Penguin Deck Breakdown

Cards Usage Statistic

Main Deck

Abyss Shark
Abyss Shark
Abyss Shark
WATER 5
Abyss Shark
  • ATK:

  • 1200

  • DEF:

  • 700


If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If all monsters you control are WATER (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 3, 4, or 5 Fish monster from your Deck to your hand, except "Abyss Shark". For the rest of this turn, you cannot Special Summon monsters, except WATER monsters, also, double the first battle damage inflicted to your opponent this turn by your "Number" monster battling another monster. You can only use this effect of "Abyss Shark" once per turn.

First Penguin
First Penguin
First Penguin
WATER 1
First Penguin
  • ATK:

  • 100

  • DEF:

  • 100


If you control no face-up monsters, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can discard 1 card, then reveal 1 WATER Synchro Monster in your Extra Deck; add 1 WATER monster from your Deck to your hand with the same Type but 1 Level lower than the revealed monster, then you can change this card to face-down Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER monsters. You can only use this effect of "First Penguin" once per turn.

Mulcharmy Fuwalos
Mulcharmy Fuwalos
Mulcharmy Fuwalos
WIND 4
Mulcharmy Fuwalos
  • ATK:

  • 100

  • DEF:

  • 600


If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.

Mulcharmy Purulia
Mulcharmy Purulia
Mulcharmy Purulia
WATER 4
Mulcharmy Purulia
  • ATK:

  • 100

  • DEF:

  • 600


If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.

Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
Ash Blossom & Joyous Spring
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.

Called by the Grave
Called by the Grave
Called by the Grave
Spell Quick
Called by the Grave

    Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.



    Tag(s):

    Harpie's Feather Duster
    Harpie's Feather Duster
    Harpie's Feather Duster
    Spell Normal
    Harpie's Feather Duster

      Destroy all Spell and Trap Cards your opponent controls.



      Tag(s):

      Royal Penguins Garden
      Royal Penguins Garden
      Royal Penguins Garden
      Spell Continuous
      Royal Penguins Garden

        When this card is activated: You can add 1 "Penguin" card from your Deck to your hand, except "Royal Penguins Garden". Once per turn, during your Main Phase: You can decrease the Level of 1 "Penguin" monster in your hand or face-up field by 1 (until the end of this turn), then discard 1 card. You can only activate 1 "Royal Penguins Garden" per turn.

        Evenly Matched
        Evenly Matched
        Evenly Matched
        Trap Normal
        Evenly Matched

          At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.

          Infinite Impermanence
          Infinite Impermanence
          Infinite Impermanence
          Trap Normal
          Infinite Impermanence

            Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.

            Extra Deck

            Marincess Coral Anemone
            Marincess Coral Anemone
            Marincess Coral Anemone
            WATER
            Marincess Coral Anemone
            • ATK:

            • 2000

            • LINK-2

            Link Arrow:

            Left

            Bottom


            2 WATER monsters You can target 1 WATER monster with 1500 or less ATK in your GY; Special Summon it to your zone this card points to, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If this card is sent from the field to the GY: You can target 1 "Marincess" card in your GY, except "Marincess Coral Anemone"; add it to your hand. You can only use each effect of "Marincess Coral Anemone" once per turn.

            Number 4: Stealth Kragen
            Number 4: Stealth Kragen
            Number 4: Stealth Kragen
            WATER
            Number 4: Stealth Kragen
            • ATK:

            • 1900

            • DEF:

            • 1500


            2 Level 4 WATER monsters All face-up monsters on the field become WATER. Once per turn, during the Main Phase (Quick Effect): You can destroy 1 WATER monster your opponent controls, and if you do, inflict damage to your opponent equal to half the ATK it had on the field. If this Xyz Summoned card is destroyed: You can Special Summon "Stealth Kragen Spawn(s)" from your Extra Deck, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters as material.

            Main: 55 Extra: 15

            3 cardAspischool 3 cardAspischool
            Aspischool
            WATER 4
            Aspischool
            • ATK:

            • 300

            • DEF:

            • 300


            When this card is Normal Summoned: You can Special Summon 1 Level 6 or lower Fish monster from your hand in Defense Position, but banish it when it leaves the field. If this card is banished: You can Special Summon this card in Defense Position. You can only use this effect of "Aspischool" once per turn.


            1 cardBeautunaful Princess 1 cardBeautunaful Princess
            Beautunaful Princess
            WATER 1
            Beautunaful Princess
            • ATK:

            • 0

            • DEF:

            • 0


            When this card is Normal or Special Summoned: You can banish this card; Special Summon 1 Level 4 or lower Fish-Type monster from your Deck, except "Beautunaful Princess". You can only use this effect of "Beautunaful Princess" once per turn.


