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#armed dragon lv5
trident-dragion · 2 years
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Since I'm going to be removing them from the deck, I wanna take a moment to shoutout Armed Dragon LV3 and Armed Dragon LV5. Those two were there throughout the entire story, and while they became increasingly less important to my strategy, they never stopped being useful. Having a quick and easily accessible strong monster via Masked Dragon was very helpful, and Armed Dragon LV5's effect came up more than you might expect. Notably, though, one of the best things about it was it could be tributed to summon Strong Wind Dragon, which would then have 3600 attack, and if I had Red-Eyes Darkness Metal Dragon, I could immediately revive the Armed Dragon for great value. I may have grown out of them, but I won't forget how important they were in their time!
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fyeahygocardart · 6 years
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Ojamatch
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yugiohcardsdaily · 7 years
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Armed Dragon LV5
“You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with ATK less than or equal to the sent monster’s ATK; destroy that target. During the End Phase, if this card destroyed a monster by battle this turn: You can send this face-up card to the Graveyard; Special Summon 1 ‘Armed Dragon LV7′ from your hand or Deck.”
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darkshadowduelist · 4 years
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BLAZING VORTEX
(Unexpected)
BLVO-JP001
Armed Dragon Thunder LV10
Level 10 WIND Dragon Effect Monster
3000 ATK
2000 DEF
(1) If this card was Special Summoned by an “Armed Dragon” monster effect, apply these effects, depending on this card’s ATK.
– 1 or more: This card’s name is treated as “Armed Dragon LV10”.
– 10 or more: Possession of this card cannot switch.
– 100 or more: Cannot be destroyed by battle.
– 1000 or more: Once per turn, during your opponent’s turn (Quick Effect): You can send 1 card from your hand to the GY, then target 1 other card on the field; destroy it, and if you do, this card gains 1000 ATK.
– 10000 or more: Once per turn: You can destroy all other cards on the field.
BLVO-JP002
Armed Dragon Thunder LV7
Level 7 WIND Dragon Effect Monster
2800 ATK
1000 DEF
You can use each effect among the (2)nd and (3)rd with this card’s name only once per turn.
(1) This card’s name is treated as “Armed Dragon LV7” while it is face-up on the field or in the GY.
(2) You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 10 or lower “Armed Dragon” monster from your hand or Deck.
(3) If this card is sent to the GY to activate a Dragon monster effect: You can add 1 “Armed Dragon” card from your Deck to your hand.
BLVO-JP003
Armed Dragon Thunder LV5
Level 5 WIND Dragon Effect Monster
2400 ATK
1700 DEF
You can use each effect among the (2)nd and (3)rd with this card’s name only once per turn.
(1) This card’s name is treated as “Armed Dragon LV5” while it is face-up on the field or in the GY.
(2) You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 7 or lower “Armed Dragon” monster from your hand or Deck.
(3) If this card is sent to the GY to activate a Dragon monster effect: You can add 1 Level 5 or higher WIND Dragon monster from your Deck to your hand.
BLVO-JP004
Armed Dragon Thunder LV3
Level 3 WIND Dragon Effect Monster
1200 ATK
900 DEF
You can use each effect among the (2)nd and (3)rd with this card’s name only once per turn.
(1) This card’s name is treated as “Armed Dragon LV3” while it is face-up or in the GY.
(2) You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 5 or lower “Armed Dragon” monster from your hand or Deck.
(3) If this card is sent to the GY to activate a Dragon monster effect: You can draw 1 card.
BLVO-JP005
Armed Dragon LV10 – White
Level 10 LIGHT Dragon [Special Summon] Effect Monster
3000 ATK
2000 DEF
Cannot be Normal Summoned/Set.
Must be Special Summoned by its own effect.
You can use the (1)st effect with this card’s name only once per turn.
(1) You can banish “Armed Dragon” monsters from your field or GY whose total Levels equal 10; Special Summon this card from your hand, then you can add 1 “White Veil” from your Deck to your hand.
(2) You take no effect damage.
(3) At the start of the Damage Step, if this card attacks: You can destroy 1 card on the field.
BLVO-JP051
Armed Dragon Flash
Quick-Play Spell
You can only activate 1 card with this card’s name per turn.
(1) Special Summon 1 Level 3 “Armed Dragon” monster from your Deck in Defense Position.
BLVO-JP052
Armed Dragon Blitz
Normal Spell
You can only activate 1 card with this card’s name per turn.
You cannot Special Summon monsters during the turn you activate this card, except Dragon monsters.
(1) Target 1 “Armed Dragon” monster you control; take 1 monster from your Deck or GY with the same name as that face-up monster on the field, and either add it to your hand OR Special Summon it, ignoring its Summoning conditions, but if you Special Summon it, it cannot attack directly.
BLVO-JP053
Armed Dragon Lightning
Continuous Spell
You can use the (1)st effect with this card’s name only once per turn.
(1) You can target 1 “Armed Dragon” monster you control, then activate 1 of these effects;
– It gains 100 ATK x its Level.
– Add 1 “Armed Dragon” monster whose Level is equal to or lower than that monster’s from your GY to your hand.
(2) If an “Armed Dragon” monster(s) you control would be destroyed by a card effect, you can send this card to the GY instead.
BLVO-JP067
Armed Dragon Thunderbolt
Normal Trap
You can only use 1 effect among the (1)st and (2)nd with this card’s name per turn, and only once that turn.
(1) Target 1 “Armed Dragon” monster you control; it gains 1000 ATK for each different card name among the “Armed Dragon” monsters in your GY whose Levels are equal to or lower than its own, also it inflicts no battle damage to your opponent for the rest of this turn.
(2) You can banish this card from your GY, then target 1 “Armed Dragon” Spell in your GY; add it to your hand.
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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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ask-vaal-hazak · 5 years
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Deviljho and Savage Deviljho
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Deviljho
"Oh gods why! It ate everything. Our men, women, children...everything! Whatever we have done I'd gladly give my soul to avoid."
I stop as a figure stands in front of the moon.
"A-archangel?" I only realized my mistake as it turns around with blood red eyes.
"Archangel, I'm no snack. By the way......your flesh looks awfully, CHEWY"
Ability score increase: +4 Strength, +2 wisdom -3 intelligence, -5 charisma, -3 dex
Alignment: Chaotic Evil
Height: you stand anywhere from 6 to 7 feet tall.
Weight: naked- 200lbs or rage
Your type is: Monsterous/Draconic
Racial Abilities:
GrimJaw: your bite deals 2d12 dmg. (At lv5 3d12, at lv10 4d12, at lv15 5d12, at lv20 7d12)
(It seems broken but keep reading)
Apex predator: Your race hunts others to the brink of extinction. You can enter a predatory state as an action as many times as your strength modifie a day (per long rest) In this state you forget to use your arms and can only bite. This leaves you with one level of exhaustion. However,eating an enemy/ally recovers one level of exhaustion
Bonus action: You look chewy-
As a bonus action you can spend your next 2 round consuming a creature. You gain your strength modifier+ Proficiency bonus as temporary hp
Overwhelming Hunger: each time you are hit you a have a percent chance to enrage. Roll a d20 and use the Evens odds rule to determine if you lose control.
