Thursday 26 September 2013

Looking Forward- Mermail

Today we are going to be focusing on the Mermail archetype, and I have a special article from a good friend of mine Luke Symthe. So without prolonging this anymore, here we go; 

So let’s talk about Mermail.

I'm sure you've seen the Aqua Spirit Xyz build that took both Bobby Barone and Sorosh Saberian into the Top Cut of YCS Toronto (With Saberian barely missing out on the crown itself) and is very quickly becoming the standard Mermail build for Tier 2 Events.
Are we likely to see this version of the deck take down the format? Probably not – the deck handles a resolved Crimson Blader quite poorly, though not for the reasons you might expect (more on that later) and simply isn’t well enough equipped to deal with a stream of resources that is (for all intents and purposes) endless…

Does that mean that Mermail won’t win any events along the way? Not at all. In fact, I’m of the opinion that the only Matchup in which Dragon Ruler is superior to Mermail is Dragon Ruler. That’s right, I’d rather be playing the Mermail deck in EVERY other matchup (well, except maybe Infernity Game 1, but that’s always a bit of a coin toss).
Let me explain what I mean:

Mermail’s versatility is unmatched

The Dragon Ruler deck tends to start all its moves in the same way, and they all tend to take the same form (Summon a Dragon or Two, swing, end/Dracossack – maybe Debris Dragon on a particularly inventive turn).By comparison, Mermail can start from effectively any monster with Mermail in its name and go literally anywhere their controller wants to. This makes Dragon Ruler relatively linear when compared to Mermail. That in of itself should speak worlds for Mermail, since Dragon Ruler is one of the most adaptive and versatile decks ever devised...

Be it Abysslinde making a suicide attack, the Normal Summon of Abysspike or the activation of Abyssteus, the Mermail deck performs in the gear that its player wants it to at all times, and shifts between those gears flawlessly when ready to dish out massive damage, break an opposing lock, or simply put the game in a position that’s impossible to come back from.
What does that mean for the rest of the Meta? Simply that the Mermail deck is incredibly difficult to mitigate without its direct counters (Graveyard prevention). Mind Drain preventing Abyssteus and Abyssmegalo in the hand? Abysspike -> Atlantean Heavy Infantry. Relying on those Spell/Trap cards to get you through? Atlantean Marksman says you’d better hope they’re chainable. They are? Abysslinde thinks the damage step is a different story.

Your field is never safe against Mermail. Not ever. The more cards you put onto the field, the more cards you stand to lose.
While the Atlanteans are the main reason behind this, it’s the Mermail monsters, specifically Abysslinde, pulling the strings from the background.

Abysslinde creates a situation in which a player might be physically able to attack, but they’re actually prevented from doing so by a face-down Abysslinde. Why? Because a set Abysslinde is an implied Abysspike, which in turn is an implied activation of Atlantean Heavy Infantry or Atlantean Marksman. At best it’s an implied 2700ATK monster, and between the 2 there are Abyssgundes and Tidals that just generally prevent you from gaining anything out of an attack.
Did you set something that you should really have saved for later? Too bad, now if you attack you leave it vulnerable to Marksman.  Your failure to be efficient with your cards has cost you your battle phase not only this turn, but every turn until you’re able to deal with Abysslinde.

Your opponent has a Spell/Trap card? Same situation – can you deal with a surprise Abysslinde during the battle phase? If you can’t then your attack will force you to choose - lose your set card or be unable to set Spells/Traps this turn.

And that’s without even mentioning Abyss-Sphere or Tidal (by name, anyway…). I could write entire articles - maybe even a Thesis - on why Abyss-Sphere is such a fantastic card. How its interaction with both players not only defines how the Mermail deck is played and played against, but changes the way those players look at and play the game as a result. Cards like that don’t come about very often, and maybe one of these days I’ll write that article.

