Shark Game Guide

Shark Game Guide

Shark is a mid-range deck that revolves around Xyz, the monsters in the deck will often have the ability to jump and add resources, as well as consider themselves as Level 3, 4, 5 monsters for Xyz summoning.

Sections covered in this guide:




tralalero tralala

 

Bahamut Shark (x1)

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.


+ easy to level up, only need 2 Level 4 WATER monsters

+ soft once per turn (2 Bahamut Shar k will be able to use the effect twice)
+ Pull a Rank 3 WATER Xyz monster straight from the Extra Deck onto the field. Even though that monster doesn't have Xyz materials and can't punch this turn, the effect can still be used and sometimes you can use that body to combo.

In general, this one is very strong. If you meet these guys and don't know where to throw your handtrap, just wait for this one and throw it.



CORE

  

Buzzsaw Shark (x3)

R Rarity
Buzzsaw Shark
R 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.


One card combo of deck


This lock only allows summoning Xyz monsters from the Extra Deck.

Effect: Choose 1 of your WATER monsters and drag 1 Fish monster with the same level and different name as the monster you choose onto the field, that monster will not trigger the effect.

This monster is considered Level 3 or 5 if you use WATER monster Xyz

With 2 Level 4 bodies = full combo, this card serves very well for combos, because it is Level 4, it can be normal summoned and is the premise for monsters to have the ability to jump by themselves when a WATER monster from hand jumps onto the field, expanding the combo.

Surfacing Big Jaws (x3)

 Rarity
Surfacing Big Jaws
 Rarity
Surfacing Big Jaws
Surfacing Big Jaws
WATER 4
Surfacing Big Jaws
  • ATK:

  • 1800

  • DEF:

  • 300


If this card is used for the Xyz Summon of a WATER monster, it can be treated as a Level 3 or 5 monster. You can only use each of the following effects of "Surfacing Big Jaws" once per turn. During your Main Phase, if a Spell Card was activated this turn: You can Special Summon this card from your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Xyz Monsters. If this card is Normal or Special Summoned: You can add 1 Fish "Shark" monster from your Deck to your hand.


one card combo

has auto jump if any spell was activated this turn, a pretty easy control and good to use in case the field is cleared and then you get Xyz locked

Can search another Fish "Shark" monster from deck to field to extend combo

is a level 4 body so it can be normally summoned, is a WATER body for others to jump on

can be considered Level 3 or 5 for WATER Xyz monsters

Abyss Shark (x2-3)

SR Rarity
Abyss Shark
SR Rarity
Abyss Shark
Abyss Shark
WATER 5
Abyss Shark
  • ATK:

  • 1200

  • DEF:

  • 700


If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If all monsters you control are WATER (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 3, 4, or 5 Fish monster from your Deck to your hand, except "Abyss Shark". For the rest of this turn, you cannot Special Summon monsters, except WATER monsters, also, double the first battle damage inflicted to your opponent this turn by your "Number" monster battling another monster. You can only use this effect of "Abyss Shark" once per turn.


has the ability to jump from hand if all your monsters are WATER as well as search for Fish Level 3, 4 or 5 monsters from deck (very wide search range) then lock to only summon WATER monsters. Then support OTK by doubling the first damage Number monsters deal to enemies when punching enemy monsters


Consider yourself Level 3 or 4 when making Number Monster Xyz Materials

Because it's Level 5, it can't be normally summoned. It will sometimes get bricked if you don't have a WATER monster on the field.



Hydrojet Shark and Crystal Shark (x1)

 Rarity
Hydrojet Shark
 Rarity
Hydrojet Shark
Hydrojet Shark
WATER 4
Hydrojet Shark
  • ATK:

  • 1000

  • DEF:

  • 0


If a WATER Xyz Monster is on the field, you can Special Summon this card (from your hand), but you cannot Special Summon "Hydrojet Shark" for the rest of this turn. You can only use 1 of the following effects of "Hydrojet Shark" per turn, and only once that turn. During your Main Phase: You can send 1 Fish "Shark" monster or 1 "Xyz" Spell/Trap from your Deck to the GY. You can banish this card from your GY; add 1 "Aqua Jet" card from your Deck or GY to your hand.


