Mermail Atlantean Gameplay Guide

Mermail Atlantean Gameplay Guide

They Laugh at Me Because I'm Not Like Them
I Laugh At Them Then They Jerk My Hand

Mermail Atlantean is a deck that revolves around WATER monsters, with the gameplay of sending WATER monsters to the graveyard to activate a certain effect. When the deck's WATER monsters are sent to use the effects of other WATER monsters, they will also activate the effect, creating a combo chain that adds resources.

Sections covered in this guide:




CORE

 

Neptabyss the Atlantean Prince (x3)

UR Rarity
Neptabyss, the Atlantean Prince
UR Rarity
Neptabyss, the Atlantean Prince
Neptabyss, the Atlantean Prince
WATER 1
Neptabyss, the Atlantean Prince
  • ATK:

  • 800

  • DEF:

  • 0


You can send 1 "Atlantean" monster from your Deck to the Graveyard, except "Neptabyss, the Atlantean Prince"; add 1 "Atlantean" card from your Deck to your hand, except "Neptabyss, the Atlantean Prince". If this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 "Atlantean" monster in your Graveyard, except "Neptabyss, the Atlantean Prince"; Special Summon it. You can only use each effect of "Neptabyss, the Atlantean Prince" once per turn.


one card combo extremely powerful deck


Throw 1 Atlantean monster from your deck straight to the graveyard (it will trigger an effect when thrown) and add 1 Atlantean monster/spell/trap from your deck to your hand, gaining 2 resources from just 1 effect!

If this card is sent to the Graveyard to use a WATER monster effect, you can draw 1 Atlantean monster from the Graveyard to extend the combo.

Each effect can only be used once per turn.

Mermail Shadow Squad (x3)

 Rarity
Mermail Shadow Squad
 Rarity
Mermail Shadow Squad
Mermail Shadow Squad
WATER 3
Mermail Shadow Squad
  • ATK:

  • 0

  • DEF:

  • 1900


(This card is always treated as an "Atlantean" card.) You can discard 1 card to the GY; WATER monsters you currently control become Level 7 until the end of this turn. If this card is sent to the GY to activate a WATER monster's effect: Special Summon 1 Level 4 or lower "Atlantean" or "Mermail" monster from your Deck, except "Mermail Shadow Squad", also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER monsters. You can only use each effect of "Mermail Shadow Squad" once per turn.


both Mermail and Atlantean


Can drag a Level 4 Atlantean or Mermail monster straight to the field if sent to the graveyard by a WATER monster effect (you can combine well with Prince , sending this card straight from the deck to the graveyard)

You can send 1 card from your hand to the graveyard, all WATER monsters you control become Level 7 until the end of the turn. This effect makes it easier for you to summon a Rank 7 Xyz monster from your deck ( Poseidra Abyss )

Atlantean Dragoons (x3)

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".


search no once per turn !!!


When this card is sent to the Graveyard (including the hand, field, or Xyz Material) to activate a WATER monster effect, you can search (not once per turn) a Sea Serpent monster from your Deck to your hand, except this card

There is also a straight bite effect, but it is only used in extreme cases.

Mermail Abyssteus (x3)

SR Rarity
Mermail Abyssteus
SR 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.


jumps by itself at a very cheap price (discard 1 WATER), has Level 7 which is good for Xyz and can also search for Mermail Level 4 or lower monsters from the deck to hand, in general a jump searcher, nice body

Abyssrhine the Atlantean Spirit (x2-3)

 Rarity
Abyssrhine, the Atlantean Spirit
 Rarity
Abyssrhine, the Atlantean Spirit
Abyssrhine, the Atlantean Spirit
WATER 3
Abyssrhine, the Atlantean Spirit
  • ATK:

  • 1600

  • DEF:

  • 1600


(This card is always treated as a "Mermail" card.) You can Tribute this card from your hand and 1 "Atlantean" or "Mermail" monster from your hand or field; take 1 Level 7 Fish, Sea Serpent, or Aqua monster from your Deck and either add it to your hand or Special Summon it, also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER monsters. During your opponent's turn (Quick Effect): You can banish this card from your GY and discard 1 card to the GY; draw 1 card. You can only use each effect of "Abyssrhine, the Atlantean Spirit" once per turn.


both Atlantean and Mermail


This card can Tribute itself and another Atlantean or Mermail in the hand or field to jump a Level 7 Fish, Sea Serpent, or Aqua monster from the deck to the field, or search it from the deck to the hand. This effect can access monsters that are not Atlantean or Mermail, as long as the above conditions are met, the search range is very wide.

