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Top 10 Cards You Need for Your Water Yu-Gi-Oh Deck

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

What Is the Yu-Gi-Oh Water Attribute?

While many Yu-Gi-Oh cards benefit a specific archetype, the water attribute contains several generalized supports that fit well with a variety of structures. From boosting your monsters' ATK to making them easier to summon or immune to battle destruction, water supports come in a wide variety of shapes and sizes.

Water monsters themselves generally bear the aqua, fish, or sea serpent type, yet many cards buck this trend, offering even more diversity. But with hundreds of aquatic options available, which supports are worth your time? Here are 10 of the best cards for any water-attribute Yu-Gi-Oh deck!

A Legendary Ocean

A Legendary Ocean

10. A Legendary Ocean

Type: Spell

This classic field spell boosts the ATK of all water monsters by 200, giving a keen edge in battle, and its name is treated as "Umi", helping trigger Umi-reliant effects. Not only that, Ocean reduces the levels of all water monsters by one, letting you normal summon level five monsters without tributing, or level seven monsters with just one sacrifice (instead of two)!

Bear in mind these bonuses apply to both players, so you could potentially aid your opponent, but Ocean accesses several powerful cards. You can now easily summon the level five "Giga Gagagigo" whose base 2450 ATK eclipses even the tribute Monarchs, and you can also quickly search Ocean with the monster "Warrior of Atlantis" or the "Terraforming" spell. Finally, if you'd prefer to raise the levels of water monsters rather than reduce them (perhaps for stronger xyz summons), "Lemuria, the Forgotten City" makes a nice alternative water field.

Sea Lord's Amulet

Sea Lord's Amulet

9. Sea Lord's Amulet

Type: Spell

This card functions similar;y to a water rendition of "Swords of Revealing Light", except instead of preventing attacks, you disable your opponent from destroying your water monsters with card effects. Amulet destroys itself during your opponent's third end phase after activation, but that's plenty of time to reap its benefits, and various river-dwellers can bounce it back to your hand, resetting the timer.

Essentially, Amulet makes a great counter to common removals like Raigeki and forces your opponent to use rarer non-destruction removals if they want to eliminate your aquatic allies.

Mistar Boy

Mistar Boy

8. Mistar Boy

Type: Monster

The classic Star Boy water-boost received a sweet link monster upgrade, accepting any two water monsters as material. Mistar Boy provides two diagonally-backwards arrows without pointing any towards your opponent, helpfully giving you (and only you) additional extra deck zones.

More than that, Mistar increases the ATK/DEF of all water monsters by 500 and reduces the ATK/DEF of fire monsters by 400. Thus, Mistar boosts his own strength to 1900, and if you get lucky and face a fire deck, you're almost ensured victory in clashes. Finally, even if Mistar is destroyed by battle or card effect, he lets you add a water monster from your graveyard to your hand, providing you with fuel for a potent counterattack.

Graydle Dragon

Graydle Dragon

7. Graydle Dragon

Type: Monster

Both a formidable support and warrior, Graydle Dragon's misleading name belies its aqua type; in fact, you need an aqua tuner (but any type of nontuners) as material. Graydle arrives with a daunting 3000 ATK, and when synchro summoned, you can target and destroy cards your opponent controls up to the number of water materials used in Graydle's casting. In water decks, this should be at least two and possibly more, adeptly nuking any type of opposing cards.

Also, if Graydle is destroyed by battle or effect and sent to the graveyard, you can special summon a different water monster from your graveyard with its effects negated. Even with disabled abilities, this can revive combat powerhouses or simply give you fodder for a tribute, synchro, or xyz summon. Or link. Or fusion. Or ritual. You get the drift.

Aquarium Set

Aquarium Set

6. Aquarium Set

Type: Spell

Continuous spell Aquarium Set is useful for any water build and lethal with the Aquaactress monsters. First, all water monsters you control gain 300 ATK and DEF, a nice increase to both stats. Your Aquaactress units also gain 300 ATK/DEF, and since they're water, they'll enjoy a total bonus of 600.

But even if you're not using that archetype, when Set is sent from the field to the graveyard, you can revive an aqua-type monster from your graveyard, although you can't special summon non-aqua monsters for the rest of the turn. Aqua is by far the most common water type, so unless you're playing a rare fish or sea serpent exclusive build, you can deftly employ this excellent revival.