R Rarity
Crystal Shark
R Rarity
Crystal Shark
Crystal Shark
WATER 5
Crystal Shark
  • ATK:

  • 1100

  • DEF:

  • 800


If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If this card is in your hand or GY: You can target 1 WATER monster on the field; Special Summon this card (but banish this card when it leaves the field), and if you do, halve that monster's ATK, 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 "Crystal Shark" once per turn.


Hydrojet Shark : jumps from hand if there is a WATER Xyz monster, throws a Fish "Shark" monster or 1 Spell/Trap "Xyz" from deck to graveyard to serve combo


Crystal Shark : jumps from the graveyard or hand by selecting a WATER monster on the field and halving its ATK, then locking it to Xyz. If used as a material to Xyz Summon a Number monster, it can be considered a Level 3 or 4

Drake Shark (x1)

 Rarity
Drake Shark
 Rarity
Drake Shark
Drake Shark
WATER 4
Drake Shark
  • ATK:

  • 1400

  • DEF:

  • 1050


A "Shark Drake" Xyz Monster that has this card as material gains this effect. ● Once per turn: You can detach 2 materials from this card, then target 1 Spell/Trap on the field; attach it to this card as material. You can only use each of the following effects of "Drake Shark" once per turn. If this card is added to your hand, except by drawing it: You can Special Summon this card. This card can be treated as 2 materials for the Xyz Summon of a WATER Xyz Monster that requires 3 or more materials.


Poplar at home, search up hand jump


can be considered 2 materials for a WATER Xyz monster Xyz summon if the monster requires 3 or more materials

Any Xyz card " Shark Drake " that has this card as a material will have the effect of detacting 2 materials and stealing 1 opponent's Spell/Trap as material.

In general, it's a body that jumps by itself, making it easier to deal with spells/traps and attack Shark Drake.

Xyz Remora (x0-1)

R Rarity
Xyz Remora
R Rarity
Xyz Remora
Xyz Remora
WATER 4
Xyz Remora
  • ATK:

  • 800

  • DEF:

  • 800


You can Special Summon this card (from your hand) by detaching 2 Xyz Materials from monster(s) you control. When you do: You can target 2 Level 4 Fish-Type monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated, they cannot attack or change their battle positions, and cannot be used as Xyz Material for an Xyz Summon, except for the Xyz Summon of a WATER monster.


fact: this is a monster with the letter "Xyz" in its name, so any card that affects "Xyz" monsters or cards can pick up or search for this card.


has the ability to jump by itself by detacting 2 Xyz materials, and if it jumps by itself by this method, you can pull 2 ​​Level 4 Fish monsters from the grave to serve the WATER Xyz monster

Aqua Jet Surface (x0-2)

 Rarity
Aqua Jet Surface
 Rarity
Aqua Jet Surface
Aqua Jet Surface
Spell Normal
Aqua Jet Surface

    Special Summon 1 Level 4 or lower Fish, Sea Serpent, or Aqua monster from your hand or GY, but you cannot Special Summon from the Extra Deck, except Xyz Monsters, while you control that face-up monster. If your opponent controls an Attack Position monster: You can banish this card from your GY, then target 1 Fish, Sea Serpent, or Aqua monster you control; it gains 1000 ATK until the end of this turn. You can only use each effect of "Aqua Jet Surface" once per turn.


    Jump 1 Level 4 Fish, Sea Serpent or Aqua monster body from hand and grave to the field to support the combo extension, then lock Xyz


    This is a spell that can support the jump effect when a spell is activated during Surfacing Big Jaws ' turn.

    Oh, this card also has a 1000 ATK buff effect. It sounds a bit cheesy, but with Abyss Shark 's X2 damage, this number is very large to support OTK.

