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[Written] "Acquatic" Archetype! [23/?] YOU SHALL NOT deckout ever again!


Bellringer Angel

  

4 members have voted

  1. 1. Does this archetype deserve to be in the "Advanced Multiples" section?

    • Yes
      3
    • No
      1


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:444819_key:

So, I have played Nekroz (before they got hit by the BAN hammer) since before February 2015 and really liked the (extreme) searching capability of the archetype, so I decided to create this "Acquatic" archetype that are based from many archetypes, including Nekroz! (not really). Can you guess them all?

[spoiler:EDIT]Since no one really cares, I shall reveal the answer of the question above.
1. Nekroz (slightly)
2. Madolche
3. Atlanteans/Mermail
4. Burning Abyss
5. Majespecters
6. Dark Magicians (slightly)

7. Decks that use counters



CnCs are always welcome. Also, please feel free to point out the grammar errors (if there are any) because I'm Asian.

Fun fact: Some of the names are in italian (THE POWER OF GOOGLE TRANSLATE).

Another fun fact: Combining Sacksworns (Burning Abyss?) with this archetype will cause some weird loops to happen (*evil grin*).

[spoiler:Main Deck Monsters]1. Servizio, the Acquatic Servant
Level 3/Effect/Tuner/WATER/Aqua
ATK 1100/DEF 1000
Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by shuffling 1 other "Acquatic" card from your hand into the Deck. (You can only Special Summon "Servizio, the Acquatic Servant" once per turn this way.) When this card is Summoned, you can put 1 Acqua Counter on a face-up "Acquatic" card you control. This card gains 100 ATK and DEF for each Acqua Counter on this card. If this card is in your Graveyard: You can remove 2 Acqua Counters from a face-up "Acquatic" card you control; Special Summon this card. You can only use this effect of "Servizio, the Acquatic Servant" once per turn.

2. Scudo, the Acquatic Guardian
Level 3/Effect/WATER/Aqua
ATK 0/DEF 2100
Cannot be targeted by your opponent's card effects. When this card is Summoned, you can put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. You can remove 1 Acqua Counter from this card; Normal Summon 1 "Acquatic" monster from your hand or Deck in addition to your Normal Summon/Set (You can only gain this effect once per turn), also, after that, change this card to Defense Position. If this card is sent to your Graveyard: Shuffle this card into your Deck.

3. Spada, the Acquatic Warrior
Level 3/Effect/WATER/Aqua
ATK 1200/DEF 900
Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by shuffling 1 other "Acquatic" card from your hand into the Deck. (You can only Special Summon "Spada, the Acquatic Warrior" once per turn this way.) When this card is Summoned, you can put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. You can remove 1 Acqua Counter from this card; add 1 "Acquatic" monster from your deck to your hand. You can only use this effect of "Spada, the Acquatic Warrior" once per turn. If this card is sent to your Graveyard: Shuffle this card into your Deck.

4. Magia, the Acquatic Mage
Level 3/Effect/WATER/Aqua
ATK 1000/DEF 1100
Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by shuffling 1 other "Acquatic" card from your hand into the Deck. (You can only Special Summon "Magia, the Acquatic Mage" once per turn this way.) When this card is Summoned, you can put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. You can remove 1 Acqua Counter from this card; add 1 "Acquatic" Spell Card from your deck to your hand. You can only use this effect of "Magia, the Acquatic Mage" once per turn. If this card is sent to your Graveyard: Shuffle this card into your Deck.

5. Arciere, the Acquatic Sniper
Level 3/Effect/WATER/Aqua
ATK 1500/DEF 600
Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by shuffling 1 other "Acquatic" card from your hand into the Deck. (You can only Special Summon "Arciere, the Acquatic Sniper" once per turn this way.) When this card is Summoned, you can put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. You can remove 1 Acqua Counter from this card; add 1 "Acquatic" Trap Card from your deck to your hand. You can only use this effect of "Arciere, the Acquatic Sniper" once per turn. If this card is sent to your Graveyard: Shuffle this card into your Deck.

