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Sabbaticus


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PostSubject: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Tue Nov 06, 2012 9:36 pm
Mermail Atlantean Guide 16a1c3q

Ok been a while since I wrote an article, and since Valk is doing her lessons I decided to make a guide instead.
The reason I chose this deck is for it being tier 1 in OCG, and almost ALL of the cards now being available in TCG. Love them or hate them, this deck is really strong, and despite what you may think is actually quite consistent.


Main Cards

Mermail Abyssleed (Lvl 7, Water, Sea Serpent)
You can discard 3 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can target 1 "Abyss-" Spell/Trap Card in your Graveyard; add that target to your hand. You can Tribute 1 other face-up Attack Position "Mermail" monster; send 1 random card from your opponent's hand to the Graveyard. You can only use this effect of "Mermail Abyssleed" once per turn.

More of a tech than anything, and sees alot more usefulness in Puremails. He can be summoned via Linde giving you a nice 2700 beater, he's a level 7 to make those rank 7s, a discard outlet (although a heavy one), and has a Wind-Up Hunter like effect which usually doesn't happen often. Best when brought out with Linde, or having Megalo discard this and Gunde together in the case of drawing it. Run 0-1


Mermail Abyssmegalo (Lvl 7, Water, Sea Serpent)
You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.

The heart of the deck. Don't let the discard 2 fool you. If you discard the right cards you can plus off of his summon since he searches a card as well. He can also tribute a water to attack twice, and since this is a tribute (which are costs) it means you'll get off Atlantean's effects by using this effect. I suggest always running 3, but you can make due with 2 if you also run Abyssteus/leed.


Mermail Abyssteus (Lvl 7, Water, Aqua)
You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: 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.

A very nice addition in the form of an exclusive, a discard 1 to keep with the 1, 2, and 3 discard minibosses. He's a great enabler, easy summon to give the deck easier rank 7 options. On the downside though, being an Aqua means he cannot be searched by any means, unlike Megalo and Leed. Run 0-1 in Undine builds, and 2-3 in Puremails.


Moulinglacia the Elemental Lord (Lvl 8, Water, Sea Serpent)
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 WATER monsters in your Graveyard, and cannot be Special Summoned by other ways. When 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 the effect of "Moulinglacia the Elemental Lord" once per turn. If this card leaves the field, skip the Battle Phase of your next turn.

Our water DAD. Free summon that discards 2 cards from your opponent's hand. Of course it's good! The deck has enough grave control to see this beast hit the field in most games, and more than relying on drawing it, it can actually be searched out with Dragoons. Just keep in mind the draw back of not being able to attack next time if it leaves the field. Run 0-1.


Mermail Abysspike (Lvl 4, Water, Fish)
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 effect of "Mermail Abysspike" once per turn.

Enabler and a searcher in 1. Searches out any lv3 Water monster from your deck and he can be summoned with Linde. Absolutely the best when you can discard a Dragoons as you'll get the best double search in the entire game. End phase discarding Marksman to add another Marksman to your hand while destroy newly set backrow before it can be used is always fun. Run 1-3.


Mermail Abysslinde (Lvl 3, Water, Aqua)
If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except "Mermail Abysslinde". You can only use the effect of "Mermail Abysslinde" once per turn.

The Mystic Tomato of the deck only better. Summons ANY Mermail monster from you deck except herself, and she only needs to be destroyed, not even by battle. She works the best with the trap Abyss Sphere. Run 2-3.


Mermail Abyssgunde (Lvl 3, Water, Aqua)
If this card is discarded to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abyssgunde"; Special Summon that target. You can only use the effect of "Mermail Abyssgunde" once per turn.

A nice target for Megalo, if you discard her for Megalo's summon and they Solemn Warning you, you'll still get to summon your Megalo. It also gives your Spike more search targets, provides more targets for Salvage and Surface, and more lvl 3's in the deck to make rank 3's. It also makes Abyss-Squall alot more viable. Run 0-2.