-Loss of control- Should you lose control this ability AUTOMATICALLY activates.
Pick Your Prey: roll evens or odds to determine which side you attack (Enemies or Allies)
Then for the next minute you gain an obsession to devour who you think has the lowest amount of hit points (survival check) . Upon knocking them unconscious use your bonus action to eat them. Unconscious or otherwise.
SAVAGE DEVILJHO
Bad Karma: as a reaction you can breath draconic energies over your opponent doing 5d10 Necrotic or Fire damage
Extra Hungry: when you bite, in a critical success you can grapple your opponent. Each action you use must be a bite. The number of dice rolled doubles upon each successful bite. (Ex. 2d12 becomes 4d12)
Feat: Positive feedback Loop.
Spending time with your companions has triggered a symbolic response in your brain. You pick one ally. You have less of a chance to eat them
You also pick one enemy species. (Kobolds, dragons, ect) you deal 2d6 extra damage to that type with bite attacks.
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ygo-news · 7 years
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Legendary Duelists: Ancient Millennium
Release date: 22/02/2018
Ultra Rares (8) LED2-EN001 Millennium-Eyes Illusionist LED2-EN003 Millennium-Eyes Restrict LED2-EN004 Relinquished Fusion LED2-EN009 Cocoon of Ultra Evolution LED2-EN015 Desperado Barrel Dragon LED2-EN032 Ancient Gear Fusion LED2-EN038 Rainbow Bridge LED2-EN039 Crystal Bond
Super Rares (8) LED2-EN008 Metamorphosed Insect Queen LED2-EN016 Heavy Metal Raiders LED2-EN017 Proton Blast LED2-EN021 Armed Dragon Catapult Cannon LED2-EN031 Ancient Gear Megaton Golem LED2-EN033 Cross-Dimensional Duel LED2-EN037 Rainbow Overdragon LED2-EN040 Ultimate Crystal Magic
Rares (10) LED2-EN002 Illusionist Faceless Magician LED2-EN007 Parasite Paranoid LED2-EN010 Corrosive Scales LED2-EN014 BM-4 Blast Spider LED2-EN022 Ojamassimilation LED2-EN023 Ojamatch LED2-EN024 Ojama Pajama LED2-EN030 Ancient Gear Frame LED2-EN051 Mimicat LED2-EN052 Toon Kingdom
Commons (26) LED2-EN000 Relinquished LED2-EN005 Thousand-Eyes Restrict LED2-EN006 Black Illusion Ritual LED2-EN011 Pinch Hopper LED2-EN012 Insect Queen LED2-EN013 Perfectly Ultimate Great Moth LED2-EN018 Blast Sphere LED2-EN019 Barrel Dragon LED2-EN020 Time Machine LED2-EN025 Armed Dragon LV3 LED2-EN026 Armed Dragon LV5 LED2-EN027 Armed Dragon LV7 LED2-EN028 VWXYZ-Dragon Catapult Cannon LED2-EN029 Ojamagic LED2-EN034 Ancient Gear Golem LED2-EN035 Ancient Gear Golem – Ultimate Pound LED2-EN036 Ultimate Ancient Gear Golem LED2-EN041 Crystal Beast Ruby Carbuncle LED2-EN042 Crystal Beast Sapphire Pegasus LED2-EN043 Rainbow Dragon LED2-EN044 Crystal Release LED2-EN045 Crystal Tree LED2-EN046 Vortex Trooper LED2-EN047 Panzer Dragon LED2-EN048 Instant Fusion LED2-EN049 Limiter Removal LED2-EN050 Worm Bait
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unialien · 4 years
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Dyoxtrogordanian
💠 BIO
🔸 Info
Order: Entryoxdentrian
Family: Gordanian
Species: Gorgoxtriazion
Subspecies: Engordriaxion
📍 Locations: Worldwide (Suggest to only be found on Zacura Vll Isle, an isle that lies an extinct meteor.)
❕Note: This creatures only appeared on their nests hidden somewhere, rarely seen, but some say that an extinct meteor on a isle of Reptutopia Continent lies the main nest of those dangerous creatures.
⚠ WARNING! ⚠
UNKNOWN ALIEN SPECIES DANGER LV5 TYPE DETECTED! ALERT!
The Dyoxtrogordanian is a dangerous, ferocious and the most powerful endoparasitoid creatures that was discover not long ago on Zacura VII Isle on Reptutopia Continent. They are the most infestations and deadliest creatures of all the planet Elelix XL481, the species that the people called the Gordanian because in the ancient time before the distant future, this creatures were to be belongs the ancestors invaders that can infest the entire planet. This is was the first species and the family of Gordanian to be encounter in the isle by travelers that been disappeared in the incident 6 years ago. Scientists from Repharon HQ Research Facility response that this species has found evidence that the extinct meteor that been stopped for millions years in the end of the Phazon War, is possible that the meteor brought life leaving trace of DNA, but random so they can bring those creatures by purpose, like a wish for a waking destruction. The HQ brought this creatures are extremely fatal for people that the isle became restricted to enter since of the incident.
This creatures biologically has an aspect like a reptile, a serpent, a dragon, and differently can't be identify what kind of species to be belong, but they are purely organic biomechanical life forms. They say that his eyes are deadly by looking are them, but the main big eye has an ability to look through physical objects or any structures like walls, anything surrounded. But a very deadly use of their eyes can on looking their victim eyes can paralyzed or petrified. They are endoparasitoid, they find any victim to abduct and bringing to the hive only if they are not armed. The Dyoxtrogor can have different type of species and each of them has different purpose of their abilities. In order to capture a victim, their tentacles has bioluminous glows that can attract and when they get close can counter the capture or can attack lethal. Since this creatures has potential can attack at any direction surrounded with their tentacles, their 2 tails has a very strong blade that can cut very easily. Since their blood are hazardous, it can cause several injuries or fatality. Not only can attack physical attacks, it can also attack elemental energy moves, their gut has a huge glows that stores elemental energies, which can attack on his mouth a powerful energy blast and it can use their glowing tentacles to unleash electrical movements, especially in their main large eye can release a powerful glare beam.
⛔ PRECAUTION
The Dyoxtrogor are extremely resistant to physical attack, but one of their weakness is the natural light, they only can live in the darkness, another weakness is their large eye which with one hit can kill it, however since they are extremely fast and stealthy can be hard to kill them. They are extremely stealthy and any attack can be fatal or be abducted with no warning. But also a strong advance attack be able to kill those creature, the recommended weapons like saber, plasma or energy weapons. Also on magics or weapons recommend that those creatures dislike extreme temperatures. One of the precautions that this creatures have that they have flammable blood that anyone trying to kill those can cause spray a huge acidity. An advance armor for this situation is recommend. Always anyone need to bring a devices that can detect movements and to identify hostiles.
