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This page is a list of cards that support cards in the Water Civilization, or are supported by them.

Support

Cards

Supporting

Cards that support Water Cards

Support Card: Card Effect:
Brain's Coral Saint Tree ■ Draw 3 cards. Then you may use a water card in your hand that costs the same as to or less than the number of cards in your hand for no cost.
Dueland, Transformation of Dreams ■ When you summon this creature into the battle zone, put the top 7 cards of your deck into your graveyard. From among them, use any number of water cards that cost 7 or less for no cost. If you used all 7 cards, you win the game.
Jellyfi, Binding Poison ■ When you put this creature into the battle zone, you may discard any number of water cards from your hand. For each card you discarded, choose one of your opponent's creatures. Until the start of your next turn, those creatures can't attack or block.
King Ponitas ■ Whenever this creature attacks, search your deck. You may take a water card from your deck, show that card to your opponent, and put it into your hand. Then shuffle your deck.
Marvelous Iron ■ When you put this creature face up into your shield zone, look at the top 4 cards of your deck. Choose a light card and a water card from among and add them to your hand. Put the rest on the bottom of your deck in any order.
Psychic Shaper ■ Reveal the top 4 cards of your deck. Put all water cards from among them into your hand and the rest into your graveyard.
Safivo, Daspel ■ Draw 2 cards. Then you may use a non-creature water card that costs 3 or less from your hand for no cost.
Streaming Shaper ■ Reveal the top 4 cards of your deck. Put all water cards from among them into your hand the rest into your graveyard.

Supported

Cards supported by Water Cards

Supported Card: Card Effect:
Crack Crawler Strikeback Strike BackWater
Hiraga, Shell Beast ■ When you put this creature into the battle zone, you may discard a water card from your hand. If you do, choose one of your opponent's creatures and return it to its owner's hand.
Master Arms ■ When you put this creature into the battle zone, reveal any number of light, water, darkness, or fire cards from your hand. Each of your creatures get +1000 power for each card revealed until the end of the turn.
Necrodragon Alexandross ■ Whenever one of your opponent's creatures attack, put the top card of your deck into your graveyard. If it's a fire card, destroy one of your opponent's creatures that has power 4000 or less. If it's a water card, you may draw a card.
Pittdel, Death Devil ■ You may summon this creature by discarding 2 water cards instead of paying its cost.
Shallow Operation Strikeback Strike BackWater
U Nagi ■ When you put this creature into the battle zone, you may show up to 2 cards from your hand to your opponent. If the cards are water and darkness, choose a creature and return to its owner's hand.