Quick effect during enemy's turn, banish yourself from grave and discard 1 card and draw 1 card, this effect helps you activate monster effects during enemy's turn, to cause trouble or backup resources next turn, if lucky draw handtrap to cause more pressure

Poseidra the Storming Atlantean (x2-3)

 Rarity
Poseidra, the Storming Atlantean
 Rarity
Poseidra, the Storming Atlantean
Poseidra, the Storming Atlantean
WATER 7
Poseidra, the Storming Atlantean
  • ATK:

  • 2800

  • DEF:

  • 1600


While you control a monster, except "Poseidra, the Storming Atlantean", your opponent's monsters cannot target this card for attacks. You can only use each of the following effects of "Poseidra, the Storming Atlantean" once per turn. You can send 1 other WATER monster from your hand or face-up field to the GY; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Atlantean" or "Mermail" monster from your Deck to the GY, then target 1 card your opponent controls; return it to the hand.


+ level 7 self-leap by sending 1 WATER monster from hand or field to graveyard

+ You can send 1 Atlantean or Mermail monster straight from the deck to the grave and push 1 enemy card
+ Your opponent cannot play this card if you control another monster on the field.

a monster that is strong on both turn 1 and turn 2, throwing a bunch of resources into the chain link grave, causing trouble if opp doesn't have a target-style negate

Mermail Abysspike (x1-3)

N Rarity
Mermail Abysspike
N 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.


When summoned to the field, sends 1 WATER monster from your hand to the graveyard and adds 1 Level 3 WATER monster from your deck to your hand.


Once per turn effect, although you can search the card like other cards, if you hold it in your hand, it will cost you normal summon. Instead, I just bring this card x1 and use other normal summon cards like Prince to pull this card from the deck.

Deep Sea Minstrel (x1-2)

N Rarity
Deep Sea Minstrel
N Rarity
Deep Sea Minstrel
Deep Sea Minstrel
WATER 3
Deep Sea Minstrel
  • ATK:

  • 1200

  • DEF:

  • 1500


You can discard this card and 1 WATER monster; look at your opponent's hand and banish 1 card from their hand face-up, until the End Phase. If this card is Special Summoned: You can send the top 3 cards of your Deck to the GY, then target 1 Level 4 or lower WATER monster in your GY, except "Deep Sea Minstrel"; place it on the top or bottom of the Deck. You can only use each effect of "Deep Sea Minstrel" once per turn.


Look straight at the enemy's hand and grab a card until the end of the turn, this effect forces the enemy to lose an annoying handtrap, as well as knowing all information about the enemy's hand or deck to make it easier to deal with


This card also has the effect of milling 3 top deck and selecting 1 WATER monster of Level 4 or lower from the grave, placing it on the top or bottom of the deck, you can place the card you want on the top of the deck, then use cards like Coral Dragon draw 1 to bring that card to hand

Atlantean Heavy Infantry (x1)

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.


no once per turn : when this card is sent to the graveyard to activate a WATER monster effect, shoot 1 face-up enemy card


Additionally, when this card is on the field and enters the main phase, you can normal summon/set 1 Level 4 Sea Serpent monster again, you can simply normal summon this card and use its effect, or special summon from the deck or graveyard to add 1 normal summon, extending the combo

Poseidra Abyss the Atlantean Dragon Lord (x1-2)

 Rarity
Poseidra Abyss, the Atlantean Dragon Lord
 Rarity
Poseidra Abyss, the Atlantean Dragon Lord
Poseidra Abyss, the Atlantean Dragon Lord
WATER
Poseidra Abyss, the Atlantean Dragon Lord
  • ATK:

  • 3000

  • DEF:

  • 1800


3 Level 7 monsters Once per turn, you can also Xyz Summon "Poseidra Abyss, the Atlantean Dragon Lord" by using 1 "Atlantean" or "Mermail" Xyz Monster you control. (Transfer its materials to this card.) Once per turn: You can detach 2 materials from this card, then send 1 WATER monster from your hand or Deck to the GY; return up to 3 cards your opponent controls to the hand. If this Xyz Summoned card is sent to the GY: You can discard 1 card to the GY; Special Summon 3 Level 3 or lower Fish, Sea Serpent, and/or Aqua monsters from your hand and/or GY.


