Post by JerkJerk on Nov 4, 2013 17:11:25 GMT -6
1. - Introduction
Mermails are a WATER-based archetype introduced in Abyss Rising (November 2011) that focus on generating advantage via discarding, summoning monsters that can disrupt the opponent, or bringing out huge beaters straight from the deck, hand or graveyard. Most of the deck are either Sea Serpent or Aqua type, with Fish sprinkled in.
Mermails have since their introduction have been mixed with the Atlantean sub-archtype that came out with Realm of the Sea Emperor, where most of the monsters activate when discarded from the hand to activate effects other Mermails.
2. - The Mermail Monsters
The main floater of the deck, and boy is it good. Unlike other recruiters in the game, so long as it is destroyed you can grab any Mermail you want without restriction. From getting free activations with Abysspike, or grabbing a 2700 beater in Leed. All in all, most versatile monster in the deck.
Run 2-3 (Because sometimes a floater is not what your deck needs to function)
A themed Monster Reborn, Gunde mitigates discarding costs by summoning a Mermail from your graveyard, allowing for easy Mermonster summons and combos with Sturge and Pike. She's also a Salvage target. Searchable by Pike. Since she can summon our Level 7 bosses, she can facilitate Rank 7 plays. Even more shenanigans with Tidal, but we'll get to that later.
Warning: If Gunde ends up in Chain Link 2, then a Special Summoned Pike/Sturge/Abyssdine will miss their timing for any of their effects. Discarding Gunde + Atlantean for a Megalo summon mandatorily puts her at Chain Link 2. Also, if she is discarded on your opponent's turn by something like Dark World Dealings, then she will also be put into Chain Link 2 assuming opponent has a monster that is triggered from discard (like Dark Worlds). She herself will never miss the timing though, so remember that.
Run 2-3
Abysshilde is kind of redundant. It depletes the hand when used often, but it is similar to Dandylion in the sense that if it ends up in grave, from anywhere, it activates. Detatched from Rank 3? Check. Sent to grave from deck? Absolutely. Outside of one use, don't be expecting greatness with it.
Run 0-1
Pay close attention to her "only one effect per turn" clause. Kind of restricts you, but by no means does it ruin her synergy. Pike/Teus/Sturge/Salvage activate her "SS from Hand" effect while Linde/Gunde/Hilde/Trite activate her "SS Lv3 Mermail from Grave" effect.
Speeds up Rank 3 plays and Linde->Dine gives you defense on your opponent's turn (Dine will SS the destroyed Linde). Whether she's for you depends entirely on whether you can afford to take your time and prepare large Xyz plays. She's prone to dead draw, so beware.
Run 0-1
Abyssocea is a very powerful combo starter. Often making great Rank 3 plays to make Abysstrite or Zenmaines floater, or in conjunction with an on board Level 4 monster, a Bahamut Shark/Trite/Mechquipped Angineer field with 2 cards. Please note that she will make Pike/Sturge/Dine miss timing.
Run 0-2 (preference might dictate the 2nd copy)
This is your Stratos floater, outside of activating Dragoons. It gets you every important combo piece (except Abyssteus) in the deck. And it isn't limited to just Mermails/Atlanteans, just a Level 3 Water. Which opens up possibilities like Fishborg Archer. Discarding things like Abyssgunde, The Atlanteans to either create a +1 for yourself or a -1.
Run 3
Virtually a reverse of Pike, this guy is a walking Monster Reincarnation. Great for reusing Atlanteans, our maidens, and even Diva if you run her, while getting advantage from whatever monster you discarded. Early in the game this card can be quite dead because of the lack of any targets in your graveyard, so be wary when running him.
Run 0-1
Our first Mermail TCG Exclusive, from Abyss Rising. If you're the kind of person who like to churn out XYZs with your Mermails, this guys lets you run a spectrum of Ranks 3 through Rank 9. In its own dedicated build, this guy brings the thunder.
Run 0-2
This is the pseudo boss of the deck. With a slightly costly summoning condition, it can hinder you in top decking situations. However, in terms of what it allows you to do it's quite powerful. Dropping Atlanteans or any of the discard activation effects in Gunde, Hilde, or Dine you've now balanced that cost, and grabbed a free Abyss Spell or Trap and now can fulfill plays with massive advantage. The double attack effect is also hilarious when you consider that ends games.