In the mana zone

Supported

Cards supported by Water Cards in the mana zone

Supporting Card: Card Effect:
Abaramba, Treasure Fuuma OverdriveWater x 1
Overdrive When you put this creature into the battle zone, draw 3 cards. Then put 2 cards from your hand on the top of your deck in any order.
Angler Cluster ■ While all the cards in your mana zone are water cards, this creature gets +3000 power.
Aquaheat Dragoon OverdriveWater x 1
Overdrive When you put this creature into the battle zone, tap one of your opponent's creatures in the battle zone.
Assassin Greed, Aqua Agent ■ When you put this creature into the battle zone, if all cards in your mana zone are water, choose a creature in the battle zone and return it to its owner's hand.
Awesome! Hot Spring Gallows ■ If you have 3 or more water cards in your mana zone, this creature gets "shield trigger".
■ If you have 7 or more water and/or fire cards in your mana zone, this creature gets "Whenever this creature breaks a shield, put it on top of its owner's deck instead."
Beautician, Viral Lord of Fear OverdriveWater x1 and Darkness x1
Overdrive Your opponent discards a card from his hand and you may draw a card.
Captain Kait Mana Drive 3 (Water): Whenever this creature attacks, if you have 3 cards in your mana zone and one or more of them is water civilization, choose one of your opponent's creatures. Until the start of your next turn, that creature can't attack or block.
Carol, Gokigen Shout ■ When this creature would be put into your graveyard from anywhere, if you have a water card and a fire card in your mana zone, return this creature to your hand instead.
Churentenhou, Art Hero Mana Arms 7: Whenever you cast a spell from your hand, if you have 7 or more water cards in your mana zone, you may cast it from your graveyard for no cost.
Concentric Battler, the Great Conductor OverdriveLight x1 and Water x1
Overdrive This turn, each of your light creatures and water creatures gets +1000 power for each tapped card in your opponent's mana zone.
CX-20, Energy Mana Drive 6 (Water): When you put this creature into the battle zone, if you have 6 cards in your mana zone and one or more of them is water civilization, you may draw 3 cards.
Decoy, Aqua Suicider Mana Arms 3—When your opponent would choose one of your creatures, if you have 3 or more water cards in your mana zone, your opponent can only choose Decoy, Aqua Suicider.
Deep Juggler ■ While all cards in your mana zone are water cards, this creature gets +1000 power.
■ Whenever this creature attacks, if all cards in your mana zone are water cards, draw a card.
Deis Boxer, Ranger of Gaia Space Charge: Water
Spacecharge One of your creatures in the battle zone can't be blocked until the end of the turn.
Deis Clown, Ranger of Gaia Space Charge: Water
Spacecharge Draw a card.
Deis Optimus, the Invincible Space Charge: Water
Spacecharge Return a shield from your shields to your hand. However, you can't use the "shield trigger" of that shield. Then add a card in your hand to your shields face down.
Descartes Q, Logic Hero Mana Arms 7: When you put this creature into the battle zone, if you have 7 or more water cards in your mana zone, draw up to 5 cards.
DL-20, Escape Mana Drive 3 (Water): When this creature would leave the battle zone, if you have 3 or more cards in your mana zone and one or more of them is water civilization, return all auras attached to it to your hand.
Fuuma Deathgator ■ Whenever this creature attacks, you may tap 2 water cards in your mana zone. If you do, this creature can't be blocked until the end of the turn.
Fuuma Zabi Volf Space Charge: Water
Spacecharge This turn, one of your creatures in the battle zone can't be blocked.
Fuuma Zaulak Deis Space Charge: Water
Spacecharge Draw a card.
Gachanko, Black Mini Mana Arms 3—When this creature is destroyed, if you have 3 or more water cards in your mana zone, you may draw a card.
Gaga Naos, Steel Cyclops Space Charge: Water
Spacecharge Look at one of your opponent's shields. You may have your opponent put the top card of his deck under that shield. If you do, your opponent chooses a card you looked at, and puts it on the bottom of his deck.
Gaga Theta, Seeker of Wisdom Space Charge: Water
Spacecharge Draw a card.
Galileo Galilei, Aqua Captain Mana Arms 5: If you have 5 or more water cards in your mana zone, you may have the first spell you cast each turn cost 3 less. It can't cost less than 1.
Gastin, the Patroller OverdriveWater x1
Overdrive When you put this creature into the battle zone, return a creature in the battle zone that costs 3 or less to its owner's hand.
Golden Proof Mana Arms 3: If you have 3 or more water cards in your mana zone, this spell costs 5 less to cast.
Hotte Hotta Mana Drive 3 (Water): When this creature attacks, if you have 3 cards in your mana zone and one or more of them is water civilization, draw a card.
Isaac, Aqua Newcomer Soldier Mana Arms 3: Whenever this creature attacks, if you have 3 or more water cards in your mana zone, you may draw a card.
Mana Arms 5: If you have 5 or more water cards in your mana zone, this creature can't be attacked or blocked.
K Manomi Mana Arms 3: When you put this creature into the battle zone, if you have 3 or more water cards in your mana zone, you may choose a creature and return it to its owner's hand.
Kubrick, Spiral Accelerator ■ When this creature is put into your graveyard from anywhere, if you have 3 or more water cards in your mana zone, you may choose a creature in the battle zone and return it to its owner's hand.
Lugias, the Explorer OverdriveWater x2
Overdrive When you put this creature into the battle zone, choose a creature in the battle zone and return it to owner's hand.
Magu Kajiro Mana Drive 4 (Water): Whenever this creature attacks, if you have 4 cards in your mana zone and one or more of them is water civilization, you may cast a spell that costs 4 or less from your hand for no cost.
Necrodragon Zabi Cassiopeia Space Charge: Water
Spacecharge Discard all cards in your hand, then draw 5 cards.
Newton, Aqua Ace Mana Arms 3: When you put this creature into the battle zone, if you have 3 or more water cards in your mana zone, you may draw a card.
Nova! Belunare Mana Arms 3: When you put this creature into the battle zone, if you have 3 or more Water cards in your mana zone, choose up to 2 of your opponent's creatures. Until the start of your next turn, those creatures can't attack or block.
Oko Ratta Mana Drive 5 (Water): When you put this creature into the battle zone, if you have 5 or more cards in your mana zone and one or more of them is water civilization, choose one of your opponent's creatures and return to its owner's hand.
Pythagoras, Geometry Squadron Mana Arms 5: If you have 5 or more water cards in your mana zone, you may choose a creature in the battle zone and return it to its owner's hand.
Retweet, Aqua Warden ■ While all cards in your mana zone are water, this creature gets +4000 power.
Sg Spagelia, Dragment Symbol Mana Arms 5: When this creature is put into your hand from your shields, if you have 5 or more water cards in your mana zone, this creature gets "shield trigger".
Shake Shark Mana Drive 2 (Water): When you put this creature into the battle zone, if you have 2 cards in your mana zone and one or more of them is water civilization, choose one of your opponent's creatures. Until the start of your next turn, that creature can't attack or block.
TE-10, Salvage Mana Drive 5 (Water): When you put this creature into the battle zone, if you have 5 or more cards in your mana zone and one or more of them is water civilization, you may return a spell or aura from your graveyard to your hand.
TS-10, Shell Mana Drive 3 (Water): If you have 3 or more cards in your mana zone and one or more of them is water civilization, this creature gets "blocker".
Solar Drive OverdriveWater x1
Overdrive Choose one of your opponent's creatures in the battle zone and tap it.
Southern A Mana Drive 4 (Water): When you put this creature into the battle zone, if you have 4 or more cards in your mana zone and one or more of them is water civilization, you may destroy this creature. Then use this creature's ​Mana Drive ability.

