[Skill] description | User |
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Mythic Depths Begins Duel with the Field Spell "Umi" activated. | Mako Tsunami |
Citadel Whale | WATER Fish ★7 ATK 2350 / DEF 2150 |
Abyss Encounter [SR] | |
If this card is in your hand or GY: You can Tribute 2 WATER monsters; Special Summon this card. You can only use this effect of "Citadel Whale" once per turn. If this card is Special Summoned: You can Set 1 "Sea Stealth Attack" directly from your Deck. Once per turn, when your opponent activates a card or effect that targets 1 WATER monster you control (and no other cards) (Quick Effect): You can negate the activation, and if you do, destroy that card. |
A very strong card if you can bring it out on the field, however people probably overestimate this card and most likely it will not be run in the most optimal Sea Stealth Attack decks (or maybe at most 1 copy).
This card can be special summoned from your hand OR graveyard by tributing 2 water monsters, or you Pendulum Summon it. When it’s special summoned you can set one Sea Stealth Attack from your deck (pay attention to special summon it and not normal summon it, and that Sea Stealth Attack cannot be activated that turn).
Its last effect allows you to, once per turn, if your opponent activates a card or effect that targets one of your water monsters, you can negate it and destroy that card.
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 strength of these decks come from the trap card Sea Stealth Attack, which has multiple effects. First of when you activate it you can activate one Umi from your hand or graveyard (which means you can activate A legendary Ocean since it’s always treated as Umi), Umi must be on the field for the following effects to be available. Next you have an effect that you can activate once per turn; you can banish one 1 water monster you control (this is a cost!) and for the rest of the turn your face-up spells/traps can’t be destroyed, at the end of that turn the banished monster is returned (same position as when it was banished). This is a very strong effect to dodge stuff like Enemy Controller, Wall of Disruption, Super Rush Headlong, Massivemorph,... (the list goes on and on).
It’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.
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.
If you are playing against this card, use backrow destruction first in case your opponent doesn’t know this and he won’t be able to protect his cards.
Another thing to remember when trying to deal with this card is to chain your backrow destruction to its first effect. For example if you use Enemy Controller on your opponent’s monster, and he uses its first effect to banish that Water monster, if you chain your backrow destruction (like Double Cyclone) your card will resolve first and the trap will be destroyed (because it wasn’t protected yet at that moment). If you would start out by using your Double Cyclone, your opponent could chain its first effect and their cards would be protected.
Rescue Rabbit | EARTH Beast ★4 ATK 300 / DEF 100 |
Infinite Ray [UR] Selection Box Vol.05 [UR] | |
Cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. You can only use the effect of "Rescue Rabbit" once per turn. |
Great as a turn opener since any Level 4 like 2 Master Pendulums can become Dinoster Power or a rank 4 Xyz like Malevolent Sin.
Both Dragonpulse (Destroy Backrows) and Dragonpit's (Destroy Face-Up Monsters) pendulum effect can be nice to use if you happen to have both Magicians as the scales. Dragonpit also can be special summoned from the deck by using Ebon Illusion Magician, then activates Illusion Magician's effect to banish 1 card on your opponent's field when Dragonpit attacks.
Dragonpit Magician | WATER Spellcaster ★7 ATK 900 / DEF 2700 |
Magicians Arc [UR] | |
Pendulum Effect Once per turn, if you have a "Magician" card in your other Pendulum Zone: You can discard 1 Pendulum Monster, then target 1 Spell/Trap Card on the field; destroy it. Monster Effect This gifted magician can awaken the energy stored in the deep places of the earth, known as the Pits of the Dragon. His stoic approach wins him few friends, and he often bends to the desires of his pupil. |
Dragonpulse Magician | EARTH Spellcaster ★4 ATK 1800 / DEF 900 |
Magicians Arc [UR] | |
Pendulum Effect Once per turn, if you have a "Magician" card in your other Pendulum Zone: You can discard 1 Pendulum Monster, then target 1 face-up monster on the field; destroy it. Monster Effect This boy magician has the gift of seeing the natural lines of energy that run through the earth, which his people call the Pulse of the Dragon. His exuberance and skill put him in high regard with his mentor, the "Dragonpit Magician". |
Master Pendulum, the Dracoslayer | LIGHT Dragon ★4 ATK 1950 / DEF 0 |
Fantastic Arc [UR] | |
Pendulum Effect Once, while this card is in your Pendulum Zone: You can target 1 card in a Pendulum Zone; destroy it. Monster Effect "Luster Pendulum, the Dracoslayer" continues his journey to uncover the secrets of Dragon Alchemy, believing it is the key to dispelling his curse and restoring his memory. His power continues to grow... perhaps the same power used by the Dracofiends? |
This can be searched from the main deck by using Rescue Rabbit which can special summon Dinoster Power with 1 turn.