🔶 See more related about Gordanians here:
The Zetixpetrogors
Creeps Arise of Dyoxtrogor
Repturriam Trans - An Unespected Awake Behind
🔻 Time Taken: 2/3 week
BEWARE SPOILERS!! THIS ARTWORK IS COPYRIGHTED. DO NOT DISTRIBUTE IT. DO NOT MAKE ANY CHANGES. DO NOT STEAL IT. ALL RIGHTS RESERVED.
MADE ON PAINT TOOL SAI. EDITED ON PHOTOSHOP CC. USED ON WINDOWS 10. USED ON TABLET - WACOM CINTIQ COMPANION HYBRID.
All designs created by me. ©Unialien.
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kaiowut99 · 7 years
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The One With the Brotherly Angst (Part 2)
The duel between Judai and Manjoume Thunder continues.  Manjoume’s Armed Dragon becomes a Level-7 (ATK/ 2800), and Judai’s made to go on the defense.  Judai uses Special Hurricane to sweep out his Armed Dragon.  Judai realizes that Manjoume’s feelings aren’t about him, but about his brothers in the audience.  Manjoume once again summons Armed Dragon LV7, but with the mental upper hand, Judai plots a brilliant counterattack.
Not too long of a delay after 25, is it? Here’s 26, the thrilling conclusion! We get a good bit of character development continuing for Manjoume in how he feels towards his brothers and it resolving a bit before a final resolution in a little while.  The duel goes well, too, and Judai’s upset was fun to watch.  There were some fun shots mixed in too, like that bit early on with Armed Dragon LV7 destroying Featherman, and then the final Manjoume Thunder bit, lol.
So, with this done, I’ll be tackling my portion of the DSoD script for GX_ST, then starting 27.  If Videa turns out to be good to my uploads, then I’ll probably try to migrate all my subs to it at some point for my stream masterpost, since I know Cloudy’s given some people issues.
There were also some fixes to this episode, though thankfully not as many, and more on the card and quick touchup side of things.  Full list below.  Enjoy!
FIXES!
3:20: As Judai points out Ojama Yellow and Manjoume tries to get rid of it, Winged Kuriboh’s card on Judai’s Disk was just an orange rectangle; put in its proxy in Defense Mode and masked the end of Judai’s Disk over its lower half.
3:31: There’s a few frames as Manjoume turns to draw after the above with the top card on his Deck missing the gold border around it; painted it on in Photoshop, and masked it above his deck.
4:20: Did a similar one last time; Judai’s split-screen re: Special Hurricane has his close-up lip-flapping but not his faraway shot.  Copied his close-up’s lip flaps, shrunk and rotated them to fit them on his faraway face.
8:22: A quick frame or two as Manjoume turns to activate Grave of Enkindling has his face-down card miscolored grey; recolored in Photoshop quickly and threw it into the video.
10:37: Probably the most extensive fix.  In the Japanese version, he’s audibly saying, “[Come forth!] Armed Dragon LV7!” but his lips don’t move.  Ironically, 4Kids likes to add lip-flaps lots, but they opted to just have him do “And I chooooose...”.  So I wanted to do the honors and fixed that.  I took a flap or two from the shot just before this one as he turns, and then resized them slightly to fit on his new face here, taking a frame from this shot and wiping his mouth off to cover up the unused space on his face behind the new flaps.  Then both were moved according to the panning.  Turned out nicely, I’d say!
11:48: An error I picked up cruising frames, but Armed Changer--even in the anime--requires you to discard an Equip Magic to activate it.  But here, Manjoume ends up discarding Armed Dragon LV5.  wut.  The dub didn’t attempt to fix this either, as they keep the frame as-is, Japanese Armed Dragon LV5 and all.  So I took the one Equip Magic likely to be in his deck (Hell/Chthonian Alliance) and placed it in AfterEffects over ADLV5, then masking the motion lines that cut off parts of the card in (which could be the part that they didn’t feel like working with).  It’s only about two frames, but hey.
14:36: As Judai hand-fuses for Flame Wingman, Featherman, Fusion, Burstlady in his hand are just rectangles as it zooms out to have them appear behind him.  I took the initial frame and threw them on in AE, then zoomed it out accordingly with the panning in Vegas.
16:18: A jarring one, as Judai does his “Gotcha!”; the SFX for Flame Wingman’s fading plays earlier than the actual fading.  The dub fixed this by just moving the SFX over, but I don’t have that luxury, so instead, I just masked the side of the screen with Flame Wingman as he fades out and the lingering shot of the crowd behind him earlier into the shot as Judai’s “Gotcha!” happens.
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monofazz · 8 years
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Genocide Together: Ch5
HERE WE GO FOLKS! CHAPTER 5! HAHAHA!
(Edit: Oh yeah! I forgot! -adds mention- @rahafwabas yeeeeeehhhhh! I dids it! I’m still going with this thing! yays! XD)
  Everyone in the bar could feel the uneasy air fill the room as soon as he came in. The skeleton made his usual joke as he always does when he pops in. But this time, nobody laughed. Sans didn’t seem to notice.
 He sat at his usual spot and ordered, to everyone’s confusion, two bowls of fries. There was no one with him. When a nearby monster asked him why, Sans said he was expecting company.
 Grillby was a bit busy with all the other customers, so the chips took a bit longer. The comedian made a few more jokes that no one laughed at.
Sans gulped down his ketchup and ate a few fries. After some long, long minutes, an armoured monster opened the door.
“Excuse me, guys, but, uh, something bad is happing, like, really bad, so we have to evacuate the citizens here. There’s a human, not a cool human, they’re hurting monsters. So we have to get you to safety now.” said RG-01.
 The monsters looked at each other, muttering in curiosity and in fear. They got from their tables and walked hastily to the door. Grillby and Sans were the only ones who didn’t move.
  “Uh, dudes? Didn’t you hear me? We have to evacuate the citizens and—“
 “… I think I want to stay here, friend,” said Grillby.
 “Uh, why? Don’t you want to, like, live, or something?” RG-01 asked, perplexed.
 “I think I will be fine, friend. I hope you understand.”
 “Uh. Um… ok then… um, good luck?”
 “Goodbye.”
 RG-01 left, a little bit awkward.
 Sans didn’t move. Grillby tilted their flame head at the skeleton, moving to sit next to him, “Sans?”
 Sans looked at him, “Do you have more ketchup?”
 “No Sans, you drank the last bottle. Sorry.” Grillby looked away, “Why didn’t you go with them?”
 “I could ask the same question, Grillbz… but I’m too lazy to ask.” The skeleton smiled.
 “I have duties here.” He looked at him, flames flickering.
"Is this about your brother? Is this why you have to stay?”