Atlantean Dragoons (Lvl 4, Water, Sea Serpent)
All face-up 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".

I love this card. Amazing search power when discarded/tributed with Megalo, or discarded with Spike. It can search out your Deep Sea Divas, Moulinglacia the Elemental Lord, or a Megalo to name a few. Always run 3.


Atlantean Marksman (Lvl 3, Water, Sea Serpent)
When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower Sea Serpent-Type "Atlantean" monster, except "Atlantean Marksman", from your Deck. 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.

The main card you search with Diva. Can bring out Dragoons for a lot of damage or Atlantean Attack Squad if you run it for even more damage and a rank 3 afterwards. Can destroy face downs when used with Megalo and Spike or any set monsters. Keep in mind if destroying backrows they can activate in response if possible and the card won't be destroyed. Marksman is also crucial to the OTK as you'll see later. Always run 3.


Atlantean Heavy Infantry (Lvl 2, Water, Sea Serpent)
During your Main Phase, you can Normal Summon a 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.

Destroys any face up card when used with Megalo or Spike. Makes it a must in the deck to take out threats while making your plays. You can also summon this with Diva, and then normal summon AGAIN with a Marksman from your hand to either synchro for Gungnir, or go into Gachi Gachi and attack with a 1900 Marksman to then summon either a 1800 Dragoon or 2200 Attack Squad. Run 1-3.


Deep Sea Diva (Lvl 2, Water, Sea Serpent, Tuner)
When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent-Type monster from your Deck.

Not much to say about this card that you don't already know. Summons Marksman or Heavy Infantry to either synchro for a 5 star or go into Gachi Gachi/Daigusto Phoenix. You can also go into a 1 card Gungnir or Mist Wurm if you get to attack with the Marksman. Diva is also crucial to the OTK as you'll see later. Run 2-3.


Genex Undine (Lvl 3, Water, Aqua)
When this card is Normal Summoned: You can send 1 WATER monster from your Deck to the Graveyard; add 1 "Genex Controller" from your Deck to your hand.

A level 3 water monster that can enable any of my Atlanteans effects from the deck just by summoning it, sounds perfect Well, almost perfect. It comes with the draw back of taking up alot of space in the deck (usually 5 slots) and forces you to run Controllers which, although useful at times, you generally don't want to be stuck with. Turn 1 Undine > Dragoons to bring Abyssmegalo and Controller to your hand is always a great opening play. Run 0 or 3.


Genex Controller (Lvl 3, Dark, Machine, Tuner)
As a master of all powers and elements, this is one of the few Genex monsters that can communicate with its companions.

Even though he's a byproduct of Undine, he still has a his uses. You can use him to Make Gungnir/Black Rose if you did Sphere into Linde, bringing out Spike on the end phase, since Spike has fulfilled his use just use Controller to syncho him out for a lv7. You can also run Allure of Darkness with Gorz/Trag giving you a searchable dark monster to banish for it. Run 2 in Undine builds.


Salvage (Spell, Normal)
Target 2 WATER monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.

A +1 just for using it. Brings back your Divas, Marksman, Heavy Infantry, Abysslinde, Abyssgunde, to your hand for more discard fodder for Abyssmegalo or just increase your resources. Run 2-3.


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

The trap engine of the deck. Opens up many options and gives the deck both versatility and consistency. It can be searched when special summoning Abyssmegalo. Use this to abuse Abysslinde's effect to bring out Abyssspike to destroy and search, or just double search, or summon your Abyssmegalo straight to the field. See the combos section for the full details. Run 2-3.


Abyss-Squall (Trap, Normal)
Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase.

This card isn't for everyone, and it depends entirely on the build. For example, if you run Abyssgunde this card is alot more viable and won't be dead. Also searchable when special summoning Abyssmegalo, same as Abyss-Sphere. When you pull this card if it can do so much by itself. It can still give you the discards since they're costs, you can double xyz/synchro with it. But the best play is summoning 2 Abyssmegalos to go into a Big Eye or Abyssgaios. Run 0-2.