    Virtue Stream and LeVirtue Dragon (x1)

     Rarity
    Virtue Stream
     Rarity
    Virtue Stream
    Virtue Stream
    Trap Normal
    Virtue Stream

      Target 1 Fish, Sea Serpent, or Aqua monster you control and 2 cards your opponent controls; destroy them. You can banish this card from your GY, then target 1 face-up monster on the field; if it is a WATER monster, the next time it would be destroyed by card effect this turn, it is not destroyed. If it is not, it becomes WATER. You can only use each effect of "Virtue Stream" once per turn.


       Rarity
      LeVirtue Dragon
       Rarity
      LeVirtue Dragon
      LeVirtue Dragon
      WATER
      LeVirtue Dragon
      • ATK:

      • 2000

      • DEF:

      • 0


      2 Level 3 monsters If this card is Special Summoned: You can add 1 "Virtue Stream" from your Deck to your hand. You can activate 1 of these effects; ● Detach 1 material from a monster you control, then add 1 Fish, Sea Serpent, or Aqua monster from your GY to your hand, except "LeVirtue Dragon". ● Target 2 Xyz Monsters on the field; attach 1 material from 1 of those monsters to the other. You can only use each effect of "LeVirtue Dragon" once per turn.


      sea ​​serpent dragon hmmmmmmmm



      This one can use effects without Xyz materials, so pulling it out with Bahamut Shark will help both search disrupt and extend the combo.

      When summoned, it adds " Virtue Stream ": a card that can shoot 1 Fish, Sea serpent or Aqua monster and 2 enemy monsters/spells/traps, and can banish from the grave to protect.
      Can pick up Fish, Sea Serpent or Aqua monsters from the graveyard to your hand to gain the next turn to play or use an effect from your hand (if not used yet). This effect requires detacting 1 Xyz Material from a monster you control, any monster, not required to be from this card

      Has the ability to transport 1 Xyz material from one card to another, you can transport Drake Shark to get the effect of stealing enemy spells/traps

      Armored Xyz

       Rarity
      Armored Shark
       Rarity
      Armored Shark
      Armored Shark
      WATER 3
      Armored Shark
      • ATK:

      • 500

      • DEF:

      • 2000


      (This card is always treated as an "Armored Xyz" card.) You can send 1 WATER Xyz Monster from your Extra Deck to the GY, then target 1 Fish monster in your GY with the same Level as the Rank of that monster; Special Summon it. During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 WATER Xyz Monster you control; equip this card to that monster as an Equip Spell that gives it 500 ATK. You can only use each effect of "Armored Shark" once per turn.


      SR Rarity
      Armored Xyz
      SR Rarity
      Armored Xyz
      Armored Xyz
      Spell Normal
      Armored Xyz

        Target 1 face-up monster you control and 1 Xyz Monster in your GY; equip that monster from your GY to that monster on the field as an Equip Spell with these effects. ● Change the equipped monster's ATK to this card's ATK. ● The equipped monster gains this card's Attribute. ● At the end of the Damage Step, if the equipped monster attacked: You can send this card to the GY; that attacking monster can make a second attack in a row.


        N Rarity
        Full-Armored Xyz
        N Rarity
        Full-Armored Xyz
        Full-Armored Xyz
        Trap Normal
        Full-Armored Xyz

          If an Xyz Monster(s) is on the field: Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using monsters you control. You can banish this card from your GY, then target 1 Xyz Monster you control; equip 1 other Xyz Monster from your face-up field or GY to that monster as an Equip Spell with the following effects. ● The equipped monster gains ATK equal to this card's ATK. ● If the equipped monster would be destroyed by battle or card effect, destroy this card instead.


