Wall of text incoming but I've been playing this deck ever since ROTA premiere happened, and I have played just about every variant I've seen while working on my own and I'm just letting you know from my experience playing the deck! Something I've really been working towards with my build is minimizing bricks, maximizing non-engine, and making it as consistent as possible because the only thing that matters is consistency in long tournaments. Your combo doesn't need to be unbeatable with tons of bricky 1-ofs, because the natural way the deck simplifies the game state with Moulinglacia, means you will never have to play against their whole hand. Even if they hand trap you once or twice, you Moulinglacia, you only need 2 interaction. If they hand trap Moulinglacia, its done its job looping 1 card. Going 1st isn't an issue, you don't need to put cards in your deck that win that more in my opinion. I ended up cutting Virtue Stream, Abyss-Sting, Mizuchi, Ocea, Armor Shark, Coalcanth, 2 Minstrel, 1 Pike, etc because I never really want to see them in my opener (except 1 Pike exactly). Minstrel is very powerful, but also searchable, and just too minus just for them to get the card back anyway, I'd rather play for follow up. Another issue I kept running into using these hyper combo-focused builds is that your follow up turn is very bad. There's just nothing meaningful to go for with Neptabyss and Dragoons, even Abyssrhine, so I focus a lot heavier on Ran Aegirine as my level 7 as opposed to Coelacanth, usually playing 2 or 3 of her, making power level 10 synchros like Lancea (Ice Barrier one) and Gymir Aegirine. You never want to see Coelacanth in the hand, but Ran Aegirine is an amazing draw as she's flexible and puts up boss monsters under Shifter. Multiple Heavy Infantry also comes up a lot, so I am on 2, and post Supreme Darkness, 3 with Poseidra the Rumbling Atlantean being able to send it from deck. Coelacanth is a powerful Droll line, but into Shifter, Toad can't activate so you might as well end on Lancea and keep your cards in deck for follow up. Lancea summons Raiho (the one brick, even then he's a water that you can discard, then summon from GY with Lancea), then when removed, summons Trishula to banish from hand and field. So even leaving follow up on field like Coral Anemone or Neptabyss, Lancea naturally protects them by turning their monsters to DEF, such as Chundra, and Raiho will also hand loop them, forcing them to answer your board before they run out of cards. Your most powerful extenders are Abyssteus, Abyssrhine and Ran Aegirine, so you always want to see them in your hand, so max those, Squad, Neptabyss, Dragoons. And play considerable non-engine like 3 Ash, 3 Imperm, 3 Impulse, 3 Purulia, 3 Droll, maybe Ghost Ogres depending on how you feel about them in the meta right now. The deck can go 2nd very well, but the more you can hand trap them to keep them off of particular parts of their board matters a lot and makes it a lot easier than playing breakers, where you just kind of hope they don't put up the card that counters your breaker, plus they're good going first and second so it's less bricky as well as backing up your end board, even if its not "as strong" on the surface. Your goal going 1st is always to get hand trapped, resolve Moulinglacia, put up interaction, and survive exactly 1 turn with follow up. All of your starters require 2 hand traps to meaningfully stop, such as Neptabyss and Teus + Squad/Dragoons, or Abyssrhine + Squad/Dragoons. So they have to go very minus to try and interact with you. If you resolve Neptabyss twice in one game, you should win. You should plan on being interrupted at least once or twice, and be able to put up a half-way board that manages to slow the game down to be able to do so because that's exactly what everyone else is building their deck to do: open hand traps to not die, and this deck preys on that very heavily. All of your boss monsters float, like Lancea, Gymir, Alacia, Toadally, which means even if your board is broken, as long as you don't die, you'll have much stronger follow up the next turn. As for your side, I suggest Crossout Designator for going 1st as well as 1 Shifter, Impulse, Ash, Droll all hurt the deck in key spots, so it's nice to have for those as well. Heat Wave is a nice option against Shifter and Mulcharmies, which then opens them up to being OTK'd on the following turn. I really like Cosmic Cyclone right now, it hits a lot of decks and floodgates that you struggle with. You can Cyclone the Centur-ion field spell in your DP, Fire King Island, Deck Lockdown, Sequence, Deception, etc, plus its good going first and second. Anyway, that's just from my experience grinding this deck, and I hope some of this helps you because I definitely think it can do very well. Obviously, we've seen people already topping every event with it, and there's a lot of people who want to make it work. This is just how I think it plays best, and from watching your previous videos playing a more midrange build of the deck, I think it's the best way to play in a format with Mulcharmies left and right and turn skips around every corner. The most important part is enjoying your games and I'm glad to see you uploading again!