Can be xyz'd by using 3 Level 7 monsters or using 1 Atlantean or Mermail monster as material (you can use this card to xyz onto another copy)


If this Xyz Summoned card is sent to the Graveyard, you can send 1 card from your hand to the Graveyard, special summon 3 Fish, Sea Serpent, and/or Aqua Level 3 or lower monsters from your hand or Graveyard (Xyz Material monsters that missed the previous Xyz Summon cannot trigger this effect, rulings)

You can detact 2 materials from this card then send 1 WATER monster from hand or deck and can push up to 3 of your opponent's cards to hand, a very powerful effect, triggering the effects of 3 sent monsters including 1 card from hand/deck

Abysstrite the Atlantean Spirit (x1)

 Rarity
Abysstrite, the Atlantean Spirit
 Rarity
Abysstrite, the Atlantean Spirit
Abysstrite, the Atlantean Spirit
WATER
Abysstrite, the Atlantean Spirit
  • ATK:

  • 2100

  • DEF:

  • 2800


2+ Level 7 WATER monsters WATER monsters you control gain 300 ATK/DEF for each material attached to this card. You can only use each of the following effects of "Abysstrite, the Atlantean Spirit" once per turn. If this card is Xyz Summoned: You can target 1 Level 7 or lower Fish, Sea Serpent, or Aqua monster in your GY; Special Summon it. You can detach 1 material from this card; Set 1 "Abyss-" Trap from your Deck.


easy to level up, buffs stats to support OTK or punch enemy bosses, can pull a Level 7 body from the grave to the field to expand combo, put 1 Abyss trap from deck to hand

Neptabyss

R Rarity
Abyss-scale of the Kraken
R 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.


    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.


       Rarity
      Abyss-sting Triaina
       Rarity
      Abyss-sting Triaina
      Abyss-sting Triaina
      Spell Equip
      Abyss-sting Triaina

        Special Summon 1 "Atlantean" or "Mermail" monster from your hand or GY, and if you do, equip it with this card. If the equipped monster would be destroyed by battle or card effect, you can send this card to the GY instead. You can banish this card from your GY, then target up to 3 of your Fish, Sea Serpent, and/or Aqua monsters that are banished or in your GY; shuffle them into the Deck. You can only use this effect of "Abyss-sting Triaina" once per turn. You can only activate 1 "Abyss-sting Triaina" per turn.


        N Rarity
        Abyss-scale of the Mizuchi
        N 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.


           Rarity
          Mermail King - Neptabyss
           Rarity
          Mermail King - Neptabyss
          Mermail King - Neptabyss
          WATER
          Mermail King - Neptabyss
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Bottom-Left

          Bottom

          Bottom-Right


          2+ monsters, including a Fish, Sea Serpent, or Aqua monster Your opponent cannot target WATER monsters this card points to with card effects. You can only use each of the following effects of "Mermail King - Neptabyss" once per turn. If a WATER monster(s) is sent to the GY to activate a card or effect (except during the Damage Step): You can take 1 "Abyss-" Equip Spell from your Deck or GY and either add it to your hand or equip it to this card. If this card in its owner's possession is destroyed by an opponent's card: You can add 1 "Atlantean" or "Mermail" monster from your Deck to your hand.


          Neptabyss x1: easy to protect the WATER monster this card points to from being targeted by the enemy, can search for the equipment magic "Abyss-" from the deck or graveyard to hand or equip directly to this card, this will help you add resources or pull cards that cause trouble for the enemy, if this card is destroyed by the enemy card, can search for 1 Atlantean or Mermail monster to hand


          Triaina : pull 1 monster from hand or grave to the field and equip this card to that monster, protect the destroyed monster 1 time by sending this card from the field to grave, can restore up to 3 Fish, Sea Serpent and/or Aqua from grave or banish to deck by banishing this card from grave

          1 of 3 armors or all 3: bring or not is fine, each armor has its own type of negate monster/magic/trap

          Mermail Abysstrite (x0-1)

          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.


