[Skill] description | User |
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Mythic Depths Begins Duel with the Field Spell "Umi" activated. | Mako Tsunami |
The Legendary Fisherman III | WATER Warrior ★7 ATK 2500 / DEF 2000 |
Energy of Gigarays [R] | |
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "The Legendary Fisherman", and cannot be Special Summoned by other ways. When this card is Special Summoned: You can banish all monsters your opponent controls, also this card cannot attack this turn. Cannot be destroyed by battle or card effects, also unaffected by Spell/Trap effects. Once per turn: You can return as many of your opponent's banished cards as possible to the Graveyard, and if you do, the first battle or effect damage your opponent takes this turn becomes doubled. |
The Boss Monster of this Deck. The Legendary Fisherman III has destruction immunity to both battle and card effect. Unaffected by Spell/Trap effects make this card not afraid of your opponent's backrow but keep in mind that you also cannot boost his ATK with any Spell/Trap Support as well.
You can banish all monsters your opponent controls which can helps to get rid of the monsters that cannot be targeted or destroyed by battle or card effect. Also, return all the banished card of your opponent to the Graveyard will allows you gives doubled first battle or effect damage.
The Legendary Fisherman II | WATER Warrior ★5 ATK 2200 / DEF 1800 |
Abyss Encounter [UR] | |
This card's name becomes "The Legendary Fisherman" while on the field or in the GY. While "Umi" is on the field, this card is unaffected by other monsters' effects. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can add 1 Level 7 WATER monster from your Deck to your hand. |
This Level 5 monster can be normal summoned without a tribute when A Legendary Ocean is on the field. It will have 2400 attack and will be immune to your opponent’s monster effects (but this does not protect against Cyber Angel Dakini’s effect!) as long as Umi is on the field.
When this card leaves the field because of your opponent you can add a level 7 water monster from your deck to your hand which will allows you to search The Legendary Fisherman III.
Lantern and Buzzsaw Shark are field extenders, so their purpose is to get materials on board for your Xyz plays.
They also both share the effect of being able to act as Level-3 and 5 Xyz materials, giving you a wider range of monsters to make.
Lantern Shark Special Summons from the hand, while Buzzsaw Shark can Special Summon from the Deck but prevents the Special Summoned monster from activating its effect.
A full combo that utilizes both monsters will go something like this:
Normal Summon Lantern Shark then use its effect to Special Summon Buzzsaw Shark.
Buzzsaw Shark's effect special Summons another Level-4 monster. Then you can proceed to make a Rank-4.
If you didn't use up all three monsters as material, you can Special Summon Silent Angler and go for another Rank-4.
Lantern Shark | WATER Fish ★4 ATK 1500 / DEF 900 |
Antinomic Theory [UR] | |
If this card is Normal or Special Summoned: You can activate this effect; Special Summon 1 Level 3, 4, or 5 WATER monster from your hand in Defense Position, except "Lantern Shark", also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use this effect of "Lantern Shark" once per turn. If this card is used for the Xyz Summon of a WATER monster, it can be treated as a Level 3 or 5 monster. |
Prioritize Special Summoning Buzzsaw Shark instead of Silent Angler with Lantern Shark's effect. Silent Angler can Special Summon itself later to extend your plays.
Buzzsaw Shark | WATER Fish ★4 ATK 1600 / DEF 500 |
Antinomic Theory [SR] | |
You can target 1 WATER monster you control; Special Summon from your Deck in Defense Position, 1 Fish monster with the same Level as that monster, but with a different name, and if you do, it cannot activate its effects this turn, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use this effect of "Buzzsaw Shark" once per turn. If this card is used for the Xyz Summon of a WATER monster, it can be treated as a Level 3 or 5 monster. |
Buzzsaw Shark often targets itself on the field with its own effect.
