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[Contains a topic about fish-related stuff]


Toffee.

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Haunted Fisherman -EARTH-

Lvl3

[Zombie/Effect]

When this card is Normal Summoned, you can Remove this card from play to send up to 2 "Nightfin" monsters from your deck to your Graveyard.

1100ATK / 900DEF

 

Nightfin Anemone -DARK-

Lvl1

[Fish]

A species of anemone that lives among the "Nightfin" fish. They dont posess any supernatural abilitys, but the tentacles that grow from this anemone contain a lethel poison that it uses to fend off intruders.

0ATK / 900DEF

 

Nightfin Goldfish -DARK-

Lvl1

[Fish/Tuner]

You can Special Summon this card from your hand, by Removing from play 2 "Nightfin" monsters in your Graveyard. When this card is Normal Summoned, you can treat this card's level as 2. This card can only be used as a Synchro Material monster for the Synchro Summon of a "Nightfin" monster. If this card is used for a Synchro Summon, draw 1 card.

700ATK / 0DEF

 

Nightfin Pirana -DARK-

Lvl1

[Fish/Effect]

If your Opponent controls at least 2 monsters, and you have 3 or more "Nightfin" monsters in your Graveyard, you can Special Summon this card from your hand. Increase the ATK of all "Nightfin" monsters on your side of the field by 300 for each "Nightfin" monster on your side of the field.

0ATK / 0DEF

 

Dark Tuner - Abyssal Clownfish -DARK-

Lvl12

[Fish/Tuner]

You can Special Summon this card from your hand or Graveyard, by Removing from play 3 "Nightfin" monsters in your Graveyard. If this card is Special Summoned in this way, Remove it from play when it is removed from the field.

200ATK / 0DEF

 

Nightfin Shark -DARK-

Lvl4

[Fish/Effect]

You can Special Summon this card from your hand, by Removing from play 1 "Nightfin" monster in your Graveyard.

1600ATK / 0DEF

 

Nightfin Coral Reef -DARK-

Lvl2

[Rock/Effect]

When this card is sent to the Graveyard, add 1 monster with "Clownfish" or "Goldfish" in its name from your deck to your hand. Your deck is then shuffled.

0ATK / 1500DEF

 

Nightfin Jellyfish -DARK-

Lvl3

[Fish/Effect]

You can Special Summon this card from your hand, by Removing from play 1 "Nightfin" monster in your Graveyard. As long as this card remains face-up on the field, the Opponent cannot select another monster on the field as an attack target, except "Nightfin Jellyfish".

300ATK / 1200DEF

 

Nightfin Lure-Fish -DARK-

Lvl1

[Fish/Effect]

When this card is sent from the field to the Graveyard, send the top 3 cards of your deck to the Graveyard to draw 1 card.

0ATK / 0DEF

 

Nightfin Anglerfish -DARK-

Lvl5

[Fish/Effect]

When this card is Normal Summoned, select 1 level 4 or lower "Nightfin" monster in your Graveyard and Special Summon it to your side of the field. The monster Special Summoned by this effect cannot attack this turn, and it's effect is negated.

1900ATK / 1400DEF

 

Nightfin Whale -DARK-

Lvl8

[Fish/Effect]

While this card is in the Graveyard, all "Nightfin" monsters gain 200 ATK & DEF.

2400ATK / 2700DEF

 

Nightfin Salmon -DARK-

Lvl3

[Fish/Effect]

You can Special Summon this card from your hand, by Removing from play 1 "Nightfin" monster in your Graveyard. You can Remove this card from play to Special Summon 1 level 4 or lower "Nightfin" monster from your hand. The monster Special Summoned with this effect has it's ATK & DEF increased by 500 points.

700ATK / 700DEF

 

Nightfin Necro-Fish -DARK-

Lvl2

[Fish/Tuner]

If this card is Removed from play by the effect of a "Nightfin" monster, draw 1 card.

0ATK / 0DEF

 

Nightfin Armored Dilfish -DARK-

Lvl5

[Fish/Effect]

If this card is Removed from play, by the effect of a "Nightfin" monster, select and activate 1 of the following:

•Draw 1 card

•Send the top 3 cards of your deck to the Graveyard

1400ATK / 1900DEF

 

Nightfin Rare-Hikaru -DARK-

Lvl4

[Fish/Fusion/Effect]

"Nightfin Whale" + "Nightfin Anglerfish"

This card can only be Special Summoned by a Fusion Summon. When this card is Special Sumoned, the level of this card becomes 5. If this card is destroyed by a card effect, draw 1 card.

1500ATK / 1200DEF

 

Nightfin King Crab -DARK-

Lvl7

[Fish/Synchro/Effect]

1 "Nightfin" Tuner + 1 or more non-Tuner monster(s)

This card cannot be Special Summoned, except by a Synchro Summon. Each time a "Nightfin" monster is Special Summoned by it's own effect, you can draw 1 card.

2500ATK / 2400DEF

 

Nightfin Coelacanth -DARK-

Lvl-8

[Fish/Dark Synchro/Effect]

"Dark Tuner - Abyssal Clownfish" - 1 Non-Tuner.

[Generic Dark Synchro text]

As long as this card remains face-up on the field, increase the ATK and DEF of all "Nightfin" monsters by 200 points for each "Nightfin" monster that is Removed from play. If this card is destroyed by a card effect, destroy all monsters on the field.

2000ATK / 2200DEF

 

Speed Spell - Speed Fishing -Speed Spell-

Reveal 1 "Nightfin" monster in your hand to your Opponent, while you have at least 1 Speed Counter. Send any number of cards from your hand to the Graveyard and draw 1 card for each card that was sent to the Graveyard. During the End Phase of this turn, draw 1 card.

