Instructions for playing Water Xyz

Instructions for playing Water Xyz

Shark's line of deck archetypes launches in Duel Links in 2020 with the launch of Reginald Shark Castle Unlock ! At the time, the Shark deck was at its best and used in tandem with Number 37: Hope Woven Dragon Spider Shark would be a nuisance adding card systems like greydle and mermail to try and compensate for the lack of a true flagship beast. As the deck stabilized, the Shark deck became obsolete and the deck was not considered competitive and never made it to the tier list. However, Shark's deck received some support in the meta in February 2021 with the release of Photon of Galaxy Mini Box , giving the deck much needed oomph to allow it to compete with other top decks!!!




overview

Using Reginald 's Skill, any WATER deck that can swarm the field can become XYZ Rank 4, or even a level 8 Synchro, regardless of their starting level. Although they are limited to WATER-type Extra Deck monsters, some are already quite strong to deal with the current meta.

With the addition of Acid Golem from the latest mini box, these decks have another win condition, which is to give your opponent Acid Golem. It deals 1000 damage per turn, cannot attack, and prevents your opponent from special summoning any monsters.

Note : After the game updates to version 6.0.0, if you send an Xyz Monster that uses Atlantean Heavy Infantry as an Xyz Material to your Graveyard to use the effect of your WATER monster, the second effect of Atlantean Heavy Infantry will no longer be active.



Introduce

Currently, this deck is a stun oriented deck focusing on creating Abyss Dweller with Atlantean Heavy Infantry or Atlantean Marksman as material for quick kills when played face up or face down as well as removing effects from trying to activate from the graveyard after Dweller activates.

However, there are many ways to play this deck since support cards for the Shark line have been released a lot recently. Therefore, there will be two versions for this article line:

  • One is the synchro xyz version, which when combined with Deep Sea Diva gives you a huge advantage to bring out Synchro monsters. At the same time, thanks to Skill, it gives you many different Xyz turns.
  • The second is the pure xyz version. With this version, we will focus more on Shark cards to help you enter Ranks 3 and 4 Xyz more easily without using Skills.

The goal of this guide will be to introduce the core of the Shark deck, discuss related tech cards, provide sample decks, highlight combinations and plays, and analyze matchups. popular in the current meta.



Skill

    

Territory of the Sharks (Skill Card) (100% used)

UR Rarity
Territory of the Sharks (Skill Card)
UR Rarity
Territory of the Sharks (Skill Card)
Territory of the Sharks (Skill Card)
Territory of the Sharks (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


The Level of all WATER monsters you control becomes 4 until the end of the turn. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you begin the Duel with a Deck/Extra Deck that contains no monsters other than WATER monsters.


The only skill that atlantean-xyz based decks can use right now, the ability to turn every WATER-type monster on your field to level 4 for the current turn gives us access to strong Xyz Rank 4 like Abyss Dweller and Number 37: Hope Woven Dragon Spider Shark . This skill combined with Deep Sea Diva allows to summon an Xyz card and combine our main power into Abyss Dweller with Atlantean Heavy Infantry as material



Core Cards

   

Deep Sea Diva (3x)

UR Rarity
Deep Sea Diva
UR Rarity
Deep Sea Diva
Deep Sea Diva
WATER 2
Deep Sea Diva
  • ATK:

  • 200

  • DEF:

  • 400


When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent monster from your Deck.


Deep Sea Diva is your #1 main combo that will leave an Abyss Dweller with an Atlantean Heavy Infantry ready to destroy a face-up card. When summoning Diva, this will give you options for many playstyles which will be discussed further in this guide. Once summoned, you can special summon an infantry or marksman from your deck. By summoning an Infantry by this effect, you are now allowed an additional normal summon if the card you summon is a sea serpent (another marksman or infantry). This is the best monster card in the deck main. There are also techs to summon diva from the grave to use her as a tuner or techs to bring her to hand since she is the best card in the deck. These traits make Deep Sea Diva one of the top sought-after monsters in the current meta.

Silent Angler (3x)

SR Rarity
Silent Angler
SR Rarity
Silent Angler
Silent Angler
WATER 4
Silent Angler
  • ATK:

  • 800

  • DEF:

  • 1400


If you control a WATER monster, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your hand for the rest of this turn.


Silent Angler is the main special summonable monster in our deck (excluding the Extra Deck). When there is any face-up WATER monster on the field, you can special summon this card from your hand. Silent Angler allows players to extend their turn through interruption, performing synchro turns without Requires Skill, allowing only Infant's hand to still create Abyss Dweller with enough Xyz materials loaded, and other appropriate plays just need to be level 4 and do not need to use Skill Territory of the Sharks , can only use 2 times per match. This effect provides consistent access to both the Abyss Dweller or Number 37: Hope Woven Dragon Spider Shark as well as synchro Core monsters in our Extra Deck like White Aura Dolphin and Brionac, the open Dragon of the Ice Barrier out for current and future big plays.

Atlantean Heavy Infantry (3x)

SR Rarity
Atlantean Heavy Infantry
SR Rarity
Atlantean Heavy Infantry
Atlantean Heavy Infantry
WATER 2
Atlantean Heavy Infantry
  • ATK:

  • 0

  • DEF:

  • 1600


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.


Atlantean Heavy Infantry is what we consider a 3 right now (meaning you want 3 of these cards to have the most optimal list). Deep Sea Diva as mentioned above allows you to special summon this card from your deck!. Additionally, the Infantry itself, once summoned, allows the normal summoning of another sea serpent monster! Make him a core carry of the deck. Playing to quickly destroy an opponent's face-up card on the field AS QUICKLY AS POSSIBLE when Abyss Dweller comes onto the field with this card as material is a force to be reckoned with and have it as material for your XYZ monster like Abyss Dweller is a top priority.

Atlantean Marksman (1-2x)

SR Rarity
Atlantean Marksman
SR Rarity
Atlantean Marksman
Atlantean Marksman
WATER 3
Atlantean Marksman
  • ATK:

  • 1400

  • DEF:

  • 0


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.


