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Voracious Piranhas

WATER

Level 3

Fish/Tuner

When a Fish-type monster you control deals 2000 or more points of battle damage to your opponent: You may Special Summon this card from your hand; Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using Fish-Type Materials, including this card you control. You can only use this effect of "Voracious Piranhas" once per turn.

1300 ATK/600 DEF

 

Reef Cleaner

WATER

Level 3

Fish/Effect

When this card is destroyed by battle and sent to the graveyard: You can Special Summon 1 FISH-type monster with 1500 or less ATK from your deck.

600 ATK/1300 DEF

 

Legendary Shark

WATER

Level 6

Fish/Effect

If you control exactly 1 WATER monster and no other monsters, you may Special Summon this card (from your hand). When this card is Normal or Special Summoned: Target 1 WATER monster you control; the level of all face-up WATER monsters you control become equal to that targets. You may target 1 other face-up Fish-Type monster you control to activate the following appropriate effect based on the that monster's level:

•1-4: Draw 1 card, then discard 1

Card; destroy that target.

•5-6: Draw 2 cards, then discard 1 card; destroy that target.

•7+: Draw 3 cards, then discard 1 card; destroy that target.

You can only activate this effect of "Legendary Shark" once per turn.

2400 ATK/1700 DEF

 

Stormcloud Whale

WIND

Level 7

Fish/Fusion/Effect

3 Fish-Type monsters with different names

Must first be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"). Once per turn, during either player's turn: You may shuffle 1 of your banished Fish-Type monsters into your deck; this card gains 500 ATK and DEF until the end phase.

2200 ATK/2600 DEF

 

Ancient Deepsea Prince Coelacanth

WATER

Level 5

Fish/Effect

Once per turn: You can discard 1 card; Special Summon up to three Level 3 or lower Fish-Type monsters with the same name from your Deck, but they cannot attack and their effects are negated. Once per turn, during either player's turn, when this face-up card on the field is targeted by a card effect: You can Tribute 1 other Fish-Type monster; negate the activation, and if you do, destroy that card.

2300 ATK/1700 DEF

 

Hyperancient Deepsea Emperor Coelacanth

WATER

LEVEL 10

Fish/Fusion/Effect

Superancient Deepsea King Coelacanth + 1 Level 6 or higher Fish-Type monster

This card must be Special Summoned (from your extra deck) by tributing the above monsters you control (You do not use "Polymerization"). Cards and effects cannot be activated in response to this card's summoning. When this card is Special Summoned: You may Special Summon any number of Level 5 or lower Fish-Type monsters from your hand or deck, but they cannot attack and their effects are negated. During either player's turn, when your opponent activates a card effect: You can Tribute 1 other Fish-Type monster; negate the activation, and if you do, destroy that card.

3200 ATK/2600 DEF

 

 

Deepsea Mine Puffer

WATER

Rank 2

Fish/Xyz/Effect

3 Level 2 WATER monsters

Cannot be destroyed by card effects. When this card is destroyed by battle: The monster that destroyed this card loses 1000 ATK for each Xyz Material attached to this card while it was on the field; if that monster's ATK is 0, destroy it. Once per turn, during either player's turn: You may detach 1 Xyz Material from this card; monsters your opponent controls lose 500 ATK.

500 ATK/2000 DEF

 

Dazzling Viperfish

WATER

Level 5

Fish/Synchro/Effect

1 Tuner + 1 or more WATER non-Tuner monsters

When this card deals battle damage to your opponent: Your opponent shuffles 1 random card from their hand into their deck; then that player draws 1 card. Once per turn: You may shuffle 1 card from your hand into your deck, and if you do, draw 1 card.

2400 ATK/2000 DEF

 

Sonic Sailfish

WIND

Level 6

Fish/Synchro/Effect

1 Fish-Type Tuner + 1 or more non-Tuner monsters

This card can attack your opponent directly, and if it does while your opponent controls any monsters, this monster loses 900 ATK during damage calculation only. When this card deals combat damage: You may shuffle a monster from your graveyard into your deck, and if you do, draw 1 card.

2300 ATK/1100 DEF

 

Royal Swamp Dragon

WATER

Level 8

Fish/Synchro/Effect

1 Fish-Type Tuner + 1 or more Fish-Type non-Tuner monsters

Unaffected by your opponent's card effects. You may tribute 1 Fish-Type monster other than this card to activate one of the following effects that you haven't activated this turn:

•Draw 1 card and reveal it; if that card is a Fish-type monster, you may Special Summon it, but it cannot be tributed this turn.