 

Shadow Bait -Spell-

Select up to 2 "Nightfin" monsters from your deck, and send them to the Graveyard. The Opponent draws 1 card. Only 1 "Shadow Bait" can be activated per turn.

 

Abyssal Connection -Spell-

Remove from play all "Nightfin" monsters you control. Draw 1 card for each card that was Removed from play, with this effect.

 

Necro-Fisher -Spell-

Select 1 "Nightfin" monster in your Graveyard to activate. send a number of cards from the top of your deck equal to the level of the selected monster, and Special Sumon that monster. During the turn you activate this card, you cannot Special Summon other monsters.

 

Feeding Frenzy -Spell-

Remove from play 1 "Nightfin" monster you control. Send cards from the top of your deck to the Graveyard equal to the level of the Removed monster. Draw 1 card.

 

Seafood Chef -Spell-

Discard 1 card. Special Summon 1 "Nightfin Salmon" from your deck to your side of the field. The monster that was Special Summoned with this effect, cannot be Tributed for a Tribute Summon, and is Removed from play at the end of the turn.

 

Fish Flake -Trap-

You can only activate this card, by Removing from play 1 "Nightfin" monster on your side of the field, while you have no other cards on your side of the field. During this turn, the Opponent cannot Set or activate any Spell/Trap cards, and cannot activate any Monster effects. During the End Phase of this turn, the monster that was Removed from play is returned to your side of the field in the same battle position.

 

Fish-Barrier -Trap-

Remove 1 "Nightfin" monster in your Graveyard, and select 1 card on the field. Place 1 Barrier Counter on the selected card. If the selected card would be destroyed, remove the Barrier Counter instead.

 

Anenome Growth -Trap-

Discard 1 "Nightfin" monster. Special Summon 1 "Nightfin Sea Anemone" from your deck or Graveyard to your side of the field in face-up defence position.

 

Polluted Waters -Continuous Trap-

Each time a "Nightfin" monster is Special Summoned, inflict 300 points of damage to your Opponent's Lifepoints. If this face-up card is destroyed by your Opponent's card effect and sent to the Graveyard, add 1 "Nightfin" monster from your deck to your hand.

 

Treading Water -Trap-

Activate only when your Opponent declares an attack agenst a "Nightfin" monster. Send the attack target monster to the Graveyard, and Remove from play the attacking monster. Draw 1 card.

 

Violent Waters -Trap-

If this card is destroyed by the effect of a Spell card, while it is face-down on your side of the field, Special Summon 1 level 4 or lower "Nightfin" monster from your deck.

 

Bait Fishing -Trap-

Remove from play 2 "Nightfin" monsters in your Graveyard to activate. During this turn, each time you take damage, draw 1 card.

 

Shadow Torrent -Counter Trap-

If the Opponent Summons a monster, you can Remove from play 1 "Nightfin" monster you control to negate the Summon of that monster and Remove it from play.

 

Full-On-Fish -Continuous Trap-

You can only activate this card, during the Opponent's turn, and only if you control no other cards. During your next turn, Special Summon any number of your Removed from play "Nightfin" monsters to your side of the field. Any damage inflicted to your Opponent this turn is reduced by half.

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I made a fish set once' date=' except it was saltwater and freshwater, and the field spell wud be a fish tank.[/quote']

 

I'm not sure how a fishtank 'wud' relate to the topic, byt ehhh, at least you mentioned the fact how you also had fish.

 

Oh, and type of water that a fish would swim in, is un-important. I only named then "Blackwater" so I could stick them all in 1 Archtype, and let them benfit from cards like Armageddon Knight. It would make them more consistant, and hopefully be able to compete with the current meta.

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Black is becoming very overused now ._.

But these are pretty good cards overall. Some OCG errors I spotted

The Opponent = Your opponent

Opponent = opponent

deck = Deck

The cards are overall good and provide a nice little system within them self. It'd be fun to run them.

Also, nice job on making a Dark Synchro & Tuner to go with it.

---

Overall: 9.2/10

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Black is becoming very overused now ._.

Yes' date=' yes it is >___>

 

But what would you suggest, for a name to give to shadowey fish of the abyss, that is the bottom of the ocean.

 

"Blackwater" only seemed to fit, since the water would effectivly be that color, if you were that deep underwater.

 

But these are pretty good cards overall. Some OCG errors I spotted

The Opponent = Your opponent

Opponent = opponent

deck = Deck

The cards are overall good and provide a nice little system within them self. It'd be fun to run them.

Also, nice job on making a Dark Synchro & Tuner to go with it.

---

Overall: 9.2/10

I'll get around to fixing the OCG errors, and thanks.

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Black is becoming very overused now ._.

Yes' date=' yes it is >___>

 

But what would you suggest, for a name to give to shadowey fish of the abyss, that is the bottom of the ocean.

 

"Blackwater" only seemed to fit, since the water would effectivly be that color, if you were that deep underwater.

 

But these are pretty good cards overall. Some OCG errors I spotted

The Opponent = Your opponent

Opponent = opponent

deck = Deck

The cards are overall good and provide a nice little system within them self. It'd be fun to run them.

Also, nice job on making a Dark Synchro & Tuner to go with it.

---

Overall: 9.2/10

I'll get around to fixing the OCG errors, and thanks.

 

I'd say Deeplurker would be a name that wasn't overused. But that's just me.

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Pot of avarice would have a field day with this Deck.

Pretty much....

 

I'm feeling like this is anti-Lightsworn done right: not a decktype that directly addresses Lightsworn' date=' but a DARK version that utilizes the Graveyard, with milling to keep feeding it (as opposed to LS, which use the mill aspect as top priority).[/quote']

*just now noticed that*

 

TLDR: These are some cool fish.

But it wasnt even long to begin with :O

 

@Topic: I updated some stuff.

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