 Sans forced himself to nod. “Yeah, Papyrus would come back here and try to make friends with the human, and from the sounds of it, this human ain’t really friendly.”
 Grillby nodded. “I see… One more thing Sans, is this for your brother? I thought your brother hated grease...”
 “He does, but he’s not the company I said I was going to have…”
 Grillby frowned, “Then who would this person be then, if not your brother?”
 Sans smiled a little wider, “Someone who’s new to the underground. That’s all.”
 It took a moment for the message to sink in but as soon as it did, Grillby backed away a bit, “Sans? I don’t understand. Are you saying you’re going to have eat with the person who’s been killing all those monsters?!”
 Sans got off his chair and said, “Yup. Thought the kid would be hungry. Humans do tend to need to eat a lot; did you know that? So, uh. You better get out of here. I don’t think the human… or me… is gonna spare you out of everyone. You can stay here if you want, though, that’ll just mean I’ll get some free EXP.”
 Grillby could not believe what Sans was saying.
 “Sans…”
 Sans said nothing.
 “Sans this is not you,” Grillby said, making his way to his friend, “you know this isn’t. The Sans I know wouldn’t hurt anyone, not his friends, not innocent people, and definitely not family. I beg you. Snap out of it.”
 Sans’ eyes bore into his, they were deep pools of black, endlessly going on and on in ink bowls of darkness, swirling and cold, until you can see the ominous dread of the abyss looking back at you.
 “Well, I guess that Sans is dead now.” the skeleton said.
 Before Grillby could do anything, he was being lifted up and, like a rag doll, thrown onto the wall, glasses smashed and shelves toppled. Grillby groaned in pain as the invisible force pulled him up again.
 “I’m sorry Grillby, I really am. But I just don’t care about anything anymore.” Sans said quietly.
 A loud smash of a window echoed out of the now empty streets and Grillby’s fire body, melting the ice around him into puddles of water. Loud hissing noises filled the air, it almost sounded like screaming. Sans exited the diner and watched the small spectacle. Steam rose and evaporated into the cold air of Snowden. Then, the charred body turning white, it crumbled away into nothing but specks of ash and small lumps of powder. Sans watched his friend die.
 There was a loud gasp, and Sans snapped his head to the side. The streets of Snowden, apparently weren’t all empty. A monster stood there, it wore a striped jumper and resembled a young dragon without arms or wings. He backed away from the skeleton.
 “Y-You…” he trembled and looked at him in a mix of horror and disbelief, then the monster ran away in the opposite direction, tripping over a few times, but frantically getting up and sprinting towards Waterfall. He disappeared. Sans did not bother to go after him.
Chara walked into the deserted town, they were low on health since the stupid long-necked dog decided to go into a frenzy and throw them halfway down a cliff in it’s excitement. Chara’s stomach growled, but still keeping the pie for safekeeping, they did not eat it. Instead, they stole some Cinnamon Bunnies from the store and other items of use. But they did not stack up on health.
 Grumbling, they continued on, aware that Monster Kid wasn’t in his usual place. Odd. Interesting. New.
 That’s when they noticed the broken glass and the pile of ash a few metres away from Grillby’s. And in them were dusty glasses. Grinning, they padded through the snow to see Sans at their usual seats. Sans noticed them coming in and waved them welcome. Chara smiled and ran to the plate of fries. God, this is going to be worth it.
 “Took you a while, what kept you?”
 “Decided to do some rock-climbing. One of those blasted dogs helped.” Chara chewed the lukewarm chips into mush and swallowed. Sans chuckled.
 “Do you have any ketchup?”
 “Nope. No more, I think.” Sans said.
 “Bummer.” They shove more food up their mouth, “so, how far did you get? By LV, I mean. How much do you have?”
 Sans blinked. To be honest, he hadn’t kept track. How many monsters had he killed? How much EXP did he have? How much LOVE? He wasn’t a 1HP monster anymore, that’s to be sure. How can he know? Of course, if he was asked to examine Chara’s LV. he can do that without even trying, which was convenient as he was quite the lazy guy. It was a part of his magic. But to know his own EXP or Level Of Violence, then….
 “I dunno, kid. Can’t you check?”
 Chara licked their fingers thoughtfully, “I suppose. Look at me, ya lackadaisical skeleton.”
Sans did, smiling that smile they oh so missed.
“Where did you learn that nonsense word?” Sans asked.
 “From Papyrus.” They did the check.
  *Sans.
 *Check.
 *HP-20   Attack-10   Def-1   LV5.
* Easiest enemy? You know better.
*Still dodges. You changed him, but if it’s for better or for worse, you do not know.
*Still a pun-loving skeleton.
 “Level 5, very nice Sans” Chara was impressed.
 Sans raised his non-existent eyebrows and looked at the child gently, “Huh.”
 “I just got to 6. Usually by now I’m at level 8 or something. If were gonna do this thing, we have to do things differently. Were sharing this experience together but for my Genocide route, there’s only enough EXP to get to Level 19… that excludes you Sans.” They said, looking at the skeleton, whose face was neutral and impossible to read, but Chara was very sure he was listening very carefully.
 “We need to reach the highest point possible to take on our future goal. So that means we’ll get around 10 or 11 at best if we don’t do something. Which takes me to my idea.”
 Sans face did not change, “Really? So what do you plan to do?”
 “I know that you sometimes worked with Alphys. So do you think you can disable the force fields in Hotland? I’m pretty sure that’s where the people are evacuated. If we get to them—” Chara snaps her fingers. “— then we’ll have enough.” Chara grinned.
 “What about Alph? She’s gonna know if I mess with anything.” Sans asked, but he already knew what had to be done.
 “Well, we kill her, don’t we?” Chara said, putting their empty plate on the bench.
 “I guess so,” Sans admits.
 A few moments of silence before Sans got off his seat and walking towards the door, Chara trailing behind them, “Where are you going?” they said, frowning. No ‘see ya’s? And what’s that weird glow in his chest? Was that his soul?
 Sans gave a small glance to the child, eyes blank, “I, uh, gotta get something out of the way, alright? I’ll see you in a bit.”
 He then walks away.
 Chara looked curiously at the skeleton for a moment as he left Grillby’s, then with a dark little smile, they gave a small little distorted laugh.
“SANS?!” Papyrus called out, “Brother! Where are you?!”
 Papyrus was downright worried now. Where could Sans be? He needed to find him. He had just been with Undyne and he was informed that a human had started eradicating the monster population. Undyne had told them to not confront the human and that was an order. But why? He was sure he could change their ways; he was the Great Papyrus after all!
 But seeing the Snowden residents being moved to Hotlands and not seeing Sans in the crowd or even having him by his side had brought concerns. He hadn’t seen him since earlier today. Could he have gotten lost? Could he be at their house in his room, taking a nap? Could he have confronted the human?