Atlantean Marksman works as a great multi-purpose card. To start, you can treat it as the opposite foil to Infantry while making material for WATER-XYZ and another option to summon with your diva effect. It can destroy a deck your opponent controls when separated from any WATER-XYZ. This effect is very useful as it can be taken into account against matches where multiple backrows exist and also enable and stop certain effects such as setting up a wind that is trying to be summoned from the deck or Extra Deck etc. term, for example when calling neos.

Second, it adds another way to special summon from the deck. When dealing any battle damage involving this card, you have the option of special summoning a Lvl 4 or lower sea serpent from the deck. That card would be Infantry or, as will be discussed next, more commonly, Atlantean Attack Squad . AAS will put some pressure on your opponents by threatening lethality or forcing resources. Finally, with Marksman at level 3 when you have no more skills left or if there's a reason to make the problem monster switch to defense, you can summon diva then bring out the Marksman and perform a synchro into Crystron Ametrix without consuming Skill

Atlantean Attack Squad (1x)

R Rarity
Atlantean Attack Squad
R Rarity
Atlantean Attack Squad
Atlantean Attack Squad
WATER 3
Atlantean Attack Squad
  • ATK:

  • 1400

  • DEF:

  • 0


This card gains 800 ATK while you control a face-up Fish, Sea Serpent, or Aqua-Type monster other than this card.


There's not much to say about Atlantean Attack Squad . This card is what people call a bag of meat. Standing next to the Abyss Dweller with materials, it has a huge attack of 2700 atk and 2200 atk next to any of your fish, sea serpent or aqua type monsters. This is a great target for an Atlantean Marksman turn if you can deal damage in battle with that card you will be able to special summon Atlantean Attack Squad from the deck and continue attacking in the same turn for an otk threat besides Abyss Dweller ( 1900 + 2700 = 4600 dmg)! If we see better support for this deck, this will likely be the first card to be replaced.

Lantern Shark (1-2x)

UR Rarity
Lantern Shark
UR Rarity
Lantern Shark
Lantern Shark
WATER 4
Lantern Shark
  • ATK:

  • 1500

  • DEF:

  • 900


If this card is Normal or Special Summoned: You can activate this effect; Special Summon 1 Level 3, 4, or 5 WATER monster from your hand in Defense Position, except "Lantern Shark", also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use this effect of "Lantern Shark" once per turn. If this card is used for the Xyz Summon of a WATER monster, it can be treated as a Level 3 or 5 monster.


A beast that can quickly and easily go into different Xyz Ranks depending on what you want/have. Since most of the other monsters in the deck are level 2 or 4, you will need to pair this with Buzzsaw Shark to XYZ to level 3 or 5. This will be how you can special summon Acid Golem .

Buzzsaw Shark (1-3x)

SR Rarity
Buzzsaw Shark
SR Rarity
Buzzsaw Shark
Buzzsaw Shark
WATER 4
Buzzsaw Shark
  • ATK:

  • 1600

  • DEF:

  • 500


You can target 1 WATER monster you control; Special Summon from your Deck in Defense Position, 1 Fish monster with the same Level as that monster, but with a different name, and if you do, it cannot activate its effects this turn, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use this effect of "Buzzsaw Shark" once per turn. If this card is used for the Xyz Summon of a WATER monster, it can be treated as a Level 3 or 5 monster.


The main card is often used for the more Xyz-oriented version of the Water Xyz line after its recent release. Basically, we will Normal Summon Buzzsaw Shark and target itself with its effect, Special Summon Silent Angler , then both monsters are used to create Spider Shark .

If you have a Mystic Box in hand, you can special summon Lantern Shark to XYZ into Acid Golem .



Core Cards (Extra Deck)

    

Number 37: Hope Woven Dragon Spider Shark (1-2x)

UR Rarity
Number 37: Hope Woven Dragon Spider Shark
UR Rarity
Number 37: Hope Woven Dragon Spider Shark
Number 37: Hope Woven Dragon Spider Shark
WATER
Number 37: Hope Woven Dragon Spider Shark
  • ATK:

  • 2600

  • DEF:

  • 2100


2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn.


Number 37: Hope Woven Dragon Spider Shark is our old flagship monster in the deck with the release of Skill Territory of the Sharks . Just 2 level 4 WATER monsters and you have a 2600 atk monster that can reduce the atk of all face-up monsters by 1000 and does NOT target opposing monsters. Second, Hope Woven has the ability to summon any WATER monster from the graveyard when destroyed. An important note is that hope woven can and will miss the duration of this effect if it is destroyed on chain Link 2 or higher . Hope Woven at the time of writing this guide is recommended at level 2 but is rarely needed and it is kept for specific moments and matches. With that said, once the Extra Deck gets added support, the second Hope Woven will most likely be removed.

Abyss Dweller (2-3x)

UR Rarity
Abyss Dweller
UR Rarity
Abyss Dweller
Abyss Dweller
WATER
Abyss Dweller
  • ATK:

  • 1700

  • DEF:

  • 1400


2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


Abyss Dweller is the main monster of the deck. This XYZ monster will be your most common first priority summon and has a quick play effect (can activate at any time on either turn) that detaches a material and negates The reaction activates in your opponent's graveyard after it occurs. Remember that you cannot chain it to negate an already activated effect. This effect is very useful in its current meta as it can prevent The White Stone of Ancients from activating and also negate the effect of Thunder Dragons when sent to the grave from the field. Second, as mentioned above, this can trigger at any time in the game, which further increases the utility of this effect, and the right timing becomes key in certain matches. This useful quick play option drives home the point of why this is our flagship beast. Atlantean cores add the ability to destroy face-up monsters and set up cards based on which atlantean is attached to Abyss Dweller as material. With Atlantean Heavy Infantry for face-up cards and Atlantean Marksman for face-down cards. These mechanics as well as the knowledge of the matchup and the plethora of techs we open up result in this being a very strong deck choice for any player who enjoys this archetype.

