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Marinemech Archetype (16/16) - Reveal, Excavate, Link Summon

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Marinemech is an Archetype of Aqua/WATER monsters with various Levels. They focus on revealing themselves in your hand and keeping themselves revealed, similar to how Golden Ladybug works, excavating the opponent's Deck, and Link Summoning. They have a sub-Archetype as well called Underknight, which includes all their Link Monsters, as well as a few Main Deck monsters. The non-Underknight Marinemech monsters all share the same effect that reveals themselves in your hand to excavate the top card of your opponent's Deck, and if it's a monster, you get to Special Summon the revealed monster. The Underknight monsters have another effect that is similar, but reveals 2 other Underknights to Special Summon them. Their main playstyle revolves around Link Summoning, and getting to their boss monster, Harbinger, which can be done easily with the help of support cards like Underverse and Surfacing.
 
Marinemech was inspired by the Men of War armor from the Aqua Man movie, so to get an idea of what these monsters would look like, you can click here. The moment I saw them in the movie, I thought they looked pretty cool, and wondered why I hadn't seen something like that before, so I wanted to turn them into a theme in YGO why not!? Okay, but really, these guys are only loosely based on them, and I also had in mind that these were not human, but aquatic animals, though not sure how that would really work, just go with whatever you want, that's the beauty of having written cards.
 
Main Deck Monsters:
 
Marinemech Searcher
Aqua/WATER
Level 1
If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. If this card is sent from the field to the GY: You can add 1 "Marinemech" card from your Deck to your hand, except "Marinemech Searcher". You can only use this effect of "Marinemech Searcher" once per turn.
700/300
 
Marinemech Diver
Aqua/WATER
Level 2
If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can banish this card from your GY, then target 1 "Underknight" monster in your GY; Special Summon it. If you control "Marinemech Underverse", you can target 1 Aqua monster instead. You can only use this effect of "Marinemech Diver" once per turn.
900/1100
 
Marinemech Underknight Sentry
Aqua/WATER
Level 3
If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. If this card is used as material for a Link Summoned: That Link Monster cannot be destroyed by battle or card effects. You can only use each effect of "Marinemech Underknight Sentry" once per turn.
1000/1500
 
Marinemech Catcher
Aqua/WATER
Level 4
If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can target 1 "Marinemech" card in your GY; place it on top of your Deck, or if you control "Marinemech Underverse", you can add it to your hand instead. You can only use this effect of "Marinemech Catcher" once per turn.
1800/1100
 
Marinemech Underknight Warden
Aqua/WATER
Level 5
If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Marinemech Underknight Warden" once per turn. While this card is linked to an Aqua monster, all Aqua monsters you control gain 500 ATK/DEF. While you control "Marinemech Underverse", Aqua monsters in your possession are unaffected your opponent's by Spell/Trap effects.
1600/2000
 
Marinemech Explorer
Aqua/WATER
Level 6
If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 excavated "Marinemech" card to your hand, also, after that, send the remaining cards to the GY. If you control "Marinemech Underverse", you excavate 5 cards instead. You can only use this effect of "Marinemech Explorer" once per turn.
1900/1900
 
Marinemech Underknight Troop-leader
Aqua/WATER
Level 7
If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. (Quick Effect): You can discard 1 revealed card in your hand, then target 1 card your opponent controls or in their GY; place it on top of the Deck. You can only use each effect of "Marinemech Underknight Troop-leader" once per turn.
1700/2400
 
Extra Deck Monsters:
 
Marinemech Underknight Apprentice
Aqua/WATER/Link
Link Arrows: Bottom
1 Aqua monster, except a Link Monster
Once per turn: You can discard 1 card; add 1 "Marinemech" card from your Deck to your hand. You can banish this card until the end of this turn; all revealed cards in your hand become unrevealed. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect.
800/LINK-1
 
Marinemech Underknight Crusader
Aqua/WATER/Link
Link Arrows: Bottom Left, Bottom Right
2 Aqua monsters
When this card is Link Summoned: You can excavate cards from the top of your opponent's Deck equal to the number of cards revealed in your hand +1, then place them on top or bottom of your opponent's Deck in any order. Once per turn: You can unreveal any number of cards in your hand, then target the same number of cards in your opponent's GY or that are banished; place them on top of their Deck. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect.
1500/LINK-2
 
Marinemech Underknight Treasure-keeper
Aqua/WATER/Link
Link Arrows: Left, Right, Bottom
2+ Aqua monsters
Once per turn: You can Special Summon 1 monster that is revealed in your hand to your zone this card points to. Once per turn: You can target Spells/Traps in your opponent's GY up to the number of Aqua monsters you control; banish them, and if you do, all monsters you control gain 200 ATK for each. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect.
2200/LINK-3
 