Silent Angler | WATER Fish ★4 ATK 800 / DEF 1400 |
Shark Fang [SR] | |
If you control a WATER monster, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your hand for the rest of this turn. |
Silent Angler Special Summons itself for no cost, giving you an extra body on board to use as Xyz material. This requires a WATER monster on the field, so one way you can use it is to normal Summon Lantern & Buzzsaw Shark then Special Summon it.
Warrior of Atlantis | WATER Aqua ★4 ATK 1900 / DEF 1200 |
Abyss Encounter [SR] | |
You can discard this card to the Graveyard; add 1 A Legendary Ocean from your Deck to your hand. |
If you haven’t drawn A Legendary Ocean yet you can discard this card to bring it to your hand. If did draw it already it’s still a decent monster with 2100 attack while ALO is on the field.
Feast of the Wild LV5 | Normal Spell |
Crimson Kingdom [SR] | |
Special Summon up to 2 Level 5 Warrior-Type monsters from your hand and/or Graveyard, but their effects are negated, also, for the rest of this turn, they cannot attack. |
Feast of the Wild LV5 can allows you to special summon The Legendary Fisherman or II without any cost while A Legendary Ocean is not on your field but you cannot use them to attack or their effects are negated.
A Legendary Ocean | Field Spell |
Card Trader [SR] | |
This card's name is treated as "Umi". Reduce the Level of all WATER monsters in both players' hands and on the field by 1. All WATER monsters gain 200 ATK and DEF. |
Reduce The Legendary Fisherman and Fisherman II's Level by 1 which makes them can be summoned without tribute monster, also this card will boost up the ATK and DEF of them by 200.
Card of the Soul | Normal Spell |
Dawn of Destiny [R] | |
Look at your Deck, and if you do, you can add 1 monster from your Deck to your hand, whose sum of ATK and DEF equals your LP. You can only activate 1 "Card of the Soul" per turn. |
Mainly used to search out The Legendary Fisherman II while your LP is at 4000.
Sea Stealth Attack | Continuous Trap |
Abyss Encounter [SR] | |
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. |
The Sea Stealth Attack’s last effect makes it so that whenever one of you monsters, whose original level is 5 or higher (for example Legendary Fisherman II while Legendary Ocean is on the field meets this requirement), battles another monster, that monster is banished at the start of the damage step.
That last effect kinda works like a continuous Super Rush Headlong, however there are some important things to remember. First of if your opponent uses Super Rush Headlong; your monster will be destroyed. It doesn’t matter who the turn player is, the reason for this is that the effect of Sea Stealth Attack is a continuous effect, and Super Rush Headlong is an activated effect, so Sea Stealth Attack’s effect would activate only after Super Rush Headlong meaning it would be too late.
You can banish one 1 water monster you control (this is a cost!) to protect your face-up spells/traps from being destroyed but not for Cosmic Cyclone since its effect is banish instead of destroy, at the end of that turn the banished monster is returned (same position as when it was banished).
A very important thing to remember when playing this card, is to activate it as soon as possible (best thing to do is put your toggle button to ON and activate it during your opponent’s draw phase). The reason for this is that if you need to make use of its first effect, you can’t use it the moment you activate the trap, this is because the trap first needs to check if “Umi” is on the field.
Number 61: Volcasaurus | FIRE Dinosaur ★5 ATK 2500 / DEF 1000 |
Rage of Volcano [UR] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal half to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect. |
Volcasaurus gives the deck a monster removal that can be used outside of battle phase. Keep in mind that you cannot use this card to attack after you activates this effect.
Dark Rebellion Xyz Dragon | DARK Dragon ★4 ATK 2500 / DEF 2000 |
Phantom of Rebellion [UR] | |
2 Level 4 monsters You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. |
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
Bahamut Shark | WATER Fish ★4 ATK 2600 / DEF 2100 |
Antinomic Theory [UR] | |
2 Level 4 WATER monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. This card cannot attack for the rest of this turn. |
A good option for a turn 1 play if you need to summon 2 high ATK monster to protect your LP. Use its effect to special summon Nightmare Shark so that you can bring Black Ray Lancer out.
