When this card is activated: You can activate 1 "Umi" from your hand or GY. While "Umi" is on the field, this face-up card gains these effects. ● Once per turn: You can banish 1 WATER monster you control until the End Phase; this turn, face-up Spells/Traps you control cannot be destroyed by your opponent's card effects (even if this card leaves the field). ● At the start of the Damage Step, if your WATER monster whose original Level is 5 or higher battles an opponent's monster: Destroy that opponent's monster.
Can place 1 “Umi” Field Spell from your Hand or Graveyard when this card is activated.
Once per turn you can banish any WATER monster you control until the End Phase, and all your face-up Spell or Trap cards cannot be destroyed by your opponent’s effects.
Enables WATER monster with original level 5 or higher to destroy opponent’s monster at the start of Damage step.
Relies on “Umi” Field Spell to activate.
If you have replaced Umi with A Legendary Ocean, do not activate this card’s effect of placing Umi from your Graveyard, it will return Umi to the Field and destroy A Legendary Ocean.
You can banish any WATER monster that has sustained negative effects from cards like Wall of Disruption, and return to the Field during the End Phase with its stats restored.
When your opponent activates Super Rush Headlong in response to your level 5 or higher WATER monster’s attack, Super Rush Headlong will take precedence over Sea Stealth Attack’s effect that allows level 5 or higher WATER monsters to destroy opponent’s monster at start of Damage step. However, you can choose to banish your attacking level 5 or higher WATER monster instead to avoid being destroyed by Super Rush Headlong.
When your opponent uses Cosmic Cyclone to banish your Sea Stealth Attack (after you have banished a WATER monster), your banished WATER monster still returns to the Field at the End Phase.
why tf did they have to release this card it basically makes its controller completely invincible! amazoness onslaught is almost as bad but at least that card can be destroyed with card effects, this card literally just makes spells, traps and monsters completely untouchable!!
I think Amazoness Onslaught is worse, since it banishes your monster. I could beat SSA by repeatedly summoning Arkbrave Dragon from the grave, but if Amazoness Onslaught touches my dragon... it is over for me. Btw, you can chain and destroy SSA before it resolves. You'd still need a quick-play/trap to chain plus one more card to bait your opponent into using SSA's banishing effect though.
Derp 18days ago
Why everytime sylvan activate their effect in GY i cannot chain with this even toggle button is ON?????
Oh yeah, someone mentioned destroying SSA/Umi/Legendary Ocean with chaining shenanigans. Basically, just bait your opponent into activating SSA's banishing effect, and chain a S/T destruction card to it. Since the last card in the chain goes first, you will be able to destroy SSA before it takes effect. So if you don't have Cosmic Cyclone or Anti-Magic Arrow... packing some S/T destruction quick-play spells might do too.
I wonder if cards like Mirage Dragon would stop your opponent from using SSA during battle phase, like Anti-Magic Arrows? Maybe you could bait the enemy into attacking your Mirage Dragon while having something like Wall of Disruption face down... Has anyone tried something like this against SSA? Maybe I should try playing my Horus deck again.
Mirage Dragon only prevents Trap Cards being activated. It doesn't stop the effects of already active ones from being activated. Similarly, Ancient Gear monsters don't bypass Sea Stealth Attack either.
correct. was experimenting a little with it as well with Ancient Gears and learned the hard way. Live and learn.
Best way I found to beat a SSA player is if you manage to summon a more powerful monster than theirs (if they have lv 4 monsters only though) and they misplay their activation of banishing their monsters. E-con take play helps here.
Yeah, I believe you guys. Just wish that there are more cards that work against SSA. At least we know Anti-Magic Arrows will work, eh? I guess hoping for the SSA player to make mistakes might be better than just surrendering.