White Aura Dolphin (1-2x)

SR Rarity
White Aura Dolphin
SR Rarity
White Aura Dolphin
White Aura Dolphin
WATER 6
White Aura Dolphin
  • ATK:

  • 2400

  • DEF:

  • 1000


1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.


White Aura Dolphin is a level 6 synchro that plays two very important roles in the deck. First, is reducing attack power. Once per turn, you can target and reduce the ATK of a face-up monster your opponent controls by half its current attack power! Second, it has the ability to revive itself from the graveyard multiple times when it is destroyed by an opponent since you have WATER monsters in your graveyard to banish and revive it each time it is destroyed.. Also , when it is destroyed and revived from the graveyard it is considered a tuner. Leave countless subsequent plays with the Territory of the Sharks Skill that you can use against your opponents once you have summoned this beast. These two effects make it a Core in the Extra Deck.

Crystron Ametrix (1x)

R Rarity
Crystron Ametrix
R Rarity
Crystron Ametrix
Crystron Ametrix
WATER 5
Crystron Ametrix
  • ATK:

  • 2500

  • DEF:

  • 1500


1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: You can change all face-up Special Summoned monsters your opponent controls to Defense Position. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your Graveyard, except a Synchro Monster; Special Summon it.


Crystron Ametrix (CA) is one of your Extra Deck monsters that will rarely see play. The main purpose of Ametrix in the deck is because Skill Territory of the Sharks is only available twice per game. Leave the weakness in the deck for the next turn. Plus the role Ametrix is ​​filling. As a level 5 WATER Synchro monster, it can be simply summoned by summoning Deep Sea Diva and summoning level 3 Atlantean. Play after the Skill has been used and sometimes without. Ametrix now also has the ability to change all opposing monsters to be specially summoned for defense. For the opportunity to summon this card to be optimally effective at very specific and rare times in the first game. With this easy approach and a fat 2500 ATK (3000 next to Dweller if it has Xyz materials left), it is a Monster that has a place in the deck.

Brionac Dragon of the Ice Barrier (1-2x)

UR Rarity
Brionac, Dragon of the Ice Barrier
UR Rarity
Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
WATER 6
Brionac, Dragon of the Ice Barrier
  • ATK:

  • 2300

  • DEF:

  • 1400


1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.


Brionac, Dragon of the Ice Barrier 's return effect is really important for decks that have a lot of follow-up support and where you don't really want to destroy their monsters. Brionac also allows you to activate the secondary effects of Atlantean Heavy Infantry and Atlantean Marksman after Brionic discards them to gain more additional pops along with the cards you choose to return. Another great thing is that Brionac does not depend on Skill so you can easily summon it with Deep Sea Diva + Silent Angler or Gishki Chain . Brio will open up lethal opportunities if you remember him when you have specific hands that can perform Xyz + Synchro in one turn as will be mentioned in the Combo section.

Bahamut Shark (1x)

UR Rarity
Bahamut Shark
UR Rarity
Bahamut Shark
Bahamut Shark
WATER
Bahamut Shark
  • ATK:

  • 2600

  • DEF:

  • 2100


2 Level 4 WATER monsters Once per turn: You can detach 1 material from this card; Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. This card cannot attack for the rest of this turn.


If you take the first turn, there are 3 different options for XYZ that you can go into. Dragon Spider Shark is a pretty good main monster with floating effect, while Abyss Dweller has the ability to block powerful combos from your opponents but you will only have 1 monster on your field .

Bahamut Shark is the third option, where you will end up with 2 high ATK monsters on the field. It can act as good protection since it's harder to clear, but it's turn 1 because of Bahamut Shark's disadvantage.

One thing to consider is that this is essentially a once-per-game turn since you only have 1 of each card on the Extra Deck. Bahamut Shark summons Nightmare Shark , which is used to special summon Black Ray Lancer .

If you have Acid Golem , you can special summon Acid Golem without materials, which will deal 1000 damage per turn during Stanby Phase. This is a strong play to make if you have a Mystic Box in your starting hand.

Number 47: Nightmare Shark (1x)

UR Rarity
Number 47: Nightmare Shark
UR Rarity
Number 47: Nightmare Shark
Number 47: Nightmare Shark
WATER
Number 47: Nightmare Shark
  • ATK:

  • 2000

  • DEF:

  • 2000


2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.


The only level 3 WATER monster in the deck is Atlantean Marksman . If you only carry 1 copy of it, the only way to summon it is to use Bahamut Shark 's effect.

If summoned this way, Nightmare Shark 's effects are essentially useless as Bahamut Shark will not be able to attack. It is only worth using its effect if 2000 ATK is enough to finish off your opponent. Otherwise, Nightmare Shark is mainly used to get into Black Ray Lancer .

Full Armored Black Ray Lancer (1x)

SR Rarity
Full Armored Black Ray Lancer
SR Rarity
Full Armored Black Ray Lancer
Full Armored Black Ray Lancer
WATER
Full Armored Black Ray Lancer
  • ATK:

  • 2100

  • DEF:

  • 600


3 Level 4 WATER monsters You can also Xyz Summon this card by using a Rank 3 WATER Xyz Monster you control that has no Xyz Materials as the Xyz Material. This card gains 200 ATK for each Xyz Material attached to it. If this face-up card would be destroyed, you can detach all of its Xyz Materials instead. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy that target.


If summoned normally, this card has 2700 ATK, but the easiest way to summon it is to go from Bahamut Shark to Nightmare Shark to Black Ray Lancer , which will make it only a 2300 ATK monster.

Here it's mainly about having another puncher on your field. An effect that can destroy a spell/trap will not be reliable due to its low ATK and many strong spells/traps in the meta, but its effect to prevent one-time destruction is quite good.

Number 30: Acid Golem of Destruction (1-2x)

SR Rarity
Number 30: Acid Golem of Destruction
SR Rarity
Number 30: Acid Golem of Destruction
Number 30: Acid Golem of Destruction
WATER
Number 30: Acid Golem of Destruction
  • ATK:

  • 3000

  • DEF:

  • 3000


2 Level 3 monsters During your Standby Phase: Detach 1 Xyz Material from this card or take 2000 damage. You cannot Special Summon any monsters. While this card has no Xyz Materials, it cannot attack.