 …
 Papyrus tried not to think of that. He hadn’t consulted with the human yet, so if his brother did… It will be my fault.
 But he knew that his brother knew better. He will stay out of the way if there is danger. This fact filled him as he continued to look for him.
 “SANS!” Papyrus called for the 20th time.
 A small figure emerged through the fog. Papyrus new the thing immediately, “Sans! There you are!”
 “Papyrus…”
 “I was so worried! I didn’t know where you were and so many things are happening. I couldn’t find you!
“Have you seen the human? I need to talk to them. I think I can change their ways! I— Sans?”
 Confusion filled his voice as he saw a giant, skull-like manifestation above his brother, it’s eye glowing, just like Sans’ own. It blazed a fiery blue and golden yellow. In a semi-circle were rows of bones, the massive skull in the middle.
 “I’ve been waiting for this…” Sans said solemnly. In one swift movement, over a dozen attacks were flying and Papyrus scrambled to get out of the way.
 “Sans! What are you doing?! It’s me! Your brother! I won’t hurt you!” Papyrus yelled, running to him, his eyes glowing amber orange in attempt to calm his brother down. But this didn’t work. He looked down as his soul turned blue. Papyrus flew up, and then crashed into the ground with a loud THUMP. “Augh!”
 A loud whirring noise filled the air, Papyrus looked up to see that the skull’s mouth was producing a concentrated light inside it. The noise increased in volume, Sans’ face betrayed no emotion.
 “Sans, please, we don’t have to fight. We can… work this out. Let’s just… please. I won’t hurt you Sans… I’m your brother! I can help you!” Papyrus pleaded.
 Sans looked at them curiously, and then let out a small, dead laugh, “You really are stupid, aren’t you?”
 KAAA—VVVWWOOOOOOOSSSSSHHHAAAAAAAAA!!!!!!!!
 Papyrus fell to his hands and knees, trembling. Sans stood there, eyes dark. “You don’t know this, and I don’t blame you, but you already hurt me. More than you can ever know. You have the relief of not ever knowing, Papyrus. You don’t know and I envy that. I’d give anything to not have what I have. “But now, I just don’t care anymore. You can’t save me, I’m beyond helping. You were the thing that kept me caring, but now… I just don’t want too. So I don’t need you anymore.”
 Papyrus stood there like a statue for what felt like ages, then he spoke.
 “Sans… I… I didn’t know that you felt this way. I am sorry that I didn’t know.”
 Papyrus tried to stand up, but only got as far as straightening up on his knees, “I… if… I hurt you that much… will my death make you happy? If I can…. make you happy, will it help? Will it stop you from hurting? I just want you to be happy.”
 Sans frowned, puzzled.
 “I’ll do anything to make you happy and if I have to die to do it… I… I will. I won’t be able to hurt you anymore. You’ll be happy. And I’ll be too…” he gave one last hopeful smile, dust slowly filling the air, swirling and floating away. Papyrus’s body started to disappear.
 “Goodbye, brother.”
 Then he was gone.
 …
 “Papyrus?” Sans said stupidly, standing there and staring at the dust, “Bro?”
 Confusion trickled like warm water in his mind until a bucket of ice-cold reality struck him out of his sedated state. He stared in horror at the pile of ashes in front of him and he fell to his knees, “PAPYRUS?!”
 Sans shoved his hands in the dust and snow — denial now setting itself in, only for it to struggle against the immense strength of the truth — and digging frantically like a deranged man, as if his brother was just lying under all the snow and debris, all in one piece and alive.
 “PAPRYUS COME BACK! PLEASE ANSWER ME!!! PLEASE!!!”
 Nobody answered.
 “PAPRYUS, I AM NOT KIDDING, PLEASE DON’T BE DEAD; PLEASE SHOW ME THAT I DIDN’T KILL YOU! I NEED YOU, BRO, PLEASE I NEED YOU! GODDAMIT PAPYRUS!!!! PAPYRUS!!!!” Sans screamed.
 …
 “NO! No, no, no, no, no, no, no, nO, NO, NO, NO, NO PLEASE! PAPYRUS! BRO, COME BACK, NO I DIDN’T MEAN TO!!!!” Sans was now attacking the snow and flakes of dust filled the air by Sans’ quick and destructive movements.
 But nobody came…
 He began sobbing, falling on his side in grief and overwhelming guilt, he curled up and feeling the wretched thing squirm and claw inside of him, feeling all these immense emotions at once. He wanted to retch up everything he ate, he wanted to scream, but he wanted to laugh. He wanted to die. He wanted to die so badly.
 He felt a hand on his shoulder, but he continued to stare at the ground.
 “There, there, Sans. There is no shame to what you feel. This is only you’re first time after all… I’m sure you’ll get used to it” Chara soothed, massaging his tense and shaking shoulder.
 Sans tried to stop crying, Chara forced the skeleton to look at them, his face and hands were caked with his brother’s remains, tears of pain mixed with it, dripping down his face in large quantities. Hiccupping, sobbing, laughing all at once, he stared into Chara’s crimson eyes.
 “It’s ok, Sans, it’ll be alright. All will just reset and it won’t matter.” Chara lulled.
 “But..But…I’ll still… I… I will… reme…mber, I... I… wanna… forget…” Sans blurted, his words cut off with his broken, shortened breaths.
 “Oh, Sans. I know, but you see; now there is no going back. This is what it is now. You’ll live with you’re choices forever.”
 At that moment, one last thread, one last one which had survived all the abuse given to it and the other threads that had Sans just hanging onto his sanity, all of the others, breaking at the seams, it stayed strong and determined.
 But now it lay, snapped in two in Sans’ mind.
