Advertisement
ArcDesLHK

Fishmen

Jun 17th, 2023 (edited)
53
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.58 KB | None | 0 0
  1. Fishmen Arlong
  2. Level 4 WATER Warrior/Effect
  3. 1700/600
  4. If you control a "Fishmen" monster other than "Fishmen Arlong", you can Special Summon this card (from your hand). If this card attacks a Defense Position monster, inflict piercing battle damage.
  5.  
  6. Fishmen Chew
  7. Level 3 WATER Warrior/Effect
  8. 1400/500
  9. If this card is Normal or Special Summoned: You can send 1 "Fishmen" monster from your Deck to the GY, except "Fishmen Chew". If you control no monsters, or you control a "Fishmen" monster: You can Special Summon this card from your GY, but banish it when it leaves the field, also you cannot Special Summon monsters, except WATER monsters, while this card is face-up in the Monster Zone. You can only use each effect of "Fishmen Chew" once per turn.
  10.  
  11. Fishmen Cobra
  12. Level 3 WATER Sea Serpent/Effect
  13. 1200/500
  14. This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; destroy it. If this card is in your GY, except the turn it was sent there: You can banish this card; Special Summon 1 "Fishmen" monster from your Deck, except a Sea Serpent monster. You can only use each effect of "Fishmen Cobra" once per turn.
  15.  
  16. Fishmen Elico
  17. Level 4 WATER Warrior/Effect
  18. 1900/1200
  19. When this card destroys an opponent's monster by battle: You can Special Summon 1 "Fishmen" monster from your Deck. If this card is in your GY: You can send 1 "Fishmen" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Fishmen Elico" once per turn.
  20.  
  21. Fishmen Hatchan
  22. Level 4 WATER Fish/Effect
  23. 1500/300
  24. If this card is Normal or Special Summoned: You can add 1 "Fishmen" card from your Deck to your hand, except "Fishmen Hatchan". You can Tribute this card; Special Summon 1 "Fishmen" monster from your Deck, except a Fish monster. You can only use each effect of "Fishmen Hatchan" once per turn.
  25.  
  26. Fishmen Hordy
  27. Level 4 WATER Warrior/Effect
  28. 1600/500
  29. When this card is Normal Summoned: You can Special Summon 1 "Fishmen" monster from your hand. At the start of the Damage Step, if your "Fishmen" monster battles a monster: You can destroy that monster.
  30.  
  31. Fishmen Jack
  32. Level 4 WATER Warrior/Effect
  33. 1800/1800
  34. During your turn, if your opponent Special Summons a monster(s) while this card is in your hand or GY (except during the Damage Step): You can target 1 of those Special Summoned monsters; Special Summon this card, and if you do, the targeted monster loses 1000 ATK/DEF until the end of this turn. You can only use this effect of "Fishmen Jack" once per turn.
  35.  
  36. Fishmen Garb
  37. Level 4 WATER Warrior/Effect
  38. 1500/800
  39. If you Ritual Summon exactly 1 "Fishmen" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire Tribute. You can only use each of the following effects of "Fishmen Garb" once per turn. You can banish 1 "Fishmen" monster from your GY; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can discard 1 "Fishmen" card, and if you do, draw 1 card.
  40.  
  41. Fishmen Flounder
  42. Level 3 WATER Fish/Tuner/Effect
  43. 1200/600
  44. During your Main Phase, you can Normal Summon 1 "Fishmen" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During the Damage Step, when your "Fishmen" monster battles (Quick Effect): You can send this card from your hand to the GY; that monster gains 1200 ATK until the end of this turn.
  45.  
  46. Fishmen Preyas
  47. Level 7 WATER Warrior/Normal
  48. 2800/2000
  49. A Fishmen with strong loyalty to it fellow Fishmen
  50.  
