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