Mana Drive Draw 2 cards.

Spiral Hurricane, Hero Secret Technique Mana Arms 7: If you have 7 or more water cards in your mana zone, return all your opponent's creatures to their owner's hands.
Steam Octopunk Mana Arms 8: When you put this creature into the battle zone, if you have 8 or more water cards in your mana zone, return up to 8 cards that cost 8 or less from the battle zone to their owner's hand.
Super Move! Absolute Despair!! ■ If you have 5 or more water cards in your mana zone, draw 2 cards.
TB-30, Quiet Mana Drive 7 (Water): When you put this creature into the battle zone, if you have 7 or more cards in your mana zone and one or more of them is water civilization, you may destroy this creature. Then use this creature's ​Mana Drive ability.

Mana Drive Choose up to 3 of your opponent's creatures. Until the start of your next turn, those creatures can't attack or block.

Tweet ■ While all cards in your mana zone are water or colorless, this creature gets +4000 power.
Vacuum, the Hidden Curse OverdriveWater x4 Overdrive When you put this creature into the battle zone, reveal the top card of your opponent's deck. If it's a spell, you may cast it for no cost, and put it into its owner's graveyard. If it's not a spell, put it on the bottom of your opponent's deck.

Anti-Water Cards

Anti-Water Cards

Card: Card Effect:
Aqua Agent Water stealth
Stinger Horn, the Delver Water stealth
Tagtapp, the Retaliator ■ This creature gets +1000 power for each water card in your opponent's mana zone.
Valkrowzer, Ultra Rock Beast Water stealth

Creatures

See also: Support for Water Dragons, Water Commands or Water Command Dragons

Supporting

Cards that support Water Creatures

Support Card: Card Effect:
Acropad, Rainbow Dash ■ Each turn, you may have the first light or water creature you summon cost 1 less. It can't cost less than 1.
All for One, Machine of D ■ At the end of each of your turns, you may destroy one of your creatures. If you do, choose a non-evolution water creature that costs up to 2 more than that creature and put it from your hand into the battle zone.
Baby Birth ■ Search your deck. You may take a light, water, darkness, or fire creature that costs 2 or less from it and put it into the battle zone. Then shuffle your deck.
Covert Peeping ■ Each of your water creatures can't be blocked this turn.
Cyber GG Hulk ■ When you put another water creature into the battle zone, draw a card.
■ When this creature or one of your other water creatures is destroyed, you may put a creature that has the same name from your hand into the battle zone.
Erus Elixion, Dyed Sky Guardian ■ Each of your water and nature creatures in the battle zone are also light creatures.
Eucleidesu, Dragment Fighter ■ Whenever one of your water creatures attacks, you may draw a card.
Flashing Hero Rush ■ Your water creatures in the battle zone can't be blocked this turn.
Fort Megacluster ■ Each of your water creatures may tap instead of attacking to use this creature's Tap ability.
Tap Draw a card.
G Hogan, Temporal Star ■ Your water creatures may each cost 1 less to summon. They can't cost less than 1.
Gachanko Gachirobo ■ If your opponent has 2 shields or less, your Water creatures can't be attacked or blocked.
Gigarayze ■ When you put this creature into the battle zone, your may return a water or fire creature from your graveyard to your hand.
Glory Hammer ■ Each of your light or water creatures get "blocker".

