Wait bro, if you want to build this deck, you have to have enough kids in the Extra Deck, because they are quite important, so important that without them you don't have a boss to play. Anyway, at least
Instructions for Playing Mermail Atlantean
Sections covered in this guide:
Skill
Territory of the Sharks (Skill Card) (100%)
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.
Remember that monsters in the deck must be full WATER to play both deck and extra deck
CORE
Deep Sea Diva (x3)
That's right Peter, this one is level 4
Atlantean Heavy Infantry and Atlantean Marksman (some larva (or whatever you guys call it))
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 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.
Both of them, when sent to the grave to activate the WATER monster effect, will trigger the bombardment effect (even if detacted by Xyz monsters like Abyss Dweller).
Mermail Abyssteus (x3)
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.
Search jumps and jumps by throwing other guys. Yes, other guys being thrown will trigger effects, so this guy jumps, searches, and stimulates other guys' effects.
Mermail Abyssmegalo (x1)
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.
Like that guy but throws up to 2 WATER to jump and has the ability to tribute monsters to punch once to OTK
Atlantean Dragoons (x3)
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".
What is stronger than a searcher? which search does not happen once per turn and allows level 3 or lower Sea Serpent monsters to punch directly at the origin
Mermail Abyssgunde (x1)
search is combined with jumping monsters from the grave when discarded (usually turn 1 rarely when you have monsters in the grave), so it is often played x1
Moray of Greed (x3)
draw 3 go brrrrrrrrrr
Extra Deck
Abyss Dweller (x1-2)
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.
Both ban the grave and detact in turn opp to bombard the card (detact the tombs), and also increase ATK to easily OTK, reaching level 4 is easy with 2 guys (actually any level is fine if you use the skill).
Cat Shark (x0-1)
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.
This monster simply means that it cannot be destroyed by combat. If it hits enough, activate the effect to double the ATK and DEF of a Rank 4 monster or lower to OTK, usually increasing it for Number 37 because its body is big and powerful. ability to reduce the ATK of enemy monsters
Number 37: Hope Woven Dragon Spider Shark (x1)
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.
big body, with Abyss Dweller, it increases ATK to 3100, but also reduces the ATK of all opp monsters by 1000, easy to upgrade
Knightmare Mermaid (x1)
Knightmare Mermaid
ATK:
1000
LINK-1
Link Arrow:
Bottom
1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.
Mainly to use the iblee that the Mekk-Knights threw over to link to this one. Run out of
Marincess Coral Anemone (x1-2)
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.
You don't know what to do with mermail's body link 1? Don't worry, me too
Ravenous Crocodragon Archethys (x1)
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.
If you ask 4 stars + how many stars get this one, my answer is 7 + 2
Trishula, Dragon of the Ice Barrier, Trishula and Zero Dragon of the Ice Barrier (x0-1)
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.
Well, if you want to get to Trishula, you have to 4 + 3 + 2. This guy asks for 2 or more non-Tuner, in return you get 1 card in your opp hand, 1 on the field and 1 in the grave NO TARGET
Staple
These guys are so picky
Fortune Fairy Swee (x0-2)
Fortune Fairy Swee
ATK:
0
DEF:
0
When you draw this card: You can reveal it; Special Summon it from your hand. If this card is Special Summoned from the hand: You can target 1 other face-up monster on the field; banish it until the Standby Phase of your next turn. You can only use each effect of "Fortune Fairy Swee" once per turn.
level 4 self-jump (if drawn and in empty hand, it will brick or cost 1 normal summon), has good negate bait ability, if opp does not negate this effect, you can banish 1 of opp's face-up cards until the next standby phase According to you, create conditions for OTK or staging
Book of Moon and Mystical Space Typhoon (x0-3)
You can bring it with you, but I'm not responsible for bricking it
Silent Angler (x0-1)
This one kills the level 7s that jump from their hands, so let's just play x1, because this one is famous for jumping to level 4, but if it has the skill, then every one of them is level 4 :3, as well as leaving slots for the others.
Mermail Abysspike and Abyss-scale of Cetus (armor and fish)
Actually, they're a bit of a flop at the moment
Brionac Dragon of the Ice Barrier (x0-1)
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.
Easy to get on, push the card to open the OTK path, but unfortunately it can't be done on the opp turn, so it usually gives way to the crocodile
Combo
Ravenous Crocodragon Archethys and Abyss Dweller (2 shots + forbidden grave (actually 3 but only shoot 2 on turn opp))
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.
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 (Deep Sea Diva + Sea Serpent level 4 or lower = 1 card shot, no grave allowed)
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.
I> Normal Deep Sea Diva, jump Heavy Infantry from deck, link both to Anemone
Marincess Coral Anemone (2 Deep Sea Diva => bắn card, draw 2)
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.
I> normal deep sea diva, jumps Heavy Infantry from Deck, links to Anemone, Anemone jumps back to Infantry from grave