If you only have 1 Nightmare Shark, it will mean that doing this play prevents you from having Nightmare Shark's direct attack as an option.
Number 37: Hope Woven Dragon Spider Shark | WATER Fish ★4 ATK 2600 / DEF 2100 |
Shark Fang [UR] | |
2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn. |
Spider Shark is a one of the powerful boss monster. The first effect is enough to entirely deter the opponent from attacking while Spider Shark is on the field. It also lets you beatdown enemy monsters even though your deck doesn't have anything above 3000 ATK.
The floating effect is essentially a Monster Reborn. You can even revive most of the monsters from either players' Graveyard.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] Selection Box Vol.03 Mini [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Abyss Dweller is an anti-Graveyard interaction tech, intended to hinder Decks that activate a ton of effects from the graveyard. It's best to activate this at the start of the opponent's turn, so make sure to toggle Chain to "ON" and activate Abyss Dweller's effect during the opponent's Draw Phase.
With two Warrior of Atlantis which is WATER-Attribute Monster will boost up All Water monsters except for Fisherman II (while A Legendary Ocean or Umi is on the field) and Fisherman III.
Number 47: Nightmare Shark | WATER Fish ★3 ATK 2000 / DEF 2000 |
Reginald Kastle Unlock Event [UR] | |
2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack. |
The Deck doesn't have any natural Level-3s so you'll need to use Lantern Shark and Buzzsaw Shark to make Nightmare Shark.
Summon Nightmare Shark to attack your opponent directly for 2000 ATK. Since the Deck is fully made up of WATER monsters, you can give the direct attack effect to another stronger monster like Spider Shark to hit a bit harder.
Can also be special summoned by using Bahamut Shark, but it won't have any material(s). This method is only if you want to go into Black Ray Lancer.
Full Armored Black Ray Lancer | WATER Beast-Warrior ★4 ATK 2100 / DEF 600 |
Eternal Stream [SR] | |
3 Level 4 WATER monsters You can also Xyz Summon this card by using a Rank 3 WATER Xyz Monster you control that has no Xyz Materials as the Xyz Material. This card gains 200 ATK for each Xyz Material attached to it. If this face-up card would be destroyed, you can detach all of its Xyz Materials instead. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy that target. |
Best summoned by using Bahamut Shark to get Nightmare Shark to special summon this. Doing it this way is less costly since you only need 2 level 4 water monsters, but Black Ray Lancer will only have 1 material, making it 2300 ATK.
Its effect is useful to defend against attacks or to deal with opponent's spell/trap.
Tiras, Keeper of Genesis | LIGHT Fairy ★5 ATK 2600 / DEF 1700 |
Rage of Volcano [SR] | |
2 Level 5 monsters This card's effects can only be applied/resolved while it has Xyz Material. This card cannot be destroyed by card effects. At the end of the Battle Phase, if this card attacked or was attacked: Target 1 card your opponent controls; destroy that target. During each of your End Phases: Detach 1 Xyz Material from this card. |
A strong but temporary monster to have on the field. Not being able to be destroyed by card effects gives it a decent layer of protection.
Adreus, Keeper of Armageddon | DARK Fiend ★5 ATK 2600 / DEF 1700 |
Shark Fang [SR] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it. |
Similar to Volcasaurus, except without the effect damage.
Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Works well against opponents that only have 1 monster on the field. Even better if it's an XYZ monster since it will remove all their materials, or if it's a monster that says that it can't be special summoned in the card text.
Wind-Up Arsenal Zenmaioh | WIND Machine ★5 ATK 2600 / DEF 1900 |
Voltage of the Metal [R] Phantom of Rebellion [R] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 2 Set cards on the field; destroy them. |
A nice card to have for when you deal with opponents that rely on a lot of backrows. But since this doesn't activate on summon, this mostly just ends up forcing your opponent's backrow.
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