Run 2-3
You'll probably notice that "Discard 3" in his effect. BUT DON'T LOOK AWAY! Leed isn't without his perks. Right off the bat, he has 2700 ATK. That's 300 more than Megalo, which might not seem like much. However, that 300 boost is enough to differentiate and overpower many common beaters. Sphere/Linde into Leed and instant pressure on your opponent. His hand-discarding effect isn't too bad either, but lacks Atlantean synergy. You'd rather SS him from the Deck or from the Grave instead of using his own SS effect, but on the off chance you pull it off, getting back Sphere is always great.
Run 0-1 (You don't want to draw him)
Man, what a good card. He becomes a new default start card that costs no advantage, and can search all of the 4 or lower Mermails to begin combos immediately after summoning. As a level 7, this is the card that makes Rank 7 abuse possible. And it happens often. There are numerous combos involved with Ocea to get ridiculous amounts XYZ spam. Card is an absolute staple.
Run 3
2a - Mermail Extra Deck
This monstrosity negates almost all relevant effect monsters out there and it has the ATK to back it up. With a pseudo Gravity Bind effect and the ability to negate the effects of everything, this beast is something our enemies are going to have to keep on check. Its summoning requirements aren’t hard to achieve either; any 2 Water level 7 Sea Serpents can make him, with Abyssteus and Tidal making it even easier.
Run 1-2
What we have here is a Shift on legs and a Mermail Monster Reborn on destruction, all while hiding behind a whopping 2800 DEF. You can bring this fine lady out by overylaying 3 Lv3 monsters on the field (made easier with Abyssdine), OR you can use our pal Bahamut Shark to bring her out with no Materials. A non-proper XYZ summon means she can't be revived by other means and no materials means she can't use her Shift effect, but with either method she can still SS a Mermail once she pops, and she's still a 2800 wall.
Run 1-2
3. Deep-Sea Spells and Traps
I am going to deal with these three all at once. It's debatable that even any of them would have made it into a general guide outside of reference. However, these cards have some ridiculously good uses given the right situations. They are all Format dependent and have different uses.
I would advise looking at each one independently and carefully. All effects are mandatory upon an opponent resolving an effect, much like Doomcalibur Knight or Light and Darkness Dragon so be wise about them. Late game is each cards maximum efficiency.
Run 0-3 (Pending Format and Match-Up choice)
This is the best card in the deck, and it is searchable by Abyssmegalo. It's almost too good. Card was made to abuse Abysslinde and Leed. Either grabbing a chain of Monsters defensively, or using this card aggressively to put even more answers on board for your opponent to worry about. The fact being you can run 3, you should.
Run 3
This particular trap is nice, it was made to be able to throw out Abysstrite often. As nice as this is, Trite is usually brought out by Bahamut Shark and thus this card now can be looked at for other purposes. Since the targets are brought out in Defense, they have to be turned into something else to really be offensively useful. The Extra Deck will often run out quick. Not too much else to say, it's a card that will only likely resolve once, and since you can search it, don't run too many, they clog.
Run 0-2
This is a very interesting card, as it's one of a few "trap traps" that punishes the opponent for going too heavy on the Heavy. If you get to use it, you can completely turn a battle around in an Honest-esque play (1000 makes a big difference when your Abysspike is about to be run over by Stardust Dragon). If they hit it while it's face-down, they lose a monster (and since the card is sent, Stardust or Zenmaines can't save it). Plus it's searchable by Megalo. Lost most of its perks when Heavy Storm got banned, but blind MSTs still happen (although your opponent is bad if they do that against Mermail).
Run 0-2.
One of our main combo enablers, Heavy Infantry allows for surprise End Phase pops with the Linde+Sphere combo. He can be brought out by Diva, recycled with Sturge and Salvage, and is searchable with Dragoons. Dumping him with Megalo also provides instant destruction, as well as a multitude of other WATER monsters with discarding costs. Allows access to Rank 2's and Level 4 synchros with Diva. His extra Normal Summon allows easier Level 7 and 9 Synchro plays (namely Gungnir). When combined with Megalo, he can force things like Stardust and Bujingi Turtle to miss timing, since his effect is mandatory and must always come on the Chain Link before Megalo's optional effect.
Run 3
4. Atlantean Ammo
One of our main combo enablers, Heavy Infantry allows for surprise End Phase pops with the Linde+Sphere combo. He can be brought out by Diva, recycled with Sturge and Salvage, and is searchable with Dragoons. Dumping him with Megalo also provides instant destruction, as well as a multitude of other WATER monsters with discarding costs. Allows access to Rank 2's and Level 4 synchros with Diva. His extra Normal Summon allows easier Level 7 and 9 Synchro plays (namely Gungnir). When combined with Megalo, he can force things like Stardust and Bujingi Turtle to miss timing, since his effect is mandatory and must always come on the Chain Link before Megalo's optional effect.