Magicalibra | WATER Spellcaster ★4 ATK 1000 / DEF 1000 |
Fantastic Arc [R] | |
Pendulum Effect You can declare a Level from 1 to 6, then target 2 face-up monsters you control; until the end of this turn, reduce the Level of 1 of those monsters by the declared amount, and if you do, increase the Level of the other by the same amount (even if this card leaves the field). You can only use this effect of "Magicalibra" once per turn. Monster Effect A sentient scale. It maintains the balance of the universe, but often places the stars on the wrong side. |
No monster effect means this works with the other normal monster supports, but it is tuner monster which means you can use this card with other monsters as Synchro Summon material.
Pendulum Call | Normal Spell |
Fantastic Arc [SR] | |
Discard 1 card; add 2 "Magician" Pendulum Monsters with different names from your Deck to your hand, also, until the end of your opponent's next turn after this card resolves, "Magician" cards in your Pendulum Zones cannot be destroyed by card effects. You can only activate 1 "Pendulum Call" per turn. You cannot activate this card if you activated a "Magician" monster's Pendulum Effect this turn. |
Lets you search for specific magicians from the deck. If you don't have any monsters in your pendulum zone, you can pick up Dragonpulse and Dragonpit so you can start pendulum summoning, also the "Magician" Cards in your Pendulum Zone cannot be destroyed by card effect until the end of your opponent's next turn.
Dinoster Power, the Mighty Dracoslayer | WATER Dragon ★8 ATK 2000 / DEF 2950 |
Fantastic Arc [SR] | |
1 "Dracoslayer" Pendulum Monster + 1 Pendulum Monster Must first be Special Summoned (from your Extra Deck) by Tributing the above cards. (You do not use "Polymerization".) Pendulum Monster Cards in your Monster Zones and Pendulum Zones cannot be destroyed by battle or your opponent's card effects. Once per turn: You can Special Summon 1 "Dracoslayer" Pendulum Monster from your hand or Graveyard, but it cannot be used as a Fusion Material. |
You can special summon this pretty easily with Rescue Rabbit to special summon 2 Master Pendulum from the deck.
It comes with a small protection effect that's useful to defend or stall a turn. The special summon from hand or graveyard can be nice as a follow-up, but somewhat situational since it only works on Master Pendulum which goes into the extra deck if you used them to bring out Dinoster Power.
Special summoning Master Pendulum from the grave can be useful if you get it to the grave through Xyz Monster's effect activation or discarded by Dragonpit's effect for backrow destruction.
Cyber Slash Harpie Lady | WIND Winged Beast ★8 ATK 2600 / DEF 1400 |
Sign of Harpies [UR] | |
1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn. |
Strong monster removal option and useful to disrupt your opponent's turn as well.
Scrap Dragon | EARTH Dragon ★8 ATK 2800 / DEF 2000 |
Valhalla Calling [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target. |
Scrap Dragon is a good beater with a 1-for-1 targeting removal effect.
Star Eater | LIGHT Dragon ★11 ATK 3200 / DEF 2800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. |
Similar to Samurai Destroyer's effect. But instead of preventing your opponent from activating effects, Star Eater makes itself immune to all effects during battle which lets you attack more safely if you think your opponent has battle traps like Drowning Mirror Force.
Ebon Illusion Magician | DARK Spellcaster ★7 ATK 2500 / DEF 2100 |
Pendulum Genesis [SR] | |
2 Level 7 monsters You can also Xyz Summon this card by using a Rank 6 Spellcaster-Type Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Spellcaster-Type Normal Monster from your hand or Deck. When a Spellcaster-Type Normal Monster declares an attack: You can target 1 card your opponent controls; banish it. You can only use this effect of "Ebon Illusion Magician" once per turn. |
Lets you special summon Dragonpit Magician from the deck and can banish 1 of your opponent's card. But you'll have to attack with Dragonpit Magician, which has very low ATK to do this.
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.
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