  51. Fishmen Kyogre
  52. Level 7 Scale 4 WATER Warrior/Pendulum/Effect
  53. 2800/2400
  54. Once per turn: If an "Fishmen" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only.
  55. ----
  56. If this card is Special Summoned: You can negate the effects of face-up cards on the field up to the numbers face-up Pendulum monsters in your Extra Deck. Once per turn: You can tribute 1 "Fishmen" monster you control if you do this card gain ATK equal to that monster original ATK until the end of the turn.
  57.  
  58. Fishmen Laguna
  59. Level 5 WATER Warrior/Effect
  60. 2000/1000
  61. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Fishmen Laguna" once per turn this way. If you Ritual Summon exactly 1 "Fishmen" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire Tribute. You can send up to 2 "Fishmen" monsters with different Types from your hand and/or field to the GY; draw that many cards. You can only use this effect of "Fishmen Laguna" once per turn.
  62.  
  63. Fishmen Leviathan
  64. Level 4 WATER Sea Serpent/Effect
  65. 1600/800
  66. If this card battles an opponent's monster, it gains 400 ATK during the Damage Step only. You can only use each of the following effects of "Fishmen Leviathan" once per turn. You can target 1 "Fishmen" monster in your GY, except "Fishmen Leviathan"; Special Summon this card from your hand, and if you do, add that monster to your hand. During your Main Phase: You can Special Summon 1 "Fishmen" monster from your hand.
  67.  
  68. Fishmen Lochness
  69. Level 5 WATER Sea Serpent/Effect
  70. 2000/1000
  71. If only your opponent controls a monster, you can Special Summon this card (from your hand). You can only Special Summon "Fishmen Lochness" once per turn this way. If you Ritual Summon exactly 1 "Fishmen" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire Tribute. Once per turn: You can discard up to 2 cards, then target that many Spells/Traps on the field; destroy them.
  72.  
  73. Fishmen Megalodon
  74. Level 8 WATER Fish/Effect
  75. 2600/1500
  76. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 WATER monsters with different Types from your GY. You can only Special Summon "Fishmen Megalodon" once per turn this way. This card can make a second attack during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. Banish any monster destroyed by battle with this card.
  77.  
  78. Fishmen Silencer
  79. Level 3 WATER Fish/Tuner/Effect
  80. 800/800
  81. If this card you control would be used as Synchro Material for a WATER Synchro Monster, "Fishmen" monsters in your hand can be used as the non-Tuner Synchro Materials. The first time this card would be destroyed by battle each turn, it is not destroyed.
  82.  
  83. Fishmen Pike
  84. Level 1 WATER Fish/Tuner/Effect
  85. 0/0
  86. If you control a "Fishmen" monster other than "Fishmen Pike", you can Special Summon this card (from your hand).
  87.  
  88. Fishmen Mackerel
  89. Level 3 WATER Fish/Tuner/Effect
  90. 1300/800
  91. If you control a "Fishmen" monster other than "Fishmen Mackerel", you can Special Summon this card (from your hand).
  92.  
  93. Fishmen Tuna
  94. Level 3 WATER Fish/Effect
  95. 1200/400
  96. If the effect activation of a WATER monster you control is negated (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Fishmen Tuna" once per turn.
  97.  
  98. Fishmen Bluefin
  99. Level 2 WATER Fish/Effect
  100. 500/1000
  101. You can target 1 "Fishmen" Effect Monster you control; negate its effects, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except WATER monsters. You can only use each effect of "Fishmen Bluefin" once per turn.
  102.  
  103. Fishmen Abyss Leviathan
  104. Level 8 WATER Sea Serpent/Ritual/Effect
  105. 2800/1800
  106. You can Ritual Summon this card with "Fishmen Ritual". When this card is Ritual Summoned: You can return all Spells and Traps your opponent controls to the hand. Your opponent cannot activate cards or effects in response to this effect's activation. If this card attacks, during damage calculation: You can inflict damage to your opponent equal to this card's ATK, and if you do, this card inflicts no battle damage to your opponent during this battle.
  107.  
