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Ground Combat is Supreme! Water Nature Giant Deck [Water Nature Giant]

Official main image

1. Deck Overview

Based on [Water Nature Giant]. Early on, it lines up excellent meta creatures to buy time, deploys while processing opponent creatures with Mach Fighter, and on those attacks puts out powerful creatures via "Revolution Change" to dominate the board at once and win.

Its strength is top-class among the 25 decks at the board fight (ground combat) via meta and Mach Fighter. It accrues large amounts of hand and mana and doesn't run out of steam in a long game. On the other hand, against spell-based opponents who don't put out creatures, it's hard to leverage Mach Fighter. With its wide choices and high play difficulty, skill shows.

2. How to Win

Buy time with meta creatures (Primal Giant, Caddy Beetle) → process opponent creatures with 5-cost-range Mach Fighters while attacking, and on attack deploy large Giants via Revolution Change (Blackhole In One Golfantasista, Galactica Golfantasista) → dominate the board with battle power and disruption, and close with unblockable attacks and sending shields to mana.

3. Strengths

  • Top-class strength in ground combat (the board fight) via meta and Mach Fighter.
  • Accrues large hand and mana, not running out of steam in a long game.
  • Revolution Change lightly deploys heavy large Giants, and Galactica Golfantasista's battle substitution fully dominates the board.

4. Weaknesses & Notes

  • Against opponents who don't put out creatures (spell/combo-based, good at air combat), it's hard to leverage Mach Fighter and deployment lags.
  • Wide choices and high play difficulty. Since it has Mach Fighter, the judgment to deliberately leave opponent creatures is also needed.

Official Deck Composition

Official deck composition

Official Deck Composition

Creatures35
Twinpact Cards5
Total40

5. Card Guide

Blackhole In One Golfantasista
001

Blackhole In One Golfantasista ×4

×4 / Creature / Water/Nature / Cost 7

Role: Ace (Revolution Change)

Revolution Change from a cost 5 or more Giant. Triple Breaker, makes your Giants unblockable. When it enters, put a cost 6 or less Giant from mana into play (choose by situation — Mechraid with Akane, Cheer Scarlet, removal with Night Firefly, trigger defense with Synchro Faerie, etc.). With Final Declaration (once per game), double both your hand and mana. Note that multicolored cards are placed tapped so you can't always use double mana, and watch deck consumption.

Primal Giant
002

Primal Giant ×4

×4 / Creature / Nature / Cost 1

Role: Cheat/graveyard meta + defense

G-Strike. When the opponent puts a card into play from somewhere other than hand, make it go to mana instead (obstructing revival and mana deployment, and not triggering "when it enters" effects). The opponent player can't attack, but opponent creatures can, so it can be used for small removal.

Caddy Beetle
003

Caddy Beetle ×4

×4 / Creature / Nature / Cost 2

Role: High-cost deployment meta

During the opponent's turn, when they put out a creature costing more than their own mana count, make it go to mana instead (deterring cost reduction/cheating). When it would be destroyed, it's placed in mana instead of the graveyard, ultimately ramping your mana.

Synchro Faerie / Dokidoki Spiral
004

Synchro Faerie / Dokidoki Spiral ×4

×4 / Twinpact card (creature / spell) / Water / Cost Creature 2 / Spell 4

Role: Substitute + defensive trigger

The creature side draws the opponent's choices to itself, soaking removal/disruption aimed at your main piece. With Mega Last Burst (activates even when it leaves via Revolution Change), use the spell side when it leaves. The spell side Dokidoki Spiral is a Shield Trigger that returns one opponent to hand + draws 1. A troublesome card: the opponent struggles to choose a removal target, and even if they do, the spell side may trigger.

Assistest Cineraria
005

Assistest Cineraria ×4

×4 / Creature / Water / Cost 3

Role: Cost reduction + draw

Reduces Giant cost by 1. When it enters, draw 1 if you have another Giant. With Ultra Saver (substitute-destroyed when a Giant leaves), it protects your army. Put it out on turn 3 to summon a 5-mana Giant next turn.

Lakepoacher Par Zero, Fifth Dragon
006

Lakepoacher Par Zero, Fifth Dragon ×2

×2 / Creature / Water / Cost 5

Role: Search + removal + Revolution Change source

Blocker, Just Diver, Double Breaker. When it enters, add 2 of the top 6 to hand, and reveal 1 card from hand to return an opponent creature of the same cost to hand (removal). Just Diver makes it stay easily, safely connecting into next turn's Revolution Change.

Akane, Cheer Scarlet
007

Akane, Cheer Scarlet ×2

×2 / Creature / Nature / Cost 5

Role: Extra summon right + Mechraid

Double Breaker, Mach Fighter. During your turn, summon a Giant from mana (then 1 boost). On attack, put another Giant in mana for Giant Mechraid 8 (use a cost 8 or less Giant from the top 3). Convert small creatures or spent metas into large Giants.

