Argagarg Garg, Water Shaman
Fish men aren't savages, they win through wisdom and patience, and yet they're still exciting to play!
Humans see the Merfolk (or "fish people") as a barbaric race, but the stereotype is all wrong. Argagarg is a cultural leader and he preaches non-violence and tolerance. They say his heart is bigger than any human's. While some want war with the warlike-humans, Argagarg prefers a diplomatic attempt.
Argagarg draws on the magic of water spirits, demonstrating that water can crash, but it can also flow. It's dangerous and gentle; it can take any form, yet it's formless. Few have the patience to grind down Argagarg when he's able to keep their attacks at bay.
Max Combo: 3
Hex of Murkwood: At the end of each turn that you weren't knocked down, the opponent takes 2 damage.
Normal attacks: x damage, Speed x.4
Normal throws: 6 damage, Speed x.8, 3 CP Starter, Knocks down
2: Attack 2 dmg, speed 2.4, 1 CP normal // Dodge
3: Attack 3 dmg, speed 3.4, 1 CP normal // Dodge
4: Attack 4 dmg, speed 4.4, 1 CP normal // Dodge
5: Attack 5 dmg, speed 5.4, 1 CP normal // Block
6: Attack 6 dmg, speed 6.4, 1 CP normal // Block
7: Block // Throw (KD) 6 dmg, speed 7.8, 2 CP Starter // *Protective Ward
Protective Ward: [Draw Phase] Draw a card. This turn, the opponent's attacks and throws are Enders that can't be pumped (or tag comboed from in 2v2).
8: Argagarg 8: Block // Throw (KD) 6 dmg, speed 8.8, 2 CP Starter
9: Argagarg 9: Block // Throw (KD) 6 dmg, speed 9.8, 2 CP Starter
10: Block // Throw (KD) 6 dmg, speed 10.8, 2 CP Starter // *Crash and Flow
Crash and Flow: [Reaction] Counter an ability and that player draws a card. If it was played from hand, put it on the bottom of their deck. (Prevent and undo the ability. You can't counter Aces, Jokers, or character cards.)
Jack: Flying Fish: Attack 7 (2) dmg, speed 2.4, 1 CP Ender
Queen: Water Spirit: Attack 9 (2) dmg, speed 2.2, 2 CP Ender
King: Sparkling Bubble: Attack 6+4 (+K) (3) dmg, speed 3.2, 1 CP Linker
Ace: Bubble Shield: Block // Blowfish Spikes: Attack 16 (2) dmg, speed 0.2, 2 CP Ender AA // *Bubble Shield
Bubble Shield: [During Combat] If this blocks an attack or Joker, draw a card and this gets: Ongoing. Your Hex of Murkwood deals an extra 2 damage per turn. When you get hit by an attack of throw, take no damage, end combat, and discard this.
Q: What happens and what doesn't happen when I counter an ability?
A: When you counter an ability, prevent and undo all of its costs and effects, as if it never happened. Your opponent discards the ability card if they played it from their hand. You play this after they pay any costs to activate, but then the opponent gets their costs refunded when you counter.
Q: If I try to block with Bubble Shield and the opponent blocks or dodges, can I return the Bubble Shield Ace to my hand?
A: Yes, it acts like a normal block, so it does return to your hand in those cases as a normal block would.
Q: If I have more than one Bubble Shield active on my character card, does each one contribute an extra 2 damage to my Hex of Murkwood each turn?
A: Yes, the damage bonuses stack.
Q: If I have more than one Bubble Shield active on my character card and I get hit or thrown, do I lose one Bubble Shield or all of them?
A: You lose all of them.
Q: If I block one of Geiger's Time Spirals with Bubble Shield, then he uses his Time Stop innate to throw me, what happens?
A: You lose your Bubble Shield immediately and do not draw a card, but you don't take damage from his throw.
Q: If I was knocked down last turn, can Bubble Shield block any attack, even “mixup normals”?
A: No. The combat after you're knocked down, you can't block an odd numbered normal attack with an even numbered block, and vice versa. Bubble Shield is considered odd, so it can't block an even numbered normal attack after a knockdown.