Aquarium Stage

Aquarium Stage

5. Aquarium Stage

Type: Spell

Similarly to Set, Stage offers a general bonus to all your water monsters and an additional trait to the Aquaactress squad. This time, your water monsters can't be destroyed in battle by non-water units, so as long as your opponent is using one of the several other attributes (dark is most common), you can indefinitely stall with combat-immune blockers.

Additionally, any Aquaactresses you possess are unaffected by your opponent's card effects, making them nearly invincible while you have Stage, and this magic bears the same revival as Set, letting you revive an aqua monster when sent from the field to the graveyard.

4. Citadel Whale/Sea Stealth Attack

Type: Monster/Trap

Maybe it's cheating to include two cards in the same spot, but if you use Citadel Whale, you're probably also employing Sea Stealth Attack. You can tribute two water monsters to cast Whale from either your hand or graveyard, and special summoning it lets you search a copy of Sea Stealth from your deck. Whale also bears decent ATK and can (once per turn) negate and destroy an effect that targets a water monster you control.

Sea Stealth lets you activate an Umi (or card whose name has changed to Umi) from your hand or graveyard, and while Umi remains active, you can (once per turn) banish a water monster you control to render your face-up spells and traps immune to destruction for that turn, guarding both your creatures and supports. Stealth also lets your water monsters with original levels of five or higher automatically destroy enemies when they battle. A heap of great effects here; use Whale to quickly pull Stealth and harass your foe with their tag team abilities.

Salvage

Salvage

3. Salvage

Type: Spell

Here's a blessedly simple yet formidable magic card. Salvage simply adds two water monsters with 1500 or less ATK from your graveyard to your hand, great for recovering your weaker utility units.

And that's it. Your overall hand size has increased, and thankfully there aren't any life point drains, summoning restrictions, or other drawbacks. Plus, with no "once per turn" stipulations, you're free to resolve multiple Salvage abilities in a single round.

True King Bahrastos, the Fathomer

True King Bahrastos, the Fathomer

2. True King Bahrastos, the Fathomer

Type: Monster

We'll see how Bahrastos's second effect works especially well if you have some non-water wyrm-type monsters in your deck, but his real draw is accessible to any water build. This True King wields a fierce 3000 DEF, and you can special summon him from your hand by destroying two monsters from your field and/or hand, including at least one water monster. However, you really want both to be water, as this lets you banish up to two spells/traps from your opponent's field and/or graveyard, a brutal removal that exiles multiple units.

Even if he's used outside his archetype, from here, you've simply got a solid blocker to shield your health. And if Fathomer is destroyed by a card effect, you can special summon a non-water wyrm from your deck in defense position, an added bonus when used with his True King brethren (or other wyrms you may be recruiting).

Torrential Reborn

Torrential Reborn

1. Torrential Reborn

Type: Trap

Impressive both on its own and in tangent with the "Torrential Tribute" trap that inspired it, Torrential Reborn offers incredible rebirth powers to any liquid decks. You can only activate one copy per turn after at least one of your face-up water monsters was destroyed by battle or card effect and sent to the graveyard. At that time, not only do you revive the destroyed monsters, you inflict 500 damage to your opponent for each!

This superbly fills your field while tossing some hefty effect damage at your opponent, and it can trigger whether it was your card or your opponent's that initiated the destruction. Reborn piles into almost any water deck I craft, and despite its meta powers, it's thankfully affordable, costing under four dollars!

Yu-Gi-Oh Water Archetypes

We've examined several awesome water supports; to help use them, here's a quick list of several potent water-themed monster archetypes:

  • Gishki (focus on ritual summoning)
  • Aquaactress (focus on searching and supporting members)
  • Nekroz (focus on ritual summoning and hand-activated effects)
  • Frog (focus on defense and swarming)
  • Dinomist (focus on swarming and protection with pendulum cards)

These series and today's cards should have you well on your way to an oceanic victory, but for now, as we eagerly await Konami's next expansion of powerful leviathans, vote for your favorite water support and I'll see you at our next Yu-Gi-Oh countdown!

© 2018 Jeremy Gill

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