Guide to Mermail Atlanteans (Table of Contents)

As most of you can see from the past 4 posts, I am trying to create a guide to Mermail Atlanteans on my blog.

I’ll just post parts of it here everyday and when its all complete, I will compile everything into one huge post.

For now, here is a Table of Contents of the Guide. Current Progress (4/12)

Table of Contents

Introduction

Mermails

Atlanteans

Genex

Others

Extra Deck

Spell/Traps

Handtraps

Combos

Counters

Decklists

Credits

I’ll link the Table of Contents to the other posts so it will be easier to find them.

Guide to Mermail Atlanteans (Genex)

Genex Undine

Water/Aqua – Effect/3/1200/600

When this card is Normal Summoned, you can send 1 WATER monster from your Deck to the Graveyard to add 1 “Genex Controller” from your Deck to your hand.

Genex Undine adds so much consistency to the deck, you can send any Atlantean monster to the graveyard  for the cost of this cards effect to add Controller to your hand.

Most of the time, you would send Dragoons to the Graveyard so you can add any Sea Serpent from your deck to the hand.

The sending part is a cost, so Effect Veiler and Skill Drain can only stop you from adding the Controller.

Remember to always check if you still have at least one Controller in your deck before activating Undines Effect. This is because Undine cannot use its Effect if you do not have Controllers in your deck.

Genex Controller

Dark/Machine – Tuner/3/1400/1200

This is just the Normal Monster that you search out with Undine. It is best used as Allure fodder, but it can also be used as a Synchro/XYZ Material.

Guide to Mermail Atlanteans (Atlanteans)

Released in Structure Deck: Roar of the Sea Emperor, Atlanteans are mostly monsters with Effects that Trigger when sent to the Graveyard as a Cost of a Water Monster’s Effect.

Image

Atlantean Dragoons

Water/Sea Serpent – Effect/4/1800/0

All Level 3 or lower Sea Serpent-Type monsters you control can attack your opponent directly. When this card is sent to the Graveyard for the activation of a WATER monster’s effect: Add 1 Sea Serpent-Type monster from your Deck to your hand, except “Atlantean Dragoons”.

It has a respectable attack of 1800, so its not that terrible if you draw it alone.

Its first Effect works really well with Marksman if you manage to get both out on the field together.

Its second Effect can search out any Sea Serpent except itself, so you can add Megalo, Moulinglacia, Diva or any of the other Atlanteans.

Usually sent to the Graveyard for the Effect of Genex Undine.

Play 3.

Image

Atlantean Marksman

Water/Sea Serpent – Effect/ 3/1400/0

When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower Sea Serpent-Type “Atlantean” monster, except “Atlantean Marksman”, from your Deck. When this card is sent to the Graveyard for the activation of a WATER monster’s effect: Target 1 Set card your opponent controls; destroy that target.

Its first Effect works well with cards like Dark Hole and Torrential Tribute, clearing its path to inflict Battle Damage to your opponent. You can also power it up with cards like Armory Arm or Gachi Gachi Gantetsu.

Its second Effect works like MST, especially when you bring out Linde before your Opponent’s End Phase and bring out Pike to discard Marksman in the End Phase.

Play 3.

Image

Atlantean Heavy Infantry

Water/Sea Serpent – Effect/2/0/1600

While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a 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 for the activation of a WATER monster’s effect: Target 1 face-up card your opponent controls; destroy that target.

Its first Effect is like Komachi, giving you an additional summon. It won’t be used that often, except in some combos with Diva.

Its second effect is simple enough, just destroying a face-up card when it is activated. You can abuse this effect along with Megalo to make some cards miss their timing.

Play 2-3. I personally would play 2 since it sucks terribly when it’s drawn by itself.

 

Atlantean Attack Squad

Water/Sea Serpent – Effect/3/1400/0

This card gains 800 ATK while you control a face-up Fish, Sea Serpent, or Aqua-Type monster other than this card.

Usually brought out with Marksman with its Effect for a Rank 3 XYZ. Can be summoned by Deep Sea Diva as an out to Thunder King Rai-Oh.

Play 0-1.

Guide to Mermail Atlanteans (Mermails)

Aside

Introduced in Abyss Rising, the Mermails are basically Merfolk(Mer) outfitted with Armor(Mail), which is where the name of their Archetype comes from.

There are 3 types of Mermail Monsters, Mermonsters (Level 7 Sea Serpents), Mermen(Level 4 Fish) and Mermaids(Level 3 Aqua).

