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 Trading Card Game Tips from fans

 

June 2007
Water - EheroDC
 

Hey, it’s EheroDC here with a deck for my new Deck Workshop. I’ve decided to look at the less appreciated decks and possibly make them as competitive as possible. So the first one is the most under appreciated attribute: Water!

 

First we start off with the deck itself:

 

In the Deep

 

Monsters: 19

 

Levia-Dragon – Daedalus x2

 

Warrior of Atlantis x3

Abyss Solider

Mother Grizzly x3

Amphibious Bugroth MK-3 x3

Mermaid Knight x2

Ameba x2

Treeborn Frog

Sangan

Spirit Reaper

 

 

Spells: 13

 

Snatch Steal

MST

Heavy Storm

Premature Burial

Nobleman of Crossout

Confiscation

Level Limit Area - B

A Legendary Ocean x3

Smashing Ground

Creature Swap x2

 

Traps: 8

 

Mirror Force

Torrential Tribute

Ring of Destruction

Call of the Haunted

Gravity Bind

Sakurestu Armour

Spiritual Water Art – Aoi x2

 

Total: 40

 

Side Deck: 15

Pulling the Rug x3

Threatening Roar x3

Waboku

Dark Coffin x3

Cyber Dragon x2

Mobius the Frost Monarch x3

 

 

COMBO CENTRE

 

Of course the key card in the water deck is A Legendary Ocean:

 

A LEGENDARY OCEAN

 

Type: Spell
Sub Type: Field

Description:
This card's name is treated as Umi. Downgrade all WATER monsters in both players' hands and on the field by 1 Level. Increases the ATK and DEF of all WATER monsters by 200 points.

 

The first thing to note is that it is a field spell, therefore it will not take up any space on your S/T Zones. Being a field spell it will affect all water monsters on the field including your opponents. However, in the current meta, there are about two water monsters that you will see that and that is Mobius the Frost Monarch and a trigger happy Frog. The 200-point boost to all your monsters works very nicely as well. Turns Warrior of Atlantis into 2100 ATK so it can kamikaze with a Cyber Dragon and when a Mobius is sided in, a 2600 ATK so it can over run monarchs.

 

With this more control build it’s focus is more on limiting your opponents monsters attack with Level Limit and Gravity Bind, using Creature swap with Grizzlies and Ameba to take stronger ones as well as using Confiscation and Spiritual Art to control their hand.

 

A big killer for the deck of course is Levia-Dragon – Daedalus which is being run in pairs to make sure you can draw one. With ALO on the field it becomes a single tribute monster, and the effect can turn a game. Send out that ALO and you nuke the field and are left with a 2600 attacker.

 

Two key monsters that benefit from ALO are Amphibious Bugroth MK-3 and Mermaid Knight. As ALO works as Umi, they get their effect with it present on the field. They both get a boost from ALO and turn into 1700 attackers. With their base ATK stat being 1500, Mother Grizzly can also search them out. MK can attack directly and Mermaid can attack twice. They final key piece is that ALO also downgrades them to 3 star monsters. This means that they can attack under Level Limit and Gravity Bind. Due to these two stall cards, monsters are more likely to be building up on your opponents side of the field, thus we have more MK’s so that they can bypass these monsters and hit directly.

 

Creature swap is another card to throw off your opponent’s strategy. The classic monster to switch to your opponent is Sangan or Grizzly (both searchers). But with the added touch of throwing in a pair of Ameba, you can switch them over and deal 2000 points of damage, which will really give you a lead.

 

Now the biggest weakness of A Legendary Ocean is that you can only run three in one deck, meaning that the chances of drawing one in your opening hand is slim. FOTB however helped this deck type greatly. Introducing Warrior of Atlantis:

 

Warrior of Atlantis

Water/Aqua - Effect/Level 4/ATK 1900/DEF 1200

by discarding this card from your hand to the Graveyard, add 1 A Legendary Ocean card from your Deck to your hand.

 

This card allows you to get ALO into your hand so much more easily. On the plus, if you need a Beatstick, you have one. If you already have ALO in your hand or on the field, you can summon a 2100 attacker.

 

 

WEAK POINT

 

 

Like every deck, this too has its weak points. The fact that this deck relies on ALO means that when it disappears, you are short of some of your combos. This also applies to the control side as Level Limit and Gravity Bind are also exposed to S/T removal. That is why we design the side deck as such:

 

DARK COFFIN

Type: Trap
Sub Type: Normal

Description:
When this face-down card is destroyed and sent to the Graveyard, your opponent selects and executes 1 of the following effects:

ˇ        Discard 1 random card in their hand

ˇ         Select 1 monster on their side of the field and destroy it. 

 

Using this card is trying to predict that your opponent is going to side in S/T removal like Dust Tornado and Mobius. This way, instead of activating your Level Limit, you set this card and watch them have destroy their own monster or lose a card.

 

Of course the rest in the side deck is standard anti-meta stuff, plus the Pulling the Rugs help with Mobius that your opponent is bound to side in. Side in Cyber Dragons and Mobius of your own if you need to be more aggressive.

 

 

 

Well that's the end of this article, hopefully more should becoming every week of the summer. If you have any questions or just want to argue over the deck, email me at swift42@hotmail.com

 

 

 

 


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