■ Whenever one of your light or water creatures is destroyed, you may draw a card.

Hourglass Mutant ■ Each of your water creatures and fire creatures in the battle zone has "slayer."
Intense Boiling! Hot Spring Gallows ■ Whenever you summon a non-evolution water or fire creature during your turn, you may put that creature on the top of your deck face up. If you do, put that creature from the top of your deck into the battle zone.
Jaggra, Invader ■ When this creature or one of your other water creatures would be destroyed, if your opponent has 2 shields or less, put that creature into your hand instead.
Karafule, Phantom Beast Totem ■ Whenever one of your Light, Water, Darkness, or Fire creatures would be destroyed, you may put it into your mana zone instead.
King Benthos Tap Each of your water creatures gets "This creature can't be blocked" until the end of the turn.
Lawall, Lightshield Enforcer ■ Each of your water and nature creatures in the battle zone gets "blocker".
Legendary Bynor ■ Your other water creatures in the battle zone can't be blocked.
Lemik, Vizier of Thought ■ Each of your water creatures and nature creatures in the battle zone has "blocker."
Linny Raphalo, Woodland Guardian ■ At the end of your turn, you may untap all your water and nature creatures.
Mamocannon, Saint Mecha ■ Your water and nature creatures each cost 1 less to summon. They can't cost less than 1.
Mephisto, Gaia's Coolclaw ■ When this creature is destroyed, search your deck. You may take up to 2 water or nature creatures from among it that cost 3 or less and put them into the battle zone. Then shuffle your deck.
Mokori Girls Final Candidates! ■ Whenever one of your water creatures attacks, you may draw a card.
Mypad, Start Dash ■ Each turn, you may have the first water creature you summon cost 1 less. It can't cost less than 1.
Myrayne, Rainbow Dash ■ Each turn, you may have the first water or darkness creature you summon cost 1 less. It can't cost 0 or less.
Nicholas, Fraternity Dragon Elemental ■ When you put this creature into the battle zone, you may put a light or water creature that costs 3 or less from your hand into the battle zone.
Paint Frappe ■ Each of your other water creatures in the battle zone gets +1000 power.
Princess Zenobia, the Blackened ■ Each of your water and fire creatures in the battle zone are also darkness creatures.
Q.E.D., Dragon Elemental King ■ Each turn, you may summon your first water creature for no cost.
Rainbow Giant ■ While you have a light, water, darkness, or fire creature in the battle zone, this creature gets +4000 power and "double breaker".
Romunas, Deepsea Firespirit ■ Your water and fire creatures each cost 1 less to summon. They can't cost less than 1.
Selfie Giant ■ Each of your water and nature creatures get "blocker".

■ Whenever your water or nature creatures would be destroyed, put them into your mana zone tapped instead.

Shikigoi, the Wasteful One ■ When one of your water creatures would be destroyed, return it to your hand instead.
T Anago Saver: Water creature
Takonchu, Space ■ Each of your water creatures gets the Magic Command race.
Thunder Katyusha ■ Each of your water and fire creatures in the battle zone has "slayer".
Tonnanshape, Dragon Pulse Sky Ship ■ Whenever one of your water creatures attacks, your opponent puts the top card of his deck into his graveyard. If it's a spell, you may cast it for no cost.
Toppa! Wave MAX ■ Choose one of the following. If you have at least 1 or more water creature and nature creature in the battle zone, you may choose both.
► Put the top card of your deck into your mana zone. Then you may return a card from your mana zone to your hand.
► Your opponent returns all creatures that costs more than the number of cards in their mana zone to their hand.

