the negation if they wanted to. Second, it doesn't destroy the monster it negates, so if they drop Gorz, you can stop the token but Gorz still sits there with his 2500 ass, which demands something stronger if you want to OTK.

The ideal OTK is to summon Megaloabyss, add Kraken, and through some method obtain two copies of Deep Sea Diva, which of course can be done through Seahorseman. One Diva gets out Armsman, which gets out the second Diva, which then gets out Marksman. You then tribute a Diva to enable Megalo's double attack, Synchro Summon Armory Arm and equip it to Megalo, and begin attacking. You attack with Marksman first and get out Pointman for 3600 damage, then swing with Megalo for 3800. If they do drop Gorz, you can just negate it and attack over it for 2700 damage through Armory Arm's effect. This is your goal.

However, things won't always be like that, but that doesn't mean you still can't OTK! This deck has a lot of routes to put a lot of damage on the board quickly, and this all stems from Mermail - Megaloabyss, a giant 2400-4800 demon that sets off the little guys in your deck and adds even more support to help you win the game.

Oh yeah, and there are also other targets for Megaloabyss.

[center][img]http://images3.wikia.nocookie.net/__cb20120519143631/yugioh/images/a/a0/Abyssquall-ABYR-JP-OP.jpg[/img][/center]
Depthsquall
[i]Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated, they cannot attack, and they are destroyed during the End Phase.[/i]

This card is really good after you run through your combos, because it allows for insane Xyz and Synchro potential, especially because you can bring back Megalos.

[center][img]http://images1.wikia.nocookie.net/__cb20120519143759/yugioh/images/b/b4/Abyssphere-ABYR-JP-OP.jpg[/img][/center]
Depthsphere
[i]Special Summon 1 "Mermail" monster from your Deck, but its effect(s) is negated. While this card is face-up on the field, you cannot activate Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.[/i]

This card helps with quick Xyz and Synchro Summoning, and also allows Abyssgunde to be live more often.

This deck has a ton of potential, and I personally don't think my build is optimal, but the point of this thread is to explain that this deck can definitely be relevant, and I expect this deck to show dominance when it enters the OCG meta.

I probably missed some bits that I should explain but if that's the case, I can edit this post later.

I'll be testing with these cards on DN if anyone wants to watch (DN: byak), hopefully I can make the given list better. I personally am starting to not like Squall, Sphere, or Cardcars but they might prove to be necessary at some point.
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Before you all get excited, I advise you wait to see if the Atlanteans activate even if the effect that sent them has its activation negated.
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I wonder if this is a deck discussion thread or a deck thread
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Dragon Ice is a combostomper. I would add him.
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The effect you posted of Kraken contradicts with what you've stated about the negation being mandatory.

Other than that, well written explanation of the deck.
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Oh, well iirc the translation on DN says it's mandatory.
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abysshilde is the fucking stonessssss
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I've got a build of this that I threw together and it's been working wonders
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[quote name='Gear' timestamp='1340397239' post='3215603']
Dragon Ice is a combostomper. I would add him.
[/quote]
Is it an effect to special summon him?
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[quote name='Candela' timestamp='1341967760' post='3228739']
[quote name='Gear' timestamp='1340397239' post='3215603']
Dragon Ice is a combostomper. I would add him.
[/quote]
Is it an effect to special summon him?
[/quote]
[url="http://yugioh.wikia.com/wiki/Card_Rulings:Dragon_Ice"]http://yugioh.wikia.com/wiki/Card_Rulings:Dragon_Ice[/url]

It's a cost to activate.
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I like compulsory in here. If you have it set and they veiler your Diva, you can just compulse the Diva to get its effect off, special summon Armsman, and then summon Diva again lol. Compulse also allows you to make swings with Marksman and re-use Ice Spirit God for extra plusses.
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Personally, I think the only Mermails really worth using are Megaloabyss and Abyssspike. I think only one copy of Abyssgunde should be enough, and Depthsquall is not really viable with only 7 Mermails and I've never really liked Depthsphere. Problem is, you have to add at least 1 Kraken, that you have enough targets for Megaloabyss, but. like I already stated, I still like them more than the other 2. I also added 2 TT's, which are kinda necessary in this deck imo. They have synergy with the Cardcars obv and also kind of with the Diva so you can summon her, activate TT and punch through 3600 DMG. I don't know what I should add in the other 2 slots, though. I'll firstly test MST's, I guess.
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[quote name='Slowpoke' timestamp='1342563756' post='3234065']
I like compulsory in here. If you have it set and they veiler your Diva, you can just compulse the Diva to get its effect off, special summon Armsman, and then summon Diva again lol. Compulse also allows you to make swings with Marksman and re-use Ice Spirit God for extra plusses.
[/quote]
I agree which is why I was messing around with this, it was testing very nicely actually. I actually have found that I love Cardcar "D" in this deck.
[img]http://i.imgur.com/K44Zg.jpg[/img]
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WHY IS MORAY OF GREED NOT MENTIONED IN THIS................................... OH MY GOD

i think this deck is amazing due to its speed and how it pressures your opponent to expend their resources while you replenish and expand your own.

