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demir59

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Expirienced fisherman (Effect monster), Level 4, 1500 ATK, 2000 DEF, Water, Warrior, Effect: During your draw phase, before you draw, flip a coin and call it. If you called correctly draw an additional card. If not, nothing happens.

 

Fisherman adventurer (Effect monster), Level 4, 1800 ATK, 1500 DEF, Water, Warrior; Effect: Flip a coin and call. Heads: Add a card from your deck to your hand. Tails: Draw a card. If you called correctly use that effect again.

 

Lucky angler (Effect monster), Level 3, 1200 ATK, 1500 DEF, Water, Warrior, Effect: During your draw phase, before you draw, roll a dice. You draw that many cards during this draw phase. If you rolled a 6, you don't draw this turn.

 

Deep-sea fisherman (Effect mosnter), Level 8, 2800 ATK, 2500 DEF, Water, Warrior, Effect: Once per turn you can flip a coin and call. If you called correctly add a card from your deck to your hand. If you called incorrectly, send a card from your deck to your graveyard.

 

Undead fisherman (Effect monster), Level 4, 1500 ATK, 1800 DEF, Water, Warrior, Effect: Flip a coin and call. Heads: Add a mosnter from your graveyard to your hand. Tails: Special summon one level 4 or lower monster from your graveyard tou your side of the field. It's effect is negated. If you called correctly: Use that effect one more time

 

Fishing rod (Equip spell): When you would draw a card(s) because of the equipped monster's effect: Toss a coin and call. If you called correctly draw one more card. When you add a card(s) from your deck to your hand because of the equipped monster's effect: Toss a coin: Add an additional card from your deck to your hand.

 

Tasty lure (Continuous spell): Once per turn, before you draw a card during your draw phase quess it's card type (Monster, Spell, Trap). If you guessed correctly you can draw another card from your deck.

 

Fishing boat (Field spell): When you draw a card because of the effect of amonster you control: Look at the top card of your deck, then place it at the top or bottom of your deck.

 

Big catch (Counter trap): When you draw a card because of the effect of a monter you control: Draw another card.

 

Deep sea lure (Continuous trap): When you draw a card because of the effect of a card you control: Flip a coin and call. If you called correctly add a card from your deck to your hand. Shuffle your deck.

 

Fishing net (Counter trap): When you would discard cards: Your opponent discards those cards instead. If he cannot, he sends cards from the top of his deck to the graveyard, equal to the number of cards you would have discarded.

 

Deep sea net (Counter trap): When you would send cards from your deck to the graveyard: Your opponent sends cards from the top of their deck to the graveyard, equal to the number of cards you would have sent to the graveyard.

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