Supported

Cards supported by Water Creatures

Supported Card: Card Effect:
Aquarius of Revolution ■ Reveal the top card of your deck. If its a water creature, you may choose a creature and return it to its owner's hand.
Chaos Fish ■ This creature gets +1000 power for each other water creature you have in the battle zone.
■ Whenever this creature attacks, you may draw a card for each of your other water creatures in the battle zone.
Colorful Mecha Max Geyser ■ Whenever you summon a Water, Darkness, Fire, or Nature creature, or cast a Water, Darkness, Fire, or Nature spell, this creature gets +2000 power until the end of the turn.
Crimson Lord Yanus, Temporal Warpanther ■ Loop Awaken—When a water creature is put into the battle zone during your turn, flip this creature to the Deepsea Yanus, Temporal Warpanther side.
Cyber A Irons ■ Whenever you put other water creatures into the battle zone, this creature can't be blocked that turn.
Cyber J Eleven ■ If you have 11 or more water creatures in the battle zone, you win the game.
Dondon Hitting Twist ■ Tap one of your creatures. Until the start of your next turn, each of your opponent's creatures must attack the creature tapped in this way if able. If a water or darkness creature was tapped in this way, you may draw a card.
Dracon, Deformation Machine ■ If you have a water creature in the battle zone, this creature can't be blocked and gets the "Angel Dragon" race.
Doremi 24, Miracle 1 Revolution ChangeLight or Water creature
Energy Formation Sympathy: Water creatures
Evidence, Truth Gun Dragsolution: At the end of your turn, if you cast 3 water spells and/or summoned 3 water creatures, flip this card to the dragheart creature side and untap it.
Fasola, Time 2 Revolution ChangeLight or Water creature
Flowing Lava Hand ■ Choose one of your opponent's creatures in the battle zone. If you have a water or fire creature in the battle zone, that creature gets -4000 power until the end of the turn. Otherwise, it gets -2000 power until the end of the turn.
Formation in the Springs ■ If you have a water or nature creature in the battle zone, put a creature that costs 5 or less from your graveyard into the battle zone. Otherwise, put a creature that costs 3 or less from your graveyard into the battle zone.
Fortain, Spirit of Iridescence ■ Whenever a water, darkness, fire, or nature creature is summoned or a water, darkness, fire, or nature spell is cast, this creature gets +5000 power until the end of the turn.
Goten! Galaxy MAX ■ Choose one of the following. If you have at least 1 or more light creature and water creature in the battle zone, you may choose both.
► Put a card from your hand into your shield zone face up.
► Choose one of your opponent's creatures and return it to its owner's hand.
Gyuujinmaru, Legendary Identity Genius SympathyWater creatures
Dondon Striking Twist ■ If you have a light or water creature in the battle zone, you may draw a card.
Jiin Up, "Question 3" Revolution ChangeWater or Darkness creature
Kerora, Up Cider ■ If you don't have a water card in your mana zone, destroy this creature.
King Shark, Unparalleled Pirate Ship ■ Instead of paying the cost, you may tap 4 of your water creatures to cast this spell.
King Walsura, D2S ■ Gravity Zero―If you have 5 or more water creatures in the battle zone, you may summon this creature for no cost.
Noron, "Question 2" Revolution ChangeWater or Darkness creature
Ogri Holycuse, Colorful Wind Guardian ■ If you don't have a Water, Darkness, Fire, or Nature creature in the battle zone, this creature can't attack players.
Para Proxion, Star Orb Guardian ■ While you have a water or nature creature in the battle zone, this creature gets +2000 power.
Philosopher's Emblem ■ Reveal the top 3 cards of your deck. If there is a light creature, a water creature and a spell, stop the attack, and you can't be attacked for the rest of this turn.
Rafululu, Sound Faerie Revolution ChangeLight or Water creature
Sido, Time 3 Revolution ChangeLight or Water creature
Sido Twelve, Time 3 Revolution ChangeLight or Water creature
Spiral Formation Sympathy: Water creatures
Synchro Spiral ■ Instead of paying the cost, you may tap 2 of your water creatures to cast this spell.
Tech Up, "Question 1" Revolution ChangeWater or Darkness creature
Thunder Net ■ For each water creature you have in the battle zone, you may choose one of your opponent's creatures in the battle zone and tap it.

Anti-Water Creature Cards

Card: Card Effect:
Brave Bell ■ This creature gets +3000 power while battling water or darkness creatures.
Crow Winger ■ This creature gets +1000 power for each water creature and darkness creature your opponent has in the battle zone.
Freezing Icehammer ■ Choose one of your opponent's water or darkness creatures in the battle zone. Your opponent puts that creature into his mana zone.
Galberius Dragon ■ While your opponent has a water creature in the battle zone, this creature can't be blocked.
Gankloak's Magnifying Glass ■ This creature can't be attacked by light or water creatures.
Gennai, the Disassembler Marshalltouch Destroy one of your opponent's Light or Water creatures that has power 5000 or less.
Moon Horn ■ This creature gets +1000 power for each water creature and darkness creature your opponent has in the battle zone.
Pulse Totem ■ Whenever this creature attacks a water or darkness creature, this creature gets +3000 power, and untaps at the end of your turn.
Screwhead Lizard ■ Whenever your opponent casts a light or water spell, destroy one of your opponent's light or water creatures that has power 5000 or less.
Storm Javelin Wyvern ■ This creature can attack untapped light or water creatures.
Strong Goliath / Freezing Icehammer  

■ Choose one of your opponent's water or darkness creatures in the battle zone. Your opponent puts that creature into their mana zone.