            3 cardD.D. Crow 3 cardD.D. Crow
            D.D. Crow
            DARK 1
            D.D. Crow
            • ATK:

            • 100

            • DEF:

            • 100


            (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


            3 cardFirst Penguin 3 cardFirst Penguin
            First Penguin
            WATER 1
            First Penguin
            • ATK:

            • 100

            • DEF:

            • 100


            If you control no face-up monsters, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can discard 1 card, then reveal 1 WATER Synchro Monster in your Extra Deck; add 1 WATER monster from your Deck to your hand with the same Type but 1 Level lower than the revealed monster, then you can change this card to face-down Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER monsters. You can only use this effect of "First Penguin" once per turn.


            3 cardGameciel, the Sea Turtle Kaiju 3 cardGameciel, the Sea Turtle Kaiju
            Gameciel, the Sea Turtle Kaiju
            WATER 8
            Gameciel, the Sea Turtle Kaiju
            • ATK:

            • 2200

            • DEF:

            • 3000


            You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


            1 cardKeaf, Murk of the Ghoti 1 cardKeaf, Murk of the Ghoti
            Keaf, Murk of the Ghoti
            WATER 2
            Keaf, Murk of the Ghoti
            • ATK:

            • 0

            • DEF:

            • 1500


            If a Fish monster is on the field: You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 of those monsters and 1 of your banished Level 6 or lower Fish monsters; banish both that opponent's monster and this card, and if you do, Special Summon your targeted monster. During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. You can only use each effect of "Keaf, Murk of the Ghoti" once per turn.


            3 cardLifeless Leaffish 3 cardLifeless Leaffish
            Lifeless Leaffish
            WATER 4
            Lifeless Leaffish
            • ATK:

            • 1500

            • DEF:

            • 1600


            When this card is Summoned: You can send 1 Fish monster from your Deck to the GY, except "Lifeless Leaffish". You can banish this card from your GY, then target 3 Fish monsters in your GY; shuffle those monsters into your Deck, then draw 1 card. You can only use each effect of "Lifeless Leaffish" once per turn.


            1 cardMinimalian 1 cardMinimalian
            Minimalian
            WATER 4
            Minimalian
            • ATK:

            • 100

            • DEF:

            • 100


            You can banish 1 other card from your hand; Special Summon this card from your hand. You can banish 1 face-up Level 4 or lower monster you control; Special Summon 1 monster from your Deck with the same original Type and Attribute that the banished monster had on the field, but 1 or 2 Levels lower than its original Level. You can only use each effect of "Minimalian" once per turn.


            3 cardMulcharmy Fuwalos 3 cardMulcharmy Fuwalos
            Mulcharmy Fuwalos
            WIND 4
            Mulcharmy Fuwalos
            • ATK:

            • 100

            • DEF:

            • 600


            If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


            3 cardPsiics, Moonlight of the Ghoti 3 cardPsiics, Moonlight of the Ghoti
            Psiics, Moonlight of the Ghoti
            WATER 6
            Psiics, Moonlight of the Ghoti
            • ATK:

            • 2400

            • DEF:

            • 0


            If this card is Normal or Special Summoned: You can add 1 Fish monster from your Deck to your hand, except "Psiics, Moonlight of the Ghoti", then banish 1 Fish monster from your hand or face-up field. If this card is banished: You can banish 1 Fish monster from your hand, GY, or face-up field, except "Psiics, Moonlight of the Ghoti"; Special Summon this card. You can only use each effect of "Psiics, Moonlight of the Ghoti" once per turn.


            1 cardRescue-ACE Fire Attacker 1 cardRescue-ACE Fire Attacker
            Rescue-ACE Fire Attacker
            FIRE 6
            Rescue-ACE Fire Attacker
            • ATK:

            • 2200

            • DEF:

            • 2200


            If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.


            3 cardRescue-ACE Impulse 3 cardRescue-ACE Impulse
            Rescue-ACE Impulse
            FIRE 3
            Rescue-ACE Impulse
            • ATK:

            • 1500

            • DEF:

            • 1500


            During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.


            3 cardSnopios, Shade of the Ghoti 3 cardSnopios, Shade of the Ghoti
            Snopios, Shade of the Ghoti
            WATER 6
            Snopios, Shade of the Ghoti
            • ATK:

            • 2100

            • DEF:

            • 0


            During the Main Phase (Quick Effect): You can banish 2 Fish monsters from your hand and/or GY; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 face-up card on the field; banish it when it leaves the field. If this card is banished: You can banish 1 Fish monster from your GY; add this card to your hand. You can only use each effect of "Snopios, Shade of the Ghoti" once per turn.


