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#Mekk-Knight Avram
normalmonsterfight · 1 year
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here's some Normal Monsters i think are cool! (mostly just ones that i like the artwork of)
Power Pro Knight Sisters Chosen by the World Chalice Wattaildragon Gem-Knight Garnet Alexandrite Dragon Mekk-Knight Avram Luster Dragon 7 Colored Fish Suppression Collider Frostosaurus Angel Trumpeter Galaxy Serpent Guardragon Justica Crowned by the World Chalice Doll Monster Miss Mädchen Doll Monster Bear-Bear Dragon Core Hexer Divine Dragon Ragnarok Digitron Rabidragon Metaphys Armed Dragon Flash Knight
I might have more later.
also, one question. If a monster is Normal/Pendulum, but it does have a Pendulum Effect, does it count for the list? If so, i'd like to nominate Dragonpulse Magician and Hallohallo.
All added!
I'm a little mixed on Normals with pendulum effects, but for now I'll allow it unless a significant number of people feel it's unfair.
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of-nyon · 1 year
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Chapters: 3/? Fandom: Rockman X | Mega Man X, The Transformers (IDW Generation One) Rating: General Audiences Warnings: No Archive Warnings Apply Relationships: X/Zero (Rockman Classic Universe) Characters: X (Rockman Classic Universe), Rodimus | Rodimus Prime, Ratchet (Transformers), Zero (Rockman Classic Universe), Axl (Rockman X), Dynamo (Rockman X), VAVA | Vile, Lost Light Crew (Transformers) Additional Tags: Crossover, Aftermath of Violence, GAY Robots In Space, 'Good' Lost Light Ending, X is a nice young man, Zero is a trainwreck disaster, No Character Death, the tagged MMX guys are fine, for a given value of fine, No Knowledge of Either Fandom Required, hello tf fandom pls let me foist my forever otp onto you, hello mmx fandom pls let me foist these other gay robots onto you Summary:
On an alternate version of a dead Earth, the interdimensionally-travelling Cybertronian spaceship The Lost Light picks up a single, lone life-signal.
Naturally, they investigate.
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ygo-colors · 6 years
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Jack-Knights Avram/Mekk-Knight Avram (created by @blubfishbitch)
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eliwoods-eyes-edits · 6 years
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fyeahygocardart · 3 years
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World Legacy Struggle
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bujintei · 4 years
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Check THIS out!
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reminded · 2 years
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okay so here is a list of cards i think konami should do starlight prints for in the TCG not because i will try to acquire them (i have no money) but because i like looking at pretty cards.
-cyber slash harpie lady or harpie channeler. OR elegant egotist.
-sangan. and witch of the black forest.
-fortune lady every… <3
-yata and chaos emperor dragon OBVIOUSLY.
-all the ghost girl handtraps but ash blossom especially (with the original art).
-INFINITE IMPERMANENCE.
-rescue rabbit… :3
-ib the world chalice justiciar i know she’s banned but come onnnnnnnnnnn. the world legacy link monsters would be cool too. and mekk knight avram.
-accesscode talker. they already did apollousa and I:P come on now.
-boots.
-ISOLDE. not one pretty lady but TWO in that card artwork.
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yugiohcardsdaily · 3 years
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Posted Cards Master Post - 20
August 2018
Dinomist Ceratops
Dinomist Charge
Dinomist Eruption
Dinomist Plesios
Dinomist Pteran
Dinomist Rex
Dinomist Rush
Dinomist Spinos
Dinomist Stegosaur
Dinomists Howling
Blue Mountain Butterspy
Butterflyoke
Butterspy Protection
Moonlit Papillon
Morpho Butterspy
Swallowtail Butterspy
Night Papilloperative
Photon Papilloperative
Photon Alexandra Queen
Galactic Charity
Galaxy Cyclone
Galaxy Dragon
Galaxy Expedition
Galaxy Knight
Galaxy Mirror Sage
Number 83: Galaxy Queen
Galaxy Queen's Light
Galaxy Serpent
Galaxy Soldier
Galaxy Stealth Dragon
Galaxy Storm
Galaxy Tyranno
Galaxy Wave
Galaxy Wizard
Galaxy Worm
Galaxy Zero
Galaxy-Eyes Cipher Blade Dragon
Galaxy-Eyes Cipher Dragon
Galaxy-Eyes Cloudragon
Galaxy-Eyes Full Armor Photon Dragon
Galaxy-Eyes Photon Dragon
Kuriphoton
Lillybot
Orbital 7
Luminous Dragon Ritual
Paladin of Photon Dragon
Neo Galaxy-Eyes Cipher Dragon
Neo Galaxy Eyes-Photon Dragon
Number 38: Hope Harbinger Dragon Titanic Galaxy
Number 42: Galaxy Tomahawk
Number 62: Galaxy-Eyes Prime Photon Dragon