Mermail Abyssgaios (Rank 7, Water, Aqua)
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.


Our Xyz boss monster, and what a boss it is! Can be made using 2 Abyssmegalo's, not that hard with Abyss-Sphere and even Abyssgunde. Negates effects which makes it like Photon Strike Bounzer, but with the further effect of high level monsters being unable to attack you at all. Really great card.


Number 11: Big Eye (Rank 7, Dark, Spellcaster)
2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.


I steal your monster now.


Bahamut Shark (Rank 4, Water, Sea-Serpent)
2 Level 4 WATER monsters
Once per turn: You can detach 1 Xyz 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.


A water Gem-Knight Pearl with a great effect, what's not to love! Being a water it can set off Dragoons eff when detached. There aren't too many water Xyz's to really abuse his effect, but there is 1 great target in the form of Abysstrite. Summon this 2600 beast then drop another free 2800 wall while possibly getting an Atlantean effect off. If Abyssrite is destroyed you get another free summon from the grave. Abysstrite as a target is all you need to make this guy's effect viable.


Number 17: Leviathan Dragon (Rank 3, Water, Dragon)
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; this card gains 500 ATK. If this card has no Xyz Material, it cannot attack your opponent directly.


You're all familiar with this one. It has an improved use in this deck seeing that detaching for Xyz's is a cost, and with this being a water monster it gives Atlanteans their effects. You can detach a Marksman to make Leviathan 2500 and get to destroy a face down just for doing so.


Mermail Abysstrite (Rank 3, Water, Sea Serpent)
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.


Oh yes finally! A perfect rank 3 target for Bahamut Shark, and it's a Mermail! Bahamut Shark is generally the way you want to summon her, never really with 3 materials, but she provides very nice defense (2800) alongside the 2600 Shark that summons her, or you can suicide her to summon a Mermail from the grave. This gives her defensive and offensive capabilities, and you bring her out for free.


Gachi Gachi Gantetsu (Rank 2, Earth, Rock)
2 Level 2 monsters
If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. Face-up monsters you control gain 200 ATK and DEF for each Xyz Material attached to this card.


You all know what this does.


Gungnir, Dragon of the Ice Barrier (Lvl 7, Water, Dragon)
1 Tuner + 1 or more non-Tuner WATER monsters
Once per turn: You can discard up to 2 cards to the Graveyard to target the same number of cards your opponent controls; destroy them.


This guy is really easy to hit in this deck, just one card if summon Marksman with Diva, or Heavy Infantry when you have Marksman in hand. Since the discard is a cost for a water monster Atlanteans will go off, making Gungnir pack a double punch. Really amazing card for the deck duel to Atlanteans, never be without it.


Dewloren, Tiger King of the Ice Barrier (Lvl 6, Water, Beast)
1 Tuner + 1 or more non-Tuner WATER monsters
Once per turn, you can return any number of face-up cards you control to the owner's hand. For each card returned to the owner's hand by this effect, this card gains 500 ATK until the End Phase.


Provides a number of combos for the deck to give your deck more versatility. You can activate Activate Sphere in your turn, synchro with whatever you bring out for Dewloren, then bounce Sphere to your hand to use again. You can summon Diva to bring out Marksman, and if you had a Spike on the field from a Sphere/Linde in opponent's turn you can synchro for Dewloren, attack with it and Marksman, bring out Dragoons/Infantry with his effect, then use Dewloren in M2 to bounce both to your hand for a Megalo/leed/teus play, or to hold on to resources. Being a water he can also help your water count for Moulinglacia.