          It's a bit difficult to get because it requires 3 level 3 monsters, but because of Poseidra Abyss , it can be easily gotten. It has the ability to protect and restore resources if this card is destroyed.

          Mermail Abyssgaios (x1)

          UR Rarity
          Mermail Abyssgaios
          UR Rarity
          Mermail Abyssgaios
          Mermail Abyssgaios
          WATER
          Mermail Abyssgaios
          • ATK:

          • 2800

          • DEF:

          • 1600


          2 Level 7 WATER monsters While this face-up card has Xyz Material, Level 5 or higher monsters cannot attack. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up monsters your opponent currently controls that have less ATK than this card, until the end of the turn.


          is floodgay, Level 5 or higher monsters cannot be attacked while this card is intact, fake drain skill - negates all face-up monsters the enemy controls that have lower ATK than this card until the end of the turn, this effect can be activated on your turn and your opponent's turn

          Deep Sea Diva (x0-3)

          SR Rarity
          Deep Sea Diva
          SR 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.


          With just 1 normal summon you can pull 1 Level 3 or lower Sea Serpent body from the deck to the field (not once per turn)



          You can combine with Infantry to normal summon 2 times

          Deep Sea Sentry (x0-1)

          N Rarity
          Deep Sea Sentry
          N Rarity
          Deep Sea Sentry
          Deep Sea Sentry
          WATER 2
          Deep Sea Sentry
          • ATK:

          • 400

          • DEF:

          • 2000


          If this card is sent to the GY to activate a WATER monster's effect: You can make your opponent banish 1 card from their hand face-up, until the End Phase. If this card is Special Summoned: You can send the top 2 cards of your Deck to the GY, then target 1 Level 4 or lower WATER monster in your GY, except "Deep Sea Sentry"; add it to your hand. You can only use each effect of "Deep Sea Sentry" once per turn.


          If sent to the graveyard to activate a WATER monster effect, you can banish 1 card from your opponent's hand until the end of the turn. You can combine it with effects that can be used during your opponent's turn ( Abyssrhine ) to snatch their hand during their own turn.



          Staple

           

          Bahamut Shark, Virtue Stream and LeVirtue Dragon (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.


           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.


            Bahamut Shark : easy to level up, pulls 1 WATER Xyz monster Rank 3 or lower from extra deck straight to the field and the effect is not negated


            LeVirtue Dragon : can use effects without Xyz materials, can search traps that shoot 2 cards, can restore goods, transport Xyz materials and activate effects (because this card's effect is from WATER monsters, so materials that are detacted will still flash their effects)

            Virtue Stream : shoot 2 cards, with protection

            Moulinglacia the Elemental Lord (x1)

            SR Rarity
            Moulinglacia the Elemental Lord
            SR Rarity
            Moulinglacia the Elemental Lord
            Moulinglacia the Elemental Lord
            WATER 8
            Moulinglacia the Elemental Lord
            • ATK:

            • 2800

            • DEF:

            • 2200


            Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 WATER monsters in your GY. If this card is Special Summoned: Discard 2 random cards from your opponent's hand (or their entire hand, if less than 2). You can only use this effect of "Moulinglacia the Elemental Lord" once per turn. If this face-up card leaves the field, skip the Battle Phase of your next turn.


            The condition is to have exactly 5 WATER monsters in your grave, have 2 hands of your opponent and be able to search.

            Superancient Deepsea King Coelacanth and Gluttonous Reptolphin Greethys (Coelacanth)

            UR Rarity
            Superancient Deepsea King Coelacanth
            UR Rarity
            Superancient Deepsea King Coelacanth
            Superancient Deepsea King Coelacanth
            WATER 7
            Superancient Deepsea King Coelacanth
            • ATK:

            • 2800

            • DEF:

            • 2200


            Once per turn: You can discard 1 card; Special Summon as many Level 4 or lower Fish-Type monsters as possible from your Deck, but they cannot declare an attack and their effects are negated. During either player's turn, when this face-up card on the field is targeted by a card effect: You can Tribute 1 other Fish-Type monster; negate the activation, and if you do, destroy that card.