Most of the Mermails have effects that can only be activated once per turn, so watch out for that.

In this guide, I will only explain the playable Mermails, ignoring the other non-playable ones.

Mermonsters

Image

Mermail Abyssmegalo

Water/Sea Serpent – Effect/7/2400/1900

During your Main Phase: You can discard 2 WATER monsters, except this card; Special Summon this card from your hand. When this card is Special Summoned by this effect: Add 1 “Abyss” Spell or Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster you control; this turn, this card can attack twice during the Battle Phase.

The main boss monster of the Mermails and is currently the only Mermonster Pre-CBLZ. Its Summoning Condition is actually an Ignition Effect, so discarding the 2 other Water monsters to the Graveyard is a Cost, that allows the Atlanteans to trigger their Effects when discarded for Megalo.

Its Summoning Condition being an Ignition Effect has other advantages too, because its Summon cannot be negated by cards like Solemn Judgment or Thunder King Rai-Oh.

The disadvantages are that your Opponent can Chain Maxx ”C”, Debunk or Mind Crush to its Effect.

When it is Summoned by its 1st Effect, you can search for one Abyss Spell/Trap card from your deck to your hand. Your main target for this Effect would be Abyssphere, the other Abyss Spell/Traps are not really that good.

The 3rd Effect is very important, allowing you to take out big chunks out of your opponent’s Life Points. It has an OTK with Deep Sea Diva which I will explain in the Combos Section of the Guide.

Note that it says Tribute 1 other face-up Attack Position WATER monster you control, most players miss out the Attack Position part of the Effect and tribute their Defence Position Water Monsters for the Effect by mistake.

Play 2-3.

Mermen

 

Mermail Abysspike

Water/Fish – Effect/4/1600/800

When this card is Normal or Special Summoned: You can discard 1 WATER monster; add 1 Level 3 WATER monster from your Deck to your hand. The effect of “Mermail – Abysspike” can only be activated once per turn.

Your most common target to summon with Linde’s Effect. Works like a free MST when used with Marksman.

Its range of targets are Atlantean Marksman, Genex Undine and Mermail Abysslinde.

Its Effect specifically states Level 3 Water Monsters, not Level 3 or lower, so remember not to search out other cards like Diva and Heavy Infantry.

Play 2-3.

 

Mermaids

 

Mermail Abysslinde

Water/Aqua/3 – Effect/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 “Mermail – Abysslinde”. The effect of “Mermail – Abysslinde” can only be activated once per turn.

The floater of the deck, brings out another Mermail monster from your deck other than itself  when it is destroyed and sent to the Graveyard.

Doesn’t have a Level Limit, so it can even bring out Megalo.

Main target for Abyss-Sphere since the drawbacks of Sphere don’t affect this card and can trigger its Linde’s Effect when it is destroyed.

Its attack of 1500 is just high enough for Bottomless Trap Hole to hit it, so watch out for that as you don’t get Linde’s Effect when it is Banished.

Play 2-3.

 

Support

 

Abyss-Sphere

Continuous Trap Card

Special Summon 1 “Mermail” monster from your Deck, but its effect(s) is negated. While this card is face-up 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.

This is the card that makes Mermails such a fearful deck to play against. If your opponent plays a blind MST and targets this card, you can just chain it to bring out Linde, Linde gets destroyed and you can Summon another Mermail from your deck, your opponent just -1ed himself.

You can even bring out Linde to block an Attack while triggering Linde’s Effect.

Mind its drawback that prevents you from activating Spells while it is face-up on the field, most players tend to miss that out.

Play 3.

Guide to Mermail Atlanteans (Introduction)

Image

The Atlanteans first came out in Structure Deck: Roar of the Sea Emperor on 22nd June 2012.

They were pretty underpowered at first, but players still tried the deck out with the Genex Engine to some success.

Nearly one month later on 21st July 2012, Abyss Rising came out introducing the Mermails.

Initially, players just swapped out the Genex Engine for the Mermails but later on, most players decided that the best way to play the deck is to include all 3 Archetypes together.

Currently, the most played build in the OCG is the Genex Mermail Atlantean build. Combining all three archetypes.

I like to think of Mermail Atlanteans as Inzektors 2.0, basically the Mermails are the Riders(Dragonfly, Centipede) while the Atlanteans are the Zektors(Hornet, Ladybug). Drawing too much of one without the other isn’t very good.

The Genex Engine could then be compared to the Tour Guide Engine in that regard, searching out the key combo pieces of the deck and bringing further consistency to the deck.