Other Cards

Gorz the Emissary of Darkness
Tragoedia
Genex Ally Birdman
Atlantean Attack Squad
Pot of Avarice
Allure of Darkness
Surface
Call of the Atlanteans
Abyss-Scale of the Muzuchi
Abyss-Scale of the Kraken
Abyss-Scorn
Phantom Beast Plane Drago-Sack
Snowdust Giant
Number 47: Nightmare Shark
Armor Kappa
Armory Arm


Deck Skeleton

Mermail Atlantean Skeleton

Monsters
3x Mermail Abyssmegalo
3x Atlantean Dragoons
3x Atlantean Marksman
2x Mermail Abysspike
2x Mermail Abysslinde
2x Atlantean Heavy Infantry
2x Deep Sea Diva

Spells
2x Salvage

Traps
3x Abyss-Sphere


Undine Atlantean Skeleton

Monsters
3x Mermail Abyssmegalo
3x Genex Undine
3x Atlantean Dragoons
3x Atlantean Marksman
2x Mermail Abysspike
2x Mermail Abysslinde
2x Atlantean Heavy Infantry
2x Deep Sea Diva
2x Genex Controller

Spells
2x Salvage

Traps
3x Abyss-Sphere


Weaknesses

The deck has alot of variety in what it can do and how it goes about doing it. One of the unique things about this deck is it doesn't just play from the field or grave, but from the hand, the field, AND the grave. Making it a bit harder to counter it really, since you can counter it on one front, but then be susceptible to another.

The deck does quite a bit of searching/xyz'ing/synchroing, so naturally Rai-Oh is an obvious enemy of this deck. Luckily there are a few cards for getting around this but it's still a pesky interruption.

Next, anything Macro orientated will hinder this deck alot due to the discards and need to work in the grave. The cards we have that destroy face ups and face downs don't even work now with the grave taken out of the equation making it very different to win outside of MST.

Coming very close to Macro is Necrovalley decks. This hurts many of our support cards even though Atlanteans will still go off. No Surface or Salvage, but as mentioned this deck works from all 3 fronts, meaning it can still do it's thing with Megalo or Diva to xyz/synchro, or discard to pop the face down Spy's, or Necrovalley.

Being a water deck the old favourite Catastor is an ever-present threat. But with the inclusion of Maestroke and Number 11: Big Eye we have some easily accessible options to get past it. Most builds also run Gorz being the mild backrow the deck has, and due to it's continuous trap always leaving the field anyway.

Side deck cards to watch out for:
Thunderking Rai-Oh (hurts the search, unable to xyz/synchro until it's taken out)
Soul Drain (a new release and cripples the deck more than any other card)
Debunk (banish Megalo when revealed or Linde when destroyed, as well as any other hand traps etc)
Mind Crush (discard Megalo when revealed, or anything searched with Dragoons/Spike)



Some Combos

The power of Abyss-Sphere:
This card is just amazingly good. Here's a combo you can do when opening with this card. You can actually just set it and end, no matter what is in your hand. On your opp's turn if they MST it you can just respond with an activation. During the battle phase when they attack you can activate and summon Abysslinde in defense to completely absorb one attack. Then when she's destroyed you can summon any of the following... Abysspike to then discard Dragoons for a double search, or Heavy Infantry to destroy whatever monster they summoned AND get a search. If you don't have discard fodder or you don't need to do that, then you can just summon a 2400 beater with effects, while absorbing an attack, all with 1 trap card. If they don't attack you, you can get to do ALL of this anyway, since you can activate Abyss-Sphere before the end phase and have Abysslinde get destroyed anyway and go from there.

The basic OTK:
This involves having a Abyssmegalo to special summon, and a Diva in hand. Nothing more. The Diva can be searched if you discard Dragoons for Abyssmegalo's summon. You can also get the required combo pieces with Abyss-Sphere, summoning Linde on opp's turn, having it get destroyed by battle or during the end phase, and then summoning Abysspike to discard Dragoons and search out a Abyssmegalo fodder as well as Diva.
So when you have the pieces you discard 2 to summon Abyssmegalo to the field, your discards should take out face ups/downs on the field (mostly monsters to clear way for the attack) or searches with Dragoons. Then you normal summon the Diva and special summon Marksman from the deck. Tribute the Diva with Abyssmegalo's effect to allow him to attack twice. Then attack with Marksman first, when he does damage you can summon a Dragoons or Attack Squad from the deck, attack with that, then attack twice with Abyssmegalo for game. 1400 + 1800/2200 + 2400 + 2400 = 8000/8400.