Acid Golem is a Rank 3 with high ATK that can be summoned easily, but it comes with some heavy limitations on its effects. In most cases, these limitations are rarely worth summoning, but giving it to your opponent will make all the bad things good.

You summon Acid Golem using Bahamut Shark 's effect, which summons Acid Golem without requiring materials. Although most cards that deal effect damage are halved in Duel Links, Acid Golem's burn effect is still 1000 per turn and your opponent will not be able to attack with it because it has no materials XYZ. The addition of the Field Spell " Necrovalley " has the potential to make it a very strong control type deck.

You can wait out the burn damage until you win or use Number 47: Nightmare Shark to attack directly to make it faster.

Number 32: Shark Drake (1x)

UR Rarity
Number 32: Shark Drake
UR Rarity
Number 32: Shark Drake
Number 32: Shark Drake
WATER
Number 32: Shark Drake
  • ATK:

  • 2800

  • DEF:

  • 2100


3 Level 4 monsters Once per turn, when this attacking card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; Special Summon the destroyed monster to your opponent's side of the field in face-up Attack Position, also it loses 1000 ATK, and if you do Summon this way, this card can make a second attack during this Battle Phase.


Shark's main monster in the manga and anime. With the ability to destroy a monster and continue to revive it, reducing ATK and punching again will ensure you a perfect OTK turn with Shark Drake . However, with attack power of 2800 (Pretty good and low compared to the current meta) and the summoning condition requiring up to 3 monsters, it would be more reasonable to use it on the first turn to protect their field. We rely on our main combo. Thus, you will ensure your survival through the following turns and continue to perform other combos.

Coral Dragon (1x (A small recommendation for your deck))

UR Rarity
Coral Dragon
UR Rarity
Coral Dragon
Coral Dragon
WATER 6
Coral Dragon
  • ATK:

  • 2400

  • DEF:

  • 500


1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.


Simply a card you can substitute for Brionac if you don't have Brionac right now or you want to put it in to replace Brionac if it is destroyed. The ability to discard a card to destroy a card on the field also helps you a lot. In particular, you can put Atlantean cards in the grave (optional) to activate their abilities.

Crystron Quariongandrax (1x )

UR Rarity
Crystron Quariongandrax
UR Rarity
Crystron Quariongandrax
Crystron Quariongandrax
WATER 9
Crystron Quariongandrax
  • ATK:

  • 3000

  • DEF:

  • 3000


2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.


If you think summoning this beast is impossible, think again. If you play a more cost-effective Water Xyz deck with just Coral Dragon in, summoning this card is quite easy. Use Coral Dragon + Deep Sea Diva and another Atlantean monster to bring out this card to banish up to 3 cards from the field, in your opponent's graveyard. With such ability, it is well worth considering using this card in your deck.



Tech Cards

    

Xyz Slidolphin (0-1x)

SR Rarity
Xyz Slidolphin
SR Rarity
Xyz Slidolphin
Xyz Slidolphin
WATER 4
Xyz Slidolphin
  • ATK:

  • 1200

  • DEF:

  • 1800


If an Xyz Monster is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. If an Xyz Monster(s) is Special Summoned to your field while this card is in your GY, except the turn this card was sent to your GY (and except during the Damage Step): You can target 1 of those Xyz Monsters; attach this card to it as material. You can only use each effect of "Xyz Slidolphin" once per turn.


Xyz Slidolphin is a great alternative to the third Silent Angler if you plan to buy it through the Box once, although, slidelphin's special summon condition is a bit more difficult to fulfill, you can still speed it up by 2 Xyz in one turn.

Gishki Chain (1-2x)

UR Rarity
Gishki Chain
UR Rarity
Gishki Chain
Gishki Chain
WATER 4
Gishki Chain
  • ATK:

  • 1800

  • DEF:

  • 1000


If this card is Normal Summoned: Look at the top 3 cards of your Deck, you can reveal 1 Ritual Monster or 1 Ritual Spell Card among them and add it to your hand, also after that, place any remaining cards on the top of your Deck in any order.


Gishki Chain is currently the most popular tech monster card we have right now along with Buzzsaw Shark . Playing 1-2 in most Shark decks, Gishki has synergy with Heavy Infantry due to it being a Sea Serpent Monster. This allows it to be summoned normally by that effect. It also has the effect of normal summoning to see the next 3 cards in your deck and place them in any order you wish. This effect allows you to often line up a Diva/Tech to take over and also allows for advance planning on how to approach the match knowing what cards will come next.

Forbidden Lance (2x)

UR Rarity
Forbidden Lance
UR Rarity
Forbidden Lance
Forbidden Lance
Spell Quick
Forbidden Lance

    Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


    The use of Forbidden Lance as a tech is directly related to the heavy backlog of the current meta. Forbidden Lance has a Quick-Play effect (can also activate during the damage step) when determined to make your selected monster unaffected by spells and traps for the rest of the turn as well as reduce attacks by 800 the attack of the above mentioned monster. Having a flexible attack reduction option along with its counterplay against magic/traps makes this card a vital element of the deck in the current meta.

