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.
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.
If you're looking for a counter that isn't Cosmic Cyclone or Arkbrave Dragon, Anti-Magic Arrows will work against SSA. If you activate AMA during battle phase, your opponent will not be able to use SSA's effect even if it was already face-up. Saw it on a replay, tried it myself, and found that it works.
Yeah... You can only get AMA if you have been playing DL during the right time. Fortunately, it seems like Arkana is coming back again? This might be a chance for everyone to grab a few AMA. I'm sure Arkbrave will work too, but it's easier said than done. I never liked Cosmic Cyclone as a counter-- not only is it an UR in a main box, you still lose the LP race anyway.
I don't even run a typical SSA deck, I use Mako's Menace of the Deep skill. SSA feels a bit like cheating because if you use Menace, direct attack, and banish that monster using SSA, the monster comes back instead of being destroyed by Menace's cost. There are a number of cards I dislike in DL but I really don't know about this one, probably should at least be limited.
It's funny how a card that's doing nothing in both OCG and TCG can be so cancerous in DL.
Heck, the pack this card was in for OCG, tanked in sales, because the previous year decks are still reigning the meta, leading to a lot of bans for those decks. Even after that, this card is still not seen in the competitive metagame.