Last edited by Sabbaticus on Fri Feb 22, 2013 12:29 am; edited 14 times in total
AsianGuy1137


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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Tue Nov 06, 2012 9:52 pm
I wouldn't really call that a skeleton. It's your own build, a sub-optimal one at that, which neglects Heavy Infantry for Attack Squad. I think the only real skeleton is the classic 2 of both Atlanteans, 2 of the main Mermails, 2 Divas, and 2 Abyssphere. Everything else isn't strictly needed for the core of the Mermail/Atlantean build and thus can be considered staple/tech cards.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Tue Nov 06, 2012 9:55 pm
That Attack Squad in the skeleton is actually supposed to be Heavy Infantry. I fixed it now. I also took out Surface from the Skeleton, that wasn't meant to be there.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Tue Nov 06, 2012 10:14 pm
Wow..

I'm not even familiar with this archetype yet and this guide will help me a ton i'm sure~

Thanks for putting the time and effort into writing this!

I'll be studying it like a bible and use it against you!

cat
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Tue Nov 06, 2012 11:24 pm
Nice guide for basic Mermail/Atlantean builds.

Just some preferential input on my end:

I run 1 Spike because i really do not like drawing him. He's good sometimes, but typically i don't want to use my normal summon on him. I would rather pull him out with Sphere/Linde.

Undine wasn't mentioned in this guide, and I think it should be. It increases the consistency of this deck immensely. I realize why ppl might not run it, but I originally refused to use it (mostly cuz controllers suck). However, I was having issues with consistency, and was tired of it being so dependent on two card draws (similar to Dark World). Undine is a one card enabler for every atlantean in the deck, is searchable by spike, and also makes POA/Salvage live on a much more consistent basis. Undine --> Dragoons is an amazing turn 1 play that puts immense pressure on your opponent.

I run Birdman. There are some neat tricks with Dewloren..and he also makes Gungnir alot more common of an occurrence.

I do not run Moulinglacia. It's a tempting card to run, but I find a couple problems with it personally:

1) It's the most inconsistent card in the deck.
2) This card does not have the best graveyard control although it might seem like that....unfortunately when you have moulinglacia, you end up FORCING certain plays to ensure you have exactly 5 and no more. You want more flexibility than that.
3) The 2 card discard is cute, but I've found that it's rarely helpful. By the time I can get Moulin out, I usually want *removal* due to on field threats...not hand discards. If you manage to get her (him?) out at a very early stage in the game, then the hand discards are great. But realistically, you won't usually get it out that early.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Wed Nov 07, 2012 9:42 pm
Decent guide, but I agree with AsianGuy that it has too much personal tastes mixed into it.

As for suggestions to update it, I'd say Leviathan should be run 1-2. You can easily run 2 in this deck as it's both the best Bahamut Shark target (until we get Abysstrite anyway) and it's a really good Atlantean-activator.

I would also put Gungnir at 1-2. Depending on the build a person is running, it is totally viable to run and also summon 2 Gungnirs.

I also think Atlantean Assaultman should deserve an honorable mention and suggesting it at 0-1. It's a great Diva target to run over Rai-Oh, which can utterly shut down this deck. It's also the best Marksman target if you want to inflict heavy damage.

I would also include Pot of Avarice in the Deck's skeleton. It's not exactly a "staple" since not every Deck can (or should) run it, but it's vital to Atlanteans.


@ Nichigo: I think Undine should also be mentioned, but not included into the Deck skeleton. Moulinglacia at 1 is very viable because Riders can search him out early on. I would run Moulinglacia ESPECIALLY in Undine builds, so I wonder why you decided not to run it (I know you gave your explanations, but considering Riders can search it and Undine makes Riders that much better than in regular Atlanteans, I simply don't get it).
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Wed Nov 07, 2012 10:11 pm
^^Testing.

