Atlantean Mermails V2.0

Deck Information
Deck Type: Meta Decks
Deck Master: Neptabyss, the Atlantean Prince
TCG/OCG: TCG
Submission Date: November 7th 2020
Author: Finn Quayle
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There are many more terrrors at sea than pirates and ghost ships, from the depths rise warmongering sea serpents, Fish-people and Sea-people. This is the place where you can see which fish in the seven seas work best together.

I will be covering each and every card / archetype used (Including the side this time), telling you all the info you need to know about this particular deck. I am going to be laying it out slightly differently this time, instead of doing it card by card (for the main deck) I will be doing them in archetypes / groups. If you have any questions about the deck please let me know :), I will not be going over their effects individually unless i deem it neccessary so please check out my 1st Decklist for that.

 

- Main Deck:
Atlanteans: The "Atlantean" engine I run is a 3:3:3 of <Prince>, <Dragoon> and <Infantry>. By this point you should already know what they do and why I am running 3 of them, however <Infantry> isn't usually played at 3 and that is what I shall use this section to explain. Running <Infantry> at 2 wasnt very bricky however I run out of Neptabyss targets super quickly at 2, running the 3rd just means I can use <Neptabyss'> effect an extra time before running out of targets. It also means I have an additional face-up pop. I can afford to put an extra copy of <Infantry> in the deck because I took most of the bricking cards out of the deck. The other 2 cards are staples to any "Atlantean" deck and I shouldn't have to explain why they are being played at 3 xD.

Mermails: Some people might be confused with my choice to run the Mermail engine at 3:1:1 as it is usualy run with 1 copy of <Gunde> aswell. I decided not to run the gunde as I would see it too often and never be able to use its effect at the right time, I would also like to see alot of other cards in the deck over this card. The other 3 cards are the same, <Teus> is a starter we want to see in our starting hand as much as possible, <Pike> and <Megalo> are searchable so they are played as 1 of's.

Deep Sea: I run both cards at 3 for a 3:3 ratio, technically both of these cards are starters for the deck with <Diva> being the primary NS of the deck and <Minstrel> being a ditcher for dragoons. I am running <Minstrel> at three because its so versatile: it deals with handtraps, has multiple ways of ditching "Atlanteans" and it can recur WATER monsters back from the GY to the deck with the primary target usually being <Dragoons>.

Frogs: Like the "Mermail" engine the ratios I am using may surprise some people. With a 2:1 "Frog" monster ratio the deck does not draw into them all that much, which is the idea. This strategy is great for both <Toad> plays and extending other WATER plays, however <Swog> doesn't activate the ditch effects of my"Atlantean" cards and so it can cause issues with the starting hand. Regardless I have had great success running this ratio, but if you wish you could add another <Swog>.

Honourary AtlaMails: As is tradition I am running a 1:1 ration of <Moulinglacia> and <Lappis>. I shouldnt have to explain why but they are both searchable of dragoons. With <Moulinglacia> hand looping the ooponent and being a level 8 (Synchro plays)  he is great at gaining advantage over the opponent, Whilst lappis is Useful for rounds when you don't see <Diva> for the <Halq> plays.

Generic Water: A ratio of 2:1 is used to help make Synchro plays after first turn and extend combos. <Spirit> is an extender that can help make <Bahamut> or a Link monster.

Spells: For draw power I run a 3:2:1 ratio of <Moray>, <Aria> and <Avarice> respectively. <Moray> is a +0 card advantage but it cycles through the deck reliantly with the amount of Water monsters in the deck the only issue this card has is if you draw it as a top deck. <Aria> on the other hand is a great top deck and an amazing draw card as it allows you to add either <Dragoons> or <Infantry> depending on what is neccessary. It can also add <Diva> or <Neptabyss> but this isnt as good a search. I also use 1 <Avarice> which is useful for Longer grind games, it recurs <neptabyss> and other neccessary pieces.
As a tech choice I run 1:1 of <1 for 1> and <Instant Fusion> as they extend the plays I can make or free up a NS. Instant fusion can be used both agressively and defensively in this deck dependant on which Fusion you summon.
As Interuption I play 1 <Called by> and 3 <Chalice>. The 1 of is to add a 4th way of preventing the deck from being hand trapped and the 3 of is to stop your opponents plays. Now you may be wondering... "Why is he using chalice, just use imperm!?". <Chalice> is a BTEC imperm and it works really well, besides not being able to stop your opponents first turn play if you go 2nd it works the exact same way. In fact <chalice> is what comes out when Dark Ruler + Imperm have a card baby. It can be set and activated to stop opponent plays during their turn or if you are going second you can bait a negate / prevent an opponents monster from using its effects. <Chalice> is one of our SD targets, but I will get to that later...

