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Water Can Be Good - Shawn Russell (2/13/2007)

Cards: 40

Monsters: 20
1 Mobius the Frost Monarch
2 Levia Dragon Daedalus
1 Neo Aqua Madoor
2 Amphibious Bugroth Mk-3
1 Exiled Force
2 Penguin Soldier
1 Magician of Faith
1 Aqua Spirit
1 Nightmare Penguin
1 Night Assailant
3 Mother Grizzly
1 Spirit Reaper
1 Gagagigo
1 Sangan
1 Gear Golem the Moving Fortress

Spells: 14
1 Hammer Shot
1 Swords of Revealing light
3 A Legendary Ocean
1 Scapegoat
1 Premature Burial
1 Mystical Space Typhoon
1 Nobleman of Crossout
1 Graceful Charity
1 Salvage
1 Heavy Storm
1 Big Wave Small Wave
1 Axe of Despair

Traps: 6
1 Sakuretsu Armor
1 Waboku
1 Tornado wall
1 Gravity Bind
1 Trap Hole
1 Magic Drain

Side Deck: 15
1 Exiled Force
1 Giga Gagagigo
1 Fenrir
1 Dust Tornado
1 Magic Drain
1 The Legendary Fisherman
1 Salvage
1 Tribute to the Doomed
1 Book of Moon
1 Compulsory Evacuation Device
1 Emergency Provisions
1 Level Limit Area -B
1 Aqua Madoor
1 Mirror Wall
1 Mermaid Knight

The deck is based around playing defensively and drawing the opponent’s resources to the field, then summoning Levia Dragon Daedalus in order to wreck people’s faces. It’s a sound plan, but the execution of it is rather difficult and oftentimes he’ll be out-gunned in the late game as resources dwindle and he is left drawing pieces of combos while other players draw threats.

To remedy this I’ll be adding more utility picks and stronger, more versatile cards to his line-up. As it is, the deck currently lacks an answer to the Dark World match-up partially because Deck Devastation Virus would wreck all but five monsters in his deck and partially because of Dark World’s tenacity and ability to swarm the field at unexpected moments.

Macro Cosmos would also give this deck fits as its remove from play mechanics negate the deck's searchers and Levia Dragon’s sweet effect. I’ll be adding some anti-DD Survivor tech and some additional removal in order to combat this tendency.

Cards like Nightmare Penguin and Penguin Soldier are often maligned because they don’t yield any advantage in terms of cards. They do, however, tend to punish conservative players for keeping a small amount of monsters on the field and can wreck face in the Monarch match-up. Oftentimes, when a conservative player realizes that their opponent is running something similar to Penguin Soldier they will commit more to the field and this is exactly what you want to see before you drop Levia Dragon Daedalus.

Let’s just face it, Cyber Dragon techs this deck rather strongly. This deck is committed to removing the opponent’s on-field monsters in order to get quick hits and Cyber Dragon just comes right back to the field, often serving as either tribute fodder for Zaborg or as some quick muscle. To compensate for Cyber Dragon’s popularity this deck will need some answers.

Revised Deck: 41 cards

Monsters: 21
2 Levia Dragon Daedalus
1 Mobius the Frost Monarch
1 B.E.S. Crystal Core
2 Aqua Spirit
3 Hydrogeddon
2 Abyss Soldier
1 Breaker the Magical Warrior
1 Exiled Force
1 Magician of Faith
2 Mother Grizzly
1 Amphibious Bugroth Mk-3
1 Penguin Soldier
1 Jowls of Dark Demise
1 Treeborn Frog
1 Sangan

Spells: 14
3 A Legendary Ocean
1 Terraforming
1 Premature Burial
1 Mystical Space Typhoon
1 Nobleman of Crossout
1 Graceful Charity
1 Pot of Avarice
1 Salvage
1 Heavy Storm
2 Rush Recklessly
1 Book of Moon
1 Confiscation

Traps: 7
1 Mirror Force
1 Sakuretsu Armor
1 Torrential Tribute
1 Trap Hole
2 Solemn Judgment
1 Call of the Haunted

Side Deck:
1 Gravity Bind
1 Level Limit Area-B
1 Amphibious Bugroth Mk-3
2 Dust Tornado
2 Magic Drain
1 Mobius the Frost Monarch
3 Drop Off
2 Spiritual Water Art-Aoi
2 Wave Motion Cannon

So, cuts from the main deck:

-1 Neo Aqua Madoor
-1 Amphibious Bugroth Mk-3
-1 Nightmare Penguin
-1 Night Assailant
-1 Spirit Reaper
-1 Gagagigo
-1 Penguin Soldier
-1 Mother Grizzly
-1 Gear Golem the Moving Fortress
-1 Big Wave Small Wave
-1 Swords of Revealing Light
-1 Scapegoat
-1 Hammer Shot
-1 Axe of Despair
-1 Waboku
-1 Tornado Wall
-1 Magic Drain
-1 Gravity Bind

Additions to the main deck:

+1 B.E.S. Crystal Core
+1 Aqua Spirit
+3 Hydrogeddon
+2 Abyss Soldier
+1 Breaker the Magical Warrior
+1 Jowls of Dark Demise
+1 Treeborn Frog
+1 Terraforming
+1 Pot of Avarice
+1 Confiscation
+1 Book of Moon
+2 Rush Recklessly

This version of the deck runs a bit smoother and will often have an answer for whatever ails you. The over-all number of cards in the deck has increased, but since several of the added cards are tutoring cards (cards that let you search out another card) there is little problem.