          SR Rarity
          Xyz Armor Fortress
          SR Rarity
          Xyz Armor Fortress
          Xyz Armor Fortress
          WATER
          Xyz Armor Fortress
          • ATK:

          • 2500

          • DEF:

          • 1800


          2 Level 5 monsters Once per turn, you can also Xyz Summon "Xyz Armor Fortress" by using 1 Rank 3 or 4 Xyz Monster you control. (Transfer its materials to this card.) Cannot be used as material for an Xyz Summon while it has material. Once per turn: You can detach up to 2 materials from this card; add "Armored Xyz" cards with different names from your Deck to your hand, equal to the number detached. If a monster equipped with this card battles a monster, any battle damage it inflicts to your opponent is doubled.


           Rarity
          Reincarnation Unveiling Mail
           Rarity
          Reincarnation Unveiling Mail
          Reincarnation Unveiling Mail
          Spell Equip
          Reincarnation Unveiling Mail

            (This card is always treated as an "Armored Xyz" card.) An Xyz Monster equipped with this card gains these effects. ● Cannot be destroyed by battle. ● Once per turn, if this card battled this turn (Quick Effect): You can return 1 card equipped to this card to the hand, then immediately after this effect resolves, Xyz Summon 1 WATER Xyz Monster. Once per turn, during the End Phase, if this card is in the GY because it was sent there this turn: You can equip this card to 1 Xyz Monster you control. You can only activate 1 "Reincarnation Unveiling Mail" per turn.


            Xyz Armor Fortress x1: can be added to the field by stepping on the head of a Rank 3 or 4 monster on the field, the Xyz materials of that card and the card itself will become Xyz materials for this card. Can detact up to 2 materials, detact as many as search for "Armored Xyz" monsters/spells/traps from the deck to the hand. Any card equipped with this card that fights with monsters will have double the damage caused.


            Armored Xyz x0-1 : equip an Xyz monster from the grave to a monster on your field, the equipped monster will change ATK to the equipped monster, and also change attributes to the equipped monster from the grave, at the end of the damage step, if the equipped monster has punched each other, you can send the equipped card to the grave, the equipped monster can punch 1 more time

            Reincarnation Unveiling Mail x1: because it considers itself Armored Xyz, it can be searched. At the end of the turn, you can equip this card from the grave to an Xyz monster. The combined effect is very good if you need discard resources. You can prioritize this card. When equipped to an Xyz monster, that monster will not be destroyed by battle. At the same time, if that monster has punched each other, you can push this card to your hand and immediately summon a WATER Xyz monster. Pick up spells for discard and pull more body for OTK or go to main phase 2 combo.

            Full-Armored Xyz x1 : Xyz effect during the opponent's turn can be used if the opponent throws Maxx "C". mainly takes banish effect from the grave and equips Xyz equipment from the grave or on the field to your Xyz monster, the equipped monster will be protected from being destroyed and will gain ATK equal to the ATK of the equipped monster

            Armored Shark x0-1: considers itself as Armored Xyz, cannot jump, itself is Level 3 but does not consider itself as Level 4 or 5, in return it can pull monsters from the grave and equip itself from the grave into a WATER Xyz monster as a quick effect

            Full Armor Pro Vjp

            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.


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

            • 2500

            • DEF:

            • 600


            3 Level 4 monsters Once per turn, you can also Xyz Summon "Full Armored Utopic Ray Lancer" by discarding 1 Spell/Trap and using 1 Rank 4 or lower Xyz Monster you control. (Transfer its materials to this card.) Monsters your opponent controls lose 500 ATK. At the start of the Battle Phase: You can negate the effects of all Attack Position monsters your opponent currently controls. When this attacking card destroys an opponent's monster by battle: You can detach 1 material from this card; it can make a second attack in a row.


            UR Rarity
            Full Armored Dark Knight Lancer
            UR Rarity
            Full Armored Dark Knight Lancer
            Full Armored Dark Knight Lancer
            WATER
            Full Armored Dark Knight Lancer
            • ATK:

            • 2800

            • DEF:

            • 1500


            3 Level 7 monsters Once per turn, you can also Xyz Summon "Full Armored Dark Knight Lancer" by using 1 Rank 5 or 6 Xyz Monster you control. (Transfer its materials to this card.) Gains 300 ATK for each material and Equip Card it has. Once per turn: You can target 1 "Xyz" card in your GY; add it to your hand. Once per turn, if an Equip Card becomes equipped to a monster you control (except during the Damage Step): You can attach 1 monster your opponent controls to this card as material.


