Using Reginald's skill, any WATER deck that can swarm the field can consistently become a rank 4 XYZ, or even a level 8 synchro, despite their original levels. Even though they are only limited to WATER type extra deck monsters, some are already quite powerful to deal with the current meta.
With the recent addition of Acid Golem from the latest mini box, these decks have another win condition, which is to give your opponent Acid Golem. It deals 1000 damage per turn, can't attack, and prevents your opponent from special summoning any monster.
Note: After the update apps ver 6.0.0, if you send an Xyz Monster that uses Atlantean Heavy Infantry as an Xyz Material to your Graveyard in order to use the effect of your WATER monster, the second effect of Atlantean Heavy Infantry will no more activated.
|Territory of the Sharks|
The Level of all WATER monsters you control becomes 4 until the end of the turn. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you beign the Duel with a Deck/Extra Deck that contains no monsters other than WATER monsters.
|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.|
A quick and easy monster to go into varying rank XYZ depending on what you want/have. Since most of the other monsters in the deck are level 2 or 4, you'll need to pair this with Buzzsaw Shark to XYZ into a rank 3 or 5. This will be how you can special summon Acid Golem.
|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.|
Basically, we Normal Summon Buzzsaw Shark and target itself with its effect. This Special Summons Silent Angler, then both monsters are used to make Spider Shark.
If you have Mystic Box in hand, then you can special summon Lantern Shark so you can XYZ into Acid Golem.
Deep Sea Diva is great at enabling Extra Deck plays. Special Summon Atlantean Marksman / Heavy Infantry so you can use their effect when they get sent to the grave. Depending on which one you summon, you can synchro into a level 5 or 6, or activate the skill to make both monsters into level 4. This allows you to go into a rank 4 XYZ or level 8 synchro.
Going into an XYZ monster like Abyss Dweller can be a strong turn 1 play since it lets you activate its effect whenever you need it. Sending a Heavy Infantry essentially lets your Abyss Dweller have a quick destruction effect.
Currently, Level-6 has the best pool of WATER Synchros so a Level-4 monster like Silent Angler is a great pair to your Tuners. Special Summon Silent Angler for no cost then use it with Deep Sea Diva and Graydle Slime Jr to make Brionac and other Level-6 Synchros. Silent Angler also makes a great Xyz material. Normal Summon Silent Angler then Special Summon another copy to make Spider Shark or other Rank-4s.
Atlantean Marksman and Heavy Infantry can destroy enemy set cards and face-up cards respectively. Activate their effects by discarding them as cost for Abyss Soldier or Brionac's effect. This means you won't have to discard as much when trying to field wipe the opponent with Brionac.
|WATER Sea Serpent ★3|
ATK 1400 / DEF 0
|Gaia Genesis [SR]|
Selection Box Vol.04 [SR]
|When this card inflicts battle damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.|
With effects like Brionac's mass removal and Spider Shark's mass debuff available to this Deck, it's not too unlikely for Marksman to deal damage to your opponent. In this case you can Special Summon Atlantean Attack Squad to push more damage.
Atlantean Heavy Infantry
|WATER Sea Serpent ★2|
ATK 0 / DEF 1600
|Gaia Genesis [SR]|
|During your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.|
The extra Normal Summon by Heavy Infantry can help you combo into Level-6 Synchros. Normal Summon Heavy Infantry then Normal Summon Deep Sea Diva. Special Summon a Level-2 from the Deck then make your Level-6 Synchro. Or you could use Heavy Infantry's extra Normal Summon to swarm the field then activate Territory of the Sharks and make a Rank-4.
|Selection Box Vol. 02 [UR]|
Dark Dimension [UR]
|All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.|
While the deck can consistently summon Abyss Dweller, it may not be enough since there are plenty of ways to get rid of a monster, or even if it gets flipped face down.
Having Necrovalley simply adds another layer of that effect. It's strong enough to consider putting 1 copy into the deck since it helps shuts down so many deck types.
|Valiant Souls [UR]|
|Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.|
Canadia is a good tech card for disrupting enemy combos. For example you could flip Noble Knight Medraut face-down to stop a Noble Knight player from performing their full combo. The battle position changing can also be used defensively, flipping an attacking monster face-down.
Lastly, Canadia can be summoned as a WATER monster so you can adjust its Level with your Skill then use as Xyz material. It can also be used as Synchro material with Deep Sea Diva and Atlantean Heavy Infantry.
Acid Golem is an easily summonable rank 3 high attack beater, but it comes with some heavy restrictions in its effects. In most cases, these limitations rarely makes it worth to ever summon, but giving it to your opponent makes all the bad into a good.