I read this last night man and I just wanna say you did an amazing job of relaying your thoughts and experiences on this deck. I seriously took alot of wht u said to heart and applied it to how I wanna build my deck for following events. I have a case tourney this sunday and I think im just gonna play alot of wht u talked about here. I think ur right tht the super combo versions are most likely not optimal for peak consistency and performance and tht midrange w/ fllw up is the way to play right now. I really appreciate everything u said here, and I will probbs go back a time or 2 to read this over again for things I missed on the first read through. Thank you for ur contribution here!
@@deepseaygo250 I hope you win that case and pull some sick QCRs for the deck! I'm glad my experience can help you in any way, I'm just happy to see more people enjoying the deck and game in general
Thank you for getting back to your regular content, it is actually inspiring because I started to make content and I would like to to continue to do it even if it’s just casual stuff like this. Anyways, you have to take your losses with a grain of salt. Some of the situations in this video were definitely unavoidable and some were. I basically always send shadow squad if there is any engine in hand because it guarantees playing under nibiru and you will still have a chance to minstrel, and is generally safest. Also sending the infantry as cost in g3 was avoidable knowing that with your hand there is no other send effect, however there were just as many good plays such as what you were about to do under shifter g1 was very impressive for a mermail deck that usually insta scoops to shifter. I run the coelecanth as well now for this reason and for droll however just with a 3 pike package because the armored shark really hurts to draw and i like to keep it at a crisp 40. Anyways I love to see the development so keep the content coming
@RescueKatz appreciate the support brother! With mermails back on the map, this was inspiration I needed to get back into yugioh. Rocky start being a returning player to a bunch of guys who keep up weekly but in time, my success will come as long as I stay consistent. Goodluck with ur content as well my friend!
Nib counts the total number of monsters, not the number of summons. I wonder if we had other plays if we only summoned 2 pikes and then made shark + toad to beat nib @@TheMismatcher
@@Plandrew I really just needed a water on board to make virtue stream live. That would have allowed me at least one more turn and a recycled water back to my hand
@@Plandrew Nah becuase the guy did have imperm (though we didn't know until later), but if he summoned 1 less time he could have ended on alacia. But for the nib part, it works the same as Girsu who summons two token and becuase the summoning of those tokens happen at the same time (not one after the other as written on girsu), both of the tokens summoning count towards 1 count for Nibiru - which is how Coelacanth is written (summon as many fish monsters all at once
Fishborg can sometimes be nice because you can summon it back from link 2 coral. That last hand vs branded was tough. Almost impossible scenario there.
