Instructions for Playing Mermail Atlantean

Instructions for Playing Mermail Atlantean

Wait bro, if you want to build this deck, you have to have enough kids in the Extra Deck, because they are quite important, so important that without them you don't have a boss to play. Anyway, at least


x1 Abyss Dweller: because this one is so OP
x1 Knightmare Mermail: because it is water and SUCC Iblee

Luckily both are famous staples so you probably have them all

This deck has the ability to shoot very well with the criteria, everwhere i go, i see level 4 so the skill must definitely be Territory of the Sharks , because this skill does not prohibit you from only playing Xyz so you can link synchro or ri cmn tual always okay

Sections covered in this guide:




Skill

  

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

UR Rarity
Territory of the Sharks (Skill Card)
UR Rarity
Territory of the Sharks (Skill Card)
Territory of the Sharks (Skill Card)
Territory of the Sharks (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


The Level of all WATER monsters you control becomes 4 until the end of the turn. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you begin the Duel with a Deck/Extra Deck that contains no monsters other than WATER monsters.


Remember that monsters in the deck must be full WATER to play both deck and extra deck







everywhere i go, i see level 4




CORE

 

Deep Sea Diva (x3)

UR Rarity
Deep Sea Diva
UR Rarity
Deep Sea Diva
Deep Sea Diva
WATER 2
Deep Sea Diva
  • ATK:

  • 200

  • DEF:

  • 400


When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent monster from your Deck.


That's right Peter, this one is level 4


Anyway, this one can act as a Level 4 or 2 Tuner to synchro out spots like Trishula or a crocodile with such a long name that I don't remember the name of, or you can bombard enemy turn opps with the Abyss Dweller when detacting the creeps. toss.

I say that because this monster can jump a level 3 or lower Sea Serpent from the deck onto the field and it jumps itself, and this monster only needs 1 normal summon to be able to create a very powerful monster depending on your play style. Friend

Atlantean Heavy Infantry and Atlantean Marksman (some larva (or whatever you guys call it))

SR Rarity
Atlantean Heavy Infantry
SR Rarity
Atlantean Heavy Infantry
Atlantean Heavy Infantry
WATER 2
Atlantean Heavy Infantry
  • ATK:

  • 0

  • DEF:

  • 1600


During your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.


SR Rarity
Atlantean Marksman
SR Rarity
Atlantean Marksman
Atlantean Marksman
WATER 3
Atlantean Marksman
  • ATK:

  • 1400

  • DEF:

  • 0


When this card inflicts battle damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.


Both of them, when sent to the grave to activate the WATER monster effect, will trigger the bombardment effect (even if detacted by Xyz monsters like Abyss Dweller).


Heavy Infantry (shield guy) is the one that can be played x2-3 because it shoots opp's face-up cards, but that's the reason most people see it, the other important reason is because it's level 4 and can normally summon 1 more Sea. Serpent from hand too, yes you can normal Deep Sea Diva

Marksman (the guy with the crossbow) is a normal one x1 because he shoots opp's face down cards,... no monster jumping effect when causing some damage will be strong if the game has Main Phase 2 because you jump body by this one then you can't Xyz or Synchro anything, it's simply a punching bag for the next turn if you live then combo

Mermail Abyssteus (x3)

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

  • 1700

  • DEF:

  • 2400


You can discard 1 other WATER monster to the GY; Special Summon this card from your hand. When Summoned this way: You can add 1 Level 4 or lower "Mermail" monster from your Deck to your hand. You can only use this effect of "Mermail Abyssteus" once per turn.


Search jumps and jumps by throwing other guys. Yes, other guys being thrown will trigger effects, so this guy jumps, searches, and stimulates other guys' effects.


Oh, this one is level 7, so why use it? It's too difficult to mix, forget it's level 4

Mermail Abyssmegalo (x1)

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

  • 2400

  • DEF:

  • 1900


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


Like that guy but throws up to 2 WATER to jump and has the ability to tribute monsters to punch once to OTK


And the ability to search spell/trap Abyss is quite useless (in fact, extremely useless) because now no one plays equip spells or spell/trap Abyss anymore, they only play Pot Of Greed to draw 3 cards, even No one even plays BoM or MST

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".


What is stronger than a searcher? which search does not happen once per turn and allows level 3 or lower Sea Serpent monsters to punch directly at the origin


This guy is like the scammers above, sent to the grave to affect WATER monsters even if detacted

Mermail Abyssgunde (x1)

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

  • 1400

  • DEF:

  • 800


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


search is combined with jumping monsters from the grave when discarded (usually turn 1 rarely when you have monsters in the grave), so it is often played x1

Moray of Greed (x3)

SR Rarity
Moray of Greed
SR Rarity
Moray of Greed
Moray of Greed
Spell Normal
Moray of Greed

    Shuffle 2 WATER monsters from your hand into the Deck, then draw 3 cards.


    draw 3 go brrrrrrrrrr


    Natural drilling -3 to +3 is nothing hot, it resets your hand peter, for example you can reset those who are thrown into the deck to jump deep sea diva and jump those that have just been shuffled from your hand into the deck.