Mermail’s Dragon Ruler does what only Dragoons could do better

However, right now we need to look at Tidal, because it’s the main reason that Mermail stands head and shoulders above all non-Dragon Ruler decks. A simple quote from Patrick Hoban explains this better than I can with an essay:
“Activating Traps costs you cards. Dragon Rulers don’t cost you cards”

Tidal is a completely free Special-Summonable Level 7 monster in a deck full of easily Special-Summonable Level 7 monsters. Look no further than Dragon Ruler to see how ridiculous that is. It provides the Mermail decks with not only the kind of semi-endless resource that non-Dragon Ruler decks can only dream of (in the form of a 2600ATK stick no less), but a way to turn a used Abyssteus or Abyssmegalo into Mermail Abyssgaios or Dracossack.
This gives the Mermail deck an element of the endless resource benefit that the Dragon Ruler deck has, with an added bonus – Tidal’s WATER attribute makes it a high-class discard for any Mermail that needs that particular cost (i.e. virtually all of them). The ability to discard Tidal to another card’s effect and then special summon it back from the Graveyard is reminiscent of the Baby Dragons of last format. That makes every Mermail monster the same kind of effect as Stream, Dragon Ruler of Droplets.

Can you imagine if Tidal had Blaster or Redox’s secondary abilities? By which I mean the “Discard this card and a FIRE/EARTH monster to do X” abilities. Doesn’t bear thinking about, does it? Redox’s is the most ridiculous, since it would effectively read [Discard this card and 1 “Mermail Abyssgunde”: Target 2 “Mermail” monsters in your Graveyard; Special Summon them.] Take a moment to think about that, I’ll wait… How about if another WATER Dragon-Type monster with a relevant effect existed?
This is why Tidal had to be the worst Dragon Ruler in a vacuum.

Mermail’s threat to end the game is ever-present

While the Dragon Ruler deck rarely runs out of resources, it doesn’t usually inflict lethal damage in a single turn (barring Return from the Different Dimension). The loss of Speed from the banning of the Baby Dragons means that it’s not that easy to assemble 8 Dragons to remove for a huge swing, and often not a good idea if you can - remember that Dragon Ruler only plays 17 Dragons, so removing 8 of them uses up nearly half its Dragon ruler summons for the game (with the exception of Redox, who can munch on Maxx “C” and Card Trooper).
What this means is that you usually get a turn of preparation before you have to face the draconic horde, a turn to set traps and summon monsters to keep it at bay.

Mermail isn’t interested in giving you that turn of preparation – a normal summoned Abysspike may well be a thinly-veiled threat to end you right now in a flurry of Sea Serpents (and maybe the odd Dragon…)
While the Mermail deck is fantastic at playing the control game - with its Atlanteans making profitable trades and its Mermail monsters controlling the board - it can just outright win the game from virtually any position if you give it even a hint of a weakness in your defence.
That intrinsic, constant threat that you may simply lose the game on any given turn is a huge part of why Mermail is what it is.

Abyssocea has added to this ability in a huge way. It’s not quite the same as the Atlantean Marksman-Atlantean Dragoons relationship that governed the Pre-Tachyon format, but it still means that Abyssteus and any WATER monster can put as much as 4200 damage on the table. That leaves the Mermail player 4 cards to find the other 3800.
Add Tidal to this mix and you’d better hope that they can’t feed him a Level 4 monster…

The deck may not even wait until its own turn to deal with opposing Spells/Traps/Problem monsters. An Abyss-Sphere at the end of the Main phase puts the Mermail deck in a position to special summon both Abysspike and Abyssturge at the end of the opposing turn (Assuming one or the other is in the Graveyard and Abyssgunde is in hand) and also destroy an opposing Spell/Trap card.
That scenario trades Abyss-Sphere for an opposing card and 2 monsters totalling 3300ATK, netting +2 in the opponent’s End Phase and setting up for a turn of unimpeded Mermail shenanigans.


So with all its fantastic matchups, why isn’t Mermail ruling the game? Well, like I said earlier, the problem rests with Dragon Ruler having endless resources that take the form of large Dragons. There’s another reason though, so let’s look at that.

The Problem of Crimson Blader

Yeah, this guy.
Remember earlier, when I said that this deck doesn’t recover well from Crimson Blader? There are a number of reasons for that, but oddly enough the stopping of Level 5 or higher (Specifically Level 7) monsters isn’t the main one. The issue is that Crimson Blader’s effect starts a chain.
What that means is that simply setting an Abysslinde isn’t an answer to Crimson Blader. Under normal circumstances you’d have access to Atlantean Heavy Infantry, which would mean that either of Abysslinde or Abyss-Sphere can get rid of any monster your opponent controls – Abysslinde fetches Abysspike or Abyssturge, which discards the Heavy Infantry to remove the threat from the board.
This does not work with Crimson Blader…

Why? Because Crimson Blader’s effect is a mandatory Trigger Effect, While Abysslinde is an optional Trigger Effect. That makes Crimson Blader link 1 in any chain that results from it destroying Abysslinde in battle (regardless of which monster is attacking), which in turn means that an Abysspike summoned from Abysslinde will not be able to activate. Crimson Blader not only cuts off the top end of the Mermail deck, it also prevents the deck from using its standard method to search for outs. This twin-pronged attack on the deck’s problem-solving engine is the real issue that Crimson Blader presents.

