
Mermail Atlantean Gameplay Guide
CORE
one card combo extremely powerful deck
both Mermail and Atlantean
search no once per turn !!!
both Atlantean and Mermail
+ level 7 self-leap by sending 1 WATER monster from hand or field to graveyard
When summoned to the field, sends 1 WATER monster from your hand to the graveyard and adds 1 Level 3 WATER monster from your deck to your hand.
Look straight at the enemy's hand and grab a card until the end of the turn, this effect forces the enemy to lose an annoying handtrap, as well as knowing all information about the enemy's hand or deck to make it easier to deal with
no once per turn : when this card is sent to the graveyard to activate a WATER monster effect, shoot 1 face-up enemy card
Can be xyz'd by using 3 Level 7 monsters or using 1 Atlantean or Mermail monster as material (you can use this card to xyz onto another copy)
Neptabyss x1: easy to protect the WATER monster this card points to from being targeted by the enemy, can search for the equipment magic "Abyss-" from the deck or graveyard to hand or equip directly to this card, this will help you add resources or pull cards that cause trouble for the enemy, if this card is destroyed by the enemy card, can search for 1 Atlantean or Mermail monster to hand
is floodgay, Level 5 or higher monsters cannot be attacked while this card is intact, fake drain skill - negates all face-up monsters the enemy controls that have lower ATK than this card until the end of the turn, this effect can be activated on your turn and your opponent's turn
Staple
Bahamut Shark : easy to level up, pulls 1 WATER Xyz monster Rank 3 or lower from extra deck straight to the field and the effect is not negated
Coalacanth can be easily pulled onto the field, Coalacanth will discard 1 card and summon as many Fish Level 4 or lower monsters from the deck as possible, the monsters cannot be attacked and their effects are blocked but can still be used as Link, Synchro or Xyz materials.
Extremely dirty grave lock, easy to level up, in a deck full of WATER like this deck, it specially buffs 500 ATK to support OTK or punch through the enemy's body
snatch the hand not once per turn go brrrrrrrrr
Coral Dragon : can go up on turn 1, then send to grave and draw 1 to get handtrap & staple, turn 2 shoot support card to break board
Plays well in decks that don't have once per turn, this card can easily deal with enemies because after summoning you can put enemy monsters in defense position, block annoying effects, or deal with enemy monsters with "must be" lines that are banished and cannot be brought back to the field because this card doesn't ignore summon conditions.
Our boss will pull Raiho up, as long as opp activates the monster effect, Raiho will snatch 1 hand from them, otherwise the effect will be blocked, if our boss accidentally leaves the field by the enemy, can pull Trishula up, snatch 1 hand, 1 field and 1 grave


















































































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