Mermail Atlantean Deck #721273 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 06/17/2026
Main Deck (50)
- Abyssrhine, the Atlantean Spirit x3
- Atlantean Dragoons x3
- Atlantean Heavy Infantry x1
- Barrier Statue of the Torrent x1
- Droll & Lock Bird x2
- Gameciel, the Sea Turtle Kaiju x1
- Maxx "C" x1
- Mermail Abyssmegalo x1
- Mermail Abysspike x2
- Mermail Abyssteus x3
- Mermail Shadow Squad x3
- Moulinglacia the Elemental Lord x1
- Mulcharmy Fuwalos x1
- Mulcharmy Purulia x2
- Neptabyss, the Atlantean Prince x3
- Poseidra, the Storming Atlantean x3
- Superancient Deepsea King Coelacanth x1
- Ash Blossom & Joyous Spring x3
- Deep Sea Diva x1
- Deep Sea Minstrel x1
- Gluttonous Reptolphin Greethys x1
- Abyss-sting Triaina x1
- Called by the Grave x1
- Crossout Designator x1
- One for One x1
- Small World x3
- Triple Tactics Talent x2
- Dominus Impulse x3
Extra Deck (15)
- Marincess Coral Anemone x1
- Mermail Abyssalacia x1
- Mermail King - Neptabyss x1
- Worldsea Dragon Zealantis x1
- Adamancipator Risen - Dragite x1
- Icejade Gymir Aegirine x1
- Swordsoul Supreme Sovereign - Chengying x1
- Trishula, Dragon of the Ice Barrier x1
- White Aura Monoceros x1
- Deep Sea Prima Donna x1
- Abysstrite, the Atlantean Spirit x1
- Bahamut Shark x1
- LeVirtue Dragon x1
- Mermail Abyssgaios x1
- Poseidra Abyss, the Atlantean Dragon Lord x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 69/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 70 |
| Going First | 68 |
| Going Second | 70 |
| Meta Power | provisional |
| Tournament Reliability | 62 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 50 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Build a board of high‑ATK WATER monsters (e.g., Poseidra, Moulinglacia, Superancient Deepsea King) using discard‑search engines.; Disrupt opponent with hand traps and floodgate effects while refilling hand with draw engines.
- Turn 1 (going first): Play hand traps (Ash Blossom, Maxx C, Droll) to stall, then use discard‑search monsters (Mermail Abyssteus, Abysspike) to add key WATER monsters and summon a boss monster.
- Turn 2 (going second): With a 6‑card hand, activate hand traps and floodgate (Barrier Statue), then discard‑search or special‑summon engines (Mulcharmy, Deep Sea) to break the opponent’s board and bring out a high‑ATK boss.
- Recovery: Use Maxx C, Droll & Lock Bird, Mulcharmy Purulia/Fuwalos and other draw effects to replenish hand and GY, then re‑activate discard‑search monsters to regain board presence.
- After siding: No side deck; rely on flexible extra‑deck summons (XYZ, Synchro, Link) to adapt to the opponent’s board after the first turn.
Why it scores here
The deck reliably opens with at least one core WATER monster in almost every hand, giving it a strong start. Its many draw and discard‑search engines keep resources flowing, while hand traps and a floodgate protect the board. Interaction density is high thanks to multiple negation and removal tools, and the extra deck offers flexible win‑conditions. However, the lack of a side deck and a modest combo floor keep the overall power from reaching the top tier.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 92 | Core group (29 copies) P(at least one in opening 5) = 0.9904 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 85 | Full‑brick probability only 0.0096; hand‑trap and searcher density high (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Potential to summon 2800‑ATK bosses (Moulinglacia, Superancient) but no recorded combo boards (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical turn‑1 board consists of a few WATER monsters and hand traps; no median data (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 78 | Multiple hand traps (Ash, Maxx C, Droll) and draw engines give redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 80 | Draw cards (Maxx C, Droll, Mulcharmy) and discard‑search effects provide net resource gain (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | Interaction cards: Dominus Impulse, Called by the Grave, Crossout Designator, floodgate (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 70 | Hand‑trap group P(at least one in hand6) = 0.5558; floodgate and board‑breakers present (Inferred) |
| D9 | Offensive Pressure & Closing Power | 68 | High‑ATK boss monsters (2800+) available; pressure moderate‑high (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 65 | 50‑card main deck with 28 distinct cards; some tech redundancy (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15‑card extra deck covering XYZ, Synchro, Link; many situational options (Inferred) |
| D12 | Side Deck Adaptability | 0 | Side deck count = 0 (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament data; meta fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Many decision points (hand traps, discard effects, extra‑deck choices) increase error tolerance demand (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 70, Going First ≈ 68, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high opening consistency
- Strong draw and discard‑search engines
- Robust hand‑trap and floodgate suite
- Flexible extra‑deck with many WATER options
Weaknesses
- No side deck limits adaptability
- Combo floor is modest; no guaranteed high‑damage turn
- Reliance on many tech cards raises decision complexity
Critical choke points
- Moulinglacia requires exactly 5 WATER in GY
- Some key monsters need specific discards (e.g., One for One)
- Hand‑trap activation timing can be fragile against fast decks
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Infinite Impermanence | Adds a versatile hand‑trap that works on opponent's turn and covers extra‑deck summons. |
Evidence & confidence
- Verified: Legality status and size counts; Side deck count = 0
- Inferred: Core group hypergeometric probabilities; Hand‑trap and draw engine counts; Interaction card list; Extra‑deck composition
- Provisional: Matchup and meta fit
- Data gaps: no combos supplied — combo floor/median/ceiling is text‑only inference no tournament link — archetype meta‑share and per‑pilot match record absent no win‑rate telemetry exists in YGOVN (going‑first/second, matchup, game‑level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
Couldn't load the combos





