Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Fishmen Arlong
- Level 4 WATER Warrior/Effect
- 1700/600
- 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.
- Fishmen Chew
- Level 3 WATER Warrior/Effect
- 1400/500
- 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.
- Fishmen Cobra
- Level 3 WATER Sea Serpent/Effect
- 1200/500
- 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.
- Fishmen Elico
- Level 4 WATER Warrior/Effect
- 1900/1200
- 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.
- Fishmen Hatchan
- Level 4 WATER Fish/Effect
- 1500/300
- 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.
- Fishmen Hordy
- Level 4 WATER Warrior/Effect
- 1600/500
- 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.
- Fishmen Jack
- Level 4 WATER Warrior/Effect
- 1800/1800
- 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.
- Fishmen Garb
- Level 4 WATER Warrior/Effect
- 1500/800
- 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.
- Fishmen Flounder
- Level 3 WATER Fish/Tuner/Effect
- 1200/600
- 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.
- Fishmen Preyas
- Level 7 WATER Warrior/Normal
- 2800/2000
- A Fishmen with strong loyalty to it fellow Fishmen
- Fishmen Kyogre
- Level 7 Scale 4 WATER Warrior/Pendulum/Effect
- 2800/2400
- 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.
- ----
- 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.
- Fishmen Laguna
- Level 5 WATER Warrior/Effect
- 2000/1000
- 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.
- Fishmen Leviathan
- Level 4 WATER Sea Serpent/Effect
- 1600/800
- 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.
- Fishmen Lochness
- Level 5 WATER Sea Serpent/Effect
- 2000/1000
- 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.
- Fishmen Megalodon
- Level 8 WATER Fish/Effect
- 2600/1500
- 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.
- Fishmen Silencer
- Level 3 WATER Fish/Tuner/Effect
- 800/800
- 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.
- Fishmen Pike
- Level 1 WATER Fish/Tuner/Effect
- 0/0
- If you control a "Fishmen" monster other than "Fishmen Pike", you can Special Summon this card (from your hand).
- Fishmen Mackerel
- Level 3 WATER Fish/Tuner/Effect
- 1300/800
- If you control a "Fishmen" monster other than "Fishmen Mackerel", you can Special Summon this card (from your hand).
- Fishmen Tuna
- Level 3 WATER Fish/Effect
- 1200/400
- 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.
- Fishmen Bluefin
- Level 2 WATER Fish/Effect
- 500/1000
- 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.
- Fishmen Abyss Leviathan
- Level 8 WATER Sea Serpent/Ritual/Effect
- 2800/1800
- 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.
- Fishmen Phosphos
- Level 6 WATER Sea Serpent/Synchro/Effect
- 2300/1600
- 1 WATER Tuner + 1+ non-Tuner monsters
- 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.
- Fishmen Decken
- Level 6 WATER Warrior/Synchro/Effect
- 2300/1600
- 1 WATER Tuner + 1+ non-Tuner monsters
- 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.
- Fishmen Navel
- Level 6 WATER Fish/Fusion/Effect
- 2100/1600
- 2 "Fishmen" monsters
- 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.
- Fishmen Frosch
- Level 7 WATER Aqua/Fusion/Effect
- 2600/1500
- 2 "Fishmen" monsters
- 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.
- Fishmen Krakenoid
- Rank 4 WATER Sea Serpent/Xyz/Effect
- 2500/2000
- 2 Level 4 WATER monsters
- 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.
- Fishmen Balista
- Rank 5 WATER Sea Serpent/Xyz/Effect
- 2800/2100
- 2 Level 5 monsters
- 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.
- Fishmen Veiss Leviathan
- Level 7 WATER Sea Serpent/Fusion/Effect
- 2800/1600
- 2 "Fishmen" monsters
- 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.
- Fishmen Reborn
- Normal Spell
- 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.
- Plectrum Saw
- Equip Spell
- 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.
- Fishmen Island
- Field Spell
- 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.
- Draw of Wave
- Normal Spell
- 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.
- Fishmen Ritual
- Ritual Spell
- 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.
- Dive Mirage
- Quick-Play Spell
- Activate 1 of the following effects.
- ● Special Summon 1 "Fishmen" monster from your Deck, but it cannot attack, also destroy it during the End Phase.
- ● Target 1 "Fishmen" monster you control; destroy it, and if you do, draw 2 cards.
- You can only activate 1 "Dive Mirage" per turn.
- Fishmen Unity
- Continuous Spell
- When a "Fishmen" monster of the below card type is Special Summoned to your field: You can activate the appropriate effect once per turn;
- ● Ritual: Banish 1 monster your opponent controls.
- ● Fusion: Send 1 random card from your opponent's hand to the GY.
- ● Synchro: Send 1 "Fishmen" monster from your Deck to the GY.
- ● Xyz: Draw 1 card.
- Side Formation
- Normal Trap
- 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.
- ● Ritual: Banish up to 3 cards from your opponent's GY.
- ● Fusion: Banish 3 random face-down cards from your opponent's Extra Deck, face-up.
- ● Synchro: Send the top 3 cards of each player's Decks to the GY.
- ● Xyz: Attach 1 of your opponent's banished cards to 1 Xyz Monster you control as material.
- You can only activate 1 "Side Formation" per turn.
- Fish Lock-On
- Counter Trap
- 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.
- Swarming Fishmen
- Normal Trap
- Target 2 "Fishmen" monsters in your GY with different names, then activate 1 of these effects;
- ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 WATER Synchro Monster using only those monsters.
- ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Fishmen" Xyz Monster using only those monsters.
- You can only activate 1 "Swarming Fishmen" per turn.
- Fishmen Shark Dance
- Continuous Trap
- 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.
- Colliding Wave
- Normal Trap
- 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.
- Aqua Sphere Barrier
- Normal Trap
- 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