The Tour Guide of Sea Serpents gives the deck flexibility in terms of Synchros and Rank 2 monsters. Tons of OTK potential alongside Megalo. One copy of her can fetch Marksman to fetch Dragoons for tons of damage. Coupled with Salvage, she makes for ways to quickly add Atlanteans to hand after she has made use of them. Searchable with Dragoons, recyclable with Sturge and Salvage.
Run 0-1 (She too has been Limited)
Mermails are a WATER-based archetype introduced in Abyss Rising (November 2011) that focus on generating advantage via discarding, summoning monsters that can disrupt the opponent, or bringing out huge beaters straight from the deck, hand or graveyard. Most of the deck are either Sea Serpent or Aqua type, with Fish sprinkled in.
Mermails have since their introduction have been mixed with the Atlantean sub-archtype that came out with Realm of the Sea Emperor, where most of the monsters activate when discarded from the hand to activate effects other Mermails.
2. - The Mermail Monsters
Mermail Abysslinde
Level 3 / Aqua / Water / 1500 / 1200
If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except for "Mermail Abysslinde". The effect of "Mermail Abysslinde" can only be activated once per turn.
Level 3 / Aqua / Water / 1500 / 1200
If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except for "Mermail Abysslinde". The effect of "Mermail Abysslinde" can only be activated once per turn.
Run 2-3 (Because sometimes a floater is not what your deck needs to function)
Mermail Abyssgunde
Level 3 / Aqua / Water / 1400 / 800
If this card is discarded from your hand to the Graveyard: You can Special Summon 1 "Mermail" monster from your Graveyard, except "Mermail Abyssgunde". Only one "Mermail Abyssgunde" can have its effect activated per turn.
Level 3 / Aqua / Water / 1400 / 800
If this card is discarded from your hand to the Graveyard: You can Special Summon 1 "Mermail" monster from your Graveyard, except "Mermail Abyssgunde". Only one "Mermail Abyssgunde" can have its effect activated per turn.
Warning: If Gunde ends up in Chain Link 2, then a Special Summoned Pike/Sturge/Abyssdine will miss their timing for any of their effects. Discarding Gunde + Atlantean for a Megalo summon mandatorily puts her at Chain Link 2. Also, if she is discarded on your opponent's turn by something like Dark World Dealings, then she will also be put into Chain Link 2 assuming opponent has a monster that is triggered from discard (like Dark Worlds). She herself will never miss the timing though, so remember that.
Run 2-3
Mermail Abysshilde
Level 3 / Aqua / Water / 1400 / 800
If this card is sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Hand, except "Mermail Abysshilde". Only one "Mermail Abysshilde" can have its effect activated per turn.
Level 3 / Aqua / Water / 1400 / 800
If this card is sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Hand, except "Mermail Abysshilde". Only one "Mermail Abysshilde" can have its effect activated per turn.
Run 0-1
Mermail Abysshilde
Level 3 / Aqua / Water / 1400 / 800
If this card is sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Hand, except "Mermail Abysshilde". Only one "Mermail Abysshilde" can have its effect activated per turn.
Level 3 / Aqua / Water / 1400 / 800
If this card is sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Hand, except "Mermail Abysshilde". Only one "Mermail Abysshilde" can have its effect activated per turn.
Speeds up Rank 3 plays and Linde->Dine gives you defense on your opponent's turn (Dine will SS the destroyed Linde). Whether she's for you depends entirely on whether you can afford to take your time and prepare large Xyz plays. She's prone to dead draw, so beware.
Run 0-1
Mermail Abyssocea
Level 3 / Aqua / Water / 1100 / 1900
You can target 1 "Mermail" monster you control; Special Summon any number of Level 4 or lower "Mermail" monsters from your Deck whose combined Levels are less than or equal to the Level of that monster, then send that monster to the Graveyard. You can only use the effect of "Mermail Abyssocea" once per turn.
Level 3 / Aqua / Water / 1100 / 1900
You can target 1 "Mermail" monster you control; Special Summon any number of Level 4 or lower "Mermail" monsters from your Deck whose combined Levels are less than or equal to the Level of that monster, then send that monster to the Graveyard. You can only use the effect of "Mermail Abyssocea" once per turn.
Run 0-2 (preference might dictate the 2nd copy)
Mermail Abysspike
Level 4 / Fish / Water / 1600 / 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. The effect of "Mermail Abysspike" can only be activated once per turn.
Level 4 / Fish / Water / 1600 / 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. The effect of "Mermail Abysspike" can only be activated once per turn.