    Extra Deck

     

    Abyss Dweller (x1-2)

    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.


    Both ban the grave and detact in turn opp to bombard the card (detact the tombs), and also increase ATK to easily OTK, reaching level 4 is easy with 2 guys (actually any level is fine if you use the skill).

    Cat Shark (x0-1)

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

    • 500

    • DEF:

    • 500


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


    This monster simply means that it cannot be destroyed by combat. If it hits enough, activate the effect to double the ATK and DEF of a Rank 4 monster or lower to OTK, usually increasing it for Number 37 because its body is big and powerful. ability to reduce the ATK of enemy monsters

    Number 37: Hope Woven Dragon Spider Shark (x1)

    UR Rarity
    Number 37: Hope Woven Dragon Spider Shark
    UR Rarity
    Number 37: Hope Woven Dragon Spider Shark
    Number 37: Hope Woven Dragon Spider Shark
    WATER
    Number 37: Hope Woven Dragon Spider Shark
    • ATK:

    • 2600

    • DEF:

    • 2100


    2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn.


    big body, with Abyss Dweller, it increases ATK to 3100, but also reduces the ATK of all opp monsters by 1000, easy to upgrade


    And if this guy is destroyed by combat or effects, you jump another one from the grave to continue playing in the next turn (except this one).

    Knightmare Mermaid (x1)

    UR Rarity
    Knightmare Mermaid
    UR Rarity
    Knightmare Mermaid
    Knightmare Mermaid
    WATER
    Knightmare Mermaid
    • ATK:

    • 1000

    • LINK-1

    Link Arrow:

    Bottom


    1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.


    Mainly to use the iblee that the Mekk-Knights threw over to link to this one. Run out of








    Well, it's water-based, so you can still use the skill

    Marincess Coral Anemone (x1-2)

    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.


    You don't know what to do with mermail's body link 1? Don't worry, me too


    but we can link to this guy to pull a WATER ATK 1500 or lower from the grave, you can pull a cat shark (I don't know what to do, punch Zeus 🐧 ) or a crocodile named: Ravenous Crocodragon Archethys shoots cards (quick effect) and is often the main target

    Ravenous Crocodragon Archethys (x1)

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

    • 1000

    • DEF:

    • 1000


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


    If you ask 4 stars + how many stars get this one, my answer is 7 + 2


    This animal has 3 things that make people pay attention to it

    first : it WATER ( of course )
    Second: it has very good drawing ability, enough to keep you from bricking
    Third: shooting quick effect cards will make opp bitter

    As for the ATK/DEF boost, you don't have enough cards in your hand to help this one survive after 1 punch from opp (or you get negated by Mekk-Knight, get shot,...)

    Trishula, Dragon of the Ice Barrier, Trishula and Zero Dragon of the Ice Barrier (x0-1)

    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.)


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

    • 2700

    • DEF:

    • 2000


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


    Well, if you want to get to Trishula, you have to 4 + 3 + 2. This guy asks for 2 or more non-Tuner, in return you get 1 card in your opp hand, 1 on the field and 1 in the grave NO TARGET


    The 11-star guy gets to play more because he's both easy-going and handsome. Not only that, you can also upgrade the 9-star guy. This guy also needs 2 or more Non-Tuners, but it's easy to upgrade with 3 + 4 + 4 (friend). Use the skill and summon a 3-star monster and you'll be fine), this guy only banishes cards on the field, but when he is destroyed by an opp, jump the 9-star monster and his body will increase to 3300, dividing the ATK of all opp monsters in half. and negate the effect (if this effect is not negated :) ),

    => easy to OTK, bait up to 2 negates, easy to get, no limit

    As for the 9-star trishula, it's okay to bring it if you have extra slots, but it's not recommended



    Staple

    These guys are so picky

    Fortune Fairy Swee (x0-2)

    UR Rarity
    Fortune Fairy Swee
    UR Rarity
    Fortune Fairy Swee
    Fortune Fairy Swee
    WATER 4
    Fortune Fairy Swee
    • ATK:

    • 0

    • DEF:

    • 0


    When you draw this card: You can reveal it; Special Summon it from your hand. If this card is Special Summoned from the hand: You can target 1 other face-up monster on the field; banish it until the Standby Phase of your next turn. You can only use each effect of "Fortune Fairy Swee" once per turn.


    level 4 self-jump (if drawn and in empty hand, it will brick or cost 1 normal summon), has good negate bait ability, if opp does not negate this effect, you can banish 1 of opp's face-up cards until the next standby phase According to you, create conditions for OTK or staging

    Book of Moon and Mystical Space Typhoon (x0-3)

    UR Rarity
    Book of Moon
    UR Rarity
    Book of Moon
    Book of Moon
    Spell Quick
    Book of Moon

      Target 1 face-up monster on the field; change that target to face-down Defense Position.


