The Premium Guide to Aqueans
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The Premium Guide to Aqueans
The Aqueans are an archtype of WATER monsters that focus on returning cards to the Deck. They were introduced in Sacred Vista and have obtained support in Darkstrike Assault. Now it should be time to make a guide of them.
Monsters:
Spells:
Traps:
Generic Water Spells and Traps are also a good choice in Aquean Decks since all Aqueans are WATER.
Extra Deck:
You can also add in any Generic Synchros and just Attribute-Specific Synchros as well.
There are also variants such as:
Aquean Fusion - This Deck uses Eria as well as other WATER Fusion Materials with Aqueans to fuse for WATER Fusions.
Leviathan Aqueans - Aqueans have a few Sea-Serpents, but this variant is not yet complete as Aqueans still lack more Sea Serpents.
After the release of Darkstrike Assault, players can now access an Aquean Engine that uses the cards below:
3x Aquean Seahorse
3x Aquean Trench Crab
3x Aquatic Profits
They may be specific, but they can be used to gain huge advantage over your opponent. Getting crab on the field, then using the cost for Seahorse and Profits for aggressive destruction.
What is recommended in an Aquean Deck, and what is not recommended
Monsters:
- Aquean Spearman:
Attrib: Water
Type: Sea Serpent/Effect
Level:4
Atk: 1000
Def: 1200
This card inflicts piercing damage. When this card inflicts damage to your opponent, return 1 Spell or Trap card on the field to the bottom of the owner's Deck.
Albeit a bit weak, this card can be used to clear 1 Spell or Trap Card. Run @3.
- Aquean Necromancer:
Aquean Necromancer
Attrib: Water
Type: Spellcaster/Effect
Level:3
Atk: 1500
Def: 1000
Once per turn, you can return 1 card you control to the bottom of your Deck to Special Summon 1 Level 4 or lower "Aquean" monster from your Graveyard.
This is a pretty nifty monster. Not only can you return any card on your side of the field to your Deck, but it can also be used to bring back any Aquean monster from your Grave. This card is limited however, so only 1 can be placed in Deck.
- Aquean Back-Up Guard:
Attrib: Water
Type: Fish/Tuner/Effect
Level:1
Atk: 400
Def: 700
If you control an "Aquean" monster, you can Special Summon this card from your hand. If this card is used for a Synchro Summon, you can return 1 card your opponent controls to the bottom of the owner's Deck. You can only have 1 face-up "Aquean Back-up Guard" on your side of the field.
It may look harmless, but this card is actually one of the good monsters in Aqueans. For one, you can Special Summon it from your hand, which can trigger "City of the Aqueans". Being a Level 1 Tuner, you can use this card for a Synchro and spin 1 card on the field. It is Semi-Limited however, so running 2 is needed.
- Aquean Sonic Guard:
Attrib: Water
Type: Warrior/Tuner/Effect
Level:2
Atk: 800
Def: 1200
A monster that battles with this Defense Position card is returned to the bottom of the owner's Deck.
A standard tuner in an Aquean Deck. There really is not anything Special about this card besides being an Aquean Tuner. Run at 2 (If you have better choices, run 1-0).
- Aquean Seahorse:
Attrib: Water
Type: Aqua/Tuner/Effect
Level:4
Atk: 1600
Def: 1200
You can return 1 "Aquean" monster you control to the top of your Deck to Special Summon this card from your Graveyard. You can only activate this effect once per turn.
This card is an amazing tuner in Aqueans. It is able to hold-off on it's own and what makes it better is that it can revive itself, despite the fact you can only use the effect of any Aquean Seahorses once a turn. In addition, being a Level 4 gives a much better range of monsters you can Sync for. Definently run at 3.
- Aquean Trench Crab:
Attrib: Water
Type: Aqua/Effect
Level:3
Atk: 600
Def: 800
If this card is returned to your Deck by the effect of an "Aquean" card, destroy 1 card on the field.
This is one of the best cards in an Aquean Deck. It may look simple, but at the rate that Aqueans return their own cards, this card is disasterous towards your opponent. In addition, it makes excellent Synchro Material. Definently run at 3.
- Target Tinker:
Attrib: Water
Type: Reptile/Tuner/Effect
Level:4
Atk: 600
Def: 1200
If you control a face-up WATER monster, you can Special Summon this card from your hand by paying 500 Life Points. When this card is Summoned, 1 monster you control gain 300 ATK.
Not an Aquean card, but definintly useful. Since all Aqueans are WATER, this card can SS itself by just paying a measly 500 Life Points. The fact that this card is another Level 4 Tuner is useful as well. The ATK gain can be useful if you are looking to finish the game. Run at 3.
- Eria, Water Erode:
Attrib: Water
Type: Aqua/Effect
Level:4
Atk: 1900
Def: 1500
This card is also treated as a Normal monster while in your Deck, Hand, Field or Graveyard. This card can be used as a substitute for any fusion material monster. You cannot substitute any other monsters in the Fusion summon.
It maybe awkward that I mention running this card, but it is a decent beatstick, good Synchro Material and can even fit in a Fusion Variant of Aqueans. Must I say more? Run at 2-3.
Spells:
- Aquatic Profits:
Group: Spell Card
Type: Spell
Return 1 face-up "Aquean" monster on the field to the bottom of the owner's Deck. Draw 2 cards.
The generic draw power in absolutely any Aquean Deck. Returning 1 Aquean monster sets off Crab's ability, and you draw 2 card! How wonderful is that? Run at 3.
- Aquean Jetstream:
Group: Spell Card
Type: Spell
Icon:Quick-Play
Return 1 "Aquean" monster you control to the top of your Deck. Special Summon 1 "Aquean" monster from your Graveyard.
