it's me again JoeyJY
and today i'm going to write some guides about Mermaids.
The truth is,
Water element isn't really my type,
and i don't have much experience in playing Water Deck, too..
Christ is better in Water cards, but since he told me to write one.. so yeah..
And this guide is requested by Enrico,
so here i am :)
I will try my best to explain all the useful cards for the Mermaid,
soo please enjoy reading and hope this guide will help :)
Since mermaid is a well known archetype in FoW,
and essentially they can help each other well without the Ruler's help.
So basically, you can choose any ruler you think fit best in this deck.
But Water Ruler such as Freya, or Oathkeeper - Triton is good too,
since they can provide some big bosses.
now let's get into some of the spesific ruler first.
Royal Palace Guardian Mage, Freya
Ruler : Mermaid
J-Condition : 2Water 2Other
<Continuous> Only can be used during your Draw Phase. Pay 2Other, discard a card you drew and draw another.
<Condition> {Rest} : Target Resonator is not affected by Spells or Abilities until the end of turn
Water Spirit, Undine
J-Ruler : Spirit
ATK / DEF : 1000 / 1000
<Enter> Return 2 target Resonators back to their owner's Hand
<Condition> {Rest} : Target resonator cannot be targeted by Spells or Abilities until the end of turn
<Condition> Discard 2 cards : Summon [Berserk Dragon of the Ocean, Leviathan] from your Hand. This ability triggers its <Enter> effect
pros :
+ Is a water Ruler, so you don't need to add any other Element Magicstones.
+ Both effects give Hexproof
+ J-Ruler effect can summon high atk/def Resonator easily
+ <Enter> effect is good
+ J-Ruler ATK and DEF is quite high
+ Ruler <Condition> effect to draw is quite good
cons :
- J-Condition cost is quite high
- <Enter> effect is spesificly 2 target Resonators, you might have to return 1 of your resonators too
- <Condition> effect that summons Leviathan is too costly, in an instant, you lost 3 cards in your hand
- Mermaids don't really need hexproofs, so both of the skills might be not used too much.
now onto the next ruler here
Oathkeeper of the Sacred Sea
Ruler : Mermaid
J-Condition : Destroy 2 cards in your Spell : Standby area
<Condition> 1Water, 3Other, {Rest} : Unntil the end of turn, you gain control of 1 target Resonator
Prince of the Ocean, Triton
J-Ruler : Spirit
ATK / DEF : 0 / 600
<Enter> Summon [Emperor Dragon of the Rough Seas, Rahab] from your Hand or from your Main Deck, then shuffle your deck. This ability triggers its <Enter> effect.
<Condition> 2Other : This card cannot be the target of attacks until the end of turn.
<Condition> 1Water, 2Other, {Rest} : Until the end of turn, gain control of 1 target Resonator
let's see..
this card is not that good.. so..
pros :
+ Can summon boss monster, rahab
+ J-Ruler <Condition> cannot be the target of attacks is quite tricky
+ J-Ruler <Condition> Gain control of 1 target Resonator is quite good too.
cons : too much..
- J-Condition is holyhmmm... what would you destroy in Water deck? Peace Negotiations? lol.. just saying that this J-Condition is too high cost
- Ruler only has 1 effect, and that is not that good. or not good at all..
- J-Ruler ATK / DEF is too small.. easily killed by little Resonators, and also Black Flames
- J-Ruler <Enter> only used 1, so you can only summon 1 Rahab with this effect.. which Undine do much better.
- From a girl, into a prince.. seriously?? i mean.. SERIOUSLY???
Moving on to the keycards!!
Mermaid Apprentice
Resonator : Mermaid
Cost : 1Water
ATK / DEF : 200 / 200
<Condition> When this card gets sent from the Field to the Graveyard, Draw 1 card.
<Break> Summon this Resonator onto the Field
pros :
+ An usual status for 1cost Resonator, 200 / 200
+ Good effect
+ have a <break> effect
cons :
- Can only used up to 2 copies in Main Deck
- Nothing
Mermaid Heir of Wisdom
Resonator : Mermaid
Cost : 1Water 1Other
ATK / DEF : 200 / 400
<Enter> Target Player draws a card.
