This deck is built around a unique strategic duality. The cool thing about this list that the Ra and Mermail Part can work together or you can totally ignore the Ra stuff and play it like a normal Mermail list.
Once the field is established with Slime going into the Egyptian Slime, the deck unleashes its Mermail engine — a highly versatile package that provides removal, extension, and consistency, especially thanks to its synergy with the Domain mechanic and WATER discard effects.
But that’s not all. A small yet impactful Ra package supports the deck’s late-game potential. Whether through Sphere Mode, regular Ra, or the harder-to-summon Phoenix Mode, this package offers powerful removals and big guns, allowing the player to shift momentum even from behind.
The result is a hybrid between control, toolbox, and burst finisher, well-suited for Domain Multiplayer but also fun and refreshing for casual players who enjoy dynamic, multi-layered strategies.
Strengths and Weaknesses
βοΈ Strengths
The deck packs a lot of removal baked into its engines, especially the Mermail package. Most cards serve dual purposes, enabling both plays and disruption.
It’s highly modular — it can operate even without the Ra package or the Metal Reflect Slime Deck Master, giving it great meta flexibility.
Thanks to the use of multiple summoning mechanics (Fusion, Synchro, Xyz, Link), and not relying heavily on any single one, it’s resistant to common floodgates.
Despite lacking a 3000+ ATK boss, the deck can swarm the board and apply pressure effectively — or finish games quickly with Ra if needed.
For those wanting a more consistent build, it’s easy to cut the Egyptian package and Slime, switch to Neptabyss as Deck Master, and play pure Mermail — though doing so might mean you’ve lost your soul.
β Weaknesses
Sometimes you lack strong openers, making it difficult to apply pressure to all three opponents in early turns. Playing passively is often the smart move early game.
The deck has some draw and recovery tools, but nothing exceptional — so resource management is key, as well as knowing when to hold back or go all-in.
While there are a few negates, they’re mostly one-shots or hard to control, meaning the deck doesn’t excel in long interactive chains.
Rarely, but painfully, you might open too much of the Ra package early, leading to a hard brick if the setup isn’t right.
Gameplan & Playstyle
We’ve already outlined the core strategy: play cautiously in the early turns, observe the board’s dynamics, and conserve resources for critical moments. Now, let’s dive deeper into typical opening plays you might encounter.
If you have access to the Battle Phase, your best move is often to use your Deck Master to summon the Egyptian Slime and then pass. This play is deceptively passive but serves a purpose: it lets you scout the field, identify which players are setting up aggressively, and—most importantly—keep your resources intact for a decisive counterplay next turn. Early in the game, every player will likely hold at least one removal tool; it’s far better to let them waste it on low-value targets.
A valid alternative is opening with Virtue Dragon, which sets up a ready-to-use Trap while offering potential graveyard recovery if the game drags on.
Don’t underestimate the Synchro Icejade opener either. While less defensive, it generates incremental advantage and presents a soft threat—one that rarely draws immediate aggression from opponents.
In short: Play slow, but play smart. This deck is resourceful, but it doesn’t hand you wins for free. Master its tools, and weigh every decision carefully.
Core Cards & Tech Choices
Level 7 Monsters: Few but Impactful and BIG
We’ve kept the Level 7 roster tight, including only monsters that facilitate Rank 7 XYZ plays—and, when needed, the brutal removal power of the new Poseidra.
Nice Cards
Butterfly Fish: Our custom-like recurring card—abusable and glorious.
Deadreef: The Freaky Fish
A sneaky tech that fuels our Abyss-Team draws. For those wanting even more consistency with that effect, consider adding:
Deepsea King (Level 7, that can swarm the field)
Shark Stickers (or similar WATER Fish extenders with good levels).
Tidal: The Recurring Workhorse
Included for its revival potential and role as an Extra Deck enabler, though it’s not the combo centerpiece it is in other decks. Manage expectations—it’s here to enable, not carry.
Extenders: The Deck’s Lifeblood
We’re running a critical mass of these little level 4 dudes in order to make Bahamut Shark lines viable (dropping Toadally Awesome or, in a pinch, opening Link plays). Without them, even basic Link climbs become unrealistic—yes, Mermail King, we’re looking at you.
Handtraps: Minimal but Strategic
Ghost Sister (mandatory for Ra synergy)
Purulia (replaceable with budget options)
Deep Sea Engine: Discard Fuel
These cards exist purely to trigger Mermail/WATER discard effects when pitched. Run them to maximize your activations.
Extra Deck Flexibility
The ED is highly adaptable—here’s the rationale behind key picks:
Dragite: Rarely summoned (but a niche option).
Abysstrite: A 3-material backup for Poseidra access.
Potential Techs to Consider:
Pot of Acquisitiveness: Great card that we could use to recycle Abyssrhine and stuff banished with Tidal, you could apply the same reasoning with D.D.R. or Burial from a Different Dimension
Synchros: Chengying, Trishula, or White Aura monsters (if you can spare the space).
Tribe Infecting Virus: Boardwipes are always cool
XYZ: Kragen or Dweller—though hitting Rank 4 consistently is tough here.
Links: Beyond Abyss Keeper and Eria, few standout options are missing.