    Necrovalley (1x)

    UR Rarity
    Necrovalley
    UR Rarity
    Necrovalley
    Necrovalley
    Spell Field
    Necrovalley

      All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


      Necrovalley is a tech that is well-suited to metagames where Grave-heavy interactions are common in opponent decks. Since we don't rely as much on Graves in most matchups as we do Tech, Necrovalley has found its way into many main decks. Being a counter to top tier decks, some of which are not a favorable matchup, becomes a priority if you personally want this in your main deck ( Necrovalley would prevent your Salvage and Surface from occurring). In many tournament formats, this is an important secondary card in a Grave-heavy meta. Currently, Necrovalley has a strong matchup as a counter to Chaos Dragon Levianeer , Noble Knights , The White Stone of Ancients , as well as many rogue decks that currently rely on Graves. One thing to note is that against Blue-Eyes, you will not be able to prevent them from summoning Blue-Eyes from the deck. You still need to activate Dweller here before Endphase to do that. Necrovalley continuously triggers effects in the graveyard. It prevents cards from moving (or changing types and properties) and in this case prevents them from getting the Blue-Eyes card back. This card can be considered relevant and a dead draw in certain matchups. Necrovalley offers Shark deck players great value if faced with the right matchup

      Fiendish Chain (2x)

      UR Rarity
      Fiendish Chain
      UR Rarity
      Fiendish Chain
      Fiendish Chain
      Trap Continuous
      Fiendish Chain

        Activate this card by targeting 1 Effect Monster on the field; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack. When it is destroyed, destroy this card.


        Fiendish Chain functions as a versatile trap card that synergizes well with the deck's main strategy as well as helping against poor matchups. This card can be used to target opposing monsters and negate their effects, stopping their summon effects if necessary. This card is used to threaten monsters, such as Noble Knight Medraut . Going first, the thud can be used to prevent the opponent from establishing their optimal pitch. Against Thunder Dragons, Fiendlish can be used to negate Chaos Dragon Levianeer to prevent it from destroying two cards on your field. Since Shark decks often have an Abyss Dweller or try to get one out, Fiendlish as a card stall and interrupt works perfectly to buy time to hit your win condition as well as have a monster face up to use your Infantry if needed. Fiendish's secondary effect is a continuous trap that combines with other techs like TTH because it requires you to have no traps in your grave.

        Treacherous Trap Hole (1-2x)

        SR Rarity
        Treacherous Trap Hole
        SR Rarity
        Treacherous Trap Hole
        Treacherous Trap Hole
        Trap Normal
        Treacherous Trap Hole

          If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.


          Treacherous Trap Hole Is a semi limited card that allows you to target 2 monsters on the field and destroy them as long as you have no traps in your grave. Currently, our main consensus is that semi limited cards are best used. Very powerful and considered a game winning card. Recommended at level 2 for this reason. Fiendlish Chain is a continuous trap that also remains prone on the field if the monster is not destroyed simultaneously with this ability.

          Shadow-Imprisoning Mirror (1x)

          SR Rarity
          Shadow-Imprisoning Mirror
          SR Rarity
          Shadow-Imprisoning Mirror
          Shadow-Imprisoning Mirror
          Trap Continuous
          Shadow-Imprisoning Mirror

            Negate all DARK monster effects activated on the field or in the Graveyard.


            Shadow-Imprisoning Mirror is a very useful card in dealing with the current Meta series: Thunder Dragons, Destiny Heroes,... And the reason this card is used more than Necrovalley is simply because it does not prevent the ability The recycling ability of cards like Salvage and Surface or floating monsters (Hope Woven) and White Aura Dolphin .

            Light-Imprisoning Mirror (1x)

            SR Rarity
            Light-Imprisoning Mirror
            SR Rarity
            Light-Imprisoning Mirror
            Light-Imprisoning Mirror
            Trap Continuous
            Light-Imprisoning Mirror

              Negate all LIGHT monster effects activated on the field or in the Graveyard.


              Also has the same ability as Shadow-Imprisoning Mirror but for LIGHT monsters. Great against Blue-Eyes and Melodious. Because of its abilities, you should consider adding it to Side Decks along with Shadow-Imprisoning Mirror.

              Book of Moon (2-3x)

              UR Rarity
              Book of Moon
              UR Rarity
              Book of Moon
              Book of Moon
              Spell Quick
              Book of Moon

                Target 1 face-up monster on the field; change that target to face-down Defense Position.


                Book of Moon has established itself as a main tech of the deck based solely on the fact that it is one of the strongest tech cards in the game. Currently, with the launch of the new box, owning this card is no longer as difficult as before, so if possible, use this card triple in every necessary case.

                Mystical Space Typhoon (2-3x)

                UR Rarity
                Mystical Space Typhoon
                UR Rarity
                Mystical Space Typhoon
                Mystical Space Typhoon
                Spell Quick
                Mystical Space Typhoon

                  Target 1 Spell/Trap on the field; destroy that target.


                  Mystical Space Typhoon has found its way into many main and side decks. The reason this card will be played over Cosmic Cyclone or lance in some cases will be in matches where a Treacherous Trap Hole is expected. For example in mirror matchups, Blue-Eyes and many other matchups because that card has become popular due to its lack of indestructible monsters. Successfully hitting an opponent's trap will close any future Treacherous Trap Holes that the opponent may have placed or are about to draw. Leaving this generic backrow removal is an option for you to consider

                  Mystic Box (2x)

                  SR Rarity
                  Mystic Box
                  SR Rarity
                  Mystic Box
                  Mystic Box
                  Spell Normal
                  Mystic Box

                    Target 1 monster your opponent controls and 1 monster you control; destroy the first target, then give control of the second target to your opponent.


                    The card will combine very well with the Acid Golem combo to make things difficult for opponents. However, it's a shame it's not a Quick-Play. If so, the game speed will be much faster.

                    Salvage (1-2x)

                    UR Rarity
                    Salvage
                    UR Rarity
                    Salvage
                    Salvage
                    Spell Normal
                    Salvage

                      Target 2 WATER monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.


                      Salvage is a recovery tech that has become popular because of its ability to grab a Diva from the Graveyard (as long as you have two WATER monsters with attack power of 1500 or less). With Deep Sea Diva being the single strongest summon as it allows a +1 summon from the deck as well as the option to summon Atlantean to deal with the opponent's field. Salvage has found its way to the top as far as recovery options for the decks we currently have.

                      Surface (1-2x)

                      SR Rarity
                      Surface
                      SR Rarity
                      Surface
                      Surface
                      Spell Normal
                      Surface

                        Target 1 Level 3 or lower Fish, Sea Serpent, or Aqua monster in your GY; Special Summon it in face-up Defense Position.