Number 90: Galaxy-Eyes Photon Lord
Number 95: Galaxy-Eyes Dark Matter Dragon
Number 107: Galaxy-Eyes Tachyon Dragon
Number C107: Neo Galaxy-Eyes Tachyon Dragon
Photon Advancer (Japanese)
Photon Booster
Photon Caesar
Photon Cerberus
Photon Chargeman
Photon Circle
Photon Crusher
Photon Current
Photon Generator Unit
Photon Hand (Japanese)
Photon Lead
Photon Leo
Photon Lizard
Photon Pirate
Photon Sabre Tiger
Photon Sanctuary
Photon Satellite
Photon Slasher
Photon Stream of Destruction
Photon Strike Bounzer
Photon Thrasher
Photon Transformation (Japanese)
Photon Trident
Photon Vanisher (Japanese)
Photon Veil
Photon Wyvern
Starliege Lord Galaxion
Starliege Photon Blast Dragon (Japanese)
Superdimensional Robot Galaxy Destroyer
Tachyon Chaos Hole
Twin Photon Lizard
Windstorm of Etaqua
Auram the World Chalice Blademaster
Beckoned by the World Chalice
Chosen by the World Chalice
Crowned by the World Chalice
Ib the World Chalice Priestess
Imduk the World Chalice Dragon
Lee the World Chalice Fairy
Ningirsu the World Chalice Warrior
World Chalice Guardragon
World Legacy - "World Armor"
World Legacy - "World Chalice"
World Legacy - "World Crown"
World Legacy - "World Lance"
World Legacy - "World Shield"
World Legacy Awakens
World Legacy Clash
World Legacy - "World Scepter" (Japanese)
World Legacy Discovery
World Legacy in Shadow
World Legacy Key
World Legacy Landmark
World Legacy Pawns
World Legacy Scars
World Legacy Struggle
World Legacy Succession
World Legacy Survivor
World Legacy Trap Globe
World Legacy's Corruption
World Legacy's Heart
World Legacy's Memory
World Legacy's Mind Meld
World Legacy's Nightmare
World Legacy's Secret
World Legacy's Sorrow
Mekk-Knight Avram
Mekk-Knight Blue Sky
Mekk-Knight Green Horizon
Mekk-Knight Indigo Eclipse
Mekk-Knight of the Morning Star
Mekk-Knight Orange Sunset
Mekk-Knight Purple Nightfall
Mekk-Knight Red Moon
Mekk-Knight Yellow Star
Mekk-Knight Spectrum Supreme
Knightmare Corruptor Iblee
Knightmare Cerberus
Knightmare Goblin
Knightmare Gryphon
Knightmare Mermaid
Knightmare Phoenix
Knightmare Unicorn
Krawler Axon
Krawler Dendrite
Krawler Glial
Krawler Ranvier
Krawler Receptor
Krawler Spine
X-Krawler Neurogos
X-Krawler Qualiark
X-Krawler Synaphysis
Orphegel Attack (Japanese)
Orphegel Babel (Japanese)
Orphegel Cannone (Japanese)
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card-of-the-day · 5 years
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Today's Card Is: Mekk-Knight Avram
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notspoondere · 4 years
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The Mechanical Flavor of the World Legacy Characters
[This blog post discusses “flavor” with respect to the card design in Yu-Gi-Oh!. If you’re not already familiar with this term, it’s captured pretty well in this article by Mark Rosewater. Just keep in mind that flavor may also describe card effects.
Also, all of the images embedded in this post can be viewed full-size here.]
With the printing of Girsu, the Mekk-Knight Orcust in Eternity Code and the full spoiler of Rise of the Duelist, it is looking more and more likely that we’ve reached the end of the World Legacy storyline. It’s possible that new story-focused cards for these archetypes will be printed in the future, but it’s probably going to take a backseat to functional legacy support, similar to what happened with the Duel Terminal archetypes that received support in the Link VRAINS sets. As a result, I figure this is a good time to talk about their overall design and point out what I feel is its biggest success over Duel Terminal: flavorful designs.
To illustrate this difference, let’s consider a pretty key player in the Duel Terminal storyline and keep track of his effects as he changes forms throughout the story. (Consult the translations for Master Guide 4 if you’d like evidence that the first three monsters all portray the same character.)
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We can see a pretty linear increase in stats from Sentinel to Roach, and he has a theme of caring about level 5 or higher monsters. This gets a pretty nice followup, becoming a Vanity’s Fiend for lv5 or higher monsters in... Evilswarm Ophion, which is a totally different card not present on this chart, because the powers of the Sacred Tree let him nuke the field instead!!
He then inherits the powers of Sophia and ends up weaker because Exciton got banned. Bravo. (It’s worth mentioning that the original form of Ophion, Gungnir, Dragon of the Ice Barrier, has a completely unrelated effect of discarding cards to destroy cards, and Evilswarm Bahamut steals monsters instead of bouncing cards like Brionac, but Evilswarm Ouroboros at least tries to approximate Trishula.)