  108. Fishmen Phosphos
  109. Level 6 WATER Sea Serpent/Synchro/Effect
  110. 2300/1600
  111. 1 WATER Tuner + 1+ non-Tuner monsters
  112. Once per turn: You can banish 1 WATER monster from your GY, or 1 other "Fishmen" monster from your hand or field, then target 1 card on the field; return it to the hand. If you control this card that was Synchro Summoned using only "Fishmen" monsters as material, you can use this effect up to twice per turn.
  113.  
  114. Fishmen Decken
  115. Level 6 WATER Warrior/Synchro/Effect
  116. 2300/1600
  117. 1 WATER Tuner + 1+ non-Tuner monsters
  118. Once per turn (Quick Effect): You can banish 1 WATER monster from your GY, or 1 other "Fishmen" monster from your hand or field; this card gains 400 ATK until the end of this turn. If you control this card that was Synchro Summoned using only "Fishmen" monsters as material, you can use this effect up to twice per turn.
  119.  
  120. Fishmen Navel
  121. Level 6 WATER Fish/Fusion/Effect
  122. 2100/1600
  123. 2 "Fishmen" monsters
  124. Once per turn: You can banish 1 WATER monster from your GY, or 1 other "Fishmen" monster from your hand or field; inflict damage to your opponent equal to the banished monster's Level x 200, or Rank x 300. This is a Quick Effect if you control this Fusion Summoned card.
  125.  
  126. Fishmen Frosch
  127. Level 7 WATER Aqua/Fusion/Effect
  128. 2600/1500
  129. 2 "Fishmen" monsters
  130. If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Your opponent's monsters cannot target monsters for attacks, except this one. If this card would be destroyed by battle or card effect, you can banish 1 "Fishmen" monster from your GY instead.
  131.  
  132. Fishmen Krakenoid
  133. Rank 4 WATER Sea Serpent/Xyz/Effect
  134. 2500/2000
  135. 2 Level 4 WATER monsters
  136. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can detach 1 material from this card; return that opponent's monster to the hand, and if you do, inflict 300 damage to your opponent for each card in each player's hands.
  137.  
  138. Fishmen Balista
  139. Rank 5 WATER Sea Serpent/Xyz/Effect
  140. 2800/2100
  141. 2 Level 5 monsters
  142. Once per turn, before damage calculation, if this card battles an opponent's monster: You can detach 1 material from this card; destroy that monster, and if you do, inflict damage to your opponent equal to half the destroyed monster's original ATK. If this card has "Fishmen" Xyz Monster as material, the damage inflicted by this effect is doubled.
  143.  
  144. Fishmen Veiss Leviathan
  145. Level 7 WATER Sea Serpent/Fusion/Effect
  146. 2800/1600
  147. 2 "Fishmen" monsters
  148. When this card is Fusion Summoned: Return all of your opponent's monster(s) whose original ATK is 2400 or lower to the hand. If this card battles a opponent's monster, halve that monster's ATK during damage calculation only. Once per turn You can target 1 monster your opponent controls; return all Waters Monsters that is from your Extra Deck in your GY back to the Deck if you do the targeted monster loses 600 ATK for each monster returned.
  149.  
  150. Fishmen Reborn
  151. Normal Spell
  152. Target 1 "Fishmen" monster in your GY; Special Summon it in Defense Position. If a WATER monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead, and if you do, inflict 1000 damage to your opponent. You can only use this effect of "Fishmen Reborn" once per turn.
  153.  
  154. Plectrum Saw
  155. Equip Spell
  156. Equip only to a "Fishmen" monster you control. During your Main Phase: You can make the equipped monster gain ATK equal to the number of cards in your opponent's hand x 200, until the end of this turn (even if this card leaves the field). If this card is sent to the GY while equipped to a monster: You can send 1 random card from your opponent's hand to the GY. You can only use each effect of "Plectrum Saw" once per turn.
  157.  