      UR Rarity
      Mystical Space Typhoon
      UR Rarity
      Mystical Space Typhoon
      Mystical Space Typhoon
      Spell Quick
      Mystical Space Typhoon

        Target 1 Spell/Trap on the field; destroy that target.


        You can bring it with you, but I'm not responsible for bricking it

        Silent Angler (x0-1)

        SR Rarity
        Silent Angler
        SR Rarity
        Silent Angler
        Silent Angler
        WATER 4
        Silent Angler
        • ATK:

        • 800

        • DEF:

        • 1400


        If you control a WATER monster, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your hand for the rest of this turn.


        This one kills the level 7s that jump from their hands, so let's just play x1, because this one is famous for jumping to level 4, but if it has the skill, then every one of them is level 4 :3, as well as leaving slots for the others.

        Mermail Abysspike and Abyss-scale of Cetus (armor and fish)

        SR Rarity
        Mermail Abysspike
        SR Rarity
        Mermail Abysspike
        Mermail Abysspike
        WATER 4
        Mermail Abysspike
        • ATK:

        • 1600

        • DEF:

        • 800


        When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard; add 1 Level 3 WATER monster from your Deck to your hand. You can only use this effect of "Mermail Abysspike" once per turn.


        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.


          Actually, they're a bit of a flop at the moment


          armor: allows the shark to search to optimize the effect, but peeling it on the hand is considered to not optimize the shark's effect and also takes 1 monster to combo. In return, the negate trap ability is also very good and also gives 800 ATK to OTK too

          Abysspike: usually not brought because of the normal summon slot competition with Deep Sea Diva, but this one can be found by disposing 1 card, the dispelled card also triggers the effect so you can play it if you like, but x1-2 is recommended only.

          Brionac Dragon of the Ice Barrier (x0-1)

          UR Rarity
          Brionac, Dragon of the Ice Barrier
          UR Rarity
          Brionac, Dragon of the Ice Barrier
          Brionac, Dragon of the Ice Barrier
          WATER 6
          Brionac, Dragon of the Ice Barrier
          • ATK:

          • 2300

          • DEF:

          • 1400


          1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.


          Easy to get on, push the card to open the OTK path, but unfortunately it can't be done on the opp turn, so it usually gives way to the crocodile



          Combo

           

          Ravenous Crocodragon Archethys and Abyss Dweller (2 shots + forbidden grave (actually 3 but only shoot 2 on turn opp))

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

          • 1000

          • DEF:

          • 1000


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


          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.


          Needed: Abyssteus, Dragoon, Deep Sea Diva (Marksman or Heavy Infantry)

          I> use Abyssteus to throw Dragoon to jump onto the field, Abyssteus search for Abyssgunde (to backup next turn), Dragoon search for 1 of 3 Deep Sea Diva, Marksman or Heavy Infantry (if you have it in hand, don't search, prioritize Deep Sea Diva)
          II> Normal Deep Sea Diva jumps Heavy Infantry from the deck onto the field, Synchro Deep Sea Diva and Abyssteus produce a crocodile, the crocodile draws 1
          III> Heavy Infantry normal Marksman or Heavy Infantry from hand then activate skill then Xyz Abyss Dweller


          => from 3 cards you have 3 shots and 1 draw, search a pile of cards in your hand and have Abyssgunde to backup the next turn



          Or when the deep fish shoots a card, throw Gunde to make it jump one more body to better protect you from OTK

          Abyss Dweller (Deep Sea Diva + Sea Serpent level 4 or lower = 1 card shot, no grave allowed)

          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.


          I> Normal Deep Sea Diva, jump Heavy Infantry from deck, link both to Anemone

          II> Anemone uses the effect to pull Heavy Infatry back from the grave
          III> Heavy Infantry normal Sea Serpent of 4 or lower from hand, activate Xyz skill to produce Abyss Dweller


          => If you are lucky enough to peel Dragoon and use it as bait for Abyss Dweller, if opp bricks, instead of shooting the card you can detact Dragoon to search for OTK for the next turn

          Marincess Coral Anemone (2 Deep Sea Diva => bắn card, draw 2)

          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.


          I> normal deep sea diva, jumps Heavy Infantry from Deck, links to Anemone, Anemone jumps back to Infantry from grave


          - - - - Click Skill - - - -
          II> Heavy Infantry normal Deep Sea Diva, jump 1 Level 3 from the deck and Synchro out a crocodile, draw 2




          Companion unit:

          - Yu-Gi-Oh! Guidance Vietnam





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