Instructions for playing the Mermail deck

Instructions for playing the Mermail deck

Mermails (also known as Mermail Atlanteans) is a toolbox deck that focuses on taking advantage of the effects of Atlantean monsters and the effects of Mermail monsters. Most of Mermail's effects involve special summoning or searching by discarding a Water monster from hand, while Atlantean's effects involve destroying face-up or face-down cards on the field when Water monsters are discarded. When the two archetypes combine, it will be able to help us end the game very quickly by plowing through the field and continuously taking out the opponent's cards.

According to the recent tier list, this is a deck with high potential to level up, comparable to Salamangreat or Odd-eyes.




Skill

 

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

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 king of fishing and seafood farming. This damn skill can be used up to 2 times in 1 match, giving us a series of delicious options for synchro or xyz rank 4. So the data of 100% using this skill when playing decks is not strange.



Core

 

Deep Sea Diva (x3)

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.


When we talk about Shark in Duel Links, we will immediately think of this card. It is almost the soul of the deck, a combo opening card, expanding combos for both Synchro, Xyz, Link:

- Synchro: Summon Diva, Diva's active effect brings Infantry from the deck, then Infantry gives us one more normal summon of the level 4 monster Sea-Serpent, using the last 3 monsters we can Synchro out Trishula /Ravenous

- XYZ: Use Diva to bring out Heavy Infantry, from there Xyz rank 2 or use skills to xyz rank 4

- Link: summons Heavy Infantry, Link produces Marincess Coral Anemone

Mermail Abyssmegalo (x1)

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

  • 2400

  • DEF:

  • 1900


You can discard 2 other WATER monsters to the GY; Special Summon this card from your hand. When Summoned this way: You can add 1 "Abyss-" Spell/Trap from your Deck to your hand. You can Tribute 1 other Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.


You can special summon this card from your hand by Discarding 2 Water-type monsters. By discarding Atlantean Marksman, Heavy Infantry or Mermail Abyssgunde you can get back some resources to compensate for what you invested to summon AbyssMegalo.

When you special summon AbyssMegalo with its own ability, Mermail Abyssmegalo allows you to add 1 “Abyss-” Spell / Trap card from your Deck to your hand.


You can use Abyssmegalo's effect to search for Abyss-sphere or any Abyss equip card.

Abyss-scale of the Mizuchi, Abyss-scale of Cetus and Abyss-scale of the Kraken (Option)

R Rarity
Abyss-scale of the Mizuchi
R Rarity
Abyss-scale of the Mizuchi
Abyss-scale of the Mizuchi
Spell Equip
Abyss-scale of the Mizuchi

    Equip only to a "Mermail" monster. It gains 800 ATK. When a Spell effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard.


    N Rarity
    Abyss-scale of Cetus
    N Rarity
    Abyss-scale of Cetus
    Abyss-scale of Cetus
    Spell Equip
    Abyss-scale of Cetus

      Equip only to a "Mermail" monster. It gains 800 ATK. When a Trap effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard.


      N Rarity
      Abyss-scale of the Kraken
      N Rarity
      Abyss-scale of the Kraken
      Abyss-scale of the Kraken
      Spell Equip
      Abyss-scale of the Kraken

        Equip only to a "Mermail" monster. It gains 400 ATK. When a monster effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard.


        A deck of cards spams many, strong monsters and what we need are monsters from the Extra deck, so giving these 3 equip cards will depend on your feelings and preferences. Each card has a unique ability:


        - Abyss scale of Cetus can be sent to the Graveyard to negate your opponent's Trap Card effs;

        - Mizuchi's Abyss scale can be sent to the Graveyard to negate the opponent's Spell effects;

        - Kraken's Abyss scale can be sent to the Graveyard to negate the effects of your opponent's monster.

        Mermail Abyssteus (x3)

        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.


        Unlike Abyssmegalo, Abyssteus only requires you to discard a WATER monster to Summon, furthermore it allows you to add a level 4 or lower “Mermail” monster from your Deck to your hand when it is Summoned by this way. Effectively, you summon it without losing resources, and you can even gain advantage on the discarded monster's effects.

        Mermail Abyssgunde (x1)

        R Rarity
        Mermail Abyssgunde
        R Rarity
        Mermail Abyssgunde
        Mermail Abyssgunde
        WATER 3
        Mermail Abyssgunde
        • ATK:

        • 1400

        • DEF:

        • 800


        If this card is discarded to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abyssgunde"; Special Summon that target. You can only use the effect of "Mermail Abyssgunde" once per turn.


        An indispensable piece when we want to expand the combo when this card is discarded to the grave (You can combine it with the effect Mermail Abyssmegalo or Mermail Abyssteus) then create an Xyz or Link Monster.