You summon Acid Golem by using Bahamut Shark's effect, which will summon Acid Golem with no materials. Even though most effect damage cards are halved in Duel Links, Acid Golem's burn effect remains 1000 per turn, and your opponent will not be able to attack with it because it has no XYZ materials. Adding "Necrovalley" field spell potentially makes it a very strong form of control type deck.
You can either wait out the burn damage until you win, or use Number 47: Nightmare Shark to attack directly to make it faster.
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 powerful boss monster in many WATER Decks, especially ones that use Territory of the Sharks. The Skill makes it very easy to get Spider Shark on the field. 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 generally has below average ATK without complete buffs.
The floating effect is essentially a Monster Reborn. You can even revive another copy of Spider Shark and other Extra Deck monsters.
|WATER Sea Serpent ★4|
ATK 1700 / DEF 1400
|Photons of Galaxy [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 another popular Xyz monster run in Territory of the Sharks Decks. This monster is great at preventing the opponent from using resources from the graveyard such as The White Stone of Ancients and all Noble Arms. But making Spider Shark usually take priority.
Make sure to toggle your chain to "ON" instead of "AUTO" then use Abyss Dweller's effect at the start of the opponent's turn for best results.
If you get first turn, there are 3 different options for XYZ that you can go into. Dragon Spider Shark is a pretty good boss monster with a floating effect, while Abyss Dweller can potentially prevent powerful combos from your opponent but you'll only have 1 monster on your field.
Bahamut Shark is the third option where you'll end up with 2 high ATK monsters on the field. It can serve as a good protection since it's harder to clear, but it's a turn 1 play because of Bahamut Shark's drawback.
Something to consider is that this is essentially a once per duel play since you only have 1 of each card on the extra deck. Bahamut Shark summons Nightmare Shark, which is used to special summon Black Ray Lancer.
If you have Acid Golem, you can special summon Acid Golem with no materials, which will deal 1000 damage per turn during standby phase. This is a strong turn 1 play to make if you have Mystic Box in your starting hand.
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 only level 3 WATER monster in the deck is Atlantean Marksman. If you only bring 1 copy of it, then the only way to summon this is by using Bahamut Shark's effect.
If summoned this way, Nightmare Shark's effect is essentially useless since Bahamut Shark won't be able to attack. Only worth using its effect if 2000 ATK is enough to finish your opponent. Otherwise, Nightmare Shark is mainly used to go into Black Ray Lancer instead.
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.
If summoned normally, then this card has 2700 ATK, but the easiest way to summon this is by going Bahamut Shark for Nightmare Shark into Black Ray Lancer, which will end up making it only a 2300 ATK monster.
It's mainly here to have another beater on your field. The effect of being able to destroy a spell/trap won't be that reliable due to its low ATK and many powerful spell/traps in the meta, but its effect to prevent destruction once is decent.
Graydle Slime Jr.
|WATER Aqua ★2|
ATK 0 / DEF 2000
|Judgement Force [R]|
|When this card is Normal Summoned: You can target 1 "Graydle" monster in your Graveyard; you cannot Special Summon monsters for the rest of this turn, except WATER monsters, also Special Summon that target, then you can Special Summon 1 Aqua-Type monster with the same Level from your hand. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Graydle" monster from your Deck.|
You'll pretty much need to use Graydle Slime Jr. as the Tuner when making Graydle Dragon. Making a Level-8 Synchro with Territory of the Sharks is pretty easy because you'll turn both the Tuner and non-Tuner into Level-4 monsters.
Graydle Slime Jr. also acts as the revival card for Graydle Dragon. And the its floating effect essentially means you can replace it with another copy of itself.
|Judgement Force [SR]|
|You can target 1 other "Graydle" card you control and 1 card your opponent controls; destroy them. During your End Phase: You can add 1 "Graydle" card from your Deck to your hand. You can only use 1 "Graydle Impact" effect per turn, and only once that turn.|
Graydle Impact fetches Graydle Slime Jr. For the removal effect, you can destroy a Slime Jr. you Normal Summoned to revive Graydle Dragon. Or you can destroy Graydle Dragon if you have another (properly summoned) copy of it in the graveyard.
|WATER Aqua ★8|
ATK 3000 / DEF 2000
|Judgement Force [R]|
|1 Aqua-Type Tuner + 1 or more non-Tuner monsters|
When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of WATER monsters used for the Synchro Summon of this card; destroy them. If this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other WATER monster in your Graveyard; Special Summon it, but its effects are negated. You can only use each effect of "Graydle Dragon" once per turn.
Upon Normal Summoning, Graydle Dragon will usually allow you to destroy two enemy cards, or destroy three if you summon it with Slime Jr., Silent Angler, and Heavy Infantry. This should be good enough to break the opponent's setup and put them in a bad spot. If you use three materials then Graydle Dragon can get rid of a full field of monsters.