Traps: Oh would you look at that... there aren't any xD

-ExtraDeck:

Fusions: <TrishF>, <Mudragon> and <Restrict> are all fantastic fusions for this deck all though it is unlikely you will summon 2 of them :( <TrishF> is an essential part of the <VFD> combo and can be reliably summoned on the 1st turn, his effects are useless to the deck but his lvl isn't. <Muddragon> Is the defensive side of <Instant Fusion> I was talking about earlier in the article. His effect prevents your monsters from being targeted by your opponent's effects and he is a level 4 so once he has finished protecting your monsters he can be linked or xyz'd off the board. <restrict is <Mudragons> Offensivc counterpart to <Instan Fusion> and can be used to get rid of some pesky monsters on the field, because it is a level 1 it can be used to summon <TrishS> or <TrishF>.

Synchros: <TrishS>, <Croc>, <Dragite> and <Whale> all have their places in my deck as solid 1-of options. <TrishS> and <Croc> are both Lvl9 so they are used as material for <VFD> however <Croc> can also be summoned back by <Coral> making him a recursive destruction effect. <Dragite> is mostly only used against the decks that use pivotal spells, like Mystic Mine or Dream Mirror. as for <Whale> he only gets used every know and then to destroy your opponents field in one swoop.

Xyz's: <VFD>, <Bahamut> and <Toad> is what your first turn will look like most of the time. <Vfd> is made with either lvl9 Synchro and <TrishF> really easily. <Toad> is just as easily made with <Bahamut> as <VFD> is, it can also be made with the "Frog" engine.

Links: With only 4 Link monsters in the deck, they have to be good, and they are! <Halq> and <Linkross> are used to make <VFD> this is especiallyhelped by the tokens that <Linkross> creates. <Coral> is used for recursion and is an all round great Water support card. Lastly <Alacia> is summoned as a searcher for <Teus> for next turn, this can also disrupt the opponent if <Infantry> is ditched.

- Side Deck:

Forbidden Chalice / Aqua Spirit / Moulinglacia are the main deck cards that can be sided the easiest.

<Kaiju> - Side 3 of these cards in when (1) + (2): 1) your opponent has cards that are unaffected by your effects. 2) Your going 2nd
<Desert Locust> - Side this card in when: 1) you know your going first
<Abyss Dweller> - Side this card in when: 1) You are playing against a deck that relies on thee GY , Like BA. 2) Your going 1st

<Raigeki> - Side this card in when: 1) the deck your playing against spams the board.
<Feather Duster> - Side this card in when: 1) your opponent is playing alot of spells.
<Dark Ruler> - Side this card in when (1) + (2): 1) Your going 2nd. 2) your opponent builds a big board with lots of negates.
<Cosmic Cyclone> - Side this card in when (1) + (2): 1) Your playing against a deck that is reliant on spells and traps. 2) you play against mystic mine.
<Mizuchi> - Side this card in when (1) + (2): 1) Your opponent is going 2nd. 2) your opponent relies on non-continous / field spells

Please comment and suggest what things could be improved :P





Toggle Deck List
MonsterMoulinglacia the Elemental Lord x1
Mermail Abyssmegalo x1
Mermail Abyssteus x3
Lappis Dragon x1
Atlantean Dragoons x3
Aqua Spirit x1
Mermail Abysspike x1
Deep Sea Minstrel x3
Swap Frog x2
Deep Sea Diva x3
Ronintoadin x1
Atlantean Heavy Infantry x3
Neptabyss, the Atlantean Prince x3
Fishborg Launcher x2
SpellsInstant Fusion x1
One for One x1
Moray of Greed x3
Pot of Avarice x1
Deep Sea Aria x2
Called by the Grave x1
Forbidden Chalice x3
ExtraTrishula, the Dragon of Icy Imprisonment x1
Mudragon of the Swamp x1
Thousand-Eyes Restrict x1
Trishula, Dragon of the Ice Barrier x1
Ravenous Crocodragon Archethys x1
Adamancipator Risen - Dragite x1
White Aura Whale x1
True King of All Calamities x1
Bahamut Shark x1
Toadally Awesome x2
Marincess Coral Anemone x1
Mermail Abyssalacia x1
Crystron Halqifibrax x1
Linkross x1
SideGameciel, the Sea Turtle Kaiju x3
Desert Locusts x1
Abyss Dweller x1
Raigeki x1
Dark Hole x2
Dark Ruler No More x3
Cosmic Cyclone x3
Id#created by Finrii x1
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