Can you see the problem? I was going to make another image showing this off until I realized that following Gem Knight Lazuli all the way through Construct’s various forms would take way too much horizontal space, but feel free to construct an explanation in your head for why combining Apoqliphort Towers (the real one) with El Shaddoll Construct (foolish a Shaddoll/Catastor eff) makes Shekhinaga (Divine Wrath on a fusion) or why adding in Infernoid Devyaty (wipes backrow, also tributes to negate a monster) and some ice turns that combo into Anoyatyllis (Konami said fuck Nekroz). It’s because these cards are either not designed for flavor, or are designed around the flavor of their archetypes rather than that of their characters, so the characters in general have a pretty weak identity.
You could maybe say that’s because Duel Terminal is a grand-scale war story, so none of the characters are meant to stick out. That would make sense, sort of, so what about stories with fewer characters that change forms multiple times? The Dracoslayer lore did that.
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I’m not typing out all of what Master Peace 2 does, but in case you weren’t around from May 2017-2018, you can read that here. He’s a Wyrm because all the True Dracos are, except his previous form wasn’t, except all of them probably could have been without hurting their chances of seeing play (until we got Guardragons Elpy and Agarpain).
The sole thing that ties all of these cards together is that they supposedly feature the same character, and all have effects that destroy cards. They have about twice as many differences. Master and Luster are both Pendulums, while the other two aren’t. Master Peace 1 is a Special Summon by Tributing, but Master Peace 2 requires a Tribute Summon to gain effects. Master Peace 1 has a negate, for some reason, even though none of the other forms have it, so if he gained it from the Dracoverlord tributed for his summon (these are his enemies, by the way), then he apparently forgot it by the time he reappeared in the story. Speaking of which...
In the lore, he essentially aids three tribes (Majespecter/Dinomist/Igknight) trying to fight off the Amorphages, and the Extra Deck Dracoslayers represent their powers combined. True Dracos exist because, in a totally different world, three completely different tribes (Zoodiac/Crystron/Metalfoes) are being assailed by the True Kings. They form a summoning circle (Dragonic Diagram) to summon him for help, and he accepts the power of the other True Dracos or something. The other True Dracos (who are also based off of the first three archetypes, like the Dracoslayer extra deck... for some reason) are disciples of Mariamne, the True Dracophoenix, who mechanically is a True King and shares minimal synergy with any of these cards, and the one who seemingly gets things done is Metaltron XII, the True Dracocombatant, who probably is just the three tribes’ power combined. Who also gets protection from effects by being Tribute Summoned and also floats into anything from the Extra Deck that isn’t LIGHT/DARK. And Konami says he’s a Zefra now. And who the fuck is Dreiath III supposed to be? He’s not even good?
I have many problems with True Draco. Anyways, let’s get to the point. (Nin/Long/Din)Girsu’s character arc, as shown through monster cards in the World Legacy story, is much more internally consistent.
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Let’s assume that Girsu, the Orcust Mekk-Knight is a de-powered form from after the battle inside the World Gears (presumably he lent this power to Avramax, though this isn’t shown in the artwork; also, he has Ib’s ribbon on his arm). It’s understandable why the maindeck cards and extra deck cards should do something different, and the first maindeck monster is a vanilla anyways, so I wouldn’t consider it that bad of a break. No idea why he’s a Mekk-Knight though.
These effects form a pretty clear pattern. Girsu here sends things to the GY without targeting them and eventually gains protection effects as he grows in power. His ultimate form is the only one that lets him protect other cards, which is maybe a statement on his goals given how long he spent trying to revive his dead sister, and if that holds water, Mekk-Knight Orcust Girsu is evidence of his eventual success. After all, this card by itself can summon every single one of Ib’s forms except her vanilla and Knightmare incarnations.
That is to say, we gain a bit of understanding of Girsu’s abilities, goals, and bond with his sister through the mechanics of his cards, and if you don’t think that’s the tightest shit, well, I just made you read nearly 1k words on why it is. Better yet, there’s more:
Auram’s extra deck incarnations all have ATK-boosting effects, and his World Chalice form translates him getting more powerful with the World Legacies. Both Blademaster and Crusadia Equimax activate effects by tributing monsters they point to, suggesting how he calls upon his allies for help--there’s a reason Ningirsu went off and ended up with a bunch of brass instruments as his only company while Avram wandered the world with his best friend (who is a fucking dragon) and scored himself a choice elf harem. They call him King because he wears the crown, you see?
On the topic of Crusadia, let’s take a closer look at how Equimax is typically summoned. Typically you’ll try to get a Normal Summon on board, hope it sticks to make Magius, summon again to search Draco, and build your way up with Crusadia monsters to make Equimax. Afterwards you’ll want to boost his damage with the effect of Maximus, summon a large monster to one of his zones, or buff him with the spell you searched off of Regulex. Any two Crusadia monsters with different names can do most/all of this, so think of it as an “all your powers combined” thing a-la Metaltron XII, except executed much better.