you have have have have to be running moulinglacia in this, absolutely fucking have to be. it's searchable and if you control your graveyard, you can virtually summon it any time you want
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Moray has been pretty nice for when I end up w/ Moulinglace way too early and need to get a Mermail or Diva to get started.
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What are people's thoughts on Genex Undine/Controller? I'm seeing way more decks top on Shriek/OCG with it than without but it also clogs your monster count to like 24+ which I don't like really.
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Abyssmegalo, Abysslinde (which you neglected to mention for some reason), and Abyssphere are the best Mermail cards in the deck by far imo. The Rank 7 Mermail Xyz monster is really nutty if you manage to bring him out, and so is Big Eye.

Simply setting Abyssphere puts your opponent in a really awkward position, as if they MST it, you come out one card ahead (Abysslinde -> Abyssmegalo), and can lead to being OTK'd. Armsman is really terrible by himself, and I'd only run one copy (for the Veiler scenario, if that). Marksman is nuts, and Dragoons is the best Atlantean discard effect available (doesn't require commitment from your opponent). Compuls is CRAZY GOOD in here, and I feel as if 2-3 is complete staple, both for it's defensive and offensive utility, and opening up of OTKs.

I'll elaborate more when I get off work.
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[quote name='Dawgy' timestamp='1349049077' post='3292792']
Abyssmegalo, Abysslinde (which you neglected to mention for some reason), and Abyssphere are the best Mermail cards in the deck by far. The Rank 7 Mermail Xyz monster is really nutty if you manage to bring him out, and so is Big Eye.

Simply setting Abyssphere puts your opponent in a really awkward position, as if they MST it, you come out one card ahead (Abysslinde -> Abyssmegalo), and can lead to being OTK'd. Armsman is really terrible by himself, and I'd only run one copy (for the Veiler scenario, if that). Marksman is nuts, and Dragoons is the best Atlantean discard effect available (doesn't require commitment from your opponent). Compuls is CRAZY GOOD in here, and I feel as if 2-3 is complete staple, both for it's defensive and offensive utility, and Otk opening.

I'll elaborate more when I get off work.
[/quote]

To elaborate more, I think combo decks such as this need to really focus on their key player cards. Take Wind-Ups, for example. All of their monsters are either A) completely retarded when combined with another monster of the archetype, or B) good stand-alone cards. The good combo cards are Wind-Up Magician and Wind-Up Shark. The good stand-alone cards are Wind-Up Rabbit and Wind-Up Rat (a little less so, but it isn't like Rat requires a delicate set up to be of use).


[size=5]Now, assuming we all know what Wind-Ups do, if we apply the same logic to Atlantean Mermails, I think you'll find a similar trend occuring.[/size]


[size=5]Cards that fit into BOTH categories:[/size]

[url="http://yugioh.wikia.com/wiki/Deep_Sea_Diva"]Deep Sea Diva[/url] - Her usefulness in this deck is self-explanatory. By herself, she's has toolbox capabilities similar to that of Tour Guide (obviously not to the same degree). She is essential in the Abyssmegalo OTK. Enough said.

[url="http://yugioh.wikia.com/wiki/Atlantean_Marksman"]Atlantean Marksman[/url] - Deep Sea Diva seems to get all the credit, but Atlantean Marksman is a true master. By himself, if he's dropped against a clear field, your opponent MUST have something out to stop him within their next turn, or that's game damage with the Dragoon army he builds (he doesn't even need to attack directly to proc this effect!). This is why I cannot stress triple Compulsory Evacuation Device enough in this deck, as this deck's plays become considerably stronger when your opponent can't keep a monster on board. His backrow destruction effect comes in handy when discarded through Abyssmegalo (Atem's query is very relevant in this scenario). Overall an amazing card.


[size=5]Cards that fit into the A) category:[/size]

[url="http://yugioh.wikia.com/wiki/Mermail_Abyssmegalo"]Mermail Abyssmegalo[/url] - I think the OTKs this guy is capable of producing are no secret. Ditching an Atlantean monster ends with a 1 for 1, and ditching two Atlantean monsters ends with a +1. Searching for Abyssphere is incredible, as you can follow-up with another Abyssmegalo => Gaioabyss / Big-Eye next turn.