Waterside Sentinel ■ If you don't have a water creature in the battle zone, this creature can't attack players.

Blockers

Supporting

Cards that support Water Blockers

Support Card: Card Effect:
Byoito, Holy Cyber Protector Light or water cards that have "blocker" added to your hand from your shield zone get "shield trigger".

Evolution Creatures

Supporting

Cards that support Water Evolution Creatures

Support Card: Card Effect:
Aqua Evoluter ■ Your water evolution creatures may each cost 1 less to summon. They can't cost less than 1.

Psychic Creatures

Supporting

Cards that support Water Psychic Creatures

Support Card: Card Effect:
Cebu Algol, Electro-Vanguard ■ When you put this creature into the battle zone, put a light, water, or darkness psychic creature that costs 5 or less from your hyperspatial zone into the battle zone.
Gaga Carina, Spirit of Lightstreams ■ When you put this creature into the battle zone, put a light or water psychic creature that costs 5 or less from your hyperspatial zone into the battle zone.
Hyperspatial Energy Hole ► Put a water psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.
Hyperspatial Extra Hole ► Put a light or water creature that costs 4 or less from your hyperspatial zone into the battle zone.
Hyperspatial Gallows Hole ■ Put a water or darkness psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.
Hyperspatial Killer Glasses Hole ■ Put up to 2 water psychic creatures that have total cost 7 or less from your hyperspatial zone into the battle zone.
Hyperspatial Mother Hole ■ Put a light, water or nature psychic creature that costs 6 or less from your hyperspatial zone into the battle zone.
Hyperspatial Surprise Hole ► Put a light or Water psychic creature that costs 4 or less from your hyperspatial zone into the battle zone.
Rikabu Yanus, Researcher of the Temporal Foundation ■ When this creature is destroyed, put a Water or Fire psychic creature that costs 5 or less from your hyperspatial zone into the battle zone.
Yanus Crawler, of the Temporal Foundation ■ When this creature is destroyed, put a water or fire psychic creature that costs 5 or less from your hyperspatial zone into the battle zone
Zabi Epsilon, Lord of Demons ■ When you put this creature into the battle zone, put a water, darkness, or fire psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.
Supported

Cards supported by Water Psychic Creatures

Supported Card: Card Effect:
Hyperspatial Blue Black Hole ■ If you put a water psychic creature into the battle zone in this way, this turn, your creatures can't be blocked.
Hyperspatial White Blue Hole ■ If you put a water psychic creature into the battle zone in this way, this turn, your creatures can't be blocked.

Spells

Supporting

Cards that support Water Spells

Support Card: Card Effect:
Cyberdice Vegas, Gambling Expert of D Denjara Switch—When one of your opponent's creatures attack you, you may turn this D2 Field upside down for the rest of the game. If you do, you may cast a water spell that costs 7 or less from your hand for no cost.
Doremi 24, Miracle 1 ■ When you put this creature into the battle zone, you may cast a light or water spell that costs 3 or less from your hand for no cost.
Duerou, Weapon of Dreams ■ Your water spells cost 2 less to cast. They can't cost 0 or less.
Gallows Blissful Kaiser ■ During your turn, whenever you cast a water or fire spell from your hand, search your deck. You may choose a spell from it that has the same name as that spell, shuffle your deck, and cast the chosen spell for no cost.
Lp Ekspelion, Dragment Symbol ■ You may reduce the cost of your water spells by 1 for each of your Liquid People in the battle zone. It can't cost less than 1.
Mj Rinshankaiho, Dragment Symbol ■ Whenever you cast a water spell, you may choose a card in the battle zone and return it to its owner's hand.
Mother Brain ■ At the start of your turn, you may cast a water spell from your hand for no cost.
Number Question ■ At the end of your turn, draw a card, then you and your opponent play Gachinko Judge. If you win, you may cast a water spell that costs less than the number of cards in your hand for no cost.
Og Amate Radial, Dragment Symbol ■ When you put this creature into the battle zone, search your deck. From among it, you may take a water spell that costs 4 or less, shuffle your deck and cast that spell for no cost.
Q.E.D., Dragon Elemental King ■ Each turn, you may cast your first water spell for no cost.
Royalwan, Sagely Dog Elemental ■ Whenever you cast a light or water spell, you may put a creature that costs less than that spell from your hand into the battle zone.
Team Doremi's Light Spirit Go! ► Draw a card. Then you may cast a light or water spell that costs 5 or less from your hand for no cost.
X2 Armor Franz, Dragment Symbol ■ Your water spells may each cost up to 2 less to cast. They can't cost less than 1.
卍 Grand Zero 卍 Gate of Moonless Night 99: At the end of your turn, if there are 4 or more cards under this field, once per game, you may cast a water spell that costs 99 or less from your hand or graveyard for no cost.