(Sidebar: If you’re willing to entertain a bit of theory, the Crusadia maindeck is the epitome of a successful flavorful archetype design. Pretty much every Crusadia list maxes out on every monster in the main because they’re all interchangeable, even though they all have different effects. You could argue that Draco and Reclusia are way better monsters than Leonis, but fundamentally it doesn’t matter; you need two of them and it doesn’t matter which two. This lends them a sense of uniformity without erasing their uniqueness, which suggests that the Crusadia are an army of equals and Maximus may be the leader “de facto”. I highlight this because World Chalice tried to do the same thing, except that deck eventually cut its normal monsters down to a single copy of Chosen, and nobody ever played Crowned.)
Meanwhile, Avramax sports his ultimate ATK-boosting effect, protects other monsters from attacks, is immune to targeting (these two might seem out of line, but they’re upgrades of the protection effects that the previous two Mekk-Knight Link Monsters have), and non-target shuffles a card if he dies.
This is where I’d like to shift the direction of this discussion towards power levels and, implicitly, gameplay balance. Yes, I’m about to get into a powerlevel discussion about fictional characters portrayed on Yu-Gi-Oh! cards which have actual power levels, but hear me out.
Based on their original incarnations, Auram is ostensibly the main character, but strictly weaker than Girsu. Both have 0 DEF as Normal Monsters and Girsu has an extra Level and 200 ATK over him. With the power of the Chalice, Auram can revive allies and potentially gain more ATK than Girsu, but there were hardly even 5 World Legacy cards in the game at that point, and Ningirsu actually has removal. Later on, World Legacy’s Nightmare shows Girsu holding his own versus all of the Knightmares, but when it comes down to the climax of that arc, Avram inherits the power of Mekk-Knight Blue Sky and promptly gets overpowered by Iblee anyways, leading to Ib’s death and the scattering of the party (He is also still weaker than Ningirsu here). Auram and Girsu end up at odds several years later as Crusadia Equimax and Longirsu, the Orcust Orchestrator. If you look at the way these two cards might interact as enemies, it tells us a lot about this matchup: Equimax doesn’t start with enough ATK to hit over Longirsu, and Longirsu seems to have the upper hand thanks to removal, but with the power of friendship, Equimax can safely negate Longirsu’s effect and even swing over him. Finally, as Dingirsu and Avramax, Dingirsu loses or goes even at best: Dingirsu sends Avramax to GY, Avramax spins Dingirsu when he dies, both parties end up with nothing. Keep in mind that Avramax no longer needs support from allies to do this and Dingirsu absolutely cannot swing over Avramax at any point in time, so if the resource game isn’t in consideration, these cards will either trade or Avramax will always win.
That’s a cool interaction, but why did I bring up card balance? This interaction was only uncommon in tournament play because Orcust was an insanely popular deck. Playing Salamangreat, I’d regularly make Avramax versus Sky Striker and expect it to stick for a while, but versus Orcust? That boy would be gone in a second, and I’d rather not commit a link-4 worth of material to have a monster die and only get to spin a card. Keep in mind that going card-for-card is maybe not always favorable for the player.
What I mean to say is, Avramax would be a pretty insane card in a format without Nin/Long/Dingirsu’s non targeting removal. Consider the following scenario: Girsu’s extra deck forms do not exist. You are going second versus old Danger! Thunder playing the Trishula fusion. They half combo you, ending on something like Colossus + Avramax made with I:P Masquerena, and in doing so, banish the Borreload out of your extra. Do you even play a card that can out an Avramax otherwise? Probably not. Avramax could have put us into another Dark Destroyer format where targeting sucks, but Girsu kept us safe.
If anything, I hope R&D puts this level of thought into their flavor moving forward. World Legacy was a pretty big success on most fronts and I’d like to see what they do going foward in the next OCG series.
Thanks for reading. This is my first time writing about the game from a non-competitive perspective, so let me know how I did.
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stellirae · 4 years
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hello! this is paul again and i'd like to reserve Mekk-Knight Avram from yugioh! today is june 1 and my ooc contact info is the same as before (this tumblr or unbrokenshield9 on twitter)!
check THIS out!
mekk-knight avram is reserved for you!
- mod silicon
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We can all talk about Mekk-Knight Avram and yeah that was a really bad localization decision, but honestly infinitely more tragic is Qliphort Monolith, whose JP text is really fucking sick and whose localization removes all the pomp and just flat out tells you the meaning.
I feel like there was a more elegant workaround for the problem than what we got.