        Atlantean Heavy Infantry, Atlantean Dragoons and Atlantean Marksman (Atlantean Monster)

        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 Dragoons
        SR Rarity
        Atlantean Dragoons
        Atlantean Dragoons
        WATER 4
        Atlantean Dragoons
        • ATK:

        • 1800

        • DEF:

        • 0


        All Level 3 or lower Sea Serpent-Type monsters you control can attack your opponent directly. When this card is sent to the Graveyard to activate a WATER monster's effect: Add 1 Sea Serpent-Type monster from your Deck to your hand, except "Atlantean Dragoons".


        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 monsters are used as a cost for your discard effects. When used in this way, their effects are also activated. Atlantean Dragoons are used to search for Sea serpents such as Deep Sea Diva / Marksman / Heavy Infantry, Marksman is used to destroy face down cards, while Heavy Infantry is used to destroy face up cards.

        - Atlantean Dragoons (x3): A Sea-Serpent-Type Searcher with 1800 ATK quite good for both attacking

        - Atlantean Marksman (x1): Set Backrow Removal and can send out 1 Level 4 or lower Atlantean monster (Ideally Dragoons) to deal a large amount of Battle DMG or OTK.

        - Atlantean Heavy Infantry (x3): An extremely effective Normal Summon that allows you to create an Xyz monster. Summon another Atlantean after Heavy Infantry, activate Territory of the Sharks then XYZ rank 4.



        Extra deck

         

        Trishula Zero Dragon of the Ice Barrier (x1)

        UR Rarity
        Trishula, Zero Dragon of the Ice Barrier
        UR Rarity
        Trishula, Zero Dragon of the Ice Barrier
        Trishula, Zero Dragon of the Ice Barrier
        WATER 11
        Trishula, Zero Dragon of the Ice Barrier
        • ATK:

        • 2700

        • DEF:

        • 2000


        1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 3 cards your opponent controls. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Trishula, Dragon of the Ice Barrier" from your Extra Deck or GY, its ATK becomes 3300, then halve the ATK of any face-up monsters your opponent currently controls, also negate their effects. You can only use this effect of "Trishula, Zero Dragon of the Ice Barrier" once per turn.


        Banish up to 3 cards your opponent controls when it is Synchro Summoned. In addition, this card's discard effect allows us to immediately summon 1 Trishula Dragon from Extra or Graveyard (with 3300 ATK) and reduces the opponent's monster's ATK by half, which will help us prevent the opponent from OTK. .

        Trishula Dragon of the Ice Barrier (x1)

        UR Rarity
        Trishula, Dragon of the Ice Barrier
        UR Rarity
        Trishula, Dragon of the Ice Barrier
        Trishula, Dragon of the Ice Barrier
        WATER 9
        Trishula, Dragon of the Ice Barrier
        • ATK:

        • 2700

        • DEF:

        • 2000


        1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and GY. (The card in the hand is chosen at random.)


        Banish lands 1 card on you, 1 card on the field, and 1 card on your opponent's grave. That almost destroys all combos of the opponent's deck, they can just go to settings and press Surrender

        Ravenous Crocodragon Archethys (x1)

        SR Rarity
        Ravenous Crocodragon Archethys
        SR Rarity
        Ravenous Crocodragon Archethys
        Ravenous Crocodragon Archethys
        WATER 9
        Ravenous Crocodragon Archethys
        • ATK:

        • 1000

        • DEF:

        • 1000


        1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.


        The god "Osiris" of the hacking saint Yugi is a bit strange now :v, 1 level 9 Synchro card has the same effect as "Slifer the Sky Dragon" with max 2 free card draws when this card is Synchro summoned. The ability to Quick play to destroy is also very strong when used even in the opponent's turn. When discarding like that, we will immediately think of Atlantean monsters, right :v

        Number 37: Hope Woven Dragon Spider Shark (x1)

        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.


        Spider Shark is a powerful monster in many Water Decks, especially decks that use the Skill Tettority of the Shark. This skill helps you get Spider Shark on the field very easily. The first effect is enough to completely prevent opponents from attacking while Spider Shark is on the field. It also allows you to defeat your opponent's monsters even though your deck often has below average ATK without complete buffs.

        The effect when destroyed is essentially a Monster Reborn. You can even revive another copy of Spider Shark or other Extra Deck monsters.

        Abyss Dweller (x2)

        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 another popular Xyz monster that appears in every deck that uses the Territory of the Sharks skill. This monster is very good at preventing the opponent from using resources from the graveyard such as The White Stone of Ancients and all Noble Arms. But creating Spider Shark instead of Abyss Dweller is often preferred.

        Make sure you have the Toggle Button ON, then use Abyss Dweller's effect at the beginning of your opponent's turn for best results.

