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
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.
Atlantean ArmsmanWhile 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.
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.
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".
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.
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.
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.
If you control another face-up Fish, Sea Serpent, or Aqua-Type monster, this card gains 800 ATK.
This card doesn't seem too special, buthttp://duelistgroundz.com/index.php?app=forums&module=post§ion=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.
Mermail - Megaloabyss
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.
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.
Mermail - Abyssgunde
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.
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.
Mermail - Abysspike
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.
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?
Depthscale - Kraken
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.
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.
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.
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.
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.
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.