Shark

Water and Wind from on August 15th, 2024
cp-ur 300 + cp-sr 720
40 cards

Notes & Combos

Halfway through the event (around 6000 points), I've faced about 40% Floo, 40% Ice Barrier, 15% Marincess, 5% Random ****. I came up with the conclusion that:

  • Ghost Mourner sucks. For some reason people don't want to let go of Floo even with 3 of their best cards banned. It's hard to find value with Mourner against Ice Barrier too. Only really good against Marincess and other decks. You should probably still keep it, but Mourner felt pretty bad in my run.
  • Going second feels SO much better in the event. The books are probably the best staples to run in the event to turn off Lancea while also being great disruption for if you can't OTK but can clear the board. Useless against Marincess going second, but that's when you manifest the skill to just open Evenly Matched and something to force out the Argonaut negate :D
  • Be sure to attach Lancea with Nash Knight or Dark Knight Lancer! Destroying it with Kragen just makes them summon Trishula.
  • The extra deck is unoptimal because I don't wanna craft Number:101 and the other Water XYZ cards. Also play Ready Fusion and a Level 4 Fusion if you have it.

OTK Lines:

Any way to make Bahamut:

  1. Bahamut eff summon Torpedo.
  2. Torpedo overlay into Black Ray Lancer (don't do this if you already have 1 Armored Xyz card in your hand)
  3. Black Ray Lancer overlay into Fortress. Fortress eff detach to add both the Spell and the Trap.
  4. Overlay Fortress into Crystalzero, use Crystalzero effect if needed, then overlay into Dark Knight Lancer.
  5. Overlay Bahamut into Utopic Ray by discarding the Trap Card.
  6. Use the Armored Xyz Spell to attach Torpedo to DKL. DKL eff to suck an opponent's monster if they have any.
  7. Attack.
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