With Undine builds, the graveyard fills up EXTREMELY fast. After it's full, the only way to get it back down again is with salvage/POA, and that's not enough control for me. Also, I don't want to search Moulin with Undine --> Dragoons most of the time. Moulin is not a win condition. It's not like DAD or even Grandsoil where their abilities single-handedly win games.

I like to use Undine --> Dragoons to search out my actual combo cards and not waste it on Moulin who basically restricts how my hand needs to be run.

This deck tends to struggle with inconsistent hands, and cutting Moulin rids the deck of the most situational card. As I stated also, I wouldn't mind it being situational if it's effect made up for it. But that discard isn't as useful as it sounds...especially when I need removal. I've had numerous games against chaos dragons where Moulin was useless. It wasn't big enough to get over anything, and it offered no actual removal.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Wed Nov 07, 2012 10:57 pm
@ Nichigo: Undine wasn't mentioned because it was a Mermail Atlantean guide, not an Undine Atlantean guide. Also the guide is very long, doubling it would have been a bit ridiculous.
I tend to go through 2 Spikes quite often and my normal summon is usually only reserved for Diva, meaning that if I do draw a Spike, I don't mind summoning it to drop Dragoons for a double search or having a discard outlet for the Atlanteans in my hand to plus or take out cards.

If you wouldn't mind, I'd like you to post me a combo with Dewloren and Birdman, and I'll update the OP with it, as well as mention Dewloren in the cards section.

I agree that Moulinglacia is a winmoar card. I still like running it though due to it being searchable and the only times it was ever dead for me was when I misplayed and filled the grave too quick. You do have a point though regarding it dictating your plays but it's a little exagerated. You make the plays anyway, just keep the count in your head and keep Glacia in mind. I would never force a play for it though.

@ Valkyra: How does it have too much personal taste? I did ask people to comment and let me know if I forgot anything, seeing that a card or two is bound to slip my mind. All I've done is listed the cards, and provided a skeleton, which I had 3 people look at to let me know if there's any additions or subtractions I should make. I actually did forget Attack Squad in the cards list, I mentioned it a few times and from that just assumed it was there. I'll definitely add it in.

The card ratios for the extra deck actually shouldn't of been there. I don't like providing ratios for an extra deck because that usually is pure preference and dependant on the build. I had run 1 there automatically when writing the guide, but I have removed them now.

Pot of Avarice is by no means staple, so of course I can't include it in the Skeleton. However I might add a small list of cards at the bottom of the cards section for some mentions.

Lastly... decent? lol right.


Last edited by Sabbaticus on Thu Nov 08, 2012 2:32 am; edited 1 time in total
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Wed Nov 07, 2012 11:46 pm
Lol I wasn't talking about using Undine in an Atlantean-only deck. I was talking about using it in the mermail variant. If you check the TCG builds, that's where it's headed. Undine is smashed in there along with Mermails/Atlanteans...and in my experience it makes the deck much more consistent. I've tried a couple builds without it, and I wasn't happy with it.

Even if it's not something you prefer to use, it definitely warrants a mention as a tech as it's extremely popular right now.

There are a few uses for birdman. They're not necessarily combos per-se, but the fact that he can return things to hand that you can reuse is amazing. The one involving combo that involves birdman is the following:

ATTACK SQUAD OTK:
Requires: Diva + Birdman in hand, Attack squad in deck.

Summon Diva, Get Heavy Infantry from Deck
Bounce Diva back to hand with Birdman
Normal Summon Diva again (infantry effect)
Get Markmsan from deck
Overlay Diva + Heavy Infantry for Daigusto Phoenix
Attack directly with all, making sure to get Attack Squad with Marksman
1500+1500+1400+1400+2200 = 8000 damage


Dewloren isn't necessarily a big combo. You basically just use Diva, get marksman, pop diva back to your hand, synchro for Dewloren, then bounce back monsters you want to re-use and/or Abyss-Spheres. Very handy for building massive advantage.