        Cat Shark (x1)

        SR Rarity
        Cat Shark
        SR Rarity
        Cat Shark
        Cat Shark
        WATER
        Cat Shark
        • ATK:

        • 500

        • DEF:

        • 500


        2 Level 2 monsters While this card has an Xyz Material attached that was originally WATER, it cannot be destroyed by battle. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Rank 4 or lower Xyz Monster you control; its ATK and DEF each become double its original ATK and DEF until the end of this turn.


        Cute on the table =)) In addition, Buff x2 ATK for your Xyz monsters like Abyss Dweller (3400) or Spider Shark (5200) will help us overcome almost all boss monsters of today's decks.

        Marincess Coral Anemone (x1)

        SR Rarity
        Marincess Coral Anemone
        SR Rarity
        Marincess Coral Anemone
        Marincess Coral Anemone
        WATER
        Marincess Coral Anemone
        • ATK:

        • 2000

        • LINK-2

        Link Arrow:

        Left

        Bottom


        2 WATER monsters You can target 1 WATER monster with 1500 or less ATK in your GY; Special Summon it to your zone this card points to, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If this card is sent from the field to the GY: You can target 1 "Marincess" card in your GY, except "Marincess Coral Anemone"; add it to your hand. You can only use each effect of "Marincess Coral Anemone" once per turn.


        The ability to bring back a monster of 1500 ATK or less will help us bring back delicious Core cards for the next combo setup. We will not be affected by the Summon restriction effect of this card because all the monsters in our deck are Water Attribute.



        Weakness

        • Currently, as far as I can see, this is still a pretty thin deck, vulnerable when most players end up running out of resources after comboing. So playing cards like "Drowning" or "Wall Of D" can cause us to completely collapse
        • Atlantean Marksman is not enough to destroy the opponent's Backrows, but we don't have too many slots for backrow-destroying cards like Cosmic or MST.



        Other cards can be substituted

         

        Mermail Abysslinde (x1)

        SR Rarity
        Mermail Abysslinde
        SR Rarity
        Mermail Abysslinde
        Mermail Abysslinde
        WATER 3
        Mermail Abysslinde
        • ATK:

        • 1500

        • DEF:

        • 1200


        If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except "Mermail Abysslinde". You can only use the effect of "Mermail Abysslinde" once per turn.


        Abysslinde is a good monster to Special Summon with Abyss-sphere as it allows you to float into something more permanent and stable. Instead of summoning Abyssmegalo with the self-destructing Abyss-sphere, Special Summon Abysslinde then use Abysslinde's effect to Special Summon Abyssmegalo.

        You can also use Mermail Abysslinde's effect to Special Summon Mermail Abysspike and then use Abysspike's effect to add a level 3 WATER monster from your Deck to your hand.

        Abyss-sphere (x1)

        SR Rarity
        Abyss-sphere
        SR Rarity
        Abyss-sphere
        Abyss-sphere
        Trap Continuous
        Abyss-sphere

          Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.


          Abyss-sphere to Special Summon Mermail Abysslinde. If the Abyss -sphere leaves the field, Abysslinde will be destroyed and it will allow you to Special Summon a “Mermail” monster from your Deck. Even if nothing happens to Abyss-sphere, during the next End Phase of your opponent's turn after activation, this card is destroyed.

          Remember, if your opponent reacts to the activation of Abyss -sphere by activating Cosmic Cyclone, banishing the Eternal Trap, you will not Special Summon any monsters.

          Mermail Abysspike (x1)

          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.


          Merrowgeist's effect can be useful for disrupting enemy decks that have a lot of resurrection from the grave like Infernity. But its low ATK makes it really difficult to kill the monster in battle unless Spider Shark is also on the field.

          You can summon Mermail Abysspike, discard Abyssgunde, Special Summon Mermail Abyssmegalo from your graveyard and then sacrifice Abysspike to let Abyssmegalo attack a second time.

          The removal cost on this low-level monster is one of the more flexible ways you can trigger the effects of Abyssgunde and Atlanteans. This is because Abysspike's effect also activates when Special Summoned by Abyss -sphere and Abysslinde so you can use Atlanteans removal during your opponent's turn.

          Mermail Abysstrite (x1)

          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.


          Abysstrite is quite expensive to produce its "lighting-rod" like effect. In case of enemy attack, Abysstrite has a high chance of survival with a stat of 2800 DEF. But against targeted effects, this will most likely destroy Abysstrite as she has no inherent protection. Although ineffective, some protection is better than no protection at all like Abyssmegalo .

          And at least she has abilities when destroyed. You can float out Abysspike, activate its effect, and discard an Atlantean to destroy anything destroyed by Abysspike.




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