Supported

Cards supported by Water Spells

Supported Card: Card Effect:
Colorful Mecha Max Geyser ■ Whenever you summon a water, darkness, fire, or nature creature, or cast a water, darkness, fire, or nature spell, this creature gets +2000 power until the end of the turn.
Ea Barrenchan, Dragment Symbol ■ Whenever this creature attacks, you may draw a card. If it's a water spell, you may show it to your opponent and untap this creature.
Evidence, Truth Gun Dragsolution: At the end of your turn, if you cast 3 water spells and/or summoned 3 water creatures, flip this card to the dragheart creature side and untap it.
Fortain, Spirit of Iridescence ■ Whenever a water, darkness, fire, or nature creature is summoned or a water, darkness, fire, or nature spell is cast, this creature gets +5000 power until the end of the turn.

Anti-Water Spell Cards

Card: Card Effect:
Broken Horn, the Barricading ■ Each water and darkness spell costs 2 more to cast.
Deep Purple Dragon ■ Whenever your opponent would choose a creature in the battle zone by the ability of a water creature or effect of a water spell, he can't choose this one.
Screwhead Lizard ■ Whenever your opponent casts a light or water spell, destroy one of your opponent's light or water creatures that has power 5000 or less.

Cross Gears

Evolution Cross Gears

Cards that evolve from Water Cross Gears

Evolution Cross Gear: Evolves From:
Neo Wave Catastrophe Evolution—Put on one of your light or water cross gears.
Tsunami Catastrophe Evolution—Put on one of your water or darkness cross gears.

Draghearts

Supporting

Cards that support Water Draghearts

Support Card: Card Effect:
Gambalander, Dragon Edge ■ When you put this creature into the battle zone, put a dragheart that costs 2 or less from your hyperspatial zone into the battle zone.
Metal Avenger, Dragon Edge ■ When you put this creature into the battle zone, put a water dragheart that costs 4 or less or a dragheart that costs 2 or less from your hyperspatial zone into the battle zone.
Metal Avenger Revenge, Nu Dragon Edge ■ When you put this creature into the battle zone, put a dragheart that costs 3 or less or a water dragheart that costs 5 or less from your hyperspatial zone into the battle zone.
Metal Avenger Solid, Dragon Edge ■ When you put this creature into the battle zone, put a water dragheart that costs 4 or less from your hyperspatial zone into the battle zone.

Supported

Cards supported by Water Draghearts

Supported Card: Card Effect:
Gambalander, Dragon Edge ■ If you have a water dragheart in the battle zone, this creature gets +2000 power.

D2 Fields

Supported

Cards supported by Water D2 Fields

Supported Card: Card Effect:
Walsura S Gravity Zero―If you have a water D2 Field in the battle zone, you may summon this creature for no cost.

