User:Romanoff Blitzer/The Nameless Guide/Water Civilization

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General

 * Aquan Jr.'s Delivery is mostly used in Light/Water/Darkness hyperspatial control or All Yes decks.
 * Cebu Aquman Jr. same as above.

Aggro

 * Astral Reef is strong draw in Cyber rush. Strong enough to be restricted.
 * Astral Super Reef Is extremely powerful draw for any Cyber Virus deck that can survive to the 6th turn and also serves raw attack power for a race that is lacking at it.
 * Aqua Jester Loupe gets you a weenie and a card in hand. That's a +2. Mostly used in rush decks. Key card in Jester Sword.
 * Aqua Hulcus, Qurian, Viblo Blade, Hulcus Range and Newton, Aqua Ace get you a body and a card in hand.
 * Aqua Melge: Cheap hand exchange and grave fattening. Was key card in graveyard source before the restriction of all the parts in Melge Loop.
 * Aqua Teacher is good for vanilla beatdowns.
 * Cyber N World is plain insane, managing to screw many graving, discarding and milling strategies, while replenishing your hand. As such, it's used both in assault and control.
 * Cosmo Cebu Lambda, the Super Electromagnetic is an entire deck archetype unto itself.
 * Dice Dice, Super Eureka is sometimes used in revolution limited as draw for gambling decks. It's gambling however and you risk losing key cards.
 * Java Jack, Ultra Flash works great in Liquid People decks. Draw and assault makes it a great finisher.
 * Streaming Shaper is a powerful draw in mono-Water rush.
 * Submarine Fortress Lair  gives a mental lock to the opponent; "Whether should i draw an extra card or not?"

Control/Combo

 * Energy Stream is good draw, this and Aquan Jr.'s Delivery can get you a Bloody Shadow, Mystic Light Death Knight for free.
 * Fortune Slot is commonly used in Heaven's gate loops.
 * Walsura Institute, Malicious of D is hard to remove consistent draw with a cost trample attached to it. There are no limits as long as the creature has the same cost as a creature under your control, so it can be used with King Walsura, D2S to cost trample some really wacky stuff. It also apparently helps you to send out Gyuujinmaru, Legendary Identity easier.

Bounce

 * Atlantis, Deepsea Evangelist in Miramisu. Great mass removal, and high cost makes it ideal for Gachinko Judge.
 * Aqua Surfer is the standard bounce card. Seen in virtually any deck with water until the introduction of Ragnarok, the Clock.
 * Dragon Pulse Technique - Fortress Destroyer gets rid of any types of cards, including Dragheart Fortresses and Cross Gears. Also key card in grave devolution.
 * Genius Janit, of the Hidden Blade surprise bounces weenies in rush. Also bounces your own creatures to prevent them from being attacked and destroyed.
 * Intense Vacuuming Twist is the standard bounce card in Water/Fire/Nature beatdowns/mana ramps. Search and bounce with ST makes it a godly card in those decks, and is a life saver.
 * Metal Avenger Solid, Dragon Edge is like a Aqua Surfer for lighter creatures, but instead of the shield trigger effect, it brings out a Water Dragheart.
 * Spiral Gate is both cheap and powerful removal. Due to its threat to psychic creatures, it got restricted.
 * Vilvisvid, Ultra Flash is a cheap beatstick evolution creature with a bounce effect. Plain and easy.

Finishers
is literally impossible to get around once it gets into the field, since its seals prevent it from being removed, and when it has no seals on it, its owner takes an extra turn and by the time the opponent would have died due to the extra turn. AND spamming water commands hard? Don't worry, Diabolos Zeta, Temporal Ruler can take out all the seals for you at once and once it awakens, you get two juggernauts on the field and the opponent is dead! There are also endless ways to abuse it, such as Dokindam Area, Forbidden of D and Parasking, Revolution Invasionkind, but DDZ and Hyperspatial Gaial Hole remains the best.
 * Adamski, S-Rank Space decks 4 cards (2 cards for each shield it would break) out from your opponent instead of breaking shields. It also has S-Rank Invasion from the battle zone or hand too, so it can attack a number of times equal of the number of Water Commands in your battle zone. Around 4 to 6 attacks from this creature can put a full stop on your opponent without breaking any shields.
 * Kiriko Cubic, First Model Dragon Emperor is a strong spell-casting finisher that can decide the game. Luck based, but can deal heavy damage if the deck is built right.
 * Codename iFormulaX has an entire deck dedicated to itself.
 * Completely Unidentified is a finisher in Fortress Destroyer decks that heavily cripples your opponent if not removed.
 * Cyber A Irons grants you a new hand and can become an unblockable fatty. However, it sees less action now due to high cost, and the presence of Radio Roses, Zenith of "Wisdom".
 * Evidegoras, Dragon Sonic Aircraft Carrier has a fairly strong draw effect and Dragsolutions into an annoying finisher. It is also pretty hard to get rid of. Also makes also your water dragons unblockable, which includes Ryusei Kaiser, the Victorious and such.
 * Gachanko Gachirobo is the core of some weird deck that fills itself with cost 6 creatures and Faerie Gift and seeks to flood the field with high power cost 6 creatures such as Galamuta, Matchless Fear Lord and Glenmalt, Dragon Edge. Note that all of the creatures must be of the same cost or it can't do anything. It also allows use of Legionnaire Lizard and Magmadragon Jagalzor too.
 * Gachidaiou, Super Eureka can bounce an opponent's creature, and if you have 3 cards under it, it bounces 3 of your opponent's creatures, and it happens to be double substitution, so stuff like Premium Madonna, Nobility Dragon Elemental and Dragon Evade won't help against that. 3 cards seems difficult, but it comes with it's very own evolution bait and with Tonpuu, Dragon Edge and Reddull, Dragon Soul Castle, it isn't that difficult to have 3 cards under it.
 * Gyuujinmaru, Legendary Identity seems like a joke card made by a kid, but when you think closer it's actually a psychic creature sent by It's Showtime. (You can also send him using Q.E.D.) It clears your opponent's field in an instant and if he had 6 more more creatures in the battle zone gone because of this creature, you win instantly. The extra win is only a bonus; a creature that is of this size that can clear your opponent's field and get around most destruction substitution or zombie effects is already very effective. Just don't try to get 7 creatures in a mono-water deck. And yes, VAN does not prevent you from sending him out since he's neither command nor dragon. Just watch out for Dorago.
 * King Tsunami bounces literally everything back, except itself, plus it's a strong finisher. However he's hard to get out due to high cost, so cost trampling with Onishura would be ideal.
 * King Walsura, D2S just reinforces creature spamming water decks and can be sent out instantly using Gravity Zero after you spammed huge amount of Water creatures. Then it reinforces your spammed creatures with unattackable and spell limited unchoosable (The latter only if you have a D2 Field) so you can hack away your opponent easily. It also apparently works well with Gyuujinmaru.
 * Metal Avenger, Dragon Edge/Evidence, Truth Gun is resistant to spell removals and can easily Dragsolution, especially when comboed with Raija, Aqua Ninja.
 * Sr Spellcyclica, Dragment Symbol - is plain broken in almost every possible way of the word. Highly flexible, good hand advantage and superb support makes it one of the best cards in Dragon Saga.