Also we lost
===CARNAGE===
which is a sin
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ygoreviews · 6 years
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Alexandrite Dragon ———————————————— 'Many of the czars' lost jewels can be found in the scales of this priceless dragon. Its creator remains a mystery, along with how they acquired the imperial treasures. But whosoever finds this dragon has hit the jackpot... whether they know it or not.' ———————————————— Can Be Found In: Photon Shockwave Sneak Peek (PHSW-ENSP1), Photon Shockwave (PHSW-EN000), Starter Deck: Xyz Symphony (YS12-EN001), Battle Pack 2: War of the Giants (BP02-EN004), Saga of Blue-Eyes White Dragon Structure Deck (SDBE-EN003), Starter Deck Kaiba - Reloaded (YSKR-EN011), Realm of Light Structure Deck (SDLI-EN001), Legendary Decks II (LDK-ENK12)
Although the card game mainly focused arround Normal Monsters in its first years, these creatures are too limited when comes to card design arround them. Due their lack of abilities most Normal Monsters shares the same roles and options, overall reducing the card pool to those with better stats to fit a proper Deck. Leaving behind hundreds of monsters obsolete by the constant powercreep, it was unavoidable Effect Monsters took over the game as Normal Monsters compensates their flaws with certain advantages the majority can't replicate.
Almost every Type has a Level 4 Normal Monster that breaks the status quo with incredible base stats, and "Alexandrite Dragon" is the card representing the Dragon-Type. With 2000 ATK this monster easily becomes a poweful choice to break through enemies and/or deal solid damage to our opponent. And while unfortunately might not be as different as other Normal Monsters in terms of efficiency if working together, the differences when we applied its Type makes "Alexandrite Dragon" obtain some additional benefits arround either Normal Monsters or other Dragons.
Normal Monsters overall shares the same valuable options to make them viable arround each other, but due some differences in certain traits "Alexandrite Dragon" obtains some other benefits to stand out on its own. Right from inside our Deck "Alexandrite Dragon" can come out thanks to cards like "Unexpected Dai" and "Rescue Rabbit", the latter summoning two copies to potentially use as materials. A safer option is to add it to our hand with the help of "Painful Decision" or "Dragoons of Draconia" for later use, while in late game cards like "Swing of Memories" and "Silent Doom" will constantly revive it for any purpose. The true differences arround "Alexandrite Dragon" compared to other Normal Monsters is when its Dragon-Type is applied arround its resources, gaining the help of cards like "Red-Eyes Darkness Metal Dragon" and the Hieratic archetype to further increase our chances to Special Summon it.
"Alexandrite Dragon" can be played as any other Normal Monster or to support its own Type, all obviously depending of the Deck itself. With many options to summon Normal Monsters with ease, "Alexandrite Dragon" along other high ATK creatures can pressure the opponent as cards like "Skill Drain" and "Heat Wave" restricts their options. More particularly copies itself and "Mekk-Knight Avram", as thanks to their LIGHT Attribute they gain support from "Honest" inside our hand to overcome any stronger enemies in the middle of a battle. Arround its own Type "Alexandrite Dragon" might not provide much any other Dragons already cover, but if anything it can assist on the summon of "Lightpulsar Dragon" and/or "Darkflare Dragon" by banishing itself in our Graveyard.
As the strongest Normal Monster of its Type and Level "Alexandrite Dragon" already obtains a wonderful role in aggro strategies to pressure the opponent as well assist us in all sorts of setups. With many options to lead Duels and be summoned from early to late game, "Alexandrite Dragon" along other strong Normal Monsters can corner the opponent in no time. However, while "Alexandrite Dragon" can be played along other Dragons, the Type is one of the most supported out there with many themes and archetypes perfectly covering any purpose "Alexandrite Dragon" could provide by equal or better efficiency. Compared to other 2000 ATK Normal Monsters "Alexandrite Dragon" might be overshadowed on options arround its kind, but with constant support from many cards and effects will still stand out in Decks that will fit in.
Personal Rating: A-
+ High ATK + Greatly supported from early to late game
- Will rely on other cards and effects - Dragon-Type already has plenty of options to assure it a spot among them
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whoah whoah wait a second. WAIT A FUCKING SECOND
Avram and Imduk’s journey of battle continued on, for many years. During their travels, they discovered other tribes who had been divided by the Mekk-Knights long ago. Together with these new allies, they formed the group “Palladion” to fight back against the threat looming over the world. Avram, who has combined the power of the World Chalice residing within him as well as that of the World Crown, once sealed away by the tribe of the Sacred Tree, now marches on toward the stage of the final battle.
>tribe of the Sacred Tree
>Sacred Tree
>SACRED TREE
>SACRED FUCKING TREE
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WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT
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wavering-eyes · 4 years
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Test Port 1
[This blog post discusses “flavor” with respect to the card design in Yu-Gi-Oh!. If you’re not already familiar with this term, it’s captured pretty well in this article by Mark Rosewater. Just keep in mind that flavor may also describe card effects.
Also, all of the images embedded in this post can be viewed full-size here.]
[Originally posted on notspoondere.tumblr.com. I am the original author.]