            1 cardPSY-Frame Driver 1 cardPSY-Frame Driver
            PSY-Frame Driver
            LIGHT 6
            PSY-Frame Driver
            • ATK:

            • 2500

            • DEF:

            • 0


            A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".


            2 cardFishborg Harpooner 2 cardFishborg Harpooner
            Fishborg Harpooner
            WATER 4
            Fishborg Harpooner
            • ATK:

            • 400

            • DEF:

            • 400


            You can reveal this card and 1 WATER monster in your hand; Special Summon 1 of them and discard the other. You can only use this effect of "Fishborg Harpooner" once per turn. If this card is sent to the GY as material for a WATER Synchro Monster: You can negate the effects of 1 Effect Monster your opponent controls, until the end of this turn.


            3 cardHop Ear Squadron 3 cardHop Ear Squadron
            Hop Ear Squadron
            WIND 2
            Hop Ear Squadron
            • ATK:

            • 300

            • DEF:

            • 600


            During your opponent's Main Phase (Quick Effect): You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and that target. You can only use this effect of "Hop Ear Squadron" once per turn.


            1 cardPaces, Light of the Ghoti 1 cardPaces, Light of the Ghoti
            Paces, Light of the Ghoti
            WATER 2
            Paces, Light of the Ghoti
            • ATK:

            • 0

            • DEF:

            • 0


            You can banish this card you control; Special Summon 1 Fish monster from your hand, except "Paces, Light of the Ghoti". During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. During your opponent's Main Phase, if this card was Special Summoned this turn, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Fish Synchro Monster using this card you control. You can only use each effect of "Paces, Light of the Ghoti" once per turn.


            3 cardPSY-Framegear Delta 3 cardPSY-Framegear Delta
            PSY-Framegear Delta
            LIGHT 2
            PSY-Framegear Delta
            • ATK:

            • 1200

            • DEF:

            • 0


            Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when your opponent activates a Spell Card while you control no monsters: You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate that activation, and if you do that, destroy that Spell Card. During the End Phase, banish the face-up monsters Special Summoned by this effect.


            1 cardPSY-Framegear Gamma
            1 cardPSY-Framegear Gamma
            PSY-Framegear Gamma
            LIGHT 2
            PSY-Framegear Gamma
            • ATK:

            • 1000

            • DEF:

            • 0


            Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.


            1 cardShif, Fairy of the Ghoti 1 cardShif, Fairy of the Ghoti
            Shif, Fairy of the Ghoti
            WATER 2
            Shif, Fairy of the Ghoti
            • ATK:

            • 0

            • DEF:

            • 500


            You can banish this card from your GY, then target 1 Fish monster you control; it gains 500 ATK until the end of this turn. During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card. During your opponent's Main Phase, if this card was Special Summoned this turn, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Fish Synchro Monster using this card you control. You can only use each effect of "Shif, Fairy of the Ghoti" once per turn.


            3 cardZep, Ruby of the Ghoti 3 cardZep, Ruby of the Ghoti
            Zep, Ruby of the Ghoti
            WATER 2
            Zep, Ruby of the Ghoti
            • ATK:

            • 0

            • DEF:

            • 1000


            You can banish this card from your hand, then target 1 Fish monster in your GY; banish it. During your opponent's turn, if this card is banished: You can Special Summon it. If this card is Special Summoned, you can (except during the Damage Step): Immediately after this effect resolves, Synchro Summon 1 Fish Synchro Monster using this card you control. You can only use each effect of "Zep, Ruby of the Ghoti" once per turn.


            3 cardCosmic Cyclone 3 cardCosmic Cyclone
            Cosmic Cyclone
            Spell Quick
            Cosmic Cyclone

              Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


              3 cardSekka's Light
              3 cardSekka's Light
              Sekka's Light
              Spell Normal
              Sekka's Light

                If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.


                3 cardGravity Collapse 3 cardGravity Collapse
                Gravity Collapse
                Trap Counter
                Gravity Collapse

                  Activate by sending 1 face-up Synchro Monster you control to the Graveyard when your opponent Summons a monster. Negate the Summon and destroy that card. Your opponent cannot Summon a monster until the End Phase of this turn.


                  1 cardAccel Synchro Stardust Dragon 1 cardAccel Synchro Stardust Dragon
                  Accel Synchro Stardust Dragon
                  WIND 8
                  Accel Synchro Stardust Dragon
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


                  2 cardArionpos, Serpent of the Ghoti 2 cardArionpos, Serpent of the Ghoti
                  Arionpos, Serpent of the Ghoti
                  WATER 6
                  Arionpos, Serpent of the Ghoti
                  • ATK:

                  • 2100

                  • DEF:

                  • 0


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can banish 1 Level 6 or lower Fish monster from your Deck. If this card is sent to the GY as Synchro Material: You can target 1 Fish monster in your GY; banish that target, then you can add 1 Fish monster with an equal or lower Level from your Deck to your hand. You can only use each effect of "Arionpos, Serpent of the Ghoti" once per turn.