Run 3
Mermail Abyssturge
Level 4 / Fish / Water / 1700 / 1100
When this card is Normal or Special Summoned: You can discard 1 WATER monster; add 1 Level 3 or lower WATER monster from your Graveyard to your hand. The effect of "Mermail Abyssturge" can only be activated once per turn.
Level 4 / Fish / Water / 1700 / 1100
When this card is Normal or Special Summoned: You can discard 1 WATER monster; add 1 Level 3 or lower WATER monster from your Graveyard to your hand. The effect of "Mermail Abyssturge" can only be activated once per turn.
Run 0-1
Mermail Abyssmander
Level 4 / Fish / Water / 100 / 2000
You can banish this card from your Graveyard to activate 1 of these effects:
* Increase the Level of all "Mermail" monsters you currently control by 1.
* Increase the Level of all "Mermail" monsters you currently control by 2.
Level 4 / Fish / Water / 100 / 2000
You can banish this card from your Graveyard to activate 1 of these effects:
* Increase the Level of all "Mermail" monsters you currently control by 1.
* Increase the Level of all "Mermail" monsters you currently control by 2.
Run 0-2
Mermail Abyssmegalo
Level 7 / Sea-Serpent/ Water / 2400 / 1900
You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
Level 7 / Sea-Serpent/ Water / 2400 / 1900
You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
Run 2-3
Mermail Abyssleed
Level 7 / Sea-Serpent/ Water / 2700 / 1000
You can discard 3 other WATER monsters from your hand to your Graveyard; Special Summon this card from your hand. When Special Summoned this way: You can target 1 "Abyss" Spell/Trap Card in your Graveyard; add that target to your hand. You can Release 1 other face-up Attack Position "Mermail" monster you control; send 1 random card from your opponent's hand to the Graveyard. This effect of "Mermail Abyssleed" can only be activated once per turn.
Level 7 / Sea-Serpent/ Water / 2700 / 1000
You can discard 3 other WATER monsters from your hand to your Graveyard; Special Summon this card from your hand. When Special Summoned this way: You can target 1 "Abyss" Spell/Trap Card in your Graveyard; add that target to your hand. You can Release 1 other face-up Attack Position "Mermail" monster you control; send 1 random card from your opponent's hand to the Graveyard. This effect of "Mermail Abyssleed" can only be activated once per turn.
Run 0-1 (You don't want to draw him)
Mermail Abyssteus
Level 7 / Aqua / Water / 1700 / 2400
You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: 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.
Level 7 / Aqua / Water / 1700 / 2400
You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: 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.
Run 3
2a - Mermail Extra Deck
Mermail Abyssgaios
Rank 7 / Sea Serpent / Water / 2800 / 1600
2 Level 7 WATER monsters
While this face-up card has any Xyz Material, Level 5 or higher monsters cannot attack. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; negate the effects of all monsters your opponent controls whose ATK is lower than this card's ATK, until the End Phase.
Rank 7 / Sea Serpent / Water / 2800 / 1600
2 Level 7 WATER monsters
While this face-up card has any Xyz Material, Level 5 or higher monsters cannot attack. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; negate the effects of all monsters your opponent controls whose ATK is lower than this card's ATK, until the End Phase.
Run 1-2
Mermail Abysstrite
Rank 3 / Sea Serpent / Water / 1600 / 2800
3 Level 3 monsters
When 1 "Mermail" monster you control is targeted by your opponent's Spell/Trap Effect or for an attack: You can detach 1 Xyz Material from this card; switch that target to this card, if it is an Appropriate target. When this card is destroyed by a card effect and sent to the Graveyard: You can target 1 "Mermail" monster, aside from "Mermail Abysstrite", in your Graveyard; Special Summon that target
Rank 3 / Sea Serpent / Water / 1600 / 2800
3 Level 3 monsters
When 1 "Mermail" monster you control is targeted by your opponent's Spell/Trap Effect or for an attack: You can detach 1 Xyz Material from this card; switch that target to this card, if it is an Appropriate target. When this card is destroyed by a card effect and sent to the Graveyard: You can target 1 "Mermail" monster, aside from "Mermail Abysstrite", in your Graveyard; Special Summon that target
What we have here is a Shift on legs and a Mermail Monster Reborn on destruction, all while hiding behind a whopping 2800 DEF. You can bring this fine lady out by overylaying 3 Lv3 monsters on the field (made easier with Abyssdine), OR you can use our pal Bahamut Shark to bring her out with no Materials. A non-proper XYZ summon means she can't be revived by other means and no materials means she can't use her Shift effect, but with either method she can still SS a Mermail once she pops, and she's still a 2800 wall.