6. Cameriera, the Acquatic Combat-Maid
Level 3/Effect/Tuner/WATER/Aqua
ATK 1000/DEF 1100
Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by shuffling 1 other "Acquatic" card from your hand into the Deck. (You can only Special Summon "Cameriera, the Acquatic Combat-Maid" once per turn this way.) When this card is Summoned, you can put 1 Acqua Counter on a face-up "Acquatic" card you control. This card gains 100 ATK and DEF for each Acqua Counter on this card. If this card is in your Graveyard: You can remove 2 Acqua Counters from a face-up "Acquatic" card you control; shuffle 1 face-up card on the field into its owner's Deck, and if you do, add this card to your hand. You can only use this effect of "Cameriera, the Acquatic Combat-Maid" once per turn.

7. Aiuto, the Acquatic General
Level 6/Effect/WATER/Aqua
ATK 2050/DEF 1550
Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by shuffling 2 other "Acquatic" cards from your side of the field into the Deck. (You can only Special Summon "Aiuto, the Acquatic General" once per turn this way.) When this card is Summoned, you can put 1 Acqua Counter on all face-up "Acquatic" cards on your side of the field. This card gains 100 ATK and DEF for each Acqua Counter on this card. As long as this card remains face-up on your side of the field, all non-"Acquatic" WATER monsters on your side of the field and in your hand are also treated as an "Acquatic" monster and gain this effect.
1. It gains 100 ATK and DEF for each Acqua Counter on it.
You can remove 3 Acqua Counters from this card; Special Summon 1 "Acquatic" monster from your hand, except "Aiuto, the Acquatic General". You can only use this effect of "Aiuto, the Acquatic General" once per turn. You can only control 1 face-up "Aiuto, the A If this card is sent to your Graveyard: Shuffle this card into your Deck.

8. Piovra, the Acquatic Beast
Level 9/Effect/WATER/Aqua
ATK 0/DEF 3600
Cannot be Normal Summoned. Cannot be targeted by your opponent's card effects. Must first be Special Summoned (from your hand) by shuffling 4 other "Acquatic" monsters from your side of the field into the Deck. (You can only Special Summon "Piovra, the Acquatic Beast" once per turn this way.) When this card is Summoned, you can activate 1 of the following effects, depending on the way this card is Summoned.
1. Special Summoned: Special Summon 1 "Acquatic" monster from your Extra Deck, and if you do, flip this card into face-down Defense Position.
2. Flip Summoned: Shuffle all monsters on your opponent's side of the field into their owner's Deck, and if you do, put 12 Acqua Counters on this card, then change this card's battle position. This card cannot attack during the turn it activate this effect.
This card gains 100 ATK and DEF for each Acqua Counter on this card. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If the amount of Acqua Counters on this card are over 11: It gains this effect.
1. Unaffected by your opponent's card effects.
You can only control 1 face-up "Piovra, the Acquatic Beast". If this card is sent to your Graveyard: Shuffle this card into your Deck.



[spoiler:Extra Deck Monsters]1. Barriera, the Acquatic Vanguard
Level 6/Effect/Synchro/WATER/Aqua
ATK 1200/DEF 2400
1 "Acquatic" Tuner + 1 or more non-Tuner WATER monster
Cannot be targeted by your opponent's card effects. Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Your opponent must attack this face-up card first, if able. If an "Acquatic" monster(s) would be destroyed by battle or card effect: You can remove 3 Acqua Counters from this card instead.

2. Battaglia, the Acquatic Warlord
Level 6/Effect/Synchro/WATER/Aqua
ATK 2400/DEF 1200
1 "Acquatic" Tuner + 1 or more non-Tuner WATER monster
Cannot be targeted by your opponent's card effects. Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. Your opponent must attack this face-up card first, if able. If an "Acquatic" monster you control would battle a monster: You can remove 3 Acqua Counters from this card; that monster you control's ATK is doubled until the End of the Damage Step. You can only use this effect of "Battaglia, the Acquatic Warlord" once per turn.

3. Orgoglio, the Acquatic Knight
Rank 3/Effect/Xyz/WATER/Aqua
ATK 1800/DEF 1800
3 Level 3 WATER monsters
Cannot be targeted by your opponent's card effects. Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. If this card has an "Acquatic" monster as an Xyz Material(s): It gain these effects.
1. Once per turn, you can remove 3 Acqua Counters from this card; shuffle 1 card on the field into its owner's Deck.
2. Each time this card destroys an opponent's monster by battle; draw 1 card.
3. If this card battles, it is changed to Defense Position at the end of the Battle Phase.
You can only control 1 face-up "Orgoglio, the Acquatic Knight". During your End Phase, detach 1 Xyz Material from this card (this is NOT optional).