 “Welcome to the Genocide run…”
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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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trident-dragion · 2 years
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Alright, I may have jumped the gun in my last post, since I discovered that, like in Over the Nexus, Red-Eyes Darkness Metal Dragon is available surprisingly early. With that in mind, I've put together my day one deck! I'm only in early chapter 2 of the story mode, but I think my deck is pretty nice despite that. This deck isn't nearly as polished as my usual fare, seeing as it's an in-progress story mode deck, but I think I'm doing well with the tools I have! Tomorrow I think I'll check to see if there are any important cards I have easy access to but don't have yet, but I think my central focus will be on using passwords to buy more copies of cards like Luster Dragon, Flamvell Grunika, and Book of Moon to see if we can make this deck a little more consistent. For right now, here's what I'm working with: MONSTERS (21): Flamvell Guard x2 Luster Dragon x2 Armed Dragon LV3 x2 Armed Dragon LV5 x1 Cyber Dragon x1 Element Dragon x1 Flamvell Grunika x1 Masked Dragon x3 Nitro Synchron x1 Red-Eyes Darkness Metal Dragon x3 Strong Wind Dragon x1 Twin-Headed Behemoth x1 Tyrant Dragon x1 X-Saber Airbellum x1 SPELLS (11): Book of Moon x1 Brain Control x1 Enemy Controller x1 Heavy Storm x1 Mystical Space Typhoon x1 Nobleman of Crossout x2 Stamping Destruction x3 Swords of Revealing Light x1 TRAPS (8): Call of the Haunted x1 Dust Tornado x2 Mirror Force x1 Negate Attack x1 Raigeki Break x1 Royal Oppression x1 Solemn Judgment x1 EXTRA DECK: Ally of Justice Catastor x1 Ally of Justice Light Gazer x1 Brionac, Dragon of the Ice Barrier x1 Colossal Fighter x1 Flamvell Uruquizas x2 Gaia Knight, the Force of Earth x1 Goyo Guardian x1 Mist Wurm x1 Naturia Leodrake x1 Nitro Warrior x2 X-Saber Urbellum x3
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fyeahygocardart · 3 years
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Armed Dragon Thunder LV5
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yugiohcardsdaily · 3 years
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Posted Cards Master Post - 13
January 2018
Score the Melodious Diva
Serenade the Melodious Diva
Shopina the Melodious Maestra
Solo the Melodious Songstress
Sonata the Melodious Diva
Soprano the Melodious Songstress
Tamtam the Melodious Diva
Melodious Illusion
Crystal Rose
Fortissimo
Ostinato (Japanese)
Amazoness Baby Tiger
Amazoness Call
Amazoness Empress
Amazoness Onslaught
Amazoness Pet Liger
Amazoness Princess
Amazoness Spy
Armed Dragon LV3
Armed Dragon LV5
Armed Dragon LV7
Armed Dragon LV10
Dark Armed Dragon
Metaphys Armed Dragon
Mermail Abyssbalaen
Mermail Abyssalacia
Mermail Abyssdine
Mermail Abyssgaios
Mermail Abyssgunde
Mermail Abysshilde
Mermail Abyssleed
Mermail Abysslinde
Mermail Abysslung
Mermail Abyssmander
Mermail Abyssmegalo
Mermail Abyssnerei
Mermail Abyssnose
Mermail Abyssocea
Mermail Abysspike
Mermail Abyssteus
Mermail Abysstrite
Mermail Abyssturge
Atlantean Attack Squad
Atlantean Dragoons
Atlantean Heavy Infantry
Atlantean Marksman
Atlantean Pikeman
Call of the Atlanteans
Legendary Atlantean Tridon
Poseidra, the Atlantean Dragon
Neptabyss, the Atlantean Prince
Deep Sea Diva
Mermaid Archer
Fire King Avatar Arvata
Fire King Avatar Barong
Fire King Avatar Garunix
Circle of the Fire Kings
Fire King Avatar Kirin
Fire King Avatar Yaksha
Fire King High Avatar Garunix
Onslaught of the Fire Kings
Red Dragon Archfiend/Assault Mode
Majestic Red Dragon
Majestic Dragon
Majestic Star Dragon
Stardust Dragon/Assault Mode
Malefic Stardust Dragon
Malefic Rainbow Dragon
Rainbow Dragon
Rainbow Dark Dragon
Rainbow Path
Black Dragon's Chick
Malefic Red-Eyes B. Dragon
Malefic Blue-Eyes White Dragon
Azure-Eyes Silver Dragon
The White Stone of Legend
Red-Eyes Toon Dragon
Blue-Eyes Toon Dragon
Manga Ryu-Ran
Ryu-Ran
Red Archery Girl
Toon Mermaid
Toon Summoned Skull
Toon Alligator
Toon Ancient Gear Golem
Toon Barrel Dragon
Barrel Dragon
Toon Briefcase
Shadow Toon
Toon Buster Blader
Toon Cannon Soldier
Toon Cyber Dragon
Cyber Dragon
Toon Dark Magician Girl
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darkshadowduelist · 7 years
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The worst April fools joke
Don't get your hopes up, this was honestly too good to post. Generally never trust what you see on this day: LEGACY OF LINK - The fake set LOLK-EN001 ハーピィ・レディ XS(エクスタシスターズ) Harpie Lady Ecstasisters WIND Winged-Beast/Link/Effect LINK3 2700/↙⬇️↘ Link 3 – “Harpie” monsters – min. 2 (1): If a “Harpie” monster(s) is Normal or Special Summoned linked to this card: You can return 1 card on the field to the hand. (2): During the Battle Phase only, while 3 “Harpie” monsters are linked to this card, your opponent cannot activate cards or effects. (3): This card’s name becomes “Harpie Lady Sisters” while it is on the field or in the Graveyard. LOLK-EN002 ヒステリック・ウィップ Hysteric Whip Equip Spell Equip only to a “Harpie” monster you control. You can only use this card name’s (2) effect once per turn. (1): If the equipped monster battles a monster, that monster has its effects negated. (2): If this card is sent to the Graveyard: You can target 1 “Harpie” monster in your Graveyard; Special Summon it. LOLK-EN003 Fearsome Fire Blast セイント・ファイアー・ギガ Quick-Play Spell (1): If you control a face-up “Harpie” Dragon-Type monster: The ATK and DEF of all monsters your opponent controls are halved, also if your “Harpie” monster battles an opponent’s monster this turn, any battle damage it inflicts to your opponent is doubled. LOLK-EN004 ブラック・デーモンズ・ドラゴン-デッド・エース Dead Ace B. Skull Dragon DARK Dragon/Link/Effect LINK2 3200/⬅️↙ Link 2 – Level 5 or higher DARK Dragon-type monsters – exactly 2 You can only use this card name’s (3) effect once per turn. (1): Cannot be destroyed by your opponent’s card effects while you control a “Red-Eyes” monster. (2): If a “Red-Eyes” monster(s) you control is sent from the field to the Graveyard: Inflict damage to your opponent equal to half of the highest original ATK among those sent monsters. (3): During your Main Phase: You can Fusion Summon 1 DARK Dragon-Type Fusion Monster from your Extra Deck, by shuffling Fusion Materials listed on it from your hand or Graveyard into the Deck. LOLK-EN005 真紅眼の末裔(サン・オブ・レッドアイズ) Red-Eyes Son DARK Dragon/Pendulum LV5 PS8 2100/1700 Pendulum Effect: You can only use this card name’s (2) effect once per turn. (1): Once per turn: You can Special Summon 1 Level 7 or lower “Red-Eyes” monster from your hand or Graveyard. (2): You can Tribute 1 monster from your hand