  158. Fishmen Island
  159. Field Spell
  160. WATER monsters you control gain 500 ATK. Once per turn: If your opponent controls more monsters than you do: Special Summon Level 4 or lower "Fishmen" monsters with different names from your hand, up to the difference.
  161.  
  162. Draw of Wave
  163. Normal Spell
  164. Send 1 "Fishmen" monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Draw of Wave" per turn.
  165.  
  166. Fishmen Ritual
  167. Ritual Spell
  168. This card can be used to Ritual Summon "Fishmen Abyss Leviathan" from your hand or GY. You must also Tribute WATER monsters from your hand or field whose total Levels equal 8 or more. If you control a "Fishmen" Fusion, Synchro, or Xyz Monster when this effect is activated, you can also use your banished "Fishmen" monster(s), by placing them on the bottom of your Deck.
  169.  
  170. Dive Mirage
  171. Quick-Play Spell
  172. Activate 1 of the following effects.
  173. ● Special Summon 1 "Fishmen" monster from your Deck, but it cannot attack, also destroy it during the End Phase.
  174. ● Target 1 "Fishmen" monster you control; destroy it, and if you do, draw 2 cards.
  175. You can only activate 1 "Dive Mirage" per turn.
  176.  
  177. Fishmen Unity
  178. Continuous Spell
  179. When a "Fishmen" monster of the below card type is Special Summoned to your field: You can activate the appropriate effect once per turn;
  180. ● Ritual: Banish 1 monster your opponent controls.
  181. ● Fusion: Send 1 random card from your opponent's hand to the GY.
  182. ● Synchro: Send 1 "Fishmen" monster from your Deck to the GY.
  183. ● Xyz: Draw 1 card.
  184.  
  185. Side Formation
  186. Normal Trap
  187. Apply these effects, in sequence, depending on the type(s) of "Fishmen" monsters you control. If you control a "Fishmen" monster with 2800 or more ATK, your opponent cannot activate cards or effects in response to this card's activation.
  188. ● Ritual: Banish up to 3 cards from your opponent's GY.
  189. ● Fusion: Banish 3 random face-down cards from your opponent's Extra Deck, face-up.
  190. ● Synchro: Send the top 3 cards of each player's Decks to the GY.
  191. ● Xyz: Attach 1 of your opponent's banished cards to 1 Xyz Monster you control as material.
  192. You can only activate 1 "Side Formation" per turn.
  193.  
  194. Fish Lock-On
  195. Counter Trap
  196. When a Spell/Trap Card, or monster effect, is activated while you control a "Fishmen" monster with 2800 or more ATK: Negate the activation, and if you do, destroy that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was destroyed, until the end of the next turn. You can only activate 1 "Fish Lock-On" per turn.
  197.  
  198. Swarming Fishmen
  199. Normal Trap
  200. Target 2 "Fishmen" monsters in your GY with different names, then activate 1 of these effects;
  201. ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 WATER Synchro Monster using only those monsters.
  202. ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Fishmen" Xyz Monster using only those monsters.
  203. You can only activate 1 "Swarming Fishmen" per turn.
  204.  
  205. Fishmen Shark Dance
  206. Continuous Trap
  207. Activate this card only if you control a "Fishmen" monster with 2800 or more ATK. While you control a "Fishmen" monster, if a monster would be returned from the field to the hand by a card effect, shuffle it into the Deck instead, unless it is a WATER monster.
  208.  
  209. Colliding Wave
  210. Normal Trap
  211. If you control a "Fishmen" Ritual, Fusion, Synchro, or Xyz Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, all face-up "Fishmen" monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a "Fishmen" monster with 2800 or more ATK, you can activate this card from your hand.
  212.  
  213. Aqua Sphere Barrier
  214. Normal Trap
  215. When a monster declares an attack: Negate the attack, and if you do, Special Summon 1 "Fishmen" monster from your GY in Defense Position. You can only activate 1 "Aqua Sphere Barrier" per turn.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement