Beginner’s Legendary Ocean & Gravity Bind Deck

Deck Information
Deck Type: Fun/Casual Decks
Deck Master: Maiden of the Aqua
Submission Date: March 23rd 2021
Author: DunLikeASparce
YGOPRODeck File Download

The strategy is simple: use Gravity Bind to stop your opponent from attacking with strong monsters. A Legendary Ocean takes away a stock on all Water Monsters, as well as give them a boost in Attack and Defense, so 4-stock Water Monsters can bypass Gravity Bind. Gagagigo is a good choice, as is 7-Colored Fish. Metal Detector can negate Gravity Bind for a turn so you can attack with a stronger Monster, such as Suijin. Sonic Duck is a good counter measure in case the opponent destroys A Legendary Ocean and your Monsters are once again unable to attack due to Gravity Bind, as it's only a 3-stock Monster with fairly decent Attack.

Since A Legendary Ocean also counts as Umi, Water Monsters that have Effects that revolve around Umi can be used. Amphibious Bugroth MK-3 can attack the opponent's Life Points directly, and Mermaid Knight can attack twice per turn. Maiden of the Aqua is also here to act as a back-up Umi per its Effect, in case all A Legendary Ocean cards are inaccessible, as well as act as a good defense. Star Boy boosts the Attack and Defense of any Water Monsters on the Field, including itself, by 500 points.

In case the opponent uses Spells, Traps, or Monster Card Effects, such as Man-eater Bug or Trap Hole, to destroy one of your Monsters, use Gora Turtle of Illusion in conjunction with Metalsilver Armor and Heart of Clear Water. Gora Turtle of Illusion's Effect is that it negates any of your opponent's Spell or Trap cards that target it, and Metalsilver armor makes it so the opponent's Spell and Trap cards can only target the equipped Monster. Heart of Clear Water makes it so Gora Turtle of Illusion can't be destroyed by battle or by a Monster Card effect. Use Dark Spirit of the Silent to negate an opponent's attack and have another Monster attack Gora Turtle of Illusion instead. In essence, Gora Turtle of Illusion becomes an invulnerable damage sponge. If you use a card that makes Gora Turtle of Illusion the only Monster that can be attacked, that's even better.

Now, it's all about direct damage. Use Mother Grizzly to special summon Ameba onto the field after the opponent destroys it so you can damage their Life Points directly. Amphibious Bugroth MK-3 can attack directly as long as A Legendary Ocean is on the field and deal 1700 points of damage; 2200 if Star boy is on the field. The Eye of Truth reveals the opponent's hand, but increases their Life Points by 1000 during their Standby Phase if they have a Spell card in hand at resolution. Bad Reaction to Simochi will make it so they lose 1000 Life Points each turn instead.

Non-Monster Cards will inevitably be sent to the Graveyard, so use Recycle to counter this. By paying 300 Life Points, you can add one Non-Monster card from your Graveyard tot eh bottom of your deck. Pay another 300 Life Points to use Shuffle, so that card is now in the deck as opposed to the being the last card. Life-Absorbing Machine lets you regain half of whatever Life Points you paid on a previous turn, so you don't just burn all your life points recycling cards. Salvage is for getting any Water Monsters with an Attack of 1500 or less back into you hand, particularly Ameba and Amphibious Bugroth MK-3. The more time you can use Ameba's effect, the better.

Another strategy to use comes from the Side Deck with Final Countdown. If it's not drawn right away, use Different Dimension Capsule to get it into your hand quickly. Gravity Bind stalls for time after it's activated, as do Tornado Wall and Swords of Revealing Light. Revival Jam and Jam Defender are also a good way to stall, at the cost of Life Points of course, but Life Absorbing Machine, Cure Mermaid, and Poison of the Old Man can help mitigate that. Thunder of Ruler will prevent the opponent from attacking, stalling further for time. Pyro Clock of Destiny is also a good choice (though it's not in this deck), as it increases the turn count by 1. The Dark Door and Vengeful Bog Spirit will make is so Battle Phases don't last long.

Double Snare is there in case the opponent uses a card that negates Traps, such as Jinzo; Smashing Ground for any Monsters you think are a threat and can't be destroyed by your own Monsters. Weather Report is there to destroy any Swords of Revealing Light the opponent uses; when that happens, you can enter Battle Phase twice. In conjunction with Amphibious Bugroth MK-3, that's deadly.

Mask of Restrict makes it so neither player can tribute cards. Since you'll only be using cards that won't be affected by Gravity bind, this won't affect you too much. Use Cost Down and Demotion to get Giga Gagagigo and Suijin on the field and attack.

Add more of a certain card or swap it out for another as you see fit.

Toggle Deck List
MonsterGiga Gagagigo x1
Gagagigo x2
Suijin x1
Amphibious Bugroth MK-3 x2
Mermaid Knight x2
Mother Grizzly x2
Gora Turtle of Illusion x1
Maiden of the Aqua x2
Star Boy x2
Ameba x2
SpellsCard Shuffle x1
Recycle x1
The Dark Door x1
Vengeful Bog Spirit x1
Demotion x2
Heart of Clear Water x1
Metalsilver Armor x1
A Legendary Ocean x2
Cost Down x1
Salvage x1
Smashing Ground x2
Swords of Revealing Light x1
Terraforming x1
TrapsBad Reaction to Simochi x1
Gravity Bind x2
Life Absorbing Machine x1
Light of Intervention x1
The Eye of Truth x1
Tornado Wall x1
Magic Drain x2
Dark Spirit of the Silent x2
Metal Detector x2
Sakuretsu Armor x2
Thunder of Ruler x2
SideSonic Duck x1
Cure Mermaid x1
Weather Report x1
Aqua Spirit x1
Revival Jam x1
Final Countdown x1
Different Dimension Capsule x1
Remove Trap x1
Double Snare x1
Poison of the Old Man x1
Jam Defender x1
Mask of Restrict x1
Mirror Force x1
Seven Tools of the Bandit x1
Bad Reaction to Simochi x1

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