With the printing of Girsu, the Mekk-Knight Orcust in Eternity Code and the full spoiler of Rise of the Duelist, it is looking more and more likely that we’ve reached the end of the World Legacy storyline. It’s possible that new story-focused cards for these archetypes will be printed in the future, but it’s probably going to take a backseat to functional legacy support, similar to what happened with the Duel Terminal archetypes that received support in the Link VRAINS sets. As a result, I figure this is a good time to talk about their overall design and point out what I feel is its biggest success over Duel Terminal: flavorful designs.
To illustrate this difference, let’s consider a pretty key player in the Duel Terminal storyline and keep track of his effects as he changes forms throughout the story. (Consult the translations for Master Guide 4 if you’d like evidence that the first three monsters all portray the same character.)
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We can see a pretty linear increase in stats from Sentinel to Roach, and he has a theme of caring about level 5 or higher monsters. This gets a pretty nice followup, becoming a Vanity’s Fiend for lv5 or higher monsters in... Evilswarm Ophion, which is a totally different card not present on this chart, because the powers of the Sacred Tree let him nuke the field instead!!
He then inherits the powers of Sophia and ends up weaker because Exciton got banned. Bravo. (It’s worth mentioning that the original form of Ophion, Gungnir, Dragon of the Ice Barrier, has a completely unrelated effect of discarding cards to destroy cards, and Evilswarm Bahamut steals monsters instead of bouncing cards like Brionac, but Evilswarm Ouroboros at least tries to approximate Trishula.)
Can you see the problem? I was going to make another image showing this off until I realized that following Gem Knight Lazuli all the way through Construct’s various forms would take way too much horizontal space, but feel free to construct an explanation in your head for why combining Apoqliphort Towers (the real one) with El Shaddoll Construct (foolish a Shaddoll/Catastor eff) makes Shekhinaga (Divine Wrath on a fusion) or why adding in Infernoid Devyaty (wipes backrow, also tributes to negate a monster) and some ice turns that combo into Anoyatyllis (Konami said fuck Nekroz). It’s because these cards are either not designed for flavor, or are designed around the flavor of their archetypes rather than that of their characters, so the characters in general have a pretty weak identity.
You could maybe say that’s because Duel Terminal is a grand-scale war story, so none of the characters are meant to stick out. That would make sense, sort of, so what about stories with fewer characters that change forms multiple times? The Dracoslayer lore did that.
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I’m not typing out all of what Master Peace 2 does, but in case you weren’t around from May 2017-2018, you can read that here. He’s a Wyrm because all the True Dracos are, except his previous form wasn’t, except all of them probably could have been without hurting their chances of seeing play (until we got Guardragons Elpy and Agarpain).
The sole thing that ties all of these cards together is that they supposedly feature the same character, and all have effects that destroy cards. They have about twice as many differences. Master and Luster are both Pendulums, while the other two aren’t. Master Peace 1 is a Special Summon by Tributing, but Master Peace 2 requires a Tribute Summon to gain effects. Master Peace 1 has a negate, for some reason, even though none of the other forms have it, so if he gained it from the Dracoverlord tributed for his summon (these are his enemies, by the way), then he apparently forgot it by the time he reappeared in the story. Speaking of which...
In the lore, he essentially aids three tribes (Majespecter/Dinomist/Igknight) trying to fight off the Amorphages, and the Extra Deck Dracoslayers represent their powers combined. True Dracos exist because, in a totally different world, three completely different tribes (Zoodiac/Crystron/Metalfoes) are being assailed by the True Kings. They form a summoning circle (Dragonic Diagram) to summon him for help, and he accepts the power of the other True Dracos or something. The other True Dracos (who are also based off of the first three archetypes, like the Dracoslayer extra deck... for some reason) are disciples of Mariamne, the True Dracophoenix, who mechanically is a True King and shares minimal synergy with any of these cards, and the one who seemingly gets things done is Metaltron XII, the True Dracocombatant, who probably is just the three tribes’ power combined. Who also gets protection from effects by being Tribute Summoned and also floats into anything from the Extra Deck that isn’t LIGHT/DARK. And Konami says he’s a Zefra now. And who the fuck is Dreiath III supposed to be? He’s not even good?
I have many problems with True Draco. Anyways, let’s get to the point. (Nin/Long/Din)Girsu’s character arc, as shown through monster cards in the World Legacy story, is much more internally consistent.
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Let’s assume that Girsu, the Orcust Mekk-Knight is a de-powered form from after the battle inside the World Gears (presumably he lent this power to Avramax, though this isn’t shown in the artwork; also, he has Ib’s ribbon on his arm). It’s understandable why the maindeck cards and extra deck cards should do something different, and the first maindeck monster is a vanilla anyways, so I wouldn’t consider it that bad of a break. No idea why he’s a Mekk-Knight though.
These effects form a pretty clear pattern. Girsu here sends things to the GY without targeting them and eventually gains protection effects as he grows in power. His ultimate form is the only one that lets him protect other cards, which is maybe a statement on his goals given how long he spent trying to revive his dead sister, and if that holds water, Mekk-Knight Orcust Girsu is evidence of his eventual success. After all, this card by itself can summon every single one of Ib’s forms except her vanilla and Knightmare incarnations.