                  2 cardAskaan, the Bicorned Ghoti 2 cardAskaan, the Bicorned Ghoti
                  Askaan, the Bicorned Ghoti
                  WATER 8
                  Askaan, the Bicorned Ghoti
                  • ATK:

                  • 2700

                  • DEF:

                  • 0


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can target 1 Fish monster you control and 1 card your opponent controls; banish them. If this card is banished: You can banish 1 Fish monster from your GY; Special Summon this card. You can only use each effect of "Askaan, the Bicorned Ghoti" once per turn.


                  2 cardGhoti of the Deep Beyond 2 cardGhoti of the Deep Beyond
                  Ghoti of the Deep Beyond
                  WATER 10
                  Ghoti of the Deep Beyond
                  • ATK:

                  • -1

                  • DEF:

                  • 0


                  1+ Fish Tuners + 1+ non-Tuner monsters The original ATK of this card becomes 500 x the number of banished monsters. If this card is Synchro Summoned during your opponent's turn: You can banish all cards on the field. During the Standby Phase of the next turn after this card was banished from the Monster Zone: You can Special Summon this banished card.


                  1 cardSatellite Warrior 1 cardSatellite Warrior
                  Satellite Warrior
                  DARK 10
                  Satellite Warrior
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  1 Tuner + 1+ non-Tuner Synchro Monsters If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower "Warrior", "Synchron", and/or "Stardust" Synchro Monsters with different names from your GY. You can only use each effect of "Satellite Warrior" once per turn.


                  1 cardStardust Dragon 1 cardStardust Dragon
                  Stardust Dragon
                  WIND 8
                  Stardust Dragon
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


                  1 cardSwordsoul Supreme Sovereign - Chengying 1 cardSwordsoul Supreme Sovereign - Chengying
                  Swordsoul Supreme Sovereign - Chengying
                  WATER 10
                  Swordsoul Supreme Sovereign - Chengying
                  • ATK:

                  • 3000

                  • DEF:

                  • 3000


                  1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.


                  1 cardToxic Boxfish 1 cardToxic Boxfish
                  Toxic Boxfish
                  WATER 4
                  Toxic Boxfish
                  • ATK:

                  • 1800

                  • DEF:

                  • 800


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can target 1 card in either GY; banish it. If this card is banished: You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. You can only use each effect of "Toxic Boxfish" once per turn.


                  1 cardWhite Aura Monoceros 1 cardWhite Aura Monoceros
                  White Aura Monoceros
                  WATER 7
                  White Aura Monoceros
                  • ATK:

                  • 2500

                  • DEF:

                  • 1500


                  1 WATER Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Fish monster in your GY; Special Summon it, but it cannot attack this turn. You can only use this effect of "White Aura Monoceros" once per turn. If this card you control is destroyed by your opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.


                  1 cardWhite Aura Whale 1 cardWhite Aura Whale
                  White Aura Whale
                  WATER 8
                  White Aura Whale
                  • ATK:

                  • 2800

                  • DEF:

                  • 2000


                  1 WATER Tuner + 1+ non-Tuner WATER monsters When this card is Synchro Summoned: You can destroy all your opponent's Attack Position monsters. This card can make up to 2 attacks on monsters during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.


                  1 cardCupid Pitch 1 cardCupid Pitch
                  Cupid Pitch
                  LIGHT 4
                  Cupid Pitch
                  • ATK:

                  • 0

                  • DEF:

                  • 600


                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: Increase or decrease this card's Level by the Level the Tuner used as material had on the field. This card gains ATK equal to its Level x 400. If this Synchro Summoned card is sent to the GY as Synchro Material: Inflict damage to your opponent equal to the new Synchro Summoned monster's Level x 100, and if you do, you can add 1 Level 8 or lower monster with 600 DEF from your Deck to your hand. You can only use this effect of "Cupid Pitch" once per turn.


                  1 cardNumber 4: Stealth Kragen 1 cardNumber 4: Stealth Kragen
                  Number 4: Stealth Kragen
                  WATER
                  Number 4: Stealth Kragen
                  • ATK:

                  • 1900

                  • DEF:

                  • 1500


                  2 Level 4 WATER monsters All face-up monsters on the field become WATER. Once per turn, during the Main Phase (Quick Effect): You can destroy 1 WATER monster your opponent controls, and if you do, inflict damage to your opponent equal to half the ATK it had on the field. If this Xyz Summoned card is destroyed: You can Special Summon "Stealth Kragen Spawn(s)" from your Extra Deck, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters as material.


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