Awesome matches. In my opinion, there’s 10 cards that absolutely need to be banned before any water cards are even considered. That’s just me tho. Maybe toad be limited and that’s after the multiple other actual meta bans
@darthblastoise0098 yeah, water is definitely not first in line and isn't currently a problem. If we're lucky this deck will only do well from skilled individuals and won't garner high volume of success keeping the deck outside of konamis eyes
I sure hope toad goes indeed because no way mermail is just turbo toad (although I feel like konami will ban something like bahamut shark just so spright player dont cry ), i dont think moulin/big fish will get banned even tho moulin feels unfair going first its complete garbage going 2nd. As for minstrel, hand knowledge is indeed unfair, no idea what they'll do about it but I sure hope its not getting banned 🤞Cant wait to see the next episode
@Rynoxe I appreciate the support brother! One cool thing is water has so many options, all being competitive in my opinion so I think we will be Okay. Thank u for watching, commenting, and supporting 💖
Vs Ritual beast in g3: -why did u started with infantry after u used DRNM. You simply died into an ash blossom. With either dragoons or squad you can extend and deal with the board other way. You simply killled yourself
This was a definite misplay. I tunnel visioned on the public knowledge that I knew he added droll to hand. He had 1 unknown tht happened to be ash. I was playing around him having droll and tht was it. I should have sent shadow or dragoons, but I didnt so all i can do is learn from that instance
@ericmaldonado2778 I was trying out the monster negate equip. Dark ruler really doesn't hurt due to the multiple layered interruptions available and the spell negate equip is really bad into any deck tht plays continous spells
@@deepseaygo250 omg that is the monster negate, why would u play that if the spell negate protects u from the only card that beats the board which is dark ruler it makes no sense
@@ericmaldonado2778 Thts a fair question. If we go card for card, moulin took out 2 of his 6 cards. So 4 cards vs my board. He dark rulers, so 3 cards left. Now public information would be I have 1 pop w/ lacia discarding infantry, I can also recycle infarnty back to hand for a second pop with abyssshriine in gy, I also have virtue stream providing another 2 pops, and then lastly a monster negate from the equip. Overall this is a total 4 layered interruptions that is public to his 3 cards in hand. While the spell negate may still be better, I wanted to test the monster negate anyways. Even if he manages to clear my board, I would get fllw up from mermail king, lacia, and 2 toads as well as the fact he cant kill me cus of dark ruler
@@ericmaldonado2778 Dark ruler doesn't beat the board though? you still have a monster engate with the equip, a pop with shrine discarding infantry, and virtue steam vs 4 cards in hand while you know three of those - DNRM literally didn't even do anything in that game
Wall of text incoming but I've been playing this deck ever since ROTA premiere happened, and I have played just about every variant I've seen while working on my own and I'm just letting you know from my experience playing the deck!
Something I've really been working towards with my build is minimizing bricks, maximizing non-engine, and making it as consistent as possible because the only thing that matters is consistency in long tournaments. Your combo doesn't need to be unbeatable with tons of bricky 1-ofs, because the natural way the deck simplifies the game state with Moulinglacia, means you will never have to play against their whole hand. Even if they hand trap you once or twice, you Moulinglacia, you only need 2 interaction. If they hand trap Moulinglacia, its done its job looping 1 card. Going 1st isn't an issue, you don't need to put cards in your deck that win that more in my opinion.
I ended up cutting Virtue Stream, Abyss-Sting, Mizuchi, Ocea, Armor Shark, Coalcanth, 2 Minstrel, 1 Pike, etc because I never really want to see them in my opener (except 1 Pike exactly). Minstrel is very powerful, but also searchable, and just too minus just for them to get the card back anyway, I'd rather play for follow up. Another issue I kept running into using these hyper combo-focused builds is that your follow up turn is very bad. There's just nothing meaningful to go for with Neptabyss and Dragoons, even Abyssrhine, so I focus a lot heavier on Ran Aegirine as my level 7 as opposed to Coelacanth, usually playing 2 or 3 of her, making power level 10 synchros like Lancea (Ice Barrier one) and Gymir Aegirine. You never want to see Coelacanth in the hand, but Ran Aegirine is an amazing draw as she's flexible and puts up boss monsters under Shifter. Multiple Heavy Infantry also comes up a lot, so I am on 2, and post Supreme Darkness, 3 with Poseidra the Rumbling Atlantean being able to send it from deck. Coelacanth is a powerful Droll line, but into Shifter, Toad can't activate so you might as well end on Lancea and keep your cards in deck for follow up. Lancea summons Raiho (the one brick, even then he's a water that you can discard, then summon from GY with Lancea), then when removed, summons Trishula to banish from hand and field. So even leaving follow up on field like Coral Anemone or Neptabyss, Lancea naturally protects them by turning their monsters to DEF, such as Chundra, and Raiho will also hand loop them, forcing them to answer your board before they run out of cards. Your most powerful extenders are Abyssteus, Abyssrhine and Ran Aegirine, so you always want to see them in your hand, so max those, Squad, Neptabyss, Dragoons. And play considerable non-engine like 3 Ash, 3 Imperm, 3 Impulse, 3 Purulia, 3 Droll, maybe Ghost Ogres depending on how you feel about them in the meta right now. The deck can go 2nd very well, but the more you can hand trap them to keep them off of particular parts of their board matters a lot and makes it a lot easier than playing breakers, where you just kind of hope they don't put up the card that counters your breaker, plus they're good going first and second so it's less bricky as well as backing up your end board, even if its not "as strong" on the surface.