<Break> Add this card to your Hand.
pros :
+ Another drawer
+ Good cost with 1Water and 1Other makes it can be used in other decks
+ Have a <Break> effect, so even if it's in the break, you can summon it to draw more card
cons :
- Quite small ATK
Coral Sweeper
Resonator : Mermaid
Cost : 1Water 1Other
ATK / DEF : 200 / 200
<Condition> Destroy this card : Destroy target Addition
<Break> Destroy target Addition
pros :
+ Cost is 1Water and 1Other makes it can be used in other decks
+ Both <Condition> and <Break> effect is good
cons :
- Small status for a 2 costs Resonators
Singing Voice of the Restless Tides
Resonator : Mermaid
Cost : 1Water 2Other
ATK / DEF : 200 / 200
<Condition> {Rest} : Produce Water equal to the number of [Mermaid] you control.
<Break> Draw 1 card.
pros :
+ Again, can be used in multi Element decks
+ Effect is quite good in Mermaid decks
+ <Break> effect is good too
cons :
- Very low status.. can be easily killer
- The <Condition> requires it to {Rest}, so it cannot be used the turn this card was summoned.
And now!! Please welcome the most powerful card in the Mermaid history (i think..)
Defender of the Deep Blue, Antorite
Resonator : Mermaid
Cost : 3Water
ATK / DEF : 400 / 400
<Continuous> All [Mermaid] you control gain [+200/+200]
<Condition> 1Water, 4Other : Target Player Draws a card
pros :
+ A very good support for Mermaid cards
+ <Continuous> effect affects herself
+ <Continuous> effect is stackable
+ A very good effects for 3Cost Resonator
+ Good artwork
+ Average status for 3cost since she got [+200/+200] from her own effect
cons :
- i think none..
NEXT!!
Songtress of the Deep Blue
Resonator : Mermaid
Cost : 1Water 2Other
ATK / DEF : 0 / 600
<Condition> {Rest} : Gain control of target Resonator with cost 3 and below until the end of turn.
<Break> Gain control of target Resonator with cost 3 and above until the end of turn
pros :
+ Splashable in other Element decks
+ <Condition> effect is good, can be used in many ways
+ Have <Break> effect
+ <Break> effect is targeting Resonator with cost 3 and ABOVE, which is better than the <Condition> one.. if the opponent has one
cons :
- Low ATK
- I heard that Resonators that is taken by <Condition> effect must go under Summoning Cygnus, so it's not that good.. Can't attack or blocked when needed.
- <Break> effect doesn't do much if opponent have no Resonator
- Can only be used up to 1 copy in the Main Deck
The Rest of the Resonators can be added in any composition you like,
Now let's move on to the Spell Cards
Angel Voice
Spell : Chant
Cost : 2Water 1Other
Destroy 2 [Mermaid] that you control, summon a [Dragon] from your Hand.
<Break> Destroy 2 [Mermaid] that you control, summon a [Dragon] from your Hand.
pros :
+ This card surprisingly goes well with mermaid deck, since the cost is destroying mermaids
+ You can destroy Mermaids such as Mermaid Apprentice, so you can draw a card, or destroy Mermaid Heir after you draw a card
+ <Break> effect enables you to summon Dragon anytime if the cost is completed
+ The cost is quite few
cons :
- Cost needed is 2Water 1Other which makes it quite hard to put in other decks
- Spesificly need Mermaids
- You MUST destroy 2 Mermaids, so if opponent chased you so that you have only 1 or fewer Mermaid, the effect will not activate.
- Break effect is just the same as above
Coral Rain
Spell : Chant
Cost : 1Water 1Other
Produce 1Water for each [Mermaid] you control.
<Break> Produce 1Water for each [Mermaid] you control.
pros :
+ Looks like a must-have card in Mermaid decks
+ The cost is very low
+ Have <Break> effect that is as good.
cons :
- <Break> effect isn't very useful if you break on opponent's turn
- Isn't very effective if you have only a few Mermaids on the field
- When you activate this card, and opponent chases with cards that destroy your Resonator, you might have no Water produced
- Spesificly only for Mermaids
Commedia Erudita
Addition : Field
Cost : 2Water 2Other
When this card enters the Field, Draw a card.
<Continuous> All Water cards you control gain [+100/+100]
pros :
+ Good addition that allows you to draw a card
+ Good <Continuous> effect, better if combined with Antorite's effect
+ Not limited to some Race
cons :
- Cost is quite high
- <Continuous> effect only gives small amount of ATK and DEF
I think this is all the ideas i can give about Mermaids.
And again, i'm not really a Water user,
So.. i might be just very bad at these cards, and tutorials and such..
I leave the rest up to all the readers and fellow FoW player's creativity on putting these cards on your decks!
And i hope this guide helps you widened your information about Mermaids, and let you all think about many more combos related to these cards.
This is all for my guide about Mermaids
Make sure to keep watch on our blog daily.
Lastly,
all images and abilities are taken from
Force of Will TCG Wikia
Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!
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