•Target 1 card your opponent controls; shuffle that target into its controller's deck.

•Target 3 Fish-Type monsters in your graveyard; shuffle those cards into your deck.

2700 ATK/2500 DEF

 

Superancient Deepsea Royal Sapphire

Continuous Spell

While you control a face-up "Coelacanth" monster, apply the following effect(s) based on the level of the highest level "Coelacanth" monster(s) you control:

5+: As long as you control a face-up Fish-Type monster that isn't a "Coelacanth" monster, face-up "Coelacanth" monsters you control cannot be chosen as attack targets.

7+: Once per turn, if you would discard a card to activate the effect of a "Coelacanth" monster, you may send the top card of your library to the graveyard instead.

10+: When you activate the effect of a "Coelacanth" monster, you may Special Summon monsters from your graveyard as well as your deck and hand. If you Special Summon monsters from your graveyard this way, banish them when they leave the battlefield.

 

Superancient Deepsea Trench

Field Spell

While this card is face-up on the field, it's name is treated as "Umi". Reduce the level of all Fish-type monsters in both players' hands, graveyards, and banished zones by 1. Oncer per turn, you may discard 1 WATER or WIND monster from your hand to activate an effect based on that monster's attribute:

•WATER: Raise the level of all monsters on the field by 1.

•WIND: Target 1 monster on the field; banish that target until its owner's next standby phase. That monster's controller take no further battle damage this turn.

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I'm not the best reviewer in the world so dont expect the greastest review ever

 

Legendary Shark

Really good Xyz maker, being able to modulate Levels for all water monsters on Summon, the Draw effect is Really Really good being able to draw up to 3 cards Discarding 1 might not be an issue but I don't know how Sharks play that much(I have a general idea), Alough the target is destroyed it might not matter if you can draw at least 2 cards with this card being able to mod levels, Overall this is a good card.

 

 

Stormcloud Whale

Good card to help out Banish Fish, being able to Synergise with the Traps also being able to become 2700 ATK is good, Overall good card

 

Hyperancient Deepsea Emperor Coelacanth​

First off, awesome name for the card Big fan of Coelacanth cards so this will be fun, This is a good card making Regular Coelacanth actually Searchable by Fusion Reserve, Being able to summon basically Xyz fodder from Hand or Deck allowing to un brick hands if you get monsters that you need on the field, Being able to Negate cards by getting rid of a Fish is kinda broke but not really it's kinda Herald but for Fish, so Overall Very good card

 

Deepsea Mine Puffer

It's kinda a bad card(no offence) the materials for this card are not worth it in my opinion, Nice Concept, Not being able to be Destroyed by card effects is good protection, the effect of being destroyed and making the monster lose 1K for each mat is good but you would have used 1 for its effect so at most it would lose 2K which will kill most basic level 4 monsters and maybe some other monsters, the lose 500 effect should be I think for both players turn just to make this card better, But overall Nice card

 

Dazzling Viperfish
WATER
Level 5
FISH/Synchro/Effect
1 Tuner + 1 or more WATER non-Tuner monsters
When this card inflicts Battle damage to your opponent: Your opponent shuffles 1 random card from their hand into their deck; then your opponent draws 1 card. Once per turn: You may shuffle 1 card from your hand into your Deck, and if you do, draw 1 card.
2400 ATK/2000 DEF

 

Changed the effect of Combat Damage to Battle damage, your opponent drawing card and Shuffle card into Library changed into Deck, okay this card is good for both players hand Advantage You(Owner of Monster) being able to Magical Mallet a card from hand is good, helping out with potential dead draws, Opponent being able to disrupt your opponents hand and potentially making them dead draw, Overall Good card

 

Sonic Sailfish

It is a Really Good card, having generic materials, Being able to attack opponent directly at 1500 if they control monster and if you do Battle Damage you can get monster back and Draw so this is a really good card, Overall Very Good card

 

Royal Swamp Dragon

Okay, this is cool card, giving it Immunity might be overkill but its fine to be honest, This card can combo really really  well with Coelacth, Okay the 3 effects are pretty good Drawing 1 card if it is Fish you can Special Summon it good effect, 2nd Is really good even though it targets,3rd effect Getting Fishes back to deck is good maybe put a Draw 1 card at the end of it(just my opinion), Overall, Nice Card

 

Superancient Deepsea Trench

Awesome name, effect needs working on I suggest that you make the level change only occur in Hand, Graveyard and Banished, I know you want Synergy with Colecanth but I don't think that you can change a monsters Level in the Deck, Discard eff water: is good for Xyz and Synchro plays, Wind Effect: I'm going to assume that the target has to be on the field since you don't specify a location where it has to be targeted, the Battle Damage is good to prevent OTK/FTK and stuff of that nature, Overall good Card just need a little work

 

Overall, you have made some very good cards that may be used in Decks, my fave card you made is the Colecath Fusion, its very cool and I would buy it if it ever came out, I hope to see more from you as I enjoy your creations.