Your goal going 1st is always to get hand trapped, resolve Moulinglacia, put up interaction, and survive exactly 1 turn with follow up. All of your starters require 2 hand traps to meaningfully stop, such as Neptabyss and Teus + Squad/Dragoons, or Abyssrhine + Squad/Dragoons. So they have to go very minus to try and interact with you. If you resolve Neptabyss twice in one game, you should win. You should plan on being interrupted at least once or twice, and be able to put up a half-way board that manages to slow the game down to be able to do so because that's exactly what everyone else is building their deck to do: open hand traps to not die, and this deck preys on that very heavily. All of your boss monsters float, like Lancea, Gymir, Alacia, Toadally, which means even if your board is broken, as long as you don't die, you'll have much stronger follow up the next turn.
As for your side, I suggest Crossout Designator for going 1st as well as 1 Shifter, Impulse, Ash, Droll all hurt the deck in key spots, so it's nice to have for those as well. Heat Wave is a nice option against Shifter and Mulcharmies, which then opens them up to being OTK'd on the following turn. I really like Cosmic Cyclone right now, it hits a lot of decks and floodgates that you struggle with. You can Cyclone the Centur-ion field spell in your DP, Fire King Island, Deck Lockdown, Sequence, Deception, etc, plus its good going first and second.
Anyway, that's just from my experience grinding this deck, and I hope some of this helps you because I definitely think it can do very well. Obviously, we've seen people already topping every event with it, and there's a lot of people who want to make it work. This is just how I think it plays best, and from watching your previous videos playing a more midrange build of the deck, I think it's the best way to play in a format with Mulcharmies left and right and turn skips around every corner. The most important part is enjoying your games and I'm glad to see you uploading again!
I read this last night man and I just wanna say you did an amazing job of relaying your thoughts and experiences on this deck. I seriously took alot of wht u said to heart and applied it to how I wanna build my deck for following events. I have a case tourney this sunday and I think im just gonna play alot of wht u talked about here. I think ur right tht the super combo versions are most likely not optimal for peak consistency and performance and tht midrange w/ fllw up is the way to play right now.
I really appreciate everything u said here, and I will probbs go back a time or 2 to read this over again for things I missed on the first read through. Thank you for ur contribution here!
@@deepseaygo250 I hope you win that case and pull some sick QCRs for the deck! I'm glad my experience can help you in any way, I'm just happy to see more people enjoying the deck and game in general
@@ForgeLOOTdo you have a deck list? I’ve been trying to find some online but most of them felt way too bricky in testing.
Thank you for getting back to your regular content, it is actually inspiring because I started to make content and I would like to to continue to do it even if it’s just casual stuff like this.
Anyways, you have to take your losses with a grain of salt. Some of the situations in this video were definitely unavoidable and some were. I basically always send shadow squad if there is any engine in hand because it guarantees playing under nibiru and you will still have a chance to minstrel, and is generally safest. Also sending the infantry as cost in g3 was avoidable knowing that with your hand there is no other send effect, however there were just as many good plays such as what you were about to do under shifter g1 was very impressive for a mermail deck that usually insta scoops to shifter. I run the coelecanth as well now for this reason and for droll however just with a 3 pike package because the armored shark really hurts to draw and i like to keep it at a crisp 40. Anyways I love to see the development so keep the content coming
@RescueKatz appreciate the support brother! With mermails back on the map, this was inspiration I needed to get back into yugioh. Rocky start being a returning player to a bunch of guys who keep up weekly but in time, my success will come as long as I stay consistent. Goodluck with ur content as well my friend!
Thanks for posting ! Can’t wait for next week.
@@Marvin_Red I will do better next week! I promise 😭
@ Try out the no teus build ! Ahahaha It happens ! Keep up the good work
@Marvin_Red I have a "case" tourney this Saturday. After tht, I'm gonna play with different theories
Ngl watching the ritual beast guy playing with his extra face up killed me
Also he couldn't nib you after Coelacanth since all the bodies he brings out count as 1 summon for nib
Nib counts the total number of monsters, not the number of summons.
