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)
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Territory of the Sharks (Skill Card)
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Territory of the Sharks (Skill Card)

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)
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Deep Sea Diva
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Deep Sea Diva

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)
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Silent Angler
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Silent Angler

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)
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Atlantean Heavy Infantry
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Atlantean Heavy Infantry

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)
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Atlantean Marksman
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Atlantean Marksman

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)
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Atlantean Attack Squad
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Atlantean Attack Squad

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)
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Lantern Shark
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Lantern Shark

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)
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Buzzsaw Shark
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Buzzsaw Shark

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)
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Number 37: Hope Woven Dragon Spider Shark
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Number 37: Hope Woven Dragon Spider Shark

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)
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Abyss Dweller
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Abyss Dweller

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)
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White Aura Dolphin
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White Aura Dolphin

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)
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Crystron Ametrix
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Crystron Ametrix

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)
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Brionac, Dragon of the Ice Barrier
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Brionac, Dragon of the Ice Barrier

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)
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Bahamut Shark
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Bahamut Shark

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)
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Number 47: Nightmare Shark
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Number 47: Nightmare Shark

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)
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Full Armored Black Ray Lancer
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Full Armored Black Ray Lancer

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)
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Number 30: Acid Golem of Destruction
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Number 30: Acid Golem of Destruction

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)
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Number 32: Shark Drake
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Number 32: Shark Drake

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))
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Coral Dragon
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Coral Dragon

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 )
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Crystron Quariongandrax
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Crystron Quariongandrax

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)
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Xyz Slidolphin
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Xyz Slidolphin

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)
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Gishki Chain
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Gishki Chain

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)
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Forbidden Lance
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Forbidden Lance

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)
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Necrovalley
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Necrovalley

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)
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Fiendish Chain
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Fiendish Chain

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)
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Limited to 1 copy
Treacherous Trap Hole
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Limited to 1 copy
Treacherous Trap Hole

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)
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Shadow-Imprisoning Mirror
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Shadow-Imprisoning Mirror

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)
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Light-Imprisoning Mirror
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Light-Imprisoning Mirror

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)
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Book of Moon
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Book of Moon

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)
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Mystical Space Typhoon
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Mystical Space Typhoon

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)
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Mystic Box
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Mystic Box

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)
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Salvage
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Salvage

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)
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Surface
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Surface

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)
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Paleozoic Canadia
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Paleozoic Canadia

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)
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Graydle Slime Jr.
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Graydle Slime Jr.

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)
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Graydle Impact
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Graydle Impact

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)
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Graydle Dragon
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Graydle Dragon

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 )
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Abyss Soldier
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Abyss Soldier
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Mermail Abysspike
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Mermail Abysspike

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)
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Mermail Abyssteus
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Mermail Abyssteus
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Mermail Abyssdine
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Mermail Abyssdine
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Mermail Abysstrite
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Mermail Abysstrite

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)
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Silent Angler
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Silent Angler
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Atlantean Heavy Infantry
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Atlantean Heavy Infantry
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Deep Sea Diva
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Deep Sea Diva

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)
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Atlantean Heavy Infantry
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Atlantean Heavy Infantry
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Abyss Dweller
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Abyss Dweller
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Atlantean Marksman
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Atlantean Marksman

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)
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Atlantean Heavy Infantry
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Atlantean Heavy Infantry
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Number 32: Shark Drake
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Number 32: Shark Drake
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Atlantean Marksman
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Atlantean Marksman

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))
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Atlantean Heavy Infantry
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Atlantean Heavy Infantry
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Brionac, Dragon of the Ice Barrier
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Brionac, Dragon of the Ice Barrier
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Atlantean Marksman
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Atlantean Marksman

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))
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Number 30: Acid Golem of Destruction
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Number 30: Acid Golem of Destruction
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Mask of Restrict
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Mask of Restrict
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Mystic Box
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Mystic Box

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))
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Number 37: Hope Woven Dragon Spider Shark
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Number 37: Hope Woven Dragon Spider Shark
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Atlantean Heavy Infantry
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Atlantean Heavy Infantry
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Atlantean Marksman
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Atlantean Marksman

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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