[url="http://yugioh.wikia.com/wiki/Atlantean_Dragoons"]Atlantean Dragoons[/url] - This card simply has the best secondary effect of the Atlantean monster trio, as searching a Sea-Serpent is non-conditional as to what your opponent has on the field. He aids in the execution of the Abyssmegalo OTK by searching DIva if you summon Abyssmegalo from hand. He has an 1800 atk body, which isn't bad I guess, but his attacking directly clause comes in handy when you leave him and Marksman on the board with protection.


[size=5]Cards that fit into the B) category:[/size]

[url="http://yugioh.wikia.com/wiki/Mermail_-_Abysslinde"]Mermail Abysslinde[/url] - A monster with an if; can effect that procs upon the destruction of the card (including through an MST on Abyssphere, since Abysslinde isn't affected by the negation) to summon a 2400 beatstick that ends games WOULD SEEM to be something that could be considered a good combo card, but EH... The ability to turn its destruction into a 2400 beatstick (particularly when summoned by Abyssphere) is definitely amazing by any deck's standards.


[size=5]Cards that people seem to be underestimating (I think victor has this phrase trademarked):[/size]

[url="http://yugioh.wikia.com/wiki/Abyssphere"]Abyssphere[/url] - A chainable trap card that is searchable through Abyssmegalo that can be chained to MST to summon Abyssmegalo is definitely something that deserves a LOT more consideration. If you're dueling AGAINST this deck, and you know that any backrow you MST could potentially turn into a 2400 beatstick that ends games... You begin to realize how much of an awkward position you're put in if you can't answer that 2400 ATK monster.

Since it destroys itself during your opponent's next end phase (which is the turn it's activated if it was activated during your opponent's turn), you can activate it before their end phase (not sure if you can activate it during their end phase and still have it be destroyed) and summon Abysslinde, which will then be destroyed via Abyssphere's destruction, and can then summon Abyssmegalo/Abysspike from your deck for a play (or OTK) on your turn.


[size=5]Cards that I feel are inconsistent and shouldn't really be played, at least not at more than 1:[/size]

[url="http://yugioh.wikia.com/wiki/Atlantean_Heavy_Infantry"]Atlantean Armsman[/url]: Yes, he's good in the Veiler < Compuls Diva scenario, and he's good at answering on field threats through discarding, and he's good when you have diva in-hand... But that's about where that ends. By himself, he can't apply pressure similar to how Dragoons and Marksman can. He can't chump block for shit (1600 DEF is pretty bad for something with 0 ATK). He's a pretty dead draw if you have nothing to combo him with (Diva or discarding water monster). And his secondary effect requires your opponent to have field presence, meaning you'll be hesitant to discard him through Abyssmegalo or something when your opponent only has backrow face-down. I'm considering one because he is an out to face-up cards in very narrow scenarios, but he's definitely not that good.

[url="http://yugioh.wikia.com/wiki/Genex_Undine"]Genex Undine[/url]: Genex Controller is a piece of shit. Genex Controller needs to be in your deck to get the most of Genex Undine, meaning you actually need to dedicate at least 5 main deck slots to this fucker (AND SKILLFULLY NOT DRAW CONTROLLER). Above all else, it's slow. It's one of those scenarios where just because you went +2 doesn't mean you're really in that much of a better position. Genex Undine has a shitty body. Genex Controller is PRETTY FUCKING BAD if Genex Undine dies, and EVEN IF IT DOESN'T DIE, BRIONAC IS BANNED LOLOLOL. So yeah, Genex Undine PROBABLY ISN'T WORTH IT.

[url="http://yugioh.wikia.com/wiki/Abyssquall"]Abyssquall[/url]: This card SEEMS like it should be good, but I'm afraid to run it, simply because of how much set up it actually requires. I don't feel like it lends towards any of your goals, and is really only useful late-game for an Abyssmegalo Rank 7 Xyz play. It probably depends on how you play the deck, but the way I play it, I feel like it would be a dead draw 9 times out of 10.



[spoiler]
[img]http://i.imgur.com/bqOJq.png[/img]
[/spoiler]

^My take on the deck, and [url="http://duelistgroundz.com/index.php?showtopic=147102"]http://duelistground...howtopic=147102[/url] is the thread I posted it in. It's been testing very well so far. It hardly ever draws dead, and I attribute that to not running inconsistent cards that SEEM cute in theory, but REQUIRE TOO MUCH TO GO RIGHT.