Other interesting cards

 * Baron Spade, Invader is excellent in mono water liquid people rush as it's unblockable save for commands, which your opponent very likely won't have by the second turn.
 * Divine Riptide has seen some use due to iFormulaX. Also great "mana burn".
 * Dragment Innovation is the spell support version of Inferno Sign which could work pretty well with self-mill or if you just wish to recast some spells. Loops with Alexander, and may be a very strong card in spell heavy decks like Danmaku Fernando.
 * Dragon Pulse Technique - Fortress Destroyer can be used to send out super heavyweights such as Heavy Death Metal, End of the Century and Codename Sherlock 3 turns from the start.
 * Eureka Program is a more restricted Transmogrify, but still abusable, especially with cards like Aqua Librarian. Combo part for numerous decks.
 * Fuuma Gorgonshack is strong anti spell meta for beatdown decks.
 * Hogan Blaster was used to play giant creatures for free in Miramisu decks.
 * It's Showtime = Hyperspatial Gyuujinmaru hole. Your opponent may chose not to send any creatures, so don't try to rely it on an instant win. Also watch out for Dorago VAN 9, if your opponent is lucky to have all 3 in your hand. If you are running gyuujinmaru, just watch out for Dorago or clock.
 * Marshall Queen can allow an infinite amount of broken combos.
 * Master G, Super Eureka is an unblockable beatstick that is invincible if you read your opponent's graveyard or mana zone and you are lucky.
 * No Data is extra draw and shield manipulation for Imen loops. The draw is forced so don't deck yourself out!
 * Noble Enforcer locks down rush decks, and having in mind that there is very little cross gear removal, most if not all of those decks will be greatly crippled.
 * Og Amate Radial, Dragment Symbol is less versatile than its banned predecessor, but can still get the job done in a few cases.
 * Orochi, of the Hidden Blade is not really the best removal, but it enabled the Orochi Galaxy combo, thing which led to its restriction. It's now the best counter against Dokindam X if you have no shields.
 * Pakurio is basically Jenny for Water. It also counters Berlin and Ryusei Kaiser, the Eternal nicely. Also gives you a free shield to break for Glenmalt, Dragon Edge while being able to beat himself.
 * Ragnarok, the Clock freezes the opponent's turn, saving you from multiple attacks. However the effect is forced, so a Father Earth will skip your turn instead.
 * Raija, Aqua Ninja can be used as an alternate Soulswap. Very cheap, and can be use to abuse various CIPs.
 * Shuff, Eureka is an excellent defense against Shield Triggers in Mono water type Adamski or Master G type decks, especially against Miraculous Truce which usually stops Mono colored decks dead. He also stops Unidentified Objective/Heaven's Gate loops before they start which can be devastating. He does not stop Speed attackers however, so watch out.
 * Spellbe, Aqua Spellcaster is the spell support version of Honenbe, Skeletal Guardian which offers some hand advantage, but most importantly self mill in a civilization that rarely has graveyard supply other than self discard.
 * Svengali Crawler is a cheap Elupheus, Lord of Spirits, although it can't be used in tap and bash.
 * Takonchu, Space can be used to assist Adamski deck-outs by giving every water creature you have Magic Command. Destroying it in your opponent's turn just causes him to deck-out, and the most evil thing about this fella is if your opponent deducts its power to infinity or exceeding 20000, he LOSES INSTANTLY. How about that.
 * Unidentified Objective may have the most unsubtly perverted artwork in any Duel Masters card, but it's the main core of all Heaven's Gate Loops since unlike Dragment Innovation, it has Shield Trigger, and once the loop starts your opponent is very likely dead.
 * Universal Shark and Sea is a cheap D2 Field that gives all of the player's creatures unblockable, allowing its owner to bypass massive amounts of blockers in an instant for just 2 mana. Pair with King Walsura, D2S and you had basically gave mono-light decks an headache. Beware however, Super Eternal Spark hard counters it if you wish to use it against mono-light.
 * Zorome, Mechanic is nice defense and a substitute for Prin Prin, the Victorious in Mono water decks.