I wonder if we had other plays if we only summoned 2 pikes and then made shark + toad to beat nib @@TheMismatcher
@@TheMismatcher Oh my goodness.... well we live and learn I guess... ugh! lol
@@Plandrew I really just needed a water on board to make virtue stream live. That would have allowed me at least one more turn and a recycled water back to my hand
@@Plandrew Nah becuase the guy did have imperm (though we didn't know until later), but if he summoned 1 less time he could have ended on alacia.
But for the nib part, it works the same as Girsu who summons two token and becuase the summoning of those tokens happen at the same time (not one after the other as written on girsu), both of the tokens summoning count towards 1 count for Nibiru - which is how Coelacanth is written (summon as many fish monsters all at once
Fishborg can sometimes be nice because you can summon it back from link 2 coral.
That last hand vs branded was tough. Almost impossible scenario there.
Yeah, after some reflection, I think harpooner is the play
Stay classy field center I see. Ordering mine now.
Where are you ordering? I thought they was sold out.
@46:11 he is styling on you with the two finger draw. 😂😂
Hes a Killer haha!
Also, thank you for the catch on my latest video. That was embarrassing :)
Awesome matches. In my opinion, there’s 10 cards that absolutely need to be banned before any water cards are even considered. That’s just me tho. Maybe toad be limited and that’s after the multiple other actual meta bans
@darthblastoise0098 yeah, water is definitely not first in line and isn't currently a problem. If we're lucky this deck will only do well from skilled individuals and won't garner high volume of success keeping the deck outside of konamis eyes
I sure hope toad goes indeed because no way mermail is just turbo toad (although I feel like konami will ban something like bahamut shark just so spright player dont cry ), i dont think moulin/big fish will get banned even tho moulin feels unfair going first its complete garbage going 2nd. As for minstrel, hand knowledge is indeed unfair, no idea what they'll do about it but I sure hope its not getting banned 🤞Cant wait to see the next episode
@Rynoxe I appreciate the support brother! One cool thing is water has so many options, all being competitive in my opinion so I think we will be Okay. Thank u for watching, commenting, and supporting 💖
Vs Ritual beast in g3:
-why did u started with infantry after u used DRNM. You simply died into an ash blossom. With either dragoons or squad you can extend and deal with the board other way. You simply killled yourself
This was a definite misplay. I tunnel visioned on the public knowledge that I knew he added droll to hand. He had 1 unknown tht happened to be ash. I was playing around him having droll and tht was it. I should have sent shadow or dragoons, but I didnt so all i can do is learn from that instance
watch the full video dude lol
@@Vades my man 😁
@@Vades couldnt watch it on that moment, but i wanted to ask this. If its answered in the vod, then sry for it.
How did u just let him dark ruler u when u had the equip
@ericmaldonado2778 I was trying out the monster negate equip. Dark ruler really doesn't hurt due to the multiple layered interruptions available and the spell negate equip is really bad into any deck tht plays continous spells
@@deepseaygo250 omg that is the monster negate, why would u play that if the spell negate protects u from the only card that beats the board which is dark ruler it makes no sense
And idk what else u can do after a dark ruler all u get is follow up that is gonna get interrupted in you’re turn
@@ericmaldonado2778 Thts a fair question. If we go card for card, moulin took out 2 of his 6 cards. So 4 cards vs my board. He dark rulers, so 3 cards left. Now public information would be I have 1 pop w/ lacia discarding infantry, I can also recycle infarnty back to hand for a second pop with abyssshriine in gy, I also have virtue stream providing another 2 pops, and then lastly a monster negate from the equip. Overall this is a total 4 layered interruptions that is public to his 3 cards in hand. While the spell negate may still be better, I wanted to test the monster negate anyways. Even if he manages to clear my board, I would get fllw up from mermail king, lacia, and 2 toads as well as the fact he cant kill me cus of dark ruler
@@ericmaldonado2778 Dark ruler doesn't beat the board though? you still have a monster engate with the equip, a pop with shrine discarding infantry, and virtue steam vs 4 cards in hand while you know three of those - DNRM literally didn't even do anything in that game
Bro these scrubs suck so bad at this game 😂, opening shifter immediately a crutch , so annoying.