Graydle Dragon's floating effect is also quite powerful, effectively letting you revive anything in this Deck, including Extra Deck monsters. If you have another copy of Graydle Dragon in the graveyard, you can choose that as revival target to have constant field presence.
These monsters can discard Atlanteans as cost to trigger their effects. Them being Level-4 monsters also helps you make Xyz plays when paired with Silent Angler. Abysspike can be Special Summoned by Buzzsaw Shark for a quick Xyz play, but you will lose out on activating Abysspike's effect.
|WATER Sea Serpent ★3|
ATK 1600 / DEF 2800
|Shark Fang [R]|
|3 Level 3 monsters|
During either player's turn, when your opponent targets exactly 1 face-up "Mermail" monster you control for an attack, or with a Spell/Trap effect that could have targeted this card (except during the Damage Step): You can detach 1 Xyz Material from this card; that attack/effect now targets this card. When this card is destroyed and sent to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abysstrite"; Special Summon that target.
|WATER Aqua ★7|
ATK 1700 / DEF 2400
|Cybernetic Rebellion [UR]|
|You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: Add 1 Level 4 or lower "Mermail" monster from your Deck to your hand. You can only use this effect of "Mermail Abyssteus" once per turn.|
|WATER Aqua |
ATK 1000 / DEF 200
|Cybernetic Rebellion [N]|
Shark Fang [N]
|When this card is added from your Deck or Graveyard to your hand by a card effect: You can Special Summon this card from your hand. You must control a "Mermail" monster to activate and to resolve this effect. When this card is Special Summoned by the effect of a "Mermail" monster: You can target 1 Level 3 or lower "Mermail" monster in your Graveyard; Special Summon that target. You can only use 1 "Mermail Abyssdine" effect per turn, and only once that turn.|
Mermails are another WATER type monster that has good swarming potential. Abyssteus and Abyssdine make a pretty good combo that will let you summon 3 monsters to the field, allowing you to summon XYZs monsters that require 3 easily.
Brionac, Dragon of the Ice Barrier
|WATER Sea Serpent ★6|
ATK 2300 / DEF 1400
|Aerial Assault [UR]|
|1 Tuner + 1+ non-Tuner monsters|
You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.
Brionac lets you get rid of multiple enemy cards by also discarding as many cards as cost. This effect can even be used to clear your opponent's entire field. You can discard Atlantean monsters as cost for Brionac's effect for extra destructive power.
White Aura Dolphin
|WATER Fish ★6|
ATK 2400 / DEF 1000
|Cybernetic Rebellion [SR]|
|1 Tuner + 1+ non-Tuner monsters|
Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
White Aura Dolphin can halve an enemy monster's ATK so you can attack over it. This effect has no cost and can be activated once every turn. White Aura Dolphin also has an inherent revival effect. In a Deck full of WATER monsters such as this, you can effectively revive White Aura Dolphin as much as you want.
|WATER Machine ★5|
ATK 2500 / DEF 1500
|Cybernetic Rebellion [R]|
|1 Tuner + 1 or more non-Tuner monsters|
If this card is Synchro Summoned: You can change all face-up Special Summoned monsters your opponent controls to Defense Position. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your Graveyard, except a Synchro Monster; Special Summon it.
The most powerful monsters are usually Special Summoned. So upon summoning Ametryx, you'll be changing the enemy boss monster to defense position. In most cases, this will allow you to attack over their weak DEF stat.
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|10/23||Superheavy Samurai Big Benkei Mat Farm|
|Tier List Updated|
|Clock of Destiny (Skill)|
|King of Game decks [Oct 2021]|
|10/22||Crystal Beasts: deck recipe [Oct 22]|
|The Power Beyond Dimensions: Declan Akaba Unlock Event|
|Mini Event: Mission Circuit|
|10/21||Declan Akaba Farm (Unlock Event)|
|Duel Links Leaked News [Oct 21]|
|KOG Yosenju Deck by TSMAceMurtag on Oct 21, 2021|
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Yuya Sakaki Lvl 40 Farm
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Yami Yugi Lvl 40
Seto Kaiba Lvl 40
Joey Lvl 40
Mai Lvl 40
Tea Lvl 40
Yugi Lvl 40 (Gate)
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Mako Lvl 40
Yami Marik Lvl 40
Yami Bakura Lvl 40
Bandit Lvl 40
Ishizu Lvl 40
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Pegasus Lvl 40
Mokuba Lvl 40
Paradox Lvl 40
Arkana Lvl 40
Bonz Lvl 40
Espa Roba Lvl 40
Tristan Lvl 40
Lumis & Umbra Lvl 40
Duke Devlin Lvl 40 Farm