                        Surface 's strength in mirror matchup is extremely strong. As another recovery option, Surface allows you to Special Summon any level 3 or lower Fish, Sea Serpent, or Aqua-type monster from the Graveyard for defense. This effect offers different options than Salvage and is inherently strong against destruction-based effects. Will normally be used to summon Atlantean Heavy Infantry back to the field to continue your extra normal summon with Atlantean Heavy Infantry and also your normal summon afterwards if possible. This can be considered an economical and friendly alternative to single-leaf leaves such as Salvage .

                        Paleozoic Canadia (2-3x)

                        UR Rarity
                        Paleozoic Canadia
                        UR Rarity
                        Paleozoic Canadia
                        Paleozoic Canadia
                        Trap Normal
                        Paleozoic Canadia

                          Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


                          Nice alternative to Book of Moon and also quite effective for this deck.

                          Canadia is a good tech to break the opponent's combo. For example, you can turn Noble Knight Medraut face down to prevent the Noble Knight player from performing their entire combo. Changing battle position can also be used defensively, placing an attacking monster face down.

                          Finally, Canadia can be summoned as a WATER monster so you can adjust its Level with your Skill then use it as an Xyz material, with this, you won't have to worry about it being banished You can continue to use it for subsequent summons from the Extra Deck. It can also be used as a Synchro material with Deep Sea Diva and Atlantean Heavy Infantry .



                          Supports

                          Because Shark's support hasn't been released much yet, in this deck you will need and can combine a lot with other WATER supports, below are some typical faces:



                          Graydle Support

                             

                          Graydle Slime Jr. (1-2x)

                          R Rarity
                          Graydle Slime Jr.
                          R Rarity
                          Graydle Slime Jr.
                          Graydle Slime Jr.
                          WATER 2
                          Graydle Slime Jr.
                          • ATK:

                          • 0

                          • DEF:

                          • 2000


                          When this card is Normal Summoned: You can target 1 "Graydle" monster in your Graveyard; for the rest of this turn, you cannot Special Summon other monsters, except WATER monsters, also Special Summon that monster, then you can Special Summon from your hand, 1 Aqua-Type monster with the same Level as the monster Special Summoned by this card's effect. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Graydle" monster from your Deck.


                          You will need to use Graydle Slime Jr. as Tuner when creating Graydle Dragon . Performing a Level 8 Synchro with Territory of the Sharks is quite easy as you will turn both Tuner and non-Tuner into Level 4 monsters.

                          Graydle Slime Jr also serves as a revival card for Graydle Dragon. And its floating effect basically means you can replace it with another copy of itself.

                          Graydle Impact (1-3x)

                          SR Rarity
                          Graydle Impact
                          SR Rarity
                          Graydle Impact
                          Graydle Impact
                          Spell Continuous
                          Graydle Impact

                            You can target 1 other "Graydle" card you control and 1 card your opponent controls; destroy them. During your End Phase: You can add 1 "Graydle" card from your Deck to your hand. You can only use 1 "Graydle Impact" effect per turn, and only once that turn.


                            Graydle Impact finds Graydle Slime Jr. To get the discard effect, you can destroy a Slime Jr. which you Normal Summon to revive Graydle Dragon . Or you can destroy Graydle Dragon if you have another (properly summoned) copy of it in the graveyard.

                            Graydle Dragon (2x)

                            R Rarity
                            Graydle Dragon
                            R Rarity
                            Graydle Dragon
                            Graydle Dragon
                            WATER 8
                            Graydle Dragon
                            • ATK:

                            • 3000

                            • DEF:

                            • 2000


                            1 Aqua-Type Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of WATER monsters used for the Synchro Summon of this card; destroy them. If this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other WATER monster in your Graveyard; Special Summon it, but its effects are negated. You can only use each effect of "Graydle Dragon" once per turn.


                            When Synchro Summoned, Graydle Dragon will usually allow you to destroy two of your opponent's cards, or destroy three if you summoned it with Slime Jr. , Silent Angler and Heavy Infantry . This should be good enough to disrupt your opponent's setup and put them in a bad position. If you use three materials, Graydle Dragon can eliminate a field full of monsters.

                            Graydle Dragon's floating effect is also quite strong, allowing you to revive anything in this Deck, including Extra Deck monsters. If you have another copy of Graydle Dragon in the graveyard, you can select that copy as a revive target for constant presence on the field.



                            Mermail Support

                               

                            Abyss Soldier and Mermail Abysspike (Cards have a discard effect )

                            UR Rarity
                            Abyss Soldier
                            UR Rarity
                            Abyss Soldier
                            Abyss Soldier
                            WATER 4
                            Abyss Soldier
                            • ATK:

                            • 1800

                            • DEF:

                            • 1300


                            Once per turn: You can discard 1 WATER monster to the Graveyard to target 1 card on the field; return it to the hand.


                            SR Rarity
                            Mermail Abysspike
                            SR Rarity
                            Mermail Abysspike
                            Mermail Abysspike
                            WATER 4
                            Mermail Abysspike
                            • ATK:

                            • 1600

                            • DEF:

                            • 800


                            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 this effect of "Mermail Abysspike" once per turn.


                            These monsters can cast Atlanteans as a cost to activate their effects. They are Level 4 monsters that also help you make Xyz plays when combined with Silent Angler . Abysspike can be Special Summoned by Buzzsaw Shark for quick Xyz play, but you will lose the ability to activate Abysspike's effect.

                            Mermail Abyssteus, Mermail Abyssdine and Mermail Abysstrite (Other Mermail monsters)

                            UR Rarity
                            Mermail Abyssteus
                            UR Rarity
                            Mermail Abyssteus
                            Mermail Abyssteus
                            WATER 7
                            Mermail Abyssteus
                            • ATK:

                            • 1700

                            • DEF:

                            • 2400


                            You can discard 1 other WATER monster to the GY; Special Summon this card from your hand. When Summoned this way: You can 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.