In addition, Treeborn Frog has been included as a search target for Mother Grizzly. This deck may run A Legendary Ocean, but since the main goal is to hold ALO until it can be of use, then send it to the grave with Levia Dragon Daedalus, the froggy won’t have many problems hopping back onto the field.

Some tech to touch on:

-B.E.S. Crystal Core is astounding with A Legendary Ocean in play. It becomes a four star, 2300 attack monster that cannot be destroyed in battle unless it runs out of counters. In addition, as long as it’s face-up on the field you get a free Enemy Controller once per turn. The typical problem with B.E.S. monsters is that when they run out of counters they die. To alleviate some of that problem you should make sure to use it to attack directly or only have it battle monsters that your other cards cannot take out.

-Aqua Spirit: Enemy Controller is a good card. This monster is easily special summoned, has decent attack points and gives you an improved use of Enemy Controller’s primary effect during each of your opponent’s stand-by phases. Therefore, it is playable.

-Solemn Judgment: This card is an answer to anything your opponent might play. Because of this deck’s ability to control the field a well-timed Solemn Judgment can end the game in your favor.

-Abyss Soldier: 1800 attack beat-sticks are good. When said beat-stick has synergy with your field spell and the ability to remove any one card from the field they become better. Abyss Soldier was on the limited list because of how well it removed things from the field (often alongside Sinister Serpent). Given that this deck seeks to win through aggression, the ability to remove anything from the field for a turn is good stuff.


-Monarchs: The Monarch deck seeks to win by slowing the game until it can drop several monarchs and win through battle. This water deck is fast and has the tools to punish slow players repeatedly.

Even when a monarch comes to the field this deck has a means to be rid of it, usually by forcing it into defense position and running it over, destroying it out-right or negating the summon.

-Dark World: Earlier I touched on how DDV wrecked the original deck’s face. Not so much in the revised deck as I’ve dropped the number of monsters that it can destroy to nine. Of those nine, two of them (Treeborn Frog and Sangan) don’t really mind being destroyed. Statistically speaking it is likely that the opponent will only nail one of your low attack monsters that does mind being destroyed, thus turning DDV into a -1 for them (or an even trade if they chained it to removal).

That said, this deck’s unpredictability can give you fits, but so long as you keep a cool head and hold your counters until they are needed you’ll eventually win out. Remember, the amount of cards the opponent has does NOT matter during the battle phase. Usually adopting a “Balls to the Wall” mentality will pay off if you can back it up with your counters and ‘bounce’ cards.

-Chain Burn: Here’s where your counter-traps come online. The main goal is to end their chains without them being able to activate Accumulated Fortune in order to refuel their hand. The fact that this water deck has less removal than most other decks gives you an advantage against them in game one.

In this match-up every life point counts, so you’ve got to use your Solemn Judgments wisely. Game 2 much of your side deck should be sided in to limit their options. Drop Off, Magic Drain and Dust Tornado all make this match easier.

-Gadgets: You’ve only got one real way to play this match-up and that’s to focus all of your efforts on keeping them off the field. Levia Dragon, Hydrogeddon, Abyss Soldier and Mobius serve as great players in the first round. After game 1, you should side in removal and things that limit their options. Drop Off, Dust Tornado and Spiritual Water Art- Aoi serve to keep them off balance and out of options while you wreck gadget face.

It’s probably best in this match to ignore hand sizes as gadget players can often gain a psychological advantage by feigning that they have more options than you do. Just try to keep their removal either offline or hitting unimportant targets (Smashing Ground hitting Aqua Spirit instead of Mobius, for example) and maintain your attacking and control over the field.

-Toolbox: This is a difficult match-up as you’re likely going to be pressed into a defensive role early on. Just keep in mind that you should use your hard removal as effectively as possible and don’t be afraid to gamble. Chances are that they’ll be able to maintain a steady stream of threats and removal while you’re going to be relying on dropping combinations to keep up. Just do your best to not let the game dissolve into a top-decking war and try to out-pace them.

Game 2 you’ll likely side in Drop Offs and Dust Tornados over your Solemn Judgments in order to pre-negate their threats. Oftentimes they burn away many of their resources and at times like these Drop Off can essentially give you a free turn.


Water decks can be run in a wide variety of ways and often are good at controlling the field in a variety of ways. Currently there are only two decks that have access to a monster similar to Chaos Emperor Dragon. Ritual decks featuring Demise and water decks featuring Levia Dragon Daedalus. Of the two, Demise is more difficult to summon and often costs you more resources.

Levia Dragon Daedalus can run over Monarchs and is supported by a wide variety of cards that have great effects which Demise can't take advantage of.

While a deck that centers around Demise often relies solely on Demise as a win condition, a deck like the one above has access to game breaking effects and doesn't lose variety by being forced to include multiple copies of cards that are useless on their own. In spirit and function the water deck plays more like the good old Chaos Control build than anything I have seen to date.

Give it a shot, water decks grant you a wide variety of options and unique monsters the opponent won't expect.

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