4. Monarca, the Acquatic Emperor
Rank 6/Effect/Xyz/WATER/Aqua
ATK 2700/DEF 900
2 Level 6 "Acquatic" monsters
Cannot be targeted by your opponent's card effects. Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. If the amount of Acqua Counters on this card are over 11: It gains these effects.
1. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card; shuffle all card on your opponent's side of the field into their owner's Deck. This card cannot attack during the turn it activate this effect.
2. Unaffected by your opponent's card effects.
You can only control 1 face-up "Monarca, the Acquatic Emperor".

5. Porta, the Acquatic Gatekeeper
Rank 3/Effect/Xyz/WATER/Aqua
ATK 2100/DEF 1500
2 Level 3 "Acquatic" monsters
Cannot be targeted by your opponent's card effects. Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. This card gains 100 ATK and DEF for each Acqua Counter on this card. As long as this card remains face-up on your side of the field, "Acquatic Castle" is unaffected by your opponent's card effects. Once per turn, You can detach 1 Xyz Material from this card; look at your opponent's hand, then send cards from the top of your Deck to your Graveyard equal to the amount of non-WATER monsters in his/her hand. You can only control 1 face-up "Porta, the Acquatic Gatekeeper"



[spoiler:Spell Cards]1. Acquatic Castle
Spell/Field
Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. Once per turn, you can pay 1000 Life Points to remove 3 Acqua Counters from this card; add 1 "Acquatic" card from your Deck to your hand. If the amount of Acqua Counters on this card are over 5: It gains this effect.
1. Your opponent cannot Set Spell/Trap Cards nor activates any Set Spell/Trap Cards unless he/she pays Life Points equal to the amount of Acqua Counters on this card x 100.
If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Castle" once per turn.

2. Acquatic Wave
Spell/Quick-Play
Shuffle 1 "Acquatic" monster on your side of the field into your Deck, then shuffle 1 card on the field into its owner's Deck. If you control 5 or more face-up "Acquatic" card: You don't have to shuffle your monster into the Deck to activate the effect above. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Wave" once per turn.

3. Acquatic Abyssal Trident
Spell/Equip
Equip only to an "Acquatic" monster. It gains 100 ATK and DEF for each Acqua Counter on it and cannot be destroyed by battle. If the equipped monster attacks a Defense Position monster: Inflict piercing battle damage to your opponent. When a monster effect that was activated on your opponent's side of the field resolves, you can negate that effect, then destroy this card. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Abyssal Trident" once per turn.

4. Acquatic Delta Force
Spell/Normal
Select 4 "Acquatic" cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand and send the remaining cards to the Graveyard. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Delta Force" once per turn.

5. Acquatic Megastorm
Spell/Normal
If you control a face-up "Acquatic" monster that was Special Summoned from the Extra Deck: Pay 500 Life Points; shuffle 2 Spell and Trap Cards your opponent controls into his/her Deck. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Megastorm" once per turn.



[spoiler:Trap Card]1. Acquatic Clairvoyant Mirror
Trap/Continuous
Whenever an "Acquatic" card is shuffled back into your Deck, put 1 Acqua Counter on this card. Once per turn, you can pay 1000 Life Points to remove 3 Acqua Counters from this card; excavate cards from the top of your Deck until you excavate an "Acquatic" monster that can be Normal Summoned, then Special Summon the excavated monster, also send the remaining cards to the Graveyard. If the amount of Acqua Counters on this card are over 5: It gains these effects.
1. Your opponent must reveal his/her hand.
2. Once per turn, you can pay Life Points equal to the amount of Acqua Counters on this card x 100 to activate this effect: Declare 2 different card types (Monster, Spell, or Trap); excavate the top card of your Deck, and if the excavated card is one of the declared types, add it to your hand. Otherwise, send it to the Graveyard.
If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Clairvoyant Mirror" once per turn.