                            N Rarity
                            Mermail Abyssdine
                            N Rarity
                            Mermail Abyssdine
                            Mermail Abyssdine
                            WATER 3
                            Mermail Abyssdine
                            • ATK:

                            • 1000

                            • DEF:

                            • 200


                            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.


                            R Rarity
                            Mermail Abysstrite
                            R Rarity
                            Mermail Abysstrite
                            Mermail Abysstrite
                            WATER
                            Mermail Abysstrite
                            • ATK:

                            • 1600

                            • DEF:

                            • 2800


                            3 Level 3 monsters During either player's turn, when your opponent targets exactly 1 face-up "Mermail" monster you control for an attack, or with a Spell/Trap effect that could have targeted this card (except during the Damage Step): You can detach 1 Xyz Material from this card; that attack/effect now targets this card. When this card is destroyed and sent to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abysstrite"; Special Summon that target.


                            Mermail is another Water Xyz monster line that has very high field-filling potential with its summon ability. It would be good to combine them with our deck to get into Rank 3, Rank 4 Xyz monsters more easily. Abyssteus and Abyssdine would be a pretty good combo allowing you to summon 3 monsters to the field, then allowing you to summon XYZs monsters requiring 3 monsters easily.



                            Tips + Combos

                            Shark decks use a small number of Core monsters and a large number of Techs. With this said, your tech choice will be key during matches. As well as understanding the full power of each tech card and how they can go head-to-head against your opponents. For example Forbidden Lance . A current main tech. Used for the common reason of avoiding backrow threats. But there are many other uses like targeting Aleister the Invoker to negate fusion or any Fusion monster for that matter. Additionally, the attack reduction can be huge in matchups like Thunder Dragons before you can opt for the extra deck. Like Lance, there are other Techs of choice that have multiple uses as well such as Book of Moon , Treacherous Trap Hole . Keep that in mind because the meta is always evolving and these cards can be the difference in a game.

                            Territory of the Sharks only works if your deck and Extra Deck contain only WATER monsters, so do not use techs like DD Crow or Ally of Justice Cycle Reader as they will cause the Skill to not activate.

                            Silent Angler, Atlantean Heavy Infantry and Deep Sea Diva (Main Combo)

                            SR Rarity
                            Silent Angler
                            SR Rarity
                            Silent Angler
                            Silent Angler
                            WATER 4
                            Silent Angler
                            • ATK:

                            • 800

                            • DEF:

                            • 1400


                            If you control a WATER monster, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your hand for the rest of this turn.


                            SR Rarity
                            Atlantean Heavy Infantry
                            SR Rarity
                            Atlantean Heavy Infantry
                            Atlantean Heavy Infantry
                            WATER 2
                            Atlantean Heavy Infantry
                            • ATK:

                            • 0

                            • DEF:

                            • 1600


                            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.


                            UR Rarity
                            Deep Sea Diva
                            UR Rarity
                            Deep Sea Diva
                            Deep Sea Diva
                            WATER 2
                            Deep Sea Diva
                            • ATK:

                            • 200

                            • DEF:

                            • 400


                            When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent monster from your Deck.


                            One Synchro summon + xyz summon or 2 xyz summons

                            Summon Diva then summon Infantry. Now you special summon Angler to play level 6 synchro or atlantean summon and then activate the ability and keep Angler for the monster you didn't use.

                            This is the main combo so you will have a field consisting of 1 synchro monster or 1 Xyz monster (or both). Whatever you choose, make sure you are safe if you go first and make sure you eliminate all backrows if you go second.

                            Atlantean Heavy Infantry, Abyss Dweller and Atlantean Marksman (Combo #2)

                            SR Rarity
                            Atlantean Heavy Infantry
                            SR Rarity
                            Atlantean Heavy Infantry
                            Atlantean Heavy Infantry
                            WATER 2
                            Atlantean Heavy Infantry
                            • ATK:

                            • 0

                            • DEF:

                            • 1600


                            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.


                            UR Rarity
                            Abyss Dweller
                            UR Rarity
                            Abyss Dweller
                            Abyss Dweller
                            WATER
                            Abyss Dweller
                            • ATK:

                            • 1700

                            • DEF:

                            • 1400


                            2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                            SR Rarity
                            Atlantean Marksman
                            SR Rarity
                            Atlantean Marksman
                            Atlantean Marksman
                            WATER 3
                            Atlantean Marksman
                            • ATK:

                            • 1400

                            • DEF:

                            • 0


                            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.


                            Using Main Combo as mentioned, at this point you will want to Xyz Dweller more because of its ability to lock the grave. Make sure you use Infantry and Marksman to make materials for it.

                            When Abyss Dweller has Atlantean Heavy Infantry or Atlantean Marksman , it has the quickplay ability to destroy face-up or face-down cards on the turn at any time.

                            Abyss Dweller WILL NOT negate effects in the graveyard while chained to that effect. Only negates effects from attempting to activate in the graveyard after Dweller's effect takes place.

                            Atlantean Heavy Infantry, Number 32: Shark Drake and Atlantean Marksman (Combo #3)

                            SR Rarity
                            Atlantean Heavy Infantry
                            SR Rarity
                            Atlantean Heavy Infantry
                            Atlantean Heavy Infantry
                            WATER 2
                            Atlantean Heavy Infantry
                            • ATK:

                            • 0

                            • DEF:

                            • 1600


                            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.


                            UR Rarity
                            Number 32: Shark Drake
                            UR Rarity
                            Number 32: Shark Drake
                            Number 32: Shark Drake
                            WATER
                            Number 32: Shark Drake
                            • ATK:

                            • 2800

                            • DEF:

                            • 2100


                            3 Level 4 monsters Once per turn, when this attacking card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; Special Summon the destroyed monster to your opponent's side of the field in face-up Attack Position, also it loses 1000 ATK, and if you do Summon this way, this card can make a second attack during this Battle Phase.