or field; add 1 “Red-Eyes” card from your Deck to your hand. Flavor Text: Dey grow up so fast… But don’t let his cuteness fool ya! Dis sonuvgun ah son you, if you tick’em off. Nah’mean? LOLK-EN006 レッドアイズ・バトルクライ Red-Eyes Timbre Quick-Play Spell You can only activate 1 card with this card’s name per turn. (1): If you control no monsters: Special Summon 1 “Red-Eyes” Normal Monster from your Deck or Graveyard, and it is unaffected by your opponent’s card effects this turn. LOLK-EN007 ルーレット・ドラゴン Roulette Dragon DARK Machine/Link/Effect LINK3 2700/↖⬆️↙ Link 3 – Machine-Type Effect Monsters – min. 2 (1): Once per turn: You can activate this effect; flip a coin for each card in this card’s linked Zones and call them, and destroy each card whose coin flip you called correctly. (2): Once per turn: You can Tribute 1 monster you control in this card’s linked Zone, then target 1 card your opponent controls; destroy it. LOLK-EN008 カートリッジ・ドラゴン Cartridge Dragon DARK Machine/Effect LV4 1500/1500 You can only use each of this card name’s effects once per turn. (1): If this card is Summoned: You can activate this effect; flip a coin 3 times, and add 1 DARK Machine-Type monster from your Deck to your hand if at least 2 of the results are Heads. (2): If this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Machine-Type monster in your Graveyard; Special Summon it. LOLK-EN009 ラスト・ギャンブル Final Confrontation Spell You can only activate 1 card with this card’s name per turn. (1): Special Summon 1 Level 5 or higher DARK Machine-Type monster from your hand. (2): You can banish this card from your Graveyard; one time, during the rest of this turn, if you perform a coin toss, you can choose to redo the coin toss. (If the toss involved multiple coin flips, redo all of them.) LOLK-EN010 破壊剣士-マスター・ブレイダー Master Destruction Swordsman EARTH Warrior/Link/Effect LINK1 2000/⬇️ Link 1 – Level 7 EARTH Warrior – exactly 1 (1): While “Buster Dragon” is linked to this card, you can Fusion Summon to any available Main Monster Zone (in addition to the Extra Monster Zone). LOLK-EN011 破壊剣-ナイトバスターブレード Knight Buster Destruction Sword DARK Warrior/Effect LV2 1100/1000 (1): You can target 1 “Buster Blader” you control; equip this monster from your hand or your field to that target. (2): While this card is equipped to a monster, your opponent cannot add cards from the Deck to their hand by card effects. LOLK-EN012 破壊剣-マスターブレード Master Destruction Sword Equip Spell Equip only to a Warrior-Type Link Monster. (1): While this card is face-up on the field, negate the effects of all DARK monsters. LOLK-EN013 空眼の白骨龍(ノーアイズ・ワイト・ドラゴン) No-Eyes Wight Dragon DARK Zombie/Link/Effect LINK1 3000/⬇️ Link 1 – “Skull Servant” – exactly 1 You can only use this card name’s (2) and (3) effects once per turn. (1): This card’s name becomes “Skull Servant” while it is in the Graveyard. (2): You can return 1 of your banished “Skull Servant” or “Wight” cards to your Graveyard; banish 1 Spell/Trap Card your opponent controls. (3): You can target 1 Zombie-Type monster linked to this card; destroy all monsters your opponent controls with ATK lower than that target’s. LOLK-EN014 腐りの呪縛死霊叫(くさりのカースドスクリーム) Cursed Scream of Corruption You can only activate 1 card with this card’s name per turn. (1): Activate 1 of these effects: ● If you control a “Wight” or “Skull Servant” Zombie-Type monster: Send 1 Zombie-Type monster from your Deck to your Graveyard, then if that monster in your Graveyard is “Skull Servant”, you can send 1 Zombie-Type monster from your hand or Deck to the Graveyard. ● If you control “Skull Servant”: Banish any number of “Skull Servant” from your Graveyard, and if you do, banish cards your opponent controls, up to the number of cards banished from your Graveyard this way. (2): This card’s name becomes “Skull Servant” while it is in the Graveyard or banished. LOLK-EN015 ワイト・ハウス Wight House Field Spell You can only use this card name’s (2) and (3) effects once per turn. (1): This card’s name becomes “Skull Servant” while it is in the Graveyard or banished. (2): During either player’s turn, if a monster effect is activated: You can send 1 “Skull Servant” or “Wight” Zombie-Type monster you control or from your hand to the Graveyard; negate the activation, and if you do, destroy that card. (3): You can shuffle 1 “Skull Servant” or 1 “Wight” Zombie-Type monster from your hand or Graveyard into the Deck, and if you do, add from your Deck to your hand, 1 “Skull Servant” or “Wight” Zombie-Type monster with a different original name from the returned monster. LOLK-EN016 綱引きガエル Frog-of-War WATER Aqua/Link/Effect LINK2 1000/⬆️⬇️ Link 2 – Aqua-Type monsters – 2 exactly You can only use this card name’s (2) effect once per turn. (1): While you control another WATER monster, your opponent cannot target this card for an attack. (2): If the total ATK of this card and your WATER monster linked to this card is greater than the ATK of your opponent’s monster linked to this card: You can Tribute your WATER monster linked to this card; take control of your opponent’s monster linked to this card. LOLK-EN017 湿地草原からの宝札 Cards From the Wetlands Spell (1): Discard 1 “Frog” monster from your hand; draw 2 cards. LOLK-EN018 死の旋律(です・メロディー) Des Melody Trap (1): If you control a “Frog” monster: Destroy cards on the field up to the number of “Frog” monsters you currently control. LOLK-EN019 ヴォルカニック・ガトリング Volcanic Gatling FIRE Pyro/Link/Effect LINK3 3000/↙⬇️↘ Link 3 – Pyro-Type monsters – 2 or more You can only use this card’s name’s (1) effect once per turn. (1): During either player’s turn: You can target all Pyro-Type monsters linked to this card; shuffle them into the Deck, and if you do, destroy 1 card your opponent controls for each card returned this way. (2): Your opponent cannot target other “Volcanic” monsters you control for attacks. LOLK-EN020 ブレイズ・キャノン・アームズ-ヴォルカニック・グレネード Blaze Accelerator Arms – Volcanic Grenade FIRE Pyro/Pendulum/Effect LV3 PS2 500/0 Pendulum Effect: (1): If an opponent’s monster declares an attack: You can destroy this card, and if you do, that monster’s ATK and DEF become 0, also it has its effects negated (if any). Monster Effect: (1): If this card is sent to the Graveyard by the effect of a “Blaze Accelerator” card: You can destroy 1 card your opponent controls, and if you do, inflict 1000 damage to your opponent. LOLK-EN021 ブレイズ・キャノン・アームズ-ヴォルカニック・エコー Blaze Accelerator Arms – Volcanic Echo FIRE Pyro/Pendulum/Effect LV3 PS6 0/500 Pendulum Effect: You can only use this card name’s (1) Pendulum Effect once per turn. (1): You can discard 1 card, then target 1 “Volcanic” monster in your Graveyard; Special Summon it, but it is destroyed during the End Phase. Monster Effect: You can only use