            SR Rarity
            Full Armored Crystalzero Lancer
            SR Rarity
            Full Armored Crystalzero Lancer
            Full Armored Crystalzero Lancer
            WATER
            Full Armored Crystalzero Lancer
            • ATK:

            • 2200

            • DEF:

            • 1600


            3 Level 6 WATER monsters You can also Xyz Summon this card by using a Rank 5 WATER Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card gains 500 ATK for each Xyz Material attached to it. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn: You can detach 1 Xyz Material from this card; all face-up monsters your opponent controls have their effects negated until the end of this turn.


            Dark Knight Lancer x1: easily level up by stomping on your Rank 5 or 6 monster, that monster and its materials will become materials for this card. Can pick up "Xyz" monsters/spells/traps to discard or use in the next turn, can steal 1 enemy monster to make material for this card if there is a card equipped to your monster. Increases 300 ATK corresponding to each Xyz material and equipped card this card owns, buffs attack easily to OTK or punch through negate, enemy boss


            Crystalzero Lancer x0-1: easily leveled by stomping on your Rank 5 WATER monster, that monster and its materials will become materials for this card. Has a strong turn 2 effect by negating the effects of all enemy face-up monsters until the end of the turn, has self-protection from being destroyed and increases attack

            Utopic Ray Lancer x1: Get it by discarding 1 spell/trap from your hand and hitting the head of an Xyz monster Rank 4 or lower, that monster and its materials will become materials for this card. You can take advantage of this to send spells/traps with effects from the grave to optimize resources, potentially finishing off your opponent in the Battle Phase by reducing stats, blocking monster effects and hitting multiple times.

            Black Ray Lancer x0-1: mainly level up by stepping on other people's heads, the main purpose is for other people to step on this card's head to climb up, increasing 1 Xyz material

            Number 32: Shark Drake and Number C32: Shark Drake LeVeiss (Shark Drake)

            SR Rarity
            Number 32: Shark Drake
            SR 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.


             Rarity
            Number C32: Shark Drake LeVeiss
             Rarity
            Number C32: Shark Drake LeVeiss
            Number C32: Shark Drake LeVeiss
            WATER
            Number C32: Shark Drake LeVeiss
            • ATK:

            • 3100

            • DEF:

            • 2600


            4 Level 5 monsters You can also Xyz Summon this card by discarding 1 Spell, and using a Rank 4 "Shark Drake" Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Effect Monster your opponent controls; negate its effects, and if you do, its ATK/DEF become 0. This card can make a second attack during each Battle Phase, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.


            No 32 x1: mainly stepped on the head, this child's effect is very difficult to increase mid, luckily there is support to carry it later


            No C32 x1: get it by stomping on the head of the monster above and discarding 1 Spell from hand, of course the materials and that monster will become materials for this monster, can negate the monster as a quick effect and if the effect is negated, it will turn the ATK/DEF of that monster to 0, can punch 2 times and punch through the defense.

            Number C101: Silent Honor DARK and Number 101: Silent Honor ARK (RETURN FROM ZERO)

            UR Rarity
            Number C101: Silent Honor DARK
            UR Rarity
            Number C101: Silent Honor DARK
            Number C101: Silent Honor DARK
            WATER
            Number C101: Silent Honor DARK
            • ATK:

            • 2800

            • DEF:

            • 1500


            3 Level 5 monsters Once per turn: You can target 1 Special Summoned monster your opponent controls; attach it to this card as a face-up Xyz Material. When this card is destroyed and sent to the Graveyard while it has Xyz Material: You can Special Summon this card from your Graveyard, then gain LP equal to the original ATK of this card. "Number 101: Silent Honor ARK" must be in your Graveyard to activate and to resolve this effect. If this card is Special Summoned this way, it cannot attack for the rest of this turn.