Evolution Creatures

Creatures that evolve from Water creatures

Evolution Creature: Evolves From:
Adamski, S-Rank Space Evolution—Put on one of your water creatures.
■ S-Rank Invasion "Space"—Water Command
Amon Bells, Devil Meteor Vortex evolution—Put on one of your Water creatures and one of your Darkness creatures.
Andorage, Lord of Devils Hand evolution—Choose a water creature in your hand and put this creature into the battle zone on top of that creature.
Awabbi, Shell Beast Neo Evolution: You may put it on one of your water creatures.
Baron Spade, Invader Evolution—Put on one of you water creatures.
InvasionWater Invaders or Water Liquid People
Berusebun, Eureka Evolution—Put on one of your water creatures.
InvasionWater Command
■ Whenever your opponent would choose a creature by the effect of a spell, if your opponent has 2 shields or less, your opponent can't choose one of your water creatures.
Chabanra, Shell Beast Neo Evolution: You may put it on one of your water creatures.
Cogiliza, Great Magician Neo Evolution: You may put it on one of your water creatures.
Crystal Axe Hand evolution—Choose a water creature in your hand and put this creature into the battle zone on top of that creature.
Crystal Phalanx, the Super-Electric Nova Hand Vortex evolution—Choose 2 water creatures in your hand and put this creature into the battle zone on top of those creatures.
Cylinder, Revolution Dragon Formula Evolution—Put on one of your water creatures.
■ When you put this creature into the battle zone, you may draw a card for each of your water creatures in the battle zone.
Dead Damned, Triple S-Rank Disaster Evolution—Put on one of your water, darkness or nature creatures.
SSS-Rank Invasion "Disaster"—Water, Darkness or Nature Command
Demethai, Oni Motion Soldier Neo Evolution: You may put it on one of your water creatures.
Destruction Destroyer, Infinite King Super Infinite evolution—Put on one or more of your creatures that has each civilization: Light, Water, and Fire.
Dice Dice, Super Eureka Evolution—Put on one of your water creatures.
InvasionWater Command
Emperor Neuron Hand evolution—Choose a water creature in your hand and put this creature into the battle zone on top of that creature.
Fujittsu, Shell Beast Neo Evolution: You may put it on one of your water creatures.
Gabble, Super Eureka Evolution—Put on one of your water creatures.
InvasionWater Command
Gachanko Gachisky Evolution—Put on one of your water creatures.
InvasionWater creature that costs 3 or more
Gachidaiou, Super Eureka Evolution—Put on one of your water creatures.
InvasionWater creature that costs 5 or more
Gachidive, Eureka Evolution—Put on one of your water creatures.
InvasionWater creature that costs 3 or more
Ganpachi, Stubborn Fishery Neo Evolution: You may put it on one of your water creatures.
Geo Rebirth Universe Evolution—Put on one of your water or darkness creatures.
Harinsen, Magical Frontline Neo Evolution: You may put it on one of your water creatures.
Hotatte, Shell Beast Neo Evolution: You may put it on one of your water creatures.
I am Neo Evolution: You may put it on one of your water creatures.
Ikariya, Shell Beast Neo Evolution: You may put it on one of your water creatures.
Kaeranko, One Who Can't Run Neo Evolution: You may put it on one of your water creatures.
Karre Ganejar, Metal Lamp Djinn Evolution—Put on one of your water or fire creatures.
Koikoi, Eureka Evolution—Put on one of your water creatures.
InvasionWater creature
Legendary Desperado Hand evolution—Choose a water creature in your hand and put this creature into the battle zone on top of that creature.
Majugai, Shell Beast Neo Evolution: You may put it on one of your water creatures.
Manta Laser, Blue Thunder Neo Evolution: You may put it on one of your water creatures.
Master G, Super Eureka Evolution—Put on one of your water creatures.
InvasionWater Command
Octopa, Sublime Knowledge Neo Evolution: You may put it on one of your water creatures.
Octopuscal, Great Captain Evolution—Put on one of your water creatures.
Plasma, Revolution Dragon Formula Evolution—Put on one of your water creatures.
Platina Walsura S Evolution―Put on one of your water creatures.
Raise, Eureka Evolution—Put on one of your water creatures.
InvasionWater Command
Reef, Revolution Captain Evolution—Put on one of your water creatures.
■ If you have a water creature in the battle zone, this creature gets "shield trigger".
Riquet, Lord of Spirits Evolution—Put on one of your water or nature creatures.
Sebichen, Crustacean Army Neo Evolution: You may put it on one of your water creatures.
Squalo, Wisdom Paladin / Energy Light Neo Evolution: You may put it on one of your water creatures.

 

Startdash Reviver, Crystalline Shadow Evolution—Put on a water or darkness creature.
Steel Meteor Pengkaiser Vortex evolution—Put on one of your Light creatures and one of your Water creatures.
Super Deis Reviver, Crystalline Shadow Evolution—Put on a water or darkness creature.
Triden, Wandering Palace Neo Evolution: You may put it on one of your water creatures.
Utsuvoid, 4th City Neo Evolution: You may put it on one of your water creatures.
Vegas Dollar, Super Eureka Evolution—Put on one of your water creatures.
InvasionWater Command
Whale Magica, Magic Area Neo Evolution: You may put it on one of your water creatures.
■ Whenever one of your Neo Creatures attack, you may cast a spell that costs 5 or less from your hand or graveyard for no cost. After you cast that spell, put it on the bottom of your deck instead.
Zabi Epsilon, Lord of Demons Evolution—Put on one of your water or fire creatures.
■ When you put this creature into the battle zone, put a water, darkness, or fire psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.
Zariganinzou, Ganiryu Ninja Hand evolution—Choose a water creature in your hand and put this creature into the battle zone on top of that creature.
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