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Mystic Mermaids (LV monsters)


NeoRWBY65

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A LV series I came up with that has many ways to upgrade to the later levels.

Mystic Mermaid LV 1
WATER
Level 1
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 2" from your hand or deck.
ATK 300/DEF 100

Mystic Mermaid LV 2
WATER
Level 2
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 3" from your hand or deck. If this card destroyed an opponent's monster by battle, during your end phase you can send this card to the graveyard to special summon "Mystic Mermaid LV 4" from your hand or deck.
ATK 600/DEF 200

Mystic Mermaid LV 3
WATER
Level 3
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 4" from your hand or deck. If your opponent special summons a monster during either players turn, you can send this card and the special summoned monster to the graveyard to special summon "Mystic Mermaid LV 6" from your hand or deck.
ATK 900/DEF 300

Mystic Mermaid LV 4
WATER
Level 4
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 5" from your hand or deck. If this card destroyed an opponent's monster by battle, during your End Phase you can send this card to the graveyard to special summon "Mystic Mermaid LV 6" from your hand or deck. If this card is equipped with an equip spell card, you can send this card and the equip card to the graveyard to special summon "Mystic Mermaid LV 8" from your hand or deck.
ATK 1200/DEF 400

Mystic Mermaid LV 5
WATER
Level 5
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 6" from your hand or deck. When a counter trap resolves, you can send this card to the graveyard to special summon "Mystic Mermaid LV 10" from your hand or deck.
ATK 1500/DEF 500

Mystic Mermaid LV 6
WATER
Level 6
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 7" from your hand or deck. If this card destroyed an opponent's monster by battle, during your End Phase you can send this card to the graveyard to special summon "Mystic Mermaid LV 8" from your hand or deck. If your opponent special summons a monster, you can send this card and the special summoned monster to the graveyard to special summon "Mystic Mermaid LV 9" from your hand or deck. If your opponent has 2 or more set cards on the field, you can send this card and all of your opponent's set cards to the graveyard to special summon "Mystic Mermaid LV 12" from your hand or deck.
ATK 1800/DEF 600

Mystic Mermaid LV 7
WATER
Level 7
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 8" from your hand or deck. When this card attacks, your opponent cannot activate Trap cards until your End Phase.
ATK 2100/DEF 700

Mystic Mermaid LV 8
WATER
Level 8
Aqua/Effect
During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 9" from your hand or deck. If this card destroyed an opponent's monster by battle, during your End Phase you can send this card to the graveyard to special summon "Mystic Mermaid LV 10" from your hand or deck. If this card is equipped with an equip spell card, you can send this card and the equip card to the graveyard to special summon "Mystic Mermaid LV 12" from your hand or deck. This card is unaffected by the effects of your opponent's Trap cards.
ATK 2400/DEF 800

Mystic Mermaid LV 9
WATER
Level 9
Aqua/Effect
Cannot be normal summoned or set. Must be special summoned by the effect of a "Mystic Mermaid" monster, and cannot be special summoned in other ways. During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 10" from your hand or deck. If your opponent special summons a monster, you can send this card and the special summoned monster to the graveyard to special summon "Mystic Mermaid LV 12" from your hand or deck. Your opponent cannot activate Trap cards. The effects of your opponent's face up Trap cards are negated.
ATK 2700/DEF 900

Mystic Mermaid LV 10
WATER
Level 10
Aqua/Effect
Cannot be normal summoned or set. Must be special summoned by the effect of a "Mystic Mermaid" monster, and cannot be special summoned in other ways. During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 11" from your hand or deck. If this card destroyed an opponent's monster by battle, during your End Phase you can send this card to the graveyard to special summon "Mystic Mermaid LV 12" from your hand or deck. If your opponent activates a spell or trap card, you can discard 1 card to negate the effect, and destroy it.
ATK 3000/DEF 1000

Mystic Mermaid LV 11
WATER
Level 11
Aqua/Effect
Cannot be normal summoned or set. Must be special summoned by the effect of a "Mystic Mermaid" monster, and cannot be special summoned in other ways. During your next Standby Phase after this card is summoned, you can send this card to the graveyard to special summon "Mystic Mermaid LV 12" from your hand or deck. Once per turn, you can select 1 face up Spell or Trap card your opponent controls: negate the effect of the card, and destroy it.
ATK 3300/DEF 1100

Mystic Mermaid LV 12
WATER
Level 12
Aqua/Effect
Cannot be normal summoned or set. Must be special summoned by the effect of a "Mystic Mermaid" monster, and cannot be special summoned in other ways. When this card attacks, you can destroy all face-up spell and trap cards on your opponent's side of the field. This card is unaffected by the effects of your opponent's spells, traps, and monster cards. This card can attack twice during each Battle Phase. If this card attacks a second time during your turn, increase its ATK by 1000.
ATK 3600/DEF 1200

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Obviously the easiest combo is to turn 3 into 6 on Tour Guide or Rabbit, then turn 6 onto 9 on Zenmaity/Laggia to block all Traps. Alternatively, if the field's right for it, you can wait a turn, upgrade 6 into 12, and basically win the game. It's a meaner, more conditional, more committed version of Maxx "C". Since Level 6 has only 1800 ATK, I'd say the sheer number of dead draws you need to have in your Deck for it to work justify this card.

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[quote name='newhat' timestamp='1343091397' post='5986881']
Obviously the easiest combo is to turn 3 into 6 on Tour Guide or Rabbit, then turn 6 onto 9 on Zenmaity/Laggia to block all Traps. Alternatively, if the field's right for it, you can wait a turn, upgrade 6 into 12, and basically win the game. It's a meaner, more conditional, more committed version of Maxx "C". Since Level 6 has only 1800 ATK, I'd say the sheer number of dead draws you need to have in your Deck for it to work justify this card.
[/quote]

Are any of these cards overpowered for their level?

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Mystic Mermaid LV5 is pretty mean with A Legendary Ocean, since you can Bribe something and then go into LV10 to deaden whatever your opponent drew with Bribe Maybe the timing for that effect should change to "during the End Phase of a turn that a Counter Trap Card resolved"..

LV3 is pretty mean, but since it has to be face-up it's less mean than Pachycephalo. I'd say they're all right.

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