            R Rarity
            Gluttonous Reptolphin Greethys
            R Rarity
            Gluttonous Reptolphin Greethys
            Gluttonous Reptolphin Greethys
            WATER 3
            Gluttonous Reptolphin Greethys
            • ATK:

            • 1000

            • DEF:

            • 1000


            You can target 1 Fish, Sea Serpent, or Aqua monster in your GY with an equal or lower Level than the number of cards in your opponent's hand; Special Summon it, but it cannot activate its effects this turn. You can only use this effect of "Gluttonous Reptolphin Greethys" once per turn. If this card is sent to the GY as Synchro Material: You can make the Synchro Monster that used this card as material gain 200 ATK/DEF for each card currently in your opponent's hand.


            Coalacanth can be easily pulled onto the field, Coalacanth will discard 1 card and summon as many Fish Level 4 or lower monsters from the deck as possible, the monsters cannot be attacked and their effects are blocked but can still be used as Link, Synchro or Xyz materials.


            Greethys : Pulls 1 Fish, Sea Serpent or Aqua monster from the grave, can be pulled by Coelacanth

            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.


            lock WATER but no one cares


            easy to get, pull 1 WATER monster with 1500 ATK or lower from the grave into the slot this card points to, can serve well as Link, Xyz or Synchro material all good

            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.


            Extremely dirty grave lock, easy to level up, in a deck full of WATER like this deck, it specially buffs 500 ATK to support OTK or punch through the enemy's body



            This is a monster that can detact during the enemy's turn. When WATER sends them to the grave to activate an effect, they will activate additional effects, attack the enemy, or add resources during the enemy's turn.

            Adamancipator Risen - Dragite (x0-1)

            UR Rarity
            Adamancipator Risen - Dragite
            UR Rarity
            Adamancipator Risen - Dragite
            Adamancipator Risen - Dragite
            WATER 8
            Adamancipator Risen - Dragite
            • ATK:

            • 3000

            • DEF:

            • 2200


            1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.


            easy to level up, has negate spell/trap and big body (3000 ATK)

            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.)


            snatch the hand not once per turn go brrrrrrrrr


            turn 1 grab hand, turn 2 break board, truly a king

            Although it requires at least 3 monsters, this deck is easy to spam body, and has the support of Poseidra Abyss pulling 3 monsters, so it is very easy to get this card.

            Icejade Gymir Aegirine (x0-1)

            UR Rarity
            Icejade Gymir Aegirine
            UR Rarity
            Icejade Gymir Aegirine
            Icejade Gymir Aegirine
            WATER 10
            Icejade Gymir Aegirine
            • ATK:

            • 3000

            • DEF:

            • 1500


            1 WATER Tuner + 1+ non-Tuner monsters (Quick Effect): You can activate this effect; face-up monsters you control cannot be destroyed, or banished, by your opponent's card effects this turn. Then, if you activated this effect in response to your opponent's card or effect activation, and your opponent has a card(s) with that name on their field and/or GY, you can banish those cards. If a card(s) is banished by your opponent's card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Icejade Gymir Aegirine" once per turn.


            easy to level up, big body, has banish and protects all monsters you are controlling from being destroyed or banished by enemy effects


            Has the ability to jump from the grave if the enemy banishes the card, quite passive effect

            Coral Dragon, Barrier Statue of the Torrent and Deep Sea Prima Donna (x0-1)

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

            • 2400

            • DEF:

            • 500


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


            SR Rarity
            Barrier Statue of the Torrent
            SR Rarity
            Barrier Statue of the Torrent
            Barrier Statue of the Torrent
            WATER 4
            Barrier Statue of the Torrent
            • ATK:

            • 1000

            • DEF:

            • 1000


            Neither player can Special Summon monsters, except WATER monsters.




            Tag(s):

            UR Rarity
            Deep Sea Prima Donna
            UR Rarity
            Deep Sea Prima Donna
            Deep Sea Prima Donna
            WATER 7
            Deep Sea Prima Donna
            • ATK:

            • 1500

            • DEF:

            • 2700


            1 Tuner + 1+ non-Tuner monsters Your opponent cannot target a Synchro Monster that used this card as material with monster effects. You can only use each of the following effects of "Deep Sea Prima Donna" once per turn. ● You can target 1 of your opponent's banished cards; add to your hand, or Special Summon, 1 Level 4 or lower WATER monster from your Deck, and if you do, add that target to their hand. ● If this card is sent to the GY: You can target 1 banished card; shuffle it into the Deck.


