Water cards
Water draws cards, lowers enemy Attack and moves enemy monsters where it wants them.
Water has 17 monsters in 7 families and 15 Tactics. Its starter is Rillfin, with the Sunlit Current deck.
On the circle of affinities, Water stands between Light and Shadow. Every Crossform joins two affinities that stand side by side.
Water monsters
RillfinLEVEL 1 · WATERCOMMONOn Summon: Draw 1 card, then discard 1 card.13MV1 · 005 / 1601
Rillfin RollerLEVEL 2 · WATERUNCOMMONOn Level Up: An enemy monster and each of its adjacent monsters get -1 Attack until the start of your next turn.35MV1 · 006 / 16011
Rillfin BreakerLEVEL 3 · WATEREPICOn Level Up: Draw 1 card.47MV1 · 007 / 16021
Rillfin DayglideCROSSFORM · WATER + LIGHTLEGENDARYUnique. On Level Up: Give a friendly monster Shield. After this monster attacks, restore 1 Life to yourself.68MV1 · 008 / 160311
Foldwing RaincloakCROSSFORM · SHADOW + WATERLEGENDARYUnique. On Level Up: Return a Level 1 monster from your discard pile to your hand. Draw 1 card, then discard 1 card.68MV1 · 020 / 160311
DripclawLEVEL 1 · WATERCOMMONOn Summon: You may move an enemy monster to an end of its row.23MV1 · 046 / 1601
TideporterLEVEL 2 · WATERUNCOMMONOn Level Up: Move an enemy monster to an end of its row. It gets -2 Attack until the start of your next turn.26MV1 · 047 / 16011
PleatfinLEVEL 1 · WATERCOMMONAfter you play a Tactic, this monster gets +1 Attack until end of turn.23MV1 · 048 / 1601
VeilfinLEVEL 2 · WATERUNCOMMONOn Level Up: Return a Tactic card from your discard pile to your hand.24MV1 · 049 / 16011
TapestrideLEVEL 3 · WATEREPICOnce each turn, after you play a Tactic, draw 1 card.46MV1 · 050 / 16021
PuddlepipLEVEL 1 · WATERCOMMONOn Summon: Move an enemy monster to an end of its row. It gets -1 Attack until the start of your next turn.12MV1 · 068 / 1601
VastarynThe Walking SeaLEVEL 1 · WATERLEGENDARYUnique. On Summon: Each enemy monster gets -2 Attack until the start of your next turn.58MV1 · 069 / 16032
SpoutlingLEVEL 1 · WATERCOMMONOn Summon: An enemy monster gets -1 Attack until the start of your next turn.22MV1 · 113 / 1601
TrunkwellLEVEL 2 · WATERUNCOMMONAfter this monster attacks, move an enemy monster to an end of its row. It gets -1 Attack until the start of your next turn.25MV1 · 114 / 16011
FloodbearerLEVEL 3 · WATEREPICAfter this monster attacks, move an enemy monster to an end of its row. It gets -1 Attack and each monster adjacent to it gets -1 Attack until the start of your next turn.47MV1 · 115 / 16021
SawpupLEVEL 1 · WATERCOMMONWhen this monster attacks a monster, remove that monster's Shield first.23MV1 · 116 / 1601
KeelsawLEVEL 2 · WATERUNCOMMONWhen this monster attacks a monster, remove that monster's Shield first. That monster loses Guard until end of turn.34MV1 · 117 / 16011
RiptoothLEVEL 3 · WATEREPICWhen this monster attacks a monster, remove that monster's Shield first. That monster loses Guard until end of turn. On Level Up: Remove Shield from each enemy monster.56MV1 · 118 / 16021
Water Tactics
Wash BackTACTICTACTIC · WATERCOMMONReturn a Level 1 monster to its owner's hand.MV1 · 025 / 16011
UndertowTACTICTACTIC · WATERUNCOMMONAn enemy monster gets -3 Attack and its adjacent monsters get -1 Attack until the start of your next turn.MV1 · 026 / 16011
Deep CurrentTACTICTACTIC · WATERRAREDraw 2 cards.MV1 · 027 / 16021
SlipstreamTACTICTACTIC · WATERCOMMONGive a friendly monster +1 Attack until end of turn. Draw 1 card, then discard 1 card.MV1 · 028 / 1601
CrosscurrentTACTICTACTIC · WATERRARERearrange your monster row in any order. Draw 1 card, then discard 1 card.MV1 · 081 / 1601
SidewashTACTICTACTIC · WATERCOMMONMove an enemy monster to an end of its row. It gets -2 Attack until the start of your next turn.MV1 · 082 / 16012
Stillwater LensTACTICTACTIC · WATERUNCOMMONLook at the top 3 cards of your deck. Put one into your hand and the rest on the bottom in any order.MV1 · 083 / 16011
Reflecting PoolTACTICTACTIC · WATERCOMMONTwo friendly monsters exchange their printed Attack until end of turn.MV1 · 084 / 1601
Low TideTACTICTACTIC · WATERUNCOMMONChoose an enemy monster. Until the end of your rival's next turn, it can't attack you.MV1 · 085 / 16011
Forked CurrentTACTICTACTIC · WATERUNCOMMONReveal the top 3 cards of your deck. Your rival splits them into two piles. Put one pile into your hand and the other on the bottom of your deck.MV1 · 119 / 16012
River RehearsalTACTICTACTIC · WATERCOMMONChoose a friendly monster. Its On Summon or On Level Up ability happens again. This doesn't count as a summon or a Level Up.MV1 · 120 / 16011
TwinwakeTACTICTACTIC · WATERUNCOMMONChoose another Water Tactic you played this turn. Its effect happens again, and you choose new targets. You can't choose Twinwake.MV1 · 121 / 16011
Drown OutTACTICTACTIC · WATERCOMMONUntil the start of your next turn, an enemy monster loses Guard and its abilities don't trigger.MV1 · 122 / 1601
Anchor or DriftTACTICTACTIC · WATERRAREEach player chooses one of their monsters to keep. Return every other monster to its owner's hand, along with the cards under it.MV1 · 123 / 16023
Turn the RiverTACTICTACTIC · WATERCOMMONPut the rest of your hand on the bottom of your deck. Draw that many cards, plus 1.MV1 · 124 / 16011