Sea Stealth II – #LED9-EN021
This card’s name becomes “Umi” while on the field or in the GY. Your opponent cannot target WATER monsters you control with non-WATER monster effects. At the start of the Battle Phase: You can Special Summon from your hand or GY, 1 monster that mentions “Umi”, or 1 WATER Normal Monster, in Defense Position, but destroy it at the end of the Battle Phase. You can only use this effect of “Sea Stealth II” once per turn.
Date Reviewed: August 17th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Sea Stealth II is another piece of new support that really stretches “Umi”’s potential.
A Continuous Spell that becomes “Umi” helps increase your options for imitating the all-important card. Blanket protection for WATER monsters against targeting effects from non-WATER monsters is a great way to narrow your opponent’s moves. Combine that alongside the previous cards this week and you are taking away a lot of moves your opponent can make nowadays with so much of the game revolving around monster effects and the graveyard.
Special Summon a WATER monster that mentions “Umi” in the text only to have it destroyed at the end of the Battle Phase feels like a waste unless you are recycling a monster from the graveyard. You can also do this to get to effects upon destruction, or something like Friday’s card: Mega Fortress Whale, which can help gain advantage during your opponent’s Battle Phase as well as give you something potentially upon destruction. On your turn though I can see this only as a benefit to return a monster from the grave to do LP damage because the ones that include “Umi” in the text don’t have grave effect(s). Mermaid Knight could do a double attack during the Battle Phase, but I see this effect of Sea Stealth II as providing an offensive or defensive body for your field.
Another “Umi” card, but this time in Continuous form, we’ll take it. The blanket protection is great and even the Special Summon during the Battle Phase is good, if only it lasted until the End Phase so you could get even more out of your monster, but since you can keep doing that from the grave instead of the hand it is a pretty good effect during each turn.
Until Next Time
I didn’t know Sea Stealth Attack was good enough to warrant a sequel, but here we are with Sea Stealth II.
Sea Stealth II is a Continuous Spell that acts as Umi while on the field or in the graveyard, so more ways to ensure you got Umi on field technically. Your opponent cannot target WATER monsters with non-WATER monster effects, which is nice protection unless you end up against a WATER strategy. Finally, at the start of the Battle Phase, you can summon any monster that mentions Umi or any WATER Normal from your hand or graveyard in Defense Position, but it’s destroyed at the end of the Battle Phase. This doesn’t really do much besides serve as some protection from battle damage really, since you only keep the monster for the Battle Phase and a Defense Position monster doesn’t do much for you in your Battle Phase. I guess the best use is to summon Ocean Dragon Lord to get his floodgate effect active for a little bit and clear an opponent’s board. Hard once per turn on this effect, of course. I do kinda like the original Sea Stealth Attack better, but Sea Stealth II is alright. It’s nice protection and another option for having Umi on the board.
Advanced Rating: 3/5
Art: 3.5/5 Fortress Whale is riling up a storm.
The Magic card up today is Sea Stealth II, and another Umi wannabe. Treated as such on the Field and in the Grave, and protects your Water Monsters from opponent’s non-Water Effects. That’s likely going to pay off most all the time, and added protection of any kind is an improvement over the original Umi. At the Start of the Battle Phase (note THE, not your) you can Special Summon a Normal Water Monster or a Water Monster who specifically mentions Umi from your Hand or Grave. That’s a free Monster, albeit trying to synergize with the older, useless, Water Monsters, and it has to be in Defense, so this is solely a defensive card…and it’s destroyed at the end of the Battle Phase…there are cards to Extra Deck Summon during the Battle Phase to loophole around this, but it’s still something to protect you, and that first Effect is money for the player, without a doubt. The latter Effect is Once per Turn, as it should be, even with the end of Turn destruction, you can’t get that much free protection.
Art: 3/5 Bland, but dark, and I appreciate that (WHO ON EARTH COULD THAT BE IN THE PICTURE-sarcasm much?)
It’s not just the monsters getting a makeover; Sea Stealth Attack returns in the form of a Continuous Spell, Sea Stealth II, a Continuous Spell that can be searched by yesterday’s Ocean Dragon Lord – Kairyu-Shin. While it’s on the field or in the Graveyard, it’s treated as Umi, which is a little weird but extremely helpful, as it provides backup for Kairyu-Shin and Electric Jellyfish when A Legendary Ocean is inevitably destroyed, turning off their effects. Sea Stealth II also protects your WATER monsters from being targeted by non-WATER monster effects, so while the notorious Infinite Impermanence will still go through, plenty of monster effects will be stopped in their tracks. Sea Stealth II’s last effect is a hard once per turn, letting you Special Summon a WATER normal monster or a monster that mentions Umi in defense position at the start of the Battle Phase, though it gets destroyed at the end of the Battle Phase. Unless you have Mega Fortress Whale in circulation (we’ll cover it later), this effect is mostly pointless on your turn. On your opponent’s turn, you can revive Kairyu-Shin in a jam to boardbreak or even just Electric Jellyfish as a defending body, but it’s not exactly an effect to go out of your way for. Overall, running at least one doesn’t hurt if only just as Umi insurance, it gets much better in Whale-focused builds.
Brenn’s corner: Sea Stealth II is at least 4/5. It’s one of the only Umi cards that doesn’t run into the “Harpie Lady” problem, and it gives some alright protection. The former alone basically makes it have to be run but it’s still good by its own merits. As for the battle phase effect, uhhhh, I’ve never had it do something meaningfully but I guess it could revive a dead Kairyu-shin and f### the opponent’s board mid BP.
Art: 3.5/5 I don’t know about you guys, but I wouldn’t exactly call a flying whale with a cannon on its back “stealthy”.
Visit the Card of the Day Archive! Click here to read over 4,000 more Yu-Gi-Oh! Cards of the Day!