Marinemech Underknight Harbinger
Aqua/WATER/Link
Link Arrows: Top, Top Left, Top Right, Bottom Left, Bottom Right
3+ Aqua monsters
If a monster(s) is Summoned to a zone this card points to, except an "Underknight" monster: Excavate the top card of your opponent's Deck, if the excavated card is not a monster, place the Summoned monster on top of the Deck, also, after that, send the excavated card to the GY, then repeat this effect for each monster Summoned (the monster's controller chooses the order). Once per turn: You can target 1 Spell/Trap and 1 monster your opponent controls or that is in their GY; banish the first target and place the second on top of their Deck. If you have 2 or more "Marinemech" monsters revealed in your hand, this is a Quick Effect.
3000/LINK-5
 
Spells/Traps:
 
Marinemech Underverse
Field Spell
Your opponent cannot negate the effects of Aqua monsters in your possession. Aqua monsters you control that are linked cannot be targeted by your opponent's monster effects. If a "Marinemech" monster activates an effect that excavates a card(s) from your opponent's Deck: You can discard 1 card; Special Summon 1 "Marinemech" Token (Aqua/WATER/Level 1/ATK 0/DEF 0). If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
 
Marinemech Turbosuit
Equip Spell
Equip only to an Aqua monster. If it attacks a monster in Defense Position, at the start of the Damage Step: Place that monster on top of the Deck. If this card is equipped to an "Underknight" monster, you can place that monster on top of the Deck, regardless of battle position. Once per turn: You can discard 1 revealed Aqua monster in your hand; draw 2 cards, then place 1 card from your hand on top of your Deck. If you control "Marinemech Underverse", you do not place it on top of your Deck. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
 
Marinemech Surfacing
Quick-Play
Shuffle any number of "Marinemech" monsters in your hand into your Deck, then your opponent excavates cards from their Deck equal to the number shuffled, then you can Special Summon "Marinemech" monsters from your Deck with different names equal to the number of monsters revealed, also you cannot Special Summon monsters, except Aqua monsters for the rest of this turn. You can only activate 1 "Marinemech Surfacing" per turn.
 
Marinemech Catch
Normal Trap
Target 1 card in your opponent's GY, then you can reveal any number of Aqua monsters in your hand, and keep them revealed until the end of this turn to target additional cards for each revealed; place that target(s) on top of their Deck. You can banish this card from your GY, then target 1 of your opponent's banished cards; place it on top of their Deck. If you control "Marinemech Underverse", you can activate this card from your hand.
 
Marinemech Repairs
Continuous Trap
Once per turn: You can return 1 Aqua monster you control to your hand, and if you do, Special Summon 1 revealed Aqua monster from your hand, then if the returned monster is an "Underknight" monster, you can draw 1 card. Once per turn: You can target 1 monster in each GY; place them on top of the Deck. You cannot activate these effects in the same Chain. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.