That is to say, we gain a bit of understanding of Girsu’s abilities, goals, and bond with his sister through the mechanics of his cards, and if you don’t think that’s the tightest shit, well, I just made you read nearly 1k words on why it is. Better yet, there’s more:
Auram’s extra deck incarnations all have ATK-boosting effects, and his World Chalice form translates him getting more powerful with the World Legacies. Both Blademaster and Crusadia Equimax activate effects by tributing monsters they point to, suggesting how he calls upon his allies for help--there’s a reason Ningirsu went off and ended up with a bunch of brass instruments as his only company while Avram wandered the world with his best friend (who is a fucking dragon) and scored himself a choice elf harem. They call him King because he wears the crown, you see?
On the topic of Crusadia, let’s take a closer look at how Equimax is typically summoned. Typically you’ll try to get a Normal Summon on board, hope it sticks to make Magius, summon again to search Draco, and build your way up with Crusadia monsters to make Equimax. Afterwards you’ll want to boost his damage with the effect of Maximus, summon a large monster to one of his zones, or buff him with the spell you searched off of Regulex. Any two Crusadia monsters with different names can do most/all of this, so think of it as an “all your powers combined” thing a-la Metaltron XII, except executed much better.
(Sidebar: If you’re willing to entertain a bit of theory, the Crusadia maindeck is the epitome of a successful flavorful archetype design. Pretty much every Crusadia list maxes out on every monster in the main because they’re all interchangeable, even though they all have different effects. You could argue that Draco and Reclusia are way better monsters than Leonis, but fundamentally it doesn’t matter; you need two of them and it doesn’t matter which two. This lends them a sense of uniformity without erasing their uniqueness, which suggests that the Crusadia are an army of equals and Maximus may be the leader “de facto”. I highlight this because World Chalice tried to do the same thing, except that deck eventually cut its normal monsters down to a single copy of Chosen, and nobody ever played Crowned.)
Meanwhile, Avramax sports his ultimate ATK-boosting effect, protects other monsters from attacks, is immune to targeting (these two might seem out of line, but they’re upgrades of the protection effects that the previous two Mekk-Knight Link Monsters have), and non-target shuffles a card if he dies.
This is where I’d like to shift the direction of this discussion towards power levels and, implicitly, gameplay balance. Yes, I’m about to get into a powerlevel discussion about fictional characters portrayed on Yu-Gi-Oh! cards which have actual power levels, but hear me out.
Based on their original incarnations, Auram is ostensibly the main character, but strictly weaker than Girsu. Both have 0 DEF as Normal Monsters and Girsu has an extra Level and 200 ATK over him. With the power of the Chalice, Auram can revive allies and potentially gain more ATK than Girsu, but there were hardly even 5 World Legacy cards in the game at that point, and Ningirsu actually has removal. Later on, World Legacy’s Nightmare shows Girsu holding his own versus all of the Knightmares, but when it comes down to the climax of that arc, Avram inherits the power of Mekk-Knight Blue Sky and promptly gets overpowered by Iblee anyways, leading to Ib’s death and the scattering of the party (He is also still weaker than Ningirsu here). Auram and Girsu end up at odds several years later as Crusadia Equimax and Longirsu, the Orcust Orchestrator. If you look at the way these two cards might interact as enemies, it tells us a lot about this matchup: Equimax doesn’t start with enough ATK to hit over Longirsu, and Longirsu seems to have the upper hand thanks to removal, but with the power of friendship, Equimax can safely negate Longirsu’s effect and even swing over him. Finally, as Dingirsu and Avramax, Dingirsu loses or goes even at best: Dingirsu sends Avramax to GY, Avramax spins Dingirsu when he dies, both parties end up with nothing. Keep in mind that Avramax no longer needs support from allies to do this and Dingirsu absolutely cannot swing over Avramax at any point in time, so if the resource game isn’t in consideration, these cards will either trade or Avramax will always win.
That’s a cool interaction, but why did I bring up card balance? This interaction was only uncommon in tournament play because Orcust was an insanely popular deck. Playing Salamangreat, I’d regularly make Avramax versus Sky Striker and expect it to stick for a while, but versus Orcust? That boy would be gone in a second, and I’d rather not commit a link-4 worth of material to have a monster die and only get to spin a card. Keep in mind that going card-for-card is maybe not always favorable for the player.
What I mean to say is, Avramax would be a pretty insane card in a format without Nin/Long/Dingirsu’s non targeting removal. Consider the following scenario: Girsu’s extra deck forms do not exist. You are going second versus old Danger! Thunder playing the Trishula fusion. They half combo you, ending on something like Colossus + Avramax made with I:P Masquerena, and in doing so, banish the Borreload out of your extra. Do you even play a card that can out an Avramax otherwise? Probably not. Avramax could have put us into another Dark Destroyer format where targeting sucks, but Girsu kept us safe.