this card name’s (1) Monster Effect once per turn. (1): If this card is sent to the Graveyard by the effect of a “Blaze Accelerator” card: You can add 1 “Volcanic” monster from your Deck to your hand, except “Blaze Accelerator Arms – Volcanic Echo”. LOLK-EN022 幻獣の呪縛士バフォメット Berfomet, Phantom Beast Spellmaster DARK Beast-Warrior/Link/Effect LINK2 1400/↙↘ Link 2 – “Phantom Beast” monsters – exactly 2 You can only use this card’s name’s (2) effect once per turn. (1): Once per turn: You can Special Summon 1 Level 6 or lower “Phantom Beast” monster from your hand or Graveyard to one of this card’s Linked Zones. (2): You can target 3 “Phantom Beast” cards in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. (3): If this card is destroyed by battle or card effect: Destroy all monsters this card was linked to. LOLK-EN023 幻獣の王国キャメルロット Camel’lot – Kingdom of the Phantom Beasts Field Spell (1): If a “Phantom Beast” Beast-Type or Beast-Warrior-Type monster you control is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Phantom Beast” monster or “Berfomet” from your Deck in either face-up Attack Position or face-down Defense Position. (2): Once per turn: You can send 1 “Phantom Beast” Beast-Warrior-Type monster from your hand or Deck to your Graveyard; add 1 “Polymerization” from your Deck or Graveyard to your hand. (3): You can banish this card from your Graveyard; Special Summon 1 “Phantom Beast Knight Token” (Beast-Warrior-Type/EARTH/Level 1/ATK 0/DEF 0). LOLK-EN024 幻獣覇者カルカダン Phantom Beast Master Karkadann DARK Beast-Warrior/Fusion/Effect LV9 3000/2800 1 Level 6 or higher “Phantom Beast” monster + 1 Beast-Warrior-Type monster (1): Once per turn: You can Tribute 1 monster; until the end of this turn, this card can attack all monsters your opponent controls once each, and if this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. (2): Banish any monster destroyed by battle with this card. (3): If this card is destroyed by an opponent’s card effect: Destroy all cards on the field, then you can banish this card and 2 other “Phantom Beast” monsters from your Graveyard, and if you do, Special Summon 1 Level 6 or higher “Phantom Beast” monster from your Deck or Extra Deck, except “Phantom Beast Master Karkadann”, ignoring its Summoning conditions. LOLK-EN025 ユベル-Die Saat der Finsternis(ディ・サート・デル・フィンステルニス) Yubel – Die Saat der Finsternis DARK Fiend/Link/Effect LINK3 0/↙⬆️↘ Link 3 – DARK monsters – min. 2 (1): Cannot be destroyed by battle. (2): Your opponent takes any battle damage you would have taken from battles involving this card. (3): If this card is destroyed by a card effect: Special Summon 1 DARK monster that cannot be Normal Summoned/Set from your hand, Deck, Graveyard, or among your banished cards, ignoring its Summoning conditions. LOLK-EN026 裏切り隊長 Mutinying Captain DARK Warrior/Effect LV3 1200/400 (1): Your opponent cannot target other DARK monsters for attacks. (2): When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower DARK monster from your hand, and if you do, send the top card of your Deck to the Graveyard. (3): You can target 1 of your banished DARK monsters; shuffle it into your Deck, and if you do, increase this card’s Level by 1. LOLK-EN027 ダーク・ガガッギゴ Dark Gagagigo DARK Reptile/Effect LV4 1850/1000 (1): You can only control 1 “Dark Gagagigo”. (2): If you control a DARK monster, you can Special Summon this card (from your hand), but this card’s original ATK becomes 1500. (3): If this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 Level 4 or lower DARK monster from your Graveyard or that is banished, but it has its effects negated (if any). LOLK-EN028 C(チェーン)・エグゼキューショナー Iron Chain Executioner EARTH Thunder/Link/Effect LINK2 2000/↙↘ Link 2 – EARTH monsters – exactly 2 (1): This card gains 500 ATK for each EARTH monster linked to it. (2): You can Tribute 1 monster linked to this card; activate 1 of these effects. • Special Summon 1 of your banished EARTH monsters. • Inflict 300 damage to your opponent for each of your banished EARTH monsters. (3): If this card is destroyed by battle or card effect: Send the top 3 cards of your opponent’s Deck to the Graveyard. LOLK-EN029 C(チェーン)・コア Iron Chain Core EARTH Machine/Tuner/Effect LV2 800/800 You can only use 1 of this card name’s effects per turn, and only once that turn. (1): You can discard this card, then target up to 3 banished “Iron Chain” monsters; return them to the Graveyard(s). (2): If this card is sent to the Graveyard as a Synchro Material: Add 1 “Chain” Continuous Spell or Trap Card from your Deck or Graveyard to your hand, except “Chain Energy”. LOLK-EN030 C(チェーン)・ウォーデン Iron Chain Warden EARTH Fiend/Synchro/Effect LV7 1400/3000 1 Tuner + 1 or more non-Tuner monsters You can only use this card name’s (2) effect once per turn. (1): Monsters with ATK equal to or less than this card’s DEF cannot declare an attack. (2): You can banish 1 “Iron Chain” monster from your Graveyard, then target 1 monster your opponent controls; destroy that monster, and if you do, send the top card of your opponent’s Deck to the Graveyard, then, if you banished “Iron Chain Snake” to activate this effect, send cards from the top of your opponent’s Deck equal to the destroyed monster’s Level, Rank or Link. (3): If this card is destroyed by your opponent’s card (by battle or card effect): You can target 1 Level 4 or lower “Iron Chain” monster in your Graveyard; Special Summon it. LOLK-EN031 バスター・コネクター Assault Connector DARK Psychic/Link/Effect LINK1 2000/↙ Link 1 – Synchro Monster – exactly 1 You can only Special Summon a card with this card’s name once per turn. (1): If this card is Special Summoned: You can Set 1 “Assault Mode Activate” from your Deck or Graveyard to your field. That Set card can be activated during this turn. (2): Once per turn: You can reveal 1 “/Assault Mode” monster in your hand; Special Summon 1 Synchro Monster from your Extra Deck that is listed in that monster’s text to this card’s linked Zone, in Defense Position (but it has its effects negated, if any), and if you do, shuffle the revealed card into your Deck. LOLK-EN032 アンリミテッド・ソルジャー Unlimited Soldier WIND Psychic/Synchro/Effect LV8 3000/2500 1 Tuner + 1 or more non-Tuner monsters You can only use this card name’s (2) effect once per turn. (1): Once per turn: You can target 1 face-down card your opponent controls; return that target to the hand, and if you do, inflict 500 damage to your opponent. (2): You can pay 1000 LP; shuffle 1 card from your hand into the Deck, then draw 1 card. LOLK-EN033 アンリミテッド・ソルジャー/バスター Unlimited Soldier/Assault Mode WIND Psychic/Special Summon/Effect LV10 3500/3000 Cannot be Normal Summoned/Set. Must be Special Summoned by “Assault Mode Activate”, and cannot be Special