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If exactly 1 Fusion, Synchro or Xyz Monster is Special Summoned from your Extra Deck to your zone this card points to: You can banish 1 random card from your opponent's Extra Deck, then if that banished card is the same Extra Deck monster card types as that Summoned monster, banish 1 random card from your opponent's hand. 1000/LINK-2   Extrematter Gravitydragon Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom, Bottom Right, Up 2+ Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, Wyrm monsters you control are unaffected by the effects of monsters Special Summoned from your opponent's Extra Deck. You can banish 1 Wyrm monster this card points to; take control of 1 monster your opponent controls this card points to. During the End Phase, if you control no other monsters that were Special Summoned from the Extra Deck: You can target 1 of your banished Wyrm monsters; Special Summon it to your zone this card points to. You can only use each effect of "Extrematter Gravitydragon" once per turn. 2500/LINK-4   Extrematter Clusterdragon Wyrm/EARTH/Xyz Rank 4 2+ Level 4 Wyrm monsters with different Attributes When this card is Xyz Summoned: You can target 1 banished monster; attach that target to this card as material. Up to twice per turn: You can detach 2 materials from this card; attach 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material. ● Fusion or Synchro: Once per turn: You can discard 1 Wyrm monster; Special Summon 1 Level 4 Wyrm monster from your hand or Deck. ● Xyz or Link: This card gains 200 ATK/DEF for each material attached to it. 2000/2000   Extrematter Neutrondragon Wyrm/LIGHT/Xyz Rank 8 2+ Level 8 Wyrm monsters with different Attributes You can also Xyz Summon this card by using 1 "Extrematter Clusterdragon" with 3 or more materials attached to it as material. (Transfer its materials to this card.) Up to twice per turn: You can detach 3 materials from this card; attach 1 random card from your opponent's hand and/or 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material (Fusion, Synchro, Xyz or Link). ● Fusion or Synchro: Wyrm monsters Special Summoned from the Extra Deck cannot be targeted or destroyed by your opponent's card effects. ● Xyz or Link: All monsters your opponent control lose 500 ATK/DEF for each Wyrm monsters with different Extra Deck monster card types you control or are in your GY. 2500/3000   Extrematter Darkdragon Wyrm/DARK/Fusion Level 4 2+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can target 1 of your banished Level 4 Wyrm monsters; Special Summon that target. Gains 500 ATK/DEF for each material with a different Attribute used for its Fusion Summon. During your Main Phase: You can double the Level of all Level 4 Wyrm monsters you control until the end of this turn. You can only use each effect of "Extrematter Darkdragon" once per turn. 1000/1000   Extrematter Cosmicdragon Wyrm/FIRE/Fusion Level 8 3+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can declare 1 Extra Deck monster card type you control (Fusion, Synchro, Xyz or Link); look at your opponent's Extra Deck, then banish 1 monster with the declared card type. If a Wyrm monster you control that was Special Summoned from your Extra Deck battles an opponent's monster that was Special Summoned from the Extra Deck, at the start of the Damage Step: You can shuffle 1 of your Wyrm monsters in your GY or that is banished with the same Extra Deck monster card types as that monster into your Extra Deck, and if you do, banish the opponent's monster. You can only use each effect of "Extrematter Cosmicdragon" once per turn. 2800/2400   Extrematter Novadragon Wyrm/LIGHT/Synchro/Tuner Level 8 1 Wyrm Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. When this card is Synchro Summoned: You can banish random cards from your opponent's Extra Deck equal to the number of different monsters used for this card's Synchro Summon. You can banish any number of monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then target the same number of cards your opponent control; destroy them. You can only use each effect of "Extrematter Novadragon" once per turn. 2400/2800   Extrematter Supermassivedragon Wyrm/WATER/Synchro Level 12 1 Synchro Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. If this card is Synchro Summoned using a Wyrm Tuner: Destroy all cards your opponent control. If you have 4 different Extra Deck monster card types in your GY (Fusion, Synchro, Xyz or Link): You can banish up to 4 random monsters from your Extra Deck, then your opponent banishes the same number of random monsters from their Extra Deck. If both players no cards in their Extra Deck, double this card's original ATK/DEF. 3000/2500   Spells/Traps:   Extrematter Deepspace Field Spell You cannot Special Summon monsters from your Extra Deck, except Wyrm monsters. During your Main Phase, you can Normal Summon 1 Level 4 Wyrm monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this face-up card on the field is destroyed by your opponent's card effect: You can banish this card from your GY; both players can return their banished monsters to the GY equal to the number of monsters with different Extra Deck monster card types they control (Fusion, Synchro, Xyz or Link), then they can Special Summon 1 monster with the same type but a different Attribute from their returned monster(s) from their Extra Deck, ignoring the Summoning conditions.   Extrematter Wyrmhole Normal Spell Discard 1 card; Special Summon 1 Level 4 Wyrm monster from your Deck. You must control no monsters Special Summoned from the Extra Deck to activate and to resolve this effect. If you control "Extrematter Deepspace": You can banish this card from your GY, then target 1 Level 4 Wyrm monster in your GY; Special Summon that target. You can only use 1 "Extrematter Wyrmhole" effect per turn, and only once that turn.   Extrematter Creation Normal Spell Fusion Summon 1 Wyrm Fusion Monster from your Extra Deck by using Wyrm monsters with different Attributes from your hand or field as materials. If you control "Extrematter Deepspace, you can also return your banished Wyrm monsters with different Attributes to your GY as materials. You can banish this card and 2 Wyrm monsters from your GY; add 1 Level 4 Wyrm monster from your Deck to your hand, or if you control "Extrematter Deepspace", you can Special Summon it instead. You can only use 1 "Extrematter Creation" effect per turn, and only once that turn.   Extrematter Properties Continuous Spell Gains effects depending on the number of Wyrm monsters with different Extra Deck monster card types you control (Fusion, Synchro, Xyz or Link), also reduce the number required by 1 while you control "Extrematter Deepspace". ● 2+: Your opponent cannot Special Summon monsters from their Extra Deck with the same Extra Deck monster card types as monsters you control. ● 3+: Negate the effects of all cards your opponent controls and in their GY, except monsters with the same Extra Deck monster card types as monsters you control. ● 4: Your opponent cannot activate monster effects as Quick Effects or Quick-Play Spell Cards.   Extrematterial Normal Trap Target 1 Xyz Monster you control; attach 1 Wyrm monster from your hand or field to that target. If that Xyz Monster is a Wyrm monster, you can attach 1 of your banished Wyrm monsters to it instead. If you control "Extrematter Space", you can activate this card from your hand.   Extrematter Constellation Continuous Trap When this card is activated: You can make the Levels of all monsters on the field 4 or 8. This card gains effects depending on Extra Deck monster card types you control. ● Fusion or Synchro: Your opponent cannot Special Summon monsters from the Extra Deck with a lower Level than the highest Level Wyrm monster you control. ● Xyz or Link: Monsters with no Levels your opponent control cannot attack or activate their effects.  
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