2. Acquatic Pearl of Darkness
Trap/Normal
Remove all Acqua Counters on the field; inflict damage to your opponent equals to the amount of Acqua Counters removed x 200. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Pearl of Darkness" once per turn.

3. Acquatic Disaster Force
Trap/Counter
When a Spell/Trap effect is activated: Remove 3 Acqua Counters from a face-up "Acquatic" card on your side of the field; negate the activation, and if you do, destroy that card. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Disaster Force" once per turn.

4. Acquatic Pearl of Light
Trap/Normal
Put any amount of Acqua Counters (max: 4) on a face-up "Acquatic" card you control, and if you do, pay 500 Life Points for each Acqua Counter put on that card. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Pearl of Light" once per turn.

5. Acquatic Barrier
Trap/Counter
When an "Acquatic" monster's Summon OR when an "Acquatic" card's effect would be negated by a card effect: Remove 3 Acqua Counters from a face-up "Acquatic" card on your side of the field; its Summon or effect is not negated. If this card is sent to your Graveyard: Shuffle this card into your Deck. You can only activate "Acquatic Barrier" once per turn.



THE END!

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Okay, let's get the game-face on. *ahem*

 

First, there's a big problem right out of the gate, in the form of the archetype-wide "Cannot be targeted by card effects". This basically means that none of your monsters can give eachother counters, as well as being rather... well, I won't call it broken, but perhaps a little too strong. I really think you should rethink that part of your archetype. Otherwise, I'll ignore this glaring problem and look at the rest.

 

 

Servizio:

Overall, Servizio is a great card in this archetype. Its low stats are balanced out by the fact that it's incredibly easy to get out on the field, and can place a counter when it hits the field. I really don't have anything in particular to say about Servizio, actually.

 

Scudo:

It's great too. It can easily bring out another Acquatic and move into Defense Position to prep for a Rank 3 and put pressure on the opponent. Nothing wrong here.

 

Spada:

Spada is in the same boat as your two others. Just decent all-around with no real problems.

 

Magia:

Now Magia is on the surface just Servizio with a slightly less impressive effect. It's almost as easy to Special Summon, but the adding of Spells might not be as helpful as spreading counters on Spada to search for more Acquatics.

 

Arciere:

Almost exactly like Magia, just searches Traps instead of Spells.

 

Barriera:

Now this is great. A good purpose, good effects and the whole. A shame that you have no Tuners to Synchro Summon it with.

 

Battaglia:

It's the same situation as Barriera. It's great, but you have no Tuners, which makes it useless.

 

Orgoglio:

Finally, something you can actually summon. It's good, and ludicrously easy to Summon whatwith your easily Special Summoned Level 3's.

 

Monarca:

And we're back to the 'actually pretty cool if you could Summon it'-town again. Monarca is good, straight-up great, but you have absolutely no way of summoning it. A shame, really.

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Well, Servizio is suppossed to be a Tuner, so... EDITED.

 

Also, the "cannot be targeted by card effects" part actually doesn't stop other "Acquatic" cards to give counters to each other, because I didn't write the word "target" in the effects to give counters. Similar to Trishula's effect since it doesn't target (according to the rulings) because the card didn't say anything about targeting.

 

Yes, Yu-Gi-Oh is very weird.

 

EDIT: I will consider about the removal of the "cannot be targeted by card effects".

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Hmm. Well, this is interesting, I'll give you that. Pretty much the same as Madolches, except they get shuffled back WHENEVER they hit the grave.

 

So, a few problems I'm seeing:

 

I honestly believe that this archetype is way too weak. The reason for this is because your hand will be disappearing as an extremely rapid rate. For example, if you went first with this deck, everyone minus scudo requires a shuffle back into the deck. Even with a normal summon, and then a special summon, you would already lose 3 cards in your hand. Of course, even with the adding effects, all of the counters would be gone around that time. One good Dark Hole, Raigeki, or solemn kills this deck.

 

Of course, there are our trap cards that can summon back from the grave, and it's obsolete for this archetype. But honestly, I don't think this deck would hold out at the rate it's depleting your hand. I would obviously recommend testing them out on Duel Portal to see if that case proves true.