            Coral Dragon : can go up on turn 1, then send to grave and draw 1 to get handtrap & staple, turn 2 shoot support card to break board


            Prima Donna : can be upgraded with Coral Dragon and 1 Level 1 monster, very easy deck conditions, your monsters snatch your hand by banishing, but that card will return to the enemy's hand at the end of the turn, you will use this card to kick the banished card straight back to the deck, if you do that the other card will not return to hand at the end of the turn.

            There is also an effect that pulls a Level 4 or lower WATER monster from the Deck, which can pull a water statue.

            Worldsea Dragon Zealantis (x1)

            UR Rarity
            Worldsea Dragon Zealantis
            UR Rarity
            Worldsea Dragon Zealantis
            Worldsea Dragon Zealantis
            WATER
            Worldsea Dragon Zealantis
            • ATK:

            • 2500

            • LINK-4

            Link Arrow:

            Top

            Left

            Right

            Bottom


            1+ Effect Monsters You can only control 1 "Worldsea Dragon Zealantis". You can only use each of the following effects of "Worldsea Dragon Zealantis" once per turn. During your Main Phase: You can banish all monsters on the field, then Special Summon as many monsters as possible that were banished by this effect, to their owners' fields, face-up, or in face-down Defense Position. During the Battle Phase (Quick Effect): You can destroy cards on the field up to the number of co-linked monsters on the field.


            Plays well in decks that don't have once per turn, this card can easily deal with enemies because after summoning you can put enemy monsters in defense position, block annoying effects, or deal with enemy monsters with "must be" lines that are banished and cannot be brought back to the field because this card doesn't ignore summon conditions.

            One for One (x1)

            UR Rarity
            One for One
            UR Rarity
            One for One
            One for One
            Spell Normal
            One for One

              Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck.


              The deck's one card combo is a Level 1 monster, this card will pull that card up without costing a normal summon

              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
                  Mulcharmy Fuwalos
                  UR Rarity
                  Mulcharmy Fuwalos
                  Mulcharmy Fuwalos
                  WIND 4
                  Mulcharmy Fuwalos
                  • ATK:

                  • 100

                  • DEF:

                  • 600


                  If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                   Rarity
                  Dominus Impulse
                   Rarity
                  Dominus Impulse
                  Dominus Impulse
                  Trap Normal
                  Dominus Impulse

                    If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that Special Summons a monster(s): Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of LIGHT, EARTH, and WIND monsters for the rest of this Duel. You can only activate 1 "Dominus Impulse" 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.


                    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):

                      SR Rarity
                      Droll & Lock Bird
                      SR Rarity
                      Droll & Lock Bird
                      Droll & Lock Bird
                      WIND 1
                      Droll & Lock Bird
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                      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
                      Nibiru, the Primal Being
                      UR Rarity
                      Nibiru, the Primal Being
                      Nibiru, the Primal Being
                      LIGHT 11
                      Nibiru, the Primal Being
                      • ATK:

                      • 3000

                      • DEF:

                      • 600


                      During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                      UR Rarity
                      Mulcharmy Purulia
                      UR Rarity
                      Mulcharmy Purulia
                      Mulcharmy Purulia
                      WATER 4
                      Mulcharmy Purulia
                      • ATK:

                      • 100

                      • DEF:

                      • 600


                      If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                      For Purulia, you can consider bringing x3, this is a WATER monster so it should be discarded by other monsters in the deck in case of bricking.

                      Swordsoul Supreme Sovereign - Chengying (x0-1)

                      UR Rarity
                      Swordsoul Supreme Sovereign - Chengying
                      UR Rarity
                      Swordsoul Supreme Sovereign - Chengying
                      Swordsoul Supreme Sovereign - Chengying
                      WATER 10
                      Swordsoul Supreme Sovereign - Chengying
                      • ATK:

                      • 3000

                      • DEF:

                      • 3000


                      1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.


                      super sandbag, increases own stats, reduces enemy stats, banishes without target and protects himself, and levels up easily

                      Abyss Keeper (x0-1)

                      R Rarity
                      Abyss Keeper
                      R Rarity
                      Abyss Keeper
                      Abyss Keeper
                      WATER
                      Abyss Keeper
                      • ATK:

                      • 1500

                      • LINK-2

                      Link Arrow:

                      Bottom-Left

                      Bottom-Right


                      2 WATER monsters Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can Special Summon 1 Fish monster from your hand to your zone this card points to. You can target 1 other Fish monster you control and 1 card your opponent controls; banish those cards. You can only use each effect of "Abyss Keeper" once per turn.