Run 1-2
3. Deep-Sea Spells and Traps
Abyss-scale of the Kraken
Equip Spell
Equip only to a "Mermail" monster. It gains 400 ATK. When a monster your opponent controls activates an Effect Monster's effect: Negate that effect, then send this card to the Graveyard.
Equip Spell
Equip only to a "Mermail" monster. It gains 400 ATK. When a monster your opponent controls activates an Effect Monster's effect: Negate that effect, then send this card to the Graveyard.
Abyss-scale of the Cetus
Equip Spell
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.
Equip Spell
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.
Abyss-scale of the Mizuchi
Equip Spell
Equip only to a "Mermail" monster. It gains 800 ATK. When a Spell effect that was activated on your opponent's side of the field resolves: negate that effect, then send this card to the Graveyard.
Equip Spell
Equip only to a "Mermail" monster. It gains 800 ATK. When a Spell effect that was activated on your opponent's side of the field resolves: negate that effect, then send this card to the Graveyard.
I would advise looking at each one independently and carefully. All effects are mandatory upon an opponent resolving an effect, much like Doomcalibur Knight or Light and Darkness Dragon so be wise about them. Late game is each cards maximum efficiency.
Run 0-3 (Pending Format and Match-Up choice)
Abyss-sphere
Continuous Trap
Special Summon 1 "Mermail" monster from your Deck. The effects of the Special Summoned monster are negated. While this card is on the field, you cannot activate Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.
Continuous Trap
Special Summon 1 "Mermail" monster from your Deck. The effects of the Special Summoned monster are negated. While this card is on the field, you cannot activate Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.
Run 3
Abyss-squall
Normal Trap
Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position, but their effects on the field are negated, cannot declare an attack, and are destroyed during the End Phase.
Normal Trap
Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position, but their effects on the field are negated, cannot declare an attack, and are destroyed during the End Phase.
Run 0-2
Abyss-scorn
Normal Trap
Target 1 "Mermail" monster you control; that target gains 1000 ATK until the End Phaes. When this Set card is sent to the Graveyard: Send 1 monster your opponent controls to the Graveyard.
Normal Trap
Target 1 "Mermail" monster you control; that target gains 1000 ATK until the End Phaes. When this Set card is sent to the Graveyard: Send 1 monster your opponent controls to the Graveyard.
Run 0-2.
Atlantean Heavy Infantry
Level 2 / Sea-Serpent / Water / 0 / 1600
While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon or 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. insert quote here
Level 2 / Sea-Serpent / Water / 0 / 1600
While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon or 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. insert quote here
Run 3
4. Atlantean Ammo
Atlantean Heavy Infantry
Level 2 / Sea-Serpent / Water / 0 / 1600
While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon or 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. insert quote here
Level 2 / Sea-Serpent / Water / 0 / 1600
While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon or 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. insert quote here
Level 3 / Sea-Serpent / Water / 1400 / 0
When this card inflicts Battle Damage to your opponent: You can Special Summon from your Deck 1 Level 4 or lower Sea Serpent-Type "Atlantean" monster, 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.
When this card inflicts Battle Damage to your opponent: You can Special Summon from your Deck 1 Level 4 or lower Sea Serpent-Type "Atlantean" monster, 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.
Another tool for our arsenal, Marksman can be discarded to pop set cards (not limited to back or front row). When using the Linde/Sphere combo on the opponent's Main Phase 2 after they set a trap, he can kill the trap before the opponent has the chance to use it. While his first effect is great, it's his second effect that shines with our monsters, quickly tacking on extra damage by summoning a Dragoons (though this power play was nerfed by Dragoons's Limiting). He can be searched out by both Pike and Dragoons and can also be recycled by Sturge and Salvage. Overlaying him and another Level 3 (such as Linde, Dine, or another Marksman) into Leviathan Dragon provides a 2500 beater that kills a backrow when he gains his muscle. The loss of 2 Dragoons and the fact that most of today's popular Traps are chainable has caused him to lose a lot of his power, though.
Run 1-3 (A lot of decks run chainables. really format based)
Run 1-3 (A lot of decks run chainables. really format based)
Deep Sea Diva
Level 2 / Sea-Serpent / Water / Tuner / 200 / 400
When this card is Normal Summoned, you can Special Summon 1 Level 3 or lower Sea Serpent-Type monster from your Deck.
Level 2 / Sea-Serpent / Water / Tuner / 200 / 400
When this card is Normal Summoned, you can Special Summon 1 Level 3 or lower Sea Serpent-Type monster from your Deck.
Run 0-1 (She too has been Limited)