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Thanks for the comments. I'll admit I probably pushed some stuff more than I should've because Fish is such a weak type.

 

Now that I think about it, I should probably make both Legendary Shark's SS and tribute to draw effects have a hard OPT, or at least one of them hard and the other soft. Because as is, if you only control 1 WATER Fish or 1 and already have a copy of Legendary Shark out you could chain its ability three times. Especially with both it drawing and things like Moray of Greed helping you draw and set up having all copies of Shark available.

 

Glad you liked Emperor Coelacanth. I really wanted to make a good upgrade to Coelacanth because it is like the king of the fish. Everything is kind of amped up from Coelacanth which is why it summons level 5s without the cost of discarding. The counter anything was an upgrade of Corlacanth's ability to counter things that target it, but maybe it could use a little balancing. Nothing crazy since it does already require a specific level 7 and a level 6 with a weak type, but maybe like changing the tribute to a banish or requiring you to only control Fish-types or something.

 

Yeah Puffer was kinda forced by trying to make a pufferfish mine Xyz. I'll do that change but still not sure it'd be great.

 

Crap I double-checked that I was using Yu-Gi-Oh wording instead of Magic and I still messed up on Viperfish. I'll have to change that.

 

Sailfish was supposed to have a Fish-Type tuner. But even fixing that I'll bump the ATK reduction up one so it hits at 1400.

 

Oh, that's sad about Trench but alright. And yes, targets the field only. The stopping battle damage is useful not only balancing if you use it on your opponent, but also so you could hit your own thing for whatever reason (work with banishfish, stop damage so you can run something like Deepsea Macrotrema into your opponent's monster without taking damage, create fuel for Stormcloud Whale up their, etc).

 

And I came up with an idea for another card, so Ancient Deepsea Prince Coelacanth added.

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Okay another Coelcanth card, name is very fitting and the effect is a Downgraded version of Level 7 Coel, whitch is good if you just want easier summon for Xyz fodder and fits with the flavour. Overall this is a nice card, maybe you could make a Spell or Trap (whatever you prefer) that gains effect based on the Level of the Coelacth monster on your side of the field idk if you want to make it atleast

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Okay this card is interesting, the summoning condition is kinda dependent on you having a 2K Fish and actually dealing damage, but it is good if you can pull it off, allowing for even more damage and Synchro Summoning a big beater, This card is good (Mainly cause I like to take battle damage cause I like Inferno Tempest Decks)

Overall I like this card a lot, Good Work

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Reef Cleaner, an Fish-Type Howling Insect, can be used for Keeping yourself alive if you have no options OR Can be used for setup for Xyz plays like: Nightmare Shark, Dante etc. Not much to say about it, Nice card

Also some slight errors in the card text so I updated the Text

When this card is destroyed by battle and sent to the graveyard, You can Special Summon 1 Fish-Type monster with 1500 or less ATK from your Deck.

 

 

Superancient Deepsea Royal Sapphire

 

While you control a face-up "Coelacanth" monster, apply the following effect(s) based on the level of the highest level "Coelacanth" monster(s) you control:

5+: As long as you control a face-up Fish-Type monster that isn't a "Coelacanth" monster, face-up "Coelacanth" monsters you control cannot be targeted for attacks.

7+: Once per turn, if you would discard a card to activate the effect of a "Coelacanth" monster, you may send the top card of your Deck to the Graveyard instead.

10+: When you activate the effect of a "Coelacanth" monster, you may Special Summon monsters from your Graveyard as well as your Deck and Hand. If you Special Summon monsters from your Graveyard this way, banish them when they leave the Field.​

 

Updated a few effects and terminology

First effect: Is good for Battle protection and helps with the Coelacanth Protection effects

Second effect: Helps the Coelacanth monsters if your Hand has no cards

Third effect: Lets the Coelacanth Summon from anywhere is good if you somehow run out of targets in Deck so that helps the banish effect wont matter most of the time cause most of the summoned targets are going to be for Xyz Summons anyway. Not a Bad Card but it would be better if there was a Coelacth archetype that could abuse it easier. Overall this is still good for the amount of targets that you can abuse this thing with, Good Job

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