If anything, I hope R&D puts this level of thought into their flavor moving forward. World Legacy was a pretty big success on most fronts and I’d like to see what they do going foward in the next OCG series.
Thanks for reading. This is my first time writing about the game from a non-competitive perspective, so let me know how I did.
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superultrachicken · 6 years
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I bought a couple Holiday Yugioh Mystery Packs for 90 CND, let’s see if it’s worth it...
So... starting out with the Legend of the Blue Eyes cards, I got a couple of Man-Eater Bugs out of it. In mint condition (which these are) they go for around $16 each. That brings us up to $32 right off the bat.
Then I have two Spellruler booster packs, or some of the cards from the first few sets in the unopened packs from that time. I’m going for the near mint prices for these because they have been touched, but I’ve yet to use them in play. The first pack had Toll, Malevolent Nuzzler, Electric Snake, Penguin Soldier, Giant Germ, Ryu-Ran, Fairy’s Hand Mirror, Typhone #2, and Turtle Oath. These cards came up to exactly $12, bringing us up to a grand total of $44. The second pack has Tailor of the Fickle, Wall Shadow, High Tide Gyojin, Painful Choice (foil), Nimble Momonga, Curse of Fiend, Sonic Bird, Queen Bird, and another Turtle Oath. Giving us a total of $15.14. The foil version of Painful Choice got us a majority of that profit. This brings us up to a grand total of $59.14.
Now starting on the new packs. Starting with the packs that I have the least of, Flame of Destruction. In the first pack I got Mekk-Knight Avram, F.A. Dead Heat, Gouki Octostretch, Space Insulator, Elementsaber Nalu (Foil), Heartless Drop Off, Yajiro Invader, Trancefamiliar, and Protron. These give us $10.66 due to these bing first edition and one of them being foil. Bringing us to a grand total of $69.80. The second pack had Monster Reborn Reborn, Defrag Dragon, Crystal Keeper, Prompthorn, Altergiest Multifaker (Foil), F.A. Dawn Dragster, Yanjiro Invader, Trancefamiliar, Protron, coming to a total value of $17.5. This is mostly thanks to the foil Altergiest Multifaker and just how much that card is worth on the collector market. This brings us up to $87.30, we’ve nearly reached that goal of making even with the value of the cards. While still having 6 packs left to open. I could stop at this point, but I want to share my overall profit from these if I was willing to sell the cards individually or bundled.
Moving on to the next set, Extreme Force, we’re sure to at least make even with just these two packs. The first pack has Bitrooper, F.A. Test Run, Kuro-Obi Karate Spirit, Overtek Qoatlus, Masterking Archfiend, Parthian Shot, D.D. Seeker, Tindangle Base Gardna, and Borrel Cooling, which gives us $8.25. This brings us up to $95.55. The second back includes F.A. Motorhome Transoport, Bitrooper, F.A. Test Run, Mekk-Knight Purple Nightfall, Mekk-Knight Red Moon, F.A. City Grand Prix, Dai Dance, Euler’s Circuit, and Ghostrick Renovation, giving us a total of $12.21. This brings us to a grand total of $107.76. There are still four packs left.
The next set I’ll be opening is Circuit break. While I don’t expect to get a massive profit out of this, I’m still looking forward to seeing just how much I could make off of selling these cards second hand. I have four of these so I’ll break it up into two paragraphs. The first pack includes Mistar boy, Krawler Ranvier, Temple of the Mind’s Eye, Defect Compiler, Metaphys Ragnarok, Samurai Destroyer, Cyberse Beacon, Leng Ling, and Sniffer Dragon, giving us a total of  $8.11. This brings to a total of $115.87. The second pack has Temple of the Mind’s Eye, Defect Compiler, F.A. Offroad Grand Prix, Autorokket Dragon, Fire King Avatar Arvata, Soldier Dragons, Altergiest Kunquery, Remote Rebirth, and World Legacy in Shadow, giving us a total of $7.90. Brining us to $123.77.
The third pack included Nimble Beaver, Mermail Abyssnerei, Link Restart, Gateway Dragon, Security Block, Metaphys Factor, Krawler Receptor, Krawler Dendrite, and Amano-Iwato, giving me $8.46. Bringing the grand total up to $132.23. And the final pack of all of these includes F.A. Whip Crosser, Anesthrokket Dragon, Duck Dummy, The Accumulator, Altergiest Protocol, World Legacy - “World Armor”, Vendread Striges, Krawler Dendrite, and Leng Ling, giving me another $7.99. This brings me to $131.76.
So, I spent $90 and made a $41.76 profit from the boxes, which is a pretty good profit margin.
Mind you, had I gotten gotten the mint Blue Eyes I’d be getting upwards of a hundred dollars just for that card.
So these mystery boxes can be with the money for people who are looking to make a profit off of resale or to those who want a pretty cool collectors item from their childhood. I’d definitely buy one of these again at a later date.
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