                            SR Rarity
                            Atlantean Marksman
                            SR Rarity
                            Atlantean Marksman
                            Atlantean Marksman
                            WATER 3
                            Atlantean Marksman
                            • ATK:

                            • 1400

                            • DEF:

                            • 0


                            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.


                            What if you feel the Dweller is too weak? If you find yourself with a really nice hand to end quickly and don't want to use Dweller? Try using the skill to summon Shark Drake for an easier OTK turn. You can use Lance to reduce the ATK of an enemy monster, use Shark Drake to punch it, and use a special ability to punch it a second time.

                            Note: only use this combo when you are behind your opponent and have eliminated all the backrows because otherwise, you will need to use Marksman or Infantry's effect to destroy them for an easy OTK.

                            Atlantean Heavy Infantry, Brionac, Dragon of the Ice Barrier and Atlantean Marksman (Combo #4 (Remove backrow Combo))

                            SR Rarity
                            Atlantean Heavy Infantry
                            SR Rarity
                            Atlantean Heavy Infantry
                            Atlantean Heavy Infantry
                            WATER 2
                            Atlantean Heavy Infantry
                            • ATK:

                            • 0

                            • DEF:

                            • 1600


                            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.


                            UR Rarity
                            Brionac, Dragon of the Ice Barrier
                            UR Rarity
                            Brionac, Dragon of the Ice Barrier
                            Brionac, Dragon of the Ice Barrier
                            WATER 6
                            Brionac, Dragon of the Ice Barrier
                            • ATK:

                            • 2300

                            • DEF:

                            • 1400


                            1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.


                            SR Rarity
                            Atlantean Marksman
                            SR Rarity
                            Atlantean Marksman
                            Atlantean Marksman
                            WATER 3
                            Atlantean Marksman
                            • ATK:

                            • 1400

                            • DEF:

                            • 0


                            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.


                            This combo mainly focuses on the ability to remove the backrow of all 3 mentioned cards:

                            • Activate Brionac's ability, discarding Atlantean cards to return your opponent's cards to the hand.
                            • At this time, the Atlanteans' abilities will be activated, Infantry destroys a face-up card, Marksman destroys a face-down card.
                            • The opponent's field will be empty and you can deal them a significant amount of damage of 2300 ATK
                            Note: Using Brionac will be more optimal than using Coral Dragon . So you should consider which card to put in your deck or if using both, Brionac should be the first choice to put on the field.

                            Number 30: Acid Golem of Destruction, Mask of Restrict and Mystic Box (Combo #5 (Annoying WATER Combo))

                            SR Rarity
                            Number 30: Acid Golem of Destruction
                            SR Rarity
                            Number 30: Acid Golem of Destruction
                            Number 30: Acid Golem of Destruction
                            WATER
                            Number 30: Acid Golem of Destruction
                            • ATK:

                            • 3000

                            • DEF:

                            • 3000


                            2 Level 3 monsters During your Standby Phase: Detach 1 Xyz Material from this card or take 2000 damage. You cannot Special Summon any monsters. While this card has no Xyz Materials, it cannot attack.


                            SR Rarity
                            Mask of Restrict
                            SR Rarity
                            Mask of Restrict
                            Mask of Restrict
                            Trap Continuous
                            Mask of Restrict

                              Neither player can Tribute cards.


                              SR Rarity
                              Mystic Box
                              SR Rarity
                              Mystic Box
                              Mystic Box
                              Spell Normal
                              Mystic Box

                                Target 1 monster your opponent controls and 1 monster you control; destroy the first target, then give control of the second target to your opponent.


                                The release of Acid Golem has made the pagans more and more excited, but it would be more enjoyable to use for Water Xyz decks so you don't have to worry about your opponent's annoying monsters anymore.

                                • From Bahamut Shark 's effect, bring Acid Golem to the field
                                • Give Acid Golem to your opponent with Mystic Box , at this time they will not be able to special summon, cannot attack because this card has no materials left, will receive damage throughout the rounds equal to 1000 and to be more certain . Activate Mask of Restrict so the opponent is forced to summon their weak monsters to attack us. That helps us give our opponents an indescribable inhibition.

                                Number 37: Hope Woven Dragon Spider Shark, Atlantean Heavy Infantry and Atlantean Marksman (Combo #6 (Replace Combo #3 if you feel Shark Drake is too weak))

                                UR Rarity
                                Number 37: Hope Woven Dragon Spider Shark
                                UR Rarity
                                Number 37: Hope Woven Dragon Spider Shark
                                Number 37: Hope Woven Dragon Spider Shark
                                WATER
                                Number 37: Hope Woven Dragon Spider Shark
                                • ATK:

                                • 2600

                                • DEF:

                                • 2100


                                2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn.


                                SR Rarity
                                Atlantean Heavy Infantry
                                SR Rarity
                                Atlantean Heavy Infantry
                                Atlantean Heavy Infantry
                                WATER 2
                                Atlantean Heavy Infantry
                                • ATK:

                                • 0

                                • DEF:

                                • 1600


                                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.


                                SR Rarity
                                Atlantean Marksman
                                SR Rarity
                                Atlantean Marksman
                                Atlantean Marksman
                                WATER 3
                                Atlantean Marksman
                                • ATK:

                                • 1400

                                • DEF:

                                • 0


                                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.


                                This will always be the combo you want to go into the most if you go turn 2. Hope Woven has more versatility than Shark Drake because it can punch opponents without worrying about its 2600 ATK. Not to mention, if you use Infantry and Marksman to activate its effect, you will have additional destruction for yourself. With the summoning condition being 2 WATER monsters, bringing it to the field is too easy for you.



                                Final thoughts

                                Overall, Shark decks have the ability and power to compete and win against many of the top tier decks in the meta. Their presence in the metagame has shifted players to more favorable matchups, and older decks are becoming popular again. Triamids/Darklords/Evil eye etc so watch out!. Although the playstyle of Shark Decks can be described as linear, the deck's strengths make up for their predictability and will remain a top contender for Ranks and tournaments.




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                                - Yu-Gi-Oh! Guidance Vietnam





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