                      If you eat too much handtrap, play this card and pull another body from your hand to continue your combo, or pull the damn Coelacanth from your hand if you happen to have it in your hand.


                      Has the effect of banishing enemy monsters/spells/traps to support breakboard

                      Haggard Lizardose (x0-1)

                      R Rarity
                      Haggard Lizardose
                      R Rarity
                      Haggard Lizardose
                      Haggard Lizardose
                      WATER
                      Haggard Lizardose
                      • ATK:

                      • 800

                      • LINK-2

                      Link Arrow:

                      Right

                      Bottom


                      2 monsters with different names You can banish 1 monster from your face-up field or GY with 2000 or less ATK, then target 1 face-up monster on the field; make its ATK become equal to the original ATK of the monster banished to activate this effect (until the end of this turn), then if you banished a monster that was originally Reptile, draw 1 card. You can only use this effect of "Haggard Lizardose" once per turn.


                      banish card and edit ATK, you can banish this card yourself and draw 1


                      One more tip, you can combine with Chengying to activate Chengying 's banish 2 effect

                      General Raiho of the Ice Barrier, Lancea and Ancestral Dragon of the Ice Mountain (x0-1)

                      SR Rarity
                      General Raiho of the Ice Barrier
                      SR Rarity
                      General Raiho of the Ice Barrier
                      General Raiho of the Ice Barrier
                      WATER 6
                      General Raiho of the Ice Barrier
                      • ATK:

                      • 2100

                      • DEF:

                      • 2300


                      When an effect resolves that was activated by an Effect Monster that was on your opponent's side of the field, they must discard 1 card or the effect is negated (their choice).


                      UR Rarity
                      Lancea, Ancestral Dragon of the Ice Mountain
                      UR Rarity
                      Lancea, Ancestral Dragon of the Ice Mountain
                      Lancea, Ancestral Dragon of the Ice Mountain
                      WATER 10
                      Lancea, Ancestral Dragon of the Ice Mountain
                      • ATK:

                      • 3300

                      • DEF:

                      • 2700


                      1 WATER Tuner + 1+ non-Tuner monsters Once per Chain, if your opponent Special Summons a monster(s) (except during the Damage Step): You can Special Summon 1 "Ice Barrier" monster from your hand, Deck, Extra Deck, or GY, then you can change 1 Attack Position monster your opponent controls to Defense Position. You can only use this effect of "Lancea, Ancestral Dragon of the Ice Mountain" twice per turn. If this face-up Synchro Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 "Ice Barrier" Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)


                      Our boss will pull Raiho up, as long as opp activates the monster effect, Raiho will snatch 1 hand from them, otherwise the effect will be blocked, if our boss accidentally leaves the field by the enemy, can pull Trishula up, snatch 1 hand, 1 field and 1 grave

                      White Aura Porpoise and White Aura Monoceros (White Aura)

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

                      • 2000

                      • DEF:

                      • 1300


                      1 WATER Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 4 or lower Fish monster from your hand or GY in Defense Position, then you can Special Summon 1 monster with that same name from your GY. You can only use this effect of "White Aura Porpoise" once per turn. If this card in your possession is destroyed by your opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.


                      N Rarity
                      White Aura Monoceros
                      N Rarity
                      White Aura Monoceros
                      White Aura Monoceros
                      WATER 7
                      White Aura Monoceros
                      • ATK:

                      • 2500

                      • DEF:

                      • 1500


                      1 WATER Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Fish monster in your GY; Special Summon it, but it cannot attack this turn. You can only use this effect of "White Aura Monoceros" once per turn. If this card you control is destroyed by your opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.


                      climb synchro, continuously pull monsters from graves and bring out high level synchro monsters




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam





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