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

For the monsters: None of them are red flags. They are all viable, except you only have 1 Tuner monster in the entire set. Of course, it's the same with BA, except BA floats a lot more than these guys. Maybe change another monster to a Tuner.

 

Nothing wrong with the Extra Deck. However, Monarca is a little too much with his effects and ATK. Maybe tone the ATK down to 3200 or 3300.

 

For the Spells:

 

Castle: Whenever a Acqua hits the grave is a little harsh, since necrovalley is still pretty big. Not to mention side decks with Macro Cosmos and Dimension Fissure. Maybe change it to whenever you summon a Acqua to speed up the engine.

 

Aquatic wave: Isn't very useful. You'll need all the acquas you can get on the field. Maybe changing the cost to something like having two or more acquas on the field is all you need to activate it.

 

Abyssal Trident: It's meh. Fun to play, but I would only run 1 at most.

 

Traps:

 

Clairvoyant Mirror is good. Of course, it's only effective if your monsters get shuffled back, but since this deck could easily make a Dante and speed up the engine... -Shrugs-

 

Pearl of Darkness wouldn't be helpful at all. Those counters are what makes the deck strong. Inflicting the damage x100 isn't really worth it, since 10 counters only does 1k damage. Wouldn't put any of those in this deck.

 

Disaster force is great though. Of course, your monsters have to stay alive long enough to build up the counters. Otherwise, it would only be a dead set card if your opponent finds a way to remove any Acquatic you summon.

 

Overview:

 

Not a bad deck at all. A little weak starting out, but could definitely hold itself the longer the game goes. Soul Charge is a must in this deck, as is Dante and Tour Guide. Getting to 5 counters on Clairvoyant Mirror would be the first thing to go for while playing this. When you build enough counters, this deck can simply beat your opponent down with boosted level 3's. 

 

Unfortunately, ideal cards for Water decks such as Salvage wouldn't be a viable option in this deck as none of them would be sent to the Graveyard. Needs to rely on more defensive cards, such as Mirror Forces and Solemns to protect the early Acquatics. Maybe run a few starlight roads in as well to protect your set cards. Of course, this also means you'll have to add Stardust Dragon.

 

Floodgates aren't exactly ideal for this deck either. Also, I don't need to get started on Skill Drain, do I? Like I said, try testing them out on Duel Portal first, but I believe these guys need some boosting. Still a interesting deck all in all.

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EDIT:

1. Changed Monarca's ATK and DEF.

2. Lowered Acquatic Wave's cost if you control 3 or more face-up "Acquatic" card.

3. Made Pearl of Darkness deal more damages.

4. Lowered Disaster Force's cost.

5. Lowered Acquatic Castle's needed amount of Counters to use its 2nd effect.

6. Changed Clairvoyant Mirror's effects a little.

7. Added 2 new cards.

8. Minor changes to some other cards.

9. BUMP is probably an acronym.

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Time to begin...

 

Servizio: The Tuner. Fairly easy to Summon, and has the potential to return himself from the Graveyard. No float effect, but I guess it makes sense because it would render his second effect useless.

 

Scudo: Really useful with the Extra NS. Making Dante or other useful Rank 3's should be rather simple with this card. I would run 3.

 

Spada: Anything that gives a +1 is good. I guess if Servizio is still the only Tuner, Spada can search him out easily.

 

Magia: Any effect that adds S/T cards is rather powerful. I'll have to see the spells before making any final judgment on this.

 

Arciere: Same as above. Sure, they make sure that your hand wouldn't be empty anytime soon, but it's a powerful effect.

 

Cameriera: Alrighty, another Tuner. Quite a powerful effect to return herself to the hand while performing a non-target shuffle at the same time, but because you already limited it to hard OPT, there's nothing wrong there.

 

Aiuto: Lolwut. That's a pretty deadly effect for this card. Aside from being unable to be targeted, it can turn all of the other WATER monsters that are non-aquatic to aquatic. I'll have to re-check the S/T support again, but this guy is pretty big for this deck. I'm more or less afraid for the abuse of putting counters on everything, since you can have multiple copies of this guy out. COTH would bring him back from the Graveyard for more counters, and the possibility of Special Summoning 1 Aiuto, Tribute Summoning an Aiuto for Aiuto, and then using something like COTH to bring it back generates an insane amount of counters in one turn. Like I said, have to look at the S/T again.