            UR Rarity
            Number 101: Silent Honor ARK
            UR Rarity
            Number 101: Silent Honor ARK
            Number 101: Silent Honor ARK
            WATER
            Number 101: Silent Honor ARK
            • ATK:

            • 2100

            • DEF:

            • 1000


            2 Level 4 monsters You can detach 2 materials from this card, then target 1 Special Summoned monster your opponent controls in face-up Attack Position; attach it to this card as material. You can only use this effect of "Number 101: Silent Honor ARK" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.


            No 101 : steals the enemy's special attack summon monster as material, an extremely annoying effect. In decks that use graveyards, you can steal it and keep it, then stomp on it with combos of all kinds, without returning the monster to the enemy.


            No C101 : revive continuously, rob monsters without consuming Xyz materials

            Number 4: Stealth Kragen and Stealth Kragen Spawn (x1-2)

            UR Rarity
            Number 4: Stealth Kragen
            UR Rarity
            Number 4: Stealth Kragen
            Number 4: Stealth Kragen
            WATER
            Number 4: Stealth Kragen
            • ATK:

            • 1900

            • DEF:

            • 1500


            2 Level 4 WATER monsters All face-up monsters on the field become WATER. Once per turn, during the Main Phase (Quick Effect): You can destroy 1 WATER monster your opponent controls, and if you do, inflict damage to your opponent equal to half the ATK it had on the field. If this Xyz Summoned card is destroyed: You can Special Summon "Stealth Kragen Spawn(s)" from your Extra Deck, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters as material.


            SR Rarity
            Stealth Kragen Spawn
            SR Rarity
            Stealth Kragen Spawn
            Stealth Kragen Spawn
            WATER
            Stealth Kragen Spawn
            • ATK:

            • 1900

            • DEF:

            • 1500


            2 Level 4 WATER monsters Once per turn, during the Main Phase (Quick Effect): You can destroy 1 WATER monster your opponent controls. If this card, Special Summoned by the effect of a "Number" Xyz Monster, is destroyed: You can Special Summon other "Stealth Kragen" monsters from your GY, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters as material.


            Big Kragen : turns all enemy monsters into WATER, sometimes destroys the enemy's gameplay, shoots 1 enemy WATER that doesn't target and burns half of its ATK. If this Xyz Summon is destroyed, you can pull a small Kragen from the Extra Deck, it can pull as many as the materials it once had, and you can use 1 WATER monster from the grave as material for the small Kragens.


            Child Kragen : DOES NOT convert enemy monsters into WATER, also shoots untargeted enemy WATER but DOES NOT burn, in return, if this monster is summoned by the effect of an Xyz Number monster and is destroyed, it can pull back a " Stealth Kragen " monster from the grave equal to the number of Xyz materials this card once had and take 1 WATER monster from the grave as material

            CXyz N.As.Ch. Knight and N.As.H. Knight (x0-1)

            UR Rarity
            CXyz N.As.Ch. Knight
            UR Rarity
            CXyz N.As.Ch. Knight
            CXyz N.As.Ch. Knight
            WATER
            CXyz N.As.Ch. Knight
            • ATK:

            • 2000

            • DEF:

            • 3000


            3 Level 6 monsters You can also Xyz Summon this card by using "N.As.H. Knight" you control. (Transfer its materials to this card.) Cannot be destroyed by card effects. You can detach 1 material from this card; Special Summon from your Extra Deck, 1 "Number" Xyz Monster that has a number between "101" and "107" in its name, using this face-up card you control as material, but destroy it during your opponent's next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "CXyz N.As.Ch. Knight" once per turn.


            UR Rarity
            N.As.H. Knight
            UR Rarity
            N.As.H. Knight
            N.As.H. Knight
            WATER
            N.As.H. Knight
            • ATK:

            • 1700

            • DEF:

            • 2700


            2 Level 5 monsters Cannot be destroyed by battle while a "Number" monster is on the field. During the Main Phase (Quick Effect): You can detach 2 materials from this card; attach 1 "Number" Xyz Monster from your Extra Deck to this card as material that has a number between "101" and "107" in its name, then you can attach 1 other face-up monster on the field to this card as material. You can only use this effect of "N.As.H. Knight" once per turn.


