Druid Arena Run #2

Aside

Decklist Decklist 2

Warrior (Loss) 0-1

Shaman (Win) 1-1

Crazed Alchemist on his Healing Totem. Had Shieldmasta on the field with 2 other minions, he summoned his own Shieldmasta. Next turn I dropped Ancient Mage followed by Wrath for 5 damage. Ended the game with a really huge turn bringing him down from 19 with a combo of Savage Roar and Power of the Wild.

Power of Wild+Savage Roar

Mage (Win) 2-1

Slow plusses from Keeper of the Grove and Stormpike Commando. Finished him off with a Charge from Druid of the Claw.

Hunter (Win) 3-1

Disconnected from this game, but I was saved by the Re-Connection Feature! Thanks Blizzard! Managed to rush him down with mainly 2 drops like 2x Bloodfen Raptor. He only had an Ironbeak Owl on the field for the whole game. Swipe to the face FTW.

Rogue (Win) 4-1

He was left with 6 Health, so I just went Bluegill Warrior and Savage Roar and he conceded.

Blue Gill + Savage Roar FTW

Druid (Loss) 4-2

He did a Violet Teacher into double Power of the Wild Combo which was very good, combined with his Demolisher which kept going for my face, I was beaten quite easily.

Mage (Win) 5-2

Made an early mistake of using my Crazed Alchemist on my Young Priestess before attacking rather than attacking with her first. Small mistake, but still a misplay nonetheless. Won with a combo of Bluegill Warrior, Savage Roar, Power of the Wild and Claw.

Bluegill and friends

Mage (Loss) 6-3

Did a cool combo by pumping my Venture Co. Mercenary up to 10/3 with Power of the Wild and Savage Roar, then swapped its stats with Crazed Alchemist. Still lost out in the end though.

Result: 53

Rewards: 115 Gold, 1 Pack (Gorehowl and Mortal Strike, not too bad)

Thoughts on the deck: The deck is average, doesn’t have too much removal which contradicts with Ancient Mage (Forced pick)(though in the second game I managed to go Ancient Mage and Wrath for 5 on his Shielmasta)

Bluegill Warrior put in quite a lot of work too, especially when used in conjuction with Savage Roar (Which I somehow managed to draw almost every game)

The deck has quite a lot of 2 drops, which means it has a very good early game, but other than that it doesn’t do that well in the late game. Double Chillwind Yeti is nice too.

*Non-game related stuff*

I added some colours for this post, hopefully making it easier to read. I’m not sure if I’ll continue with it, I’ll see how the response is. (It took me like nearly 5 minutes to bold and colour the words)

Thanks for reading!

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

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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.