 

Piovra: WTF is this monstrosity. Opening hand can easily Summon this guy, bringing out an Extra Deck Aquatic as well as setting himself. Superheavy Samurai effect as well? Plus, if you Flip Summon it, it becomes a 4800 DEF beatstick that is unaffected by everything. Who cares if it can't attack this turn? Your opponent stands no chance against this god card. Strongly recommend changing the Summon requirements to shuffling 4 aquatic MONSTERS you CONTROL, and not from the hand. Otherwise, Summoning this MOFO is way too easy, and pretty much ends the game when he's Flip Summoned.

 

Barriera: Fair enough with its effects and Summoning requirements. Maybe tone down DEF to 2400 or 2500, since his additional effects make him a little too powerful for a Level 6.

 

Battaglia: Piovra Summons Battaglia, next turn Flip Summon, add counters, attack with Piovra and use effect to ruin lives. Plus, if there's multiple copies of Battalgia on the field... Even 2600 ATK could become 10400 with their effects. Limit that usage to hard OPT atleast, and maybe tone Battaglia to 2400, since he cannot be targeted by card effects as well.

 

Orgoglio: I would recommend some more limitations to this card, since its effects would last for atleast 3 turns if you detach in the correct order. Change the effect so that you can only control 1 copy should fix that.

 

Monarca: Since it has a lot more support and boosts easily now, lower the ATK to 2800 as it can easily get itself over the 3000 easily. It'll take a while to get this card to 12 counters, but considering the effects, it's fair enough for the limitation.

 

Porta: Speeds up the engine greatly, and already has the limitation of only controlling 1 copy. It's good for now.

 

Castle: Like I said, the S/T support already would juice up the aquatics, so having high ATK on the monsters wouldn't be necessary if they would receive a large boost.

 

Wave: This one might be a little too powerful. Shuffling back to the deck already speeds up the engine for Aquatics, but making it free to shuffle an opponent's card away isn't really fair. Change the requirement to 5 or more aquatic cards because getting 3 on the field isn't really that hard. The first requirement is fine, and you already hard OPTed it.

 

Trident: It's also too powerful. Double piercing with Piovra, anyone? Not only that, it negates monster effects and can return itself to your hand. Change it so that it shuffles itself back into the Deck after use, as opposed to returning it to the hand. Also, attaching this to Piovra is pretty much an OTK, and why wouldn't you equip all 3 to it?

 

It's useless to the Extra Deck and all of the other Main Deck though, considering that none of them can be targeted by card effects, minus Piovra. Unless this was your intention?

 

Delta Force: Speeds up the Engine, and doesn't create any overpowered loops. It's okay.

 

Megastorm: Way too powerful, and doesn't give the opponent a chance to make a comeback. Limit the effect to shuffling 2 S/T as opposed to all.

 

Mirror: Again, the Aquatic Monsters do not need high stats if the S/T already gives them large boosts. Even then, this deck wouldn't even need the Extra to function, just work on boosting the Main Deck for an aggressive beatdown, since they can't be targeted by card effects. Nothing wrong with this card's effects, although Aiuto might be causing problems here with the rapid counters being generated.

 

Pearl Darkness: 10 Counters would already be 5000 damage. With the amount of support now, and the speed that the cards are functioning at, reduce the damage to either 200 or 300, because this card can easily finish the game at 500 dmg/counter. Running 1 copy of this in the deck should be the maximum.

 

Disaster: Increase counter cost to 3, since it can remove the counters from any aquatic card on the field. 2 is too low for a counter that stops any S/T.

 

Pearl Light: Since this card gives so much counters, even at 500 per counter, reduce the maximum to 4. 6 for 3000 LP is great value if all the monsters you have get juiced up by 600 ATK automatically, and because the majority of their effects rely on these counters.

 

Barrier: Seems fair to protect against Solemn, but increase the cost to 3 with the massive amount of support.

 

Overall, the flags I have already pointed out. Change Aiuto only being able to be Summoned OPT, regardless of which kind of Summon. Lower the attacks of the extra deck, and increase the cost/limitation on some cards.

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