*EDIT* I JUST REALIZED THE DATE OF THE ORIGINAL POST AND WOW I'm a little upset I didn't realize it while typing up this post. Also, updated the build in this post with the one two posts down.
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Its okay. This is pretty much the de facto Atlantean/Mermail discussion until their TCG release and you raise some very good points about the deck I hadn't thought of. Looking over your build I'm curious to know how dealing with 2-4 backrow fields has been without 1-2 MSTs in the main? I understand you want the low spell count due to Abysspehere but I can't help but groan when I see something like Summon Rush Rhino set 4 pass turn.
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[quote name='bluestar899' timestamp='1349158914' post='3293999']
Its okay. This is pretty much the de facto Atlantean/Mermail discussion until their TCG release and you raise some very good points about the deck I hadn't thought of. Looking over your build I'm curious to know how dealing with 2-4 backrow fields has been without 1-2 MSTs in the main? I understand you want the low spell count due to Abysspehere but I can't help but groan when I see something like Summon Rush Rhino set 4 pass turn.
[/quote]

Abyssphere is actually not the reason I'm not running MST.

It's Atlantean Marksman.

[s]Because of how Abyssmegalo works, I can summon Abyssmegalo through discarding Atlantean Marksman, do my searching, and should they respond with anything at all to the Abyssmegalo summon, I can simply pop the backrow that didn't respond to Abyssmegalo's summon[/s]. I can also clear backrow using it + Abysspike, and then search another Marksman.

Because of the high volume of Traps that act as monsters, often-times I can simply brute force my way through backrow and outs. Do you have the TT? If you throw it down on Abyssmegalo, I still get whatever Atlantean discard effects I've used, PLUS my Abyssphere search (which will allow me to simply try again next turn). Do you have the Solemn Warning? Well, I just got the Deep Sea Diva, and I might have CotH or Abyssphere face-down. Do you have Effect Veiler? What are you going to drop it on that will get you out of this shitty mess I'm about to throw at you? Diva? I have a 2400 ATK monster that requires more than just a measly Veiler. Abyssmegalo? I have Diva (You'll find that the amount of games you have a live Abyssmegalo and Deep Sea Diva in-hand are quite numerous).

Why clear backrow when I can simply spam into it, and if you have a response, I have a plethora of recovery options available? Like I could MST your TT that might not be a TT, or I can trigger your TT through forceful baiting (simply normal summoning Atlantean Marksman causes a LOT of people to flip Solemn Warning), and then activate CotH or something if need be. And if you don't have a response to my ham... well... you're kind of boned. Damned if you do, damned if you don't.

[spoiler][img]http://i.imgur.com/euRAG.png[/img][/spoiler]

^That's my updated build.

As for your question about those high-backrow decks, I'd probably side in Trap Stuns, Snowmen (searchable via Abysspike lol), and BTH (Prohibition if Heroes). I feel like decks that run Skill Drain simply fall apart to faster decks. Your strongest plays rely on Skill Drain, and mine don't. Most players miss out on good cards (like TGU) simply because they feel it conflicts with Skill Drain. They also lose to monster removal like BTH, because if you can't keep a monster on the board, what's to stop your opponent from simply throwing chump monsters on the field and winning that way? Marksman kind of serves that purpose in this deck. Also, the ease at which I can summon a 2400 beater gives me the feeling I can not only out-pace Skill Drain decks, but the availability of said 2400 beater is actually not very easy for Skill Drain decks to deal with, outside of Barbaros, Malefic Monsters, and power cards (like Miracle Fusion).

*EDIT* Come to find out, I don't think it works the way I thought it did with Abyssmegalo + Marksman, and I think you have to target the backrow with Marksman before they are given the opportunity to chain Torrential Tribute and such. It still is pretty strong though, regardless of that, as it can still clear the way for follow-up plays.
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so how do you get over macro cosmos and dimensional fissure

spirtual water art aoi?
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[quote name='ThE ChiPa MaN' timestamp='1349215247' post='3294376']so how do you get over macro cosmos and dimensional fissure

spirtual water art aoi?[/quote]

Not very easily, but I was hoping Deep Sea Diva into Airorca could do that (in the side). I might side in MSTs if that ends up being super problematic, but we'll see.

I can see that working because I can see difi before I make a play, and Macro needs to be played before Abyssmegalo tries to activate, or it's too late.

But yes, this is something that worries me, and will probs cause me to side MST.
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I'm actually really liking Dawgy's approach to the deck
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