The Maxx “C” Achilles Heel

Wow this little guy hurts a lot.
While the Dragon Ruler deck tends to shrug off Maxx “C” by simply summoning Blaster or Redox first, the Mermail deck doesn’t have it so easy. While Tidal can help to lure the insect out early, the best players will hold it for the best case scenario if they have a choice.
That scenario is that you just discarded Abyssgunde for Abyssmegalo - not only will Maxx “C” replace itself from the Abyssmegalo summon, but you’ll be forced into one of 4 horrible plays:

1.     Just end, leaving Abyssmegalo vulnerable to attack and wasting Abyssgunde.
2.     Trigger Abyssgunde to give your opponent an extra card, and leave both Abyssmegalo and the Abyssgunde target vulnerable.
3.     Make Abyssgaios, giving your opponent 3 draws, but removing your attack vulnerability.
4.     Try to swing for the game. If you fail you will likely lose.

None of those is a great play, especially with Dragons threatening Crimson Blader on the next turn.
The fact is that the Dragon deck’s monsters are generally so much less vulnerable to battle than Mermails are, and its ability to both handle the insects better and dish them out itself is a pivotal reason why the Dragon matchup is so poor for Mermail.

The Future

So how does the deck go forward from here? Finding a way to deal with Dragons that doesn’t hurt your game plan against other decks would be best, but that’s easier said than done.

I’m not sure Hand-Traps are the way to go with this. As we’ve already discussed, Dragons have a level of invulnerability to Hand-Traps that makes it hard to find a correct time to use one.
Hand-Traps also tend to create hands that don’t contain enough Water monsters to make a reasonable push. In Game 1 Mermail wants all its cards to be pushing its game plan forward. That means less reactive cards/defensive cards, and more cards that make Mermail do what Mermail is meant to do.
Not forgetting of course that with all the different decks that see play this format, a Hand-Trap is not going to be useful the majority of the time. Think about the number of decks that people play at YCS Events:

Dragon Ruler
Dragunity
Mermail
Prophecy
Fire fist
Evilswam
Constellar
Infernity
Geargia
Herald
STUN
Blackwing
Madolche
Inzektor
Chain Strike Burn

How many of these decks is Maxx “C” useful against? Half? Less?
How about Effect Veiler?
Even the Dragon Ruler decks nowadays are starting to move to less hand Hand-Trap and more hard-counters like Vanity’s Emptiness and Skill Drain. It remains to be seen whether this will continue as we approach the final 3 YCS Events of 2013 in San Mateo, London and Turin.
The Mermail deck is more than capable of playing hard counters in the maindeck too (Torrential Tribute is already quite common). Finding which ones work best is the issue.

We may see Deep Sea Diva return to play, since it’s an excellent way round an already resolved Crimson Blader – simply search for Abyssleed from the Abysslinde that was destroyed, then drop Diva for Armory Arm and Equip. You’ll even get 3700 damage out of the equation.
Realistically, Armory Arm is almost a good enough reason to play Diva on its own, since surprise damage wins so many games nowadays. Access to Armades just cements the deal further – giving you a way to deal with problematic monsters unopposed or simply to force opposing Lances for no value.
Let’s not forget Armades’ impact on the mirror… That out to Abysslinde you were looking for? Look no further.

Whether Dragon Ruler will rule the meta or not, Mermail is still a hell of a deck, and is definitely worth a play for anyone that wants to understand Chain and End Phase mechanics better, or just wants to have a go at something new.
Beware though, that with Atlantean Dragoons and Deep Sea Diva limited you’ll not be getting any Abyssmegalo/Atlantean Dragoons auto-win hands.

Nowadays this deck is as good as its player makes it.

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