An Aquean revival card that can be used even on your opponent's turn. A must in every Aquean Deck. Run 2-3.
- City of the Aqueans:
Group: Spell Card
Type: Spell
Icon:Field
Each time an "Aquean" monster is Special Summoned, you can return 1 card on the field to the bottom of the owner's Deck. If you activate this effect the Special Summoned monster cannot attack this turn.
This card is amazing. It can turn the SS of any Aquean Monster into a +1. The only drawback is that the monster SS cannot attack, but it will not be on the field for long. You can use that monster as a cost for an Aquean card or for a Synchro Material. Run at 2-3
- Aquean Trench:
Group: Spell Card
Type: Spell
Icon:Field
You can return this card to your hand to return all "Aquean" monsters on the field to the top of the respective owners' Decks. For each card removed from the field by this card's effect, inflict 500 damage to your opponent.
Hmm, a card that can potentially be a huge minus towards you. This card is not really recommended for beginners. However, if used correctly, you can ruin your opponent much more effectively. Run 0-2.
- The Aquean Forces:
Group: Spell Card
Type: Spell
Icon:Continuous
Increase the ATK and DEF of all "Aquean" monsters on the field by 100 for each WATER monster on the field. If this card is returned to the bottom of your Deck, return 1 card your opponent controls to the bottom of the owner's Deck.
The Aquean's power-up card. It doesn't have as much of a set-off range as crab does, but it can be a pretty effective card if used properly. Run 1-3.
Traps:
- Aquatic Parry:
Group: Trap Card
Type: Trap
Icon:Counter
Activate when your opponent declares an attack. Return 1 "Aquean" monster you control to the top of the respective owner's Deck. Negate the attack and end the Battle Phase.
So this card is a counter that can end the battle phase by returning 1 Aquean. There are better choices, but this card may see more use as more support is released. Run 0-2.
- Wall of Water:
Group: Trap Card
Type: Trap
Activate only when your opponent declares an attack against a WATER monster. Negate the attack, then you can switch the Battle Position of the opponent's attacking monster or your attacked monster. You can add this card from your Graveyard to your hand instead of conducting your Draw Phase.
This card is a good choice of WATER support. Despite being outclassed in the battle negation category, you can switch the Battle Position of the attacking monster. Best of all is that if you need to obtain quick protection, you can add this card from your grave to your hand. Run 1-3.
Generic Water Spells and Traps are also a good choice in Aquean Decks since all Aqueans are WATER.
Extra Deck:
- Aquean Mecha-Tanker:
Attrib: Water
Type: Machine/Synchro/Effect
Level:7
Atk: 2300
Def: 700
1 Tuner + 1 or more "Aquean" monsters You can return 1 card you control to the top of your Deck to destroy 1 card on the field.
A very good Aquean Synchro. You can even use just tuners to summon this beast of a monster. This card is a huge destruction engine in this Deck.
- Aquean Shipwrecker:
Attrib: Water
Type: Sea Serpent/Synchro/Effect
Level:7
Atk: 2400
Def: 1800
1 WATER Tuner + 1 or more WATER non-Tuner monsters When this card is Synchro Summoned, you can return every card in both Graveyards and on the field to the bottom of the owners' Decks. Once per turn, you can remove from play 2 WATER monsters from your Graveyard to return up to 2 cards on the field to the bottom of the owners' Decks.
It's an Aquean Synchro that any WATER Deck can use! It's amazing and is pretty comparable to Black Rose Dragon from the TCG.
- Aquean Stargazer:
Attrib: Water
Type: Aqua/Synchro/Effect
Level:8
Atk: 2600
Def: 1800
1 WATER Tuner + 1 or more Aqua-Type non-Tuner monsters When this card is Synchro Summoned, return all monsters on the field to the top of the respective owners' Decks except for this card. You cannot conduct your Battle Phase this turn. Once per turn, you can return 1 "Aquean" monster to the top of the respective owner's Deck to add 1 Field Spell Card from your Graveyard to your hand.
It may look easy to summon, but Aquean Stargazer is much harder to summon than it looks. It is a WATER Synchro that most Aqua Decks can use. This card's effect is reliable and is best Early to Mid-game. It can also retrieve any Field Spell from your Graveyard.
You can also add in any Generic Synchros and just Attribute-Specific Synchros as well.
There are also variants such as:
Aquean Fusion - This Deck uses Eria as well as other WATER Fusion Materials with Aqueans to fuse for WATER Fusions.
Leviathan Aqueans - Aqueans have a few Sea-Serpents, but this variant is not yet complete as Aqueans still lack more Sea Serpents.
After the release of Darkstrike Assault, players can now access an Aquean Engine that uses the cards below:
3x Aquean Seahorse
3x Aquean Trench Crab
3x Aquatic Profits
They may be specific, but they can be used to gain huge advantage over your opponent. Getting crab on the field, then using the cost for Seahorse and Profits for aggressive destruction.
ZeroChill- Posts : 19
Join date : 2010-10-27
Age : 31
Location : RI
Re: The Premium Guide to Aqueans
Exactly what we need to see in a guide.
Perfect! Will use this when making Aqueans.
Perfect! Will use this when making Aqueans.
Leo- Posts : 406
Join date : 2010-10-28
Re: The Premium Guide to Aqueans
The powerful field control that Trench Crab exerts and the sheer draw power of Profits makes this a borderline lethal deck to play against. The field spell is a powerful side against Aqueans, btw.
Alfred- Posts : 91
Join date : 2010-10-27
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