            N.As.H : has the ability to steal enemy monsters as a quick effect and cannot be destroyed by battle if there is a "Number" monster on the field.


            CXyz N.As.H : level up by stepping on N.As.H's head, can pull 1 more Number from 101 to 107 onto the field and use this card as material as well as transfer materials

            Seventh Tachyon, Seventh Ascension and Rank-Up-Magic - The Seventh One (Seventh)

             Rarity
            Seventh Tachyon
             Rarity
            Seventh Tachyon
            Seventh Tachyon
            Spell Normal
            Seventh Tachyon

              Reveal 1 "Number" Xyz Monster in your Extra Deck that has a number between "101" and "107" in its name; add 1 monster from your Deck to your hand with the same Type or Attribute as that monster, and the same Level as that monster's Rank, then place 1 card from your hand on top of the Deck, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Xyz Monsters. You can only activate 1 "Seventh Tachyon" per turn.


              UR Rarity
              Seventh Ascension
              UR Rarity
              Seventh Ascension
              Seventh Ascension
              Spell Normal
              Seventh Ascension

                Take 1 card from your Deck (either a "Barian's" Spell/Trap, a "Rank-Up-Magic" Quick-Play Spell, or a "Seventh" Spell/Trap except "Seventh Ascension"), and either add it to your hand or place it on top of your Deck. If your opponent controls a monster Special Summoned from the Extra Deck: You can banish this card from your GY and send 1 "Rank-Up-Magic" Spell from your hand to the GY; this effect becomes that Spell's effect when that card is activated. You can only use each effect of "Seventh Ascension" once per turn.


                UR Rarity
                Rank-Up-Magic - The Seventh One
                UR Rarity
                Rank-Up-Magic - The Seventh One
                Rank-Up-Magic - The Seventh One
                Spell Normal
                Rank-Up-Magic - The Seventh One

                  To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until the start of Main Phase 1. At the start of your Main Phase 1 that same turn, you can: Special Summon, from your Extra Deck or Graveyard, 1 monster that has a number between "Number 101" and "Number 107" in its name, except "Number C" monsters, then Xyz Summon, from your Extra Deck, 1 "Number C" monster with the same number in its name as the first monster, by using it as the Xyz Material. You can only apply the effect of "Rank-Up-Magic - The Seventh One" once per Duel.


                  Tachyon x3 : searcher, search 1 monster from the Deck with the same Type or Attribute, level equal to the rank of 1 Xyz Number card you put in the deck, from Number 101 to 107 then lock Xyz


                  Ascension x0-3 : search 1 "Barian's" Spell/Trap or "Rank-Up-Magic" instant spell or 1 "Seventh" Spell/Trap from deck to hand or place on top of deck

                  If your opponent special summons a monster from the Extra Deck, you can banish this card from the Graveyard and send 1 Rank-Up-Magic from your hand to the Graveyard and change this effect to that card's active effect.

                  The Seventh One x0-1 : quite difficult to use, pull a card from Number 101 to 107 and then Xyz up a Number C with the same Number as the card just pulled




                  Staple

                   

                  handtrap & staple

                  UR Rarity
                  Infinite Impermanence
                  UR Rarity
                  Infinite Impermanence
                  Infinite Impermanence
                  Trap Normal
                  Infinite Impermanence

                    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                    UR Rarity
                    Crossout Designator
                    UR Rarity
                    Crossout Designator
                    Crossout Designator
                    Spell Quick
                    Crossout Designator

                      Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                      Tag(s):

                      UR Rarity
                      Called by the Grave
                      UR Rarity
                      Called by the Grave
                      Called by the Grave
                      Spell Quick
                      Called by the Grave

                        Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                        Tag(s):

