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.