Sometimes somehting as simple as popping back a veilere'd diva or a Megalo for reuse is good to do.

One thing I like doing is Main Phase 2 Spherin'g on my opponents turn going Linde --> Spike...dumping an arbitrary water and grabbing marksman, etc. Then next turn, I can use Birdman to BRING BACK spike, then normal summon it again to tool box another marksman/diva/undine from deck, then synchro into Gungnir for more plusses.

I'm currently testing some other techs in place of birdman, but he's been pretty entertaining so far.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Thu Nov 08, 2012 8:08 pm
Can you tell me if the Atlantean and mermail, mix is capable of summoning Shark Drake? Looking at the skeleton don't think it's possible so easy or is it?
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Thu Nov 08, 2012 8:11 pm
It's *possible* but not practical. This deck doesn't overlay for rank 4's for the most part...not easily anyway. And definitely not a rank 4 that requires THREE materials. Even if it could overlay 3 rank 4's, Shock Master is usually the first 3 material rank 4 that goes in any deck.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Thu Nov 08, 2012 8:20 pm
I suppose thats down to whats on the field at the time. If the opponent has a monster in attack mode and no Protection for it i would say Shark Drake, would be the best choice over shock master, at that time for damage maybe even finish the duel. But i see your point i'll keep him side deck idea maybe thanks Smile
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Thu Nov 08, 2012 8:22 pm
Why would you side deck something that's almost impossible to get out......

And the point about shock master is that most decks won't have space for TWO 3 material rank 4's. Shock master is better more of the time than shark drake, and would be prioritized over shark drake. If you had room for both, and the ability to get both out, then have at it. But that won't happen in pretty much any competitive deck.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Thu Nov 08, 2012 8:40 pm
I'm not a competitive player to be honest absolutely terrible at making decks.. I might have the know how in what almost every card does besides the new Era cards since i've been playing from almost when Yugioh started but it doesn't seem to help me in fixing my unbalanced decks and the only deck i've managed to summon a XYZ needing more then 2 materials is the 3 thunder monsters that can summon one another lol
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Fri Nov 09, 2012 7:49 am
I would rather run 1-2 Megaloabyss, because sometimes your forced to discard vital cards like Diva just so you can pop a card or have a search or two, it's like drawing two Hyperion when the only Agent you have is a face-up Venus.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Fri Nov 09, 2012 7:52 am
Um. It's still a one for one if you discard megalo because you're searchiing for Sphere which is like one of the best cards in the deck. You're also running salvages that recover those Divas. Diva is not as important as Megalo in here. It's nice, but Megalo is what drives the deck. You need to run 3.

Also that analogy of Hyperion is bad. If you have to banish venus from field, you do what you have to do but you're still destroying their field. If you don't need to summon hyperion, you just wait til venus hits the grave.

Neither of those scenarios you presented are bad.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Fri Feb 22, 2013 12:35 am
*Updated the guide for new releases, missing cards, and some wording changes.

Also added sexy banner. Now feel free to criticize my hard work and comment on typos/mistakes while ignoring the rest of the post.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Fri Feb 22, 2013 12:44 am
Very nice job on the guide. You pretty much covered it all and explained things nicely.

Only thing I would note is the lack of attention to Armor Kappa, because it really fits with the whole deck and has more than just one use.

Again, well done.
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PostSubject: Re: Mermail Atlantean Guide   Mermail Atlantean Guide Icon_m11Fri Feb 22, 2013 2:09 am
Quote :
anything Macro orientated will hinder this deck alot

A very good card that works well to counter Macro / Rai-Oh and even Soul Drain is little

Airorca - Once per turn: You can banish 1 Fish, Sea Serpent, or Aqua-Type monster from your hand to target 1 face-up card your opponent controls; destroy that target, then banish this card until your next Standby Phase.

is searchable with Diva so can be used for Synchro also searchable with Dragoon if needed in hand for its own effect.

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