Marinyan X, Idol Faerie
008

Marinyan X, Idol Faerie ×2

×2 / Creature / Nature / Cost 5

Role: CIP-ability meta

Can be summoned from mana, Mach Fighter, Double Breaker. If you have 5 or more Snow Faeries, opponent creatures' "when it enters" abilities don't trigger. This deck has 20 of 40 as Snow Faeries, so the condition is easy to meet. You can also keep it in mana until needed.

Akane, Cheer Space
009

Akane, Cheer Space ×4

×4 / Creature / Water/Nature / Cost 5

Role: Resource replenishment + Revolution Change source + defense

G-Strike, Mach Fighter. Can Revolution Change from a Giant (not requiring cost 5 or more). When it enters, place 1 of the top 2 in hand and 1 in mana (both hand and mana grow). You can also hard-cast it to attack an opponent creature, then further connect into a large one via Revolution Change.

Akane, Explosive Green Moon
010

Akane, Explosive Green Moon ×4

×4 / Creature / Nature / Cost 5

Role: Mach Fighter + resources

Hyper Energy (cost -2 per ally of a different cost tapped), Mach Fighter. Line up 1–2 cost metas then use them to tap, summoning it early and connecting into Revolution Change. On winning a battle, optional mana boost + mana recovery.

Night Firefly
011

Night Firefly ×2

×2 / Creature / Water / Cost 6

Role: Defensive Shield Trigger

Shield Trigger. When it enters, return one opponent to hand and make another opponent unable to attack/block (effectively stopping 2). When you want to deliberately leave an opponent creature for Mach Fighter, the technique of not returning it but stopping it with can't-attack and making it an attack target next turn is important. If it gets onto the board early, leverage its high cost as a Revolution Change source.

Galactica Golfantasista
012

Galactica Golfantasista ×2

×2 / Creature / Water/Nature / Cost 7

Role: Lockdown (Revolution Change)

Revolution Change from a cost 5 or more Giant. Triple Breaker. On the turn an opponent creature enters, make it unable to attack/block (aggro suppression / defense lockout). It can substitute for your other Giants' battles, effectively fighting at power 13000. The core of "ground combat supreme."

Ultrabowl Giant / Father Touchdown
013

Ultrabowl Giant / Father Touchdown ×1

×1 / Twinpact card (creature / spell) / Nature / Cost Creature 8 / Spell 5

Role: Shield shaving + lock, or removal + deployment

The creature side has power 12000, Mach Fighter, Triple Breaker; on winning a battle, send one opponent shield to mana (shave shields without caring about Shield Triggers). The opponent can't use cost 5 or less non-creature cards (spell/Tamaseed lockout). The spell side Father Touchdown removes one opponent while putting a lower-cost creature out from mana.

Dolgeyukimura, Last Ninja
014

Dolgeyukimura, Last Ninja ×1

×1 / Evolution creature / Water/Nature / Cost 8

Role: Finisher (effectively free)

G-Zero (free summon with 4+ Giants), evolve onto one Giant, Triple Breaker. When it enters, recover up to 3 from mana + place up to 3 from hand into mana (free distribution). It can attack right after entering, recovering needed cards while setting up mana.

6. Basic Play Flow

Early game

Deploy meta creatures to suppress the opponent and set up the board. Put out Primal Giant and Caddy Beetle early to limit cheating/deployment. If you draw Assistest Cineraria, prioritize putting it out to aim for cost reduction. Not over-removing opponent creatures is also important, to leverage Mach Fighter later.

Mid game

Once you can put out the 5-cost range, it's the main time band. Process opponent creatures with Akane, Explosive Green Moon and Akane, Cheer Space while attacking, and connect into large Giants via Revolution Change. Replenish hand + removal with Lakepoacher Par Zero, Fifth Dragon, and convert small creatures into large ones with Akane, Cheer Scarlet's Giant Mechraid 8. Maintain board advantage while processing with Mach Fighter.

Late game

Decide the game by dominating the board with large Giants. Favor battles and lock defense with Galactica Golfantasista, and deliver unblockable attacks via Blackhole In One Golfantasista's Revolution Change. Dolgeyukimura, Last Ninja, if conditions are met, free-summons to form damage; Ultrabowl Giant sends opponent shields to mana on a battle win while locking.

7. Final Summary

A "ground-combat-specialized" deck that buys time with meta creatures and dominates the board with Mach Fighter and Revolution Change. Its battle-fight strength is second to none, with abundant resources. Its weaknesses are opponents who don't put out creatures and high play difficulty. The base form is highly polished, and you can tune it by adding Light civilization or Snow Faerie elements.

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