                        UR Rarity
                        Ash Blossom & Joyous Spring
                        UR Rarity
                        Ash Blossom & Joyous Spring
                        Ash Blossom & Joyous Spring
                        FIRE 3
                        Ash Blossom & Joyous Spring
                        • ATK:

                        • 0

                        • DEF:

                        • 1800


                        When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                        UR Rarity
                        Maxx "C"
                        UR Rarity
                        Maxx "C"
                        Maxx "C"
                        EARTH 2
                        Maxx "C"
                        • ATK:

                        • 500

                        • DEF:

                        • 200


                        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                        You can put anything in, this deck has the ability to have a good combo card without worrying about bricking (if you take too many handtraps, your hand will be useless)

                        Beautunaful Princess (x0-3)

                        SR Rarity
                        Beautunaful Princess
                        SR Rarity
                        Beautunaful Princess
                        Beautunaful Princess
                        WATER 1
                        Beautunaful Princess
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        When this card is Normal or Special Summoned: You can banish this card; Special Summon 1 Level 4 or lower Fish-Type monster from your Deck, except "Beautunaful Princess". You can only use this effect of "Beautunaful Princess" once per turn.


                        Pull a Level 4 or lower Fish straight from the Deck onto the field, can pull a combo card onto the field

                        Silent Sea Nettle (x0-3)

                        R Rarity
                        Silent Sea Nettle
                        R Rarity
                        Silent Sea Nettle
                        Silent Sea Nettle
                        WATER 4
                        Silent Sea Nettle
                        • ATK:

                        • 800

                        • DEF:

                        • 1300


                        If you control a WATER monster: You can Special Summon this card from your hand. You cannot Special Summon monsters, except WATER monsters, the turn you activate this effect. You can banish this card from your GY, then target up to 3 WATER monsters in your GY; shuffle them into the Deck. You can only use each effect of "Silent Sea Nettle" once per turn.


                        Level 4 WATER, jumps automatically if you have a WATER monster, can restore goods by banishing from the grave and picking up 3 WATER from the grave, picking up to Deck

                        Lifeless Leaffish (x0-3)

                        R Rarity
                        Lifeless Leaffish
                        R Rarity
                        Lifeless Leaffish
                        Lifeless Leaffish
                        WATER 4
                        Lifeless Leaffish
                        • ATK:

                        • 1500

                        • DEF:

                        • 1600


                        When this card is Summoned: You can send 1 Fish monster from your Deck to the GY, except "Lifeless Leaffish". You can banish this card from your GY, then target 3 Fish monsters in your GY; shuffle those monsters into your Deck, then draw 1 card. You can only use each effect of "Lifeless Leaffish" once per turn.


                        If you throw a Fish monster from the deck to the grave, it will usually jump up and spin the combo.


                        or that monster will be picked up by another card and continue the combo, for example LeVirtue Dragon picked it up

                        Has the ability to banish from the grave and pick up 3 Fish from the grave to the deck and draw 1

                        Ice Knight (x0-3)

                        R Rarity
                        Ice Knight
                        R Rarity
                        Ice Knight
                        Ice Knight
                        WATER 4
                        Ice Knight
                        • ATK:

                        • 1300

                        • DEF:

                        • 1200


                        Gains 400 ATK for each Aqua monster you control. Once per turn: You can activate this effect; you can Normal Summon 1 WATER monster during your Main Phase this turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn), also you cannot Normal or Special Summon monsters for the rest of this turn, except WATER monsters.


                        locks WATER, but allows you to normal summon a WATER monster 1 more time per turn

                        Abyss Dweller (x0-1)

                        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.


                        Hire everyone, as long as the meta still uses graves, this monster will still have a place, especially in this deck, it also buffs all WATER monsters with an additional 500 ATK



                        Videos

                         

                        Buzzsaw Shark (Combo & Videos)

                        R Rarity
                        Buzzsaw Shark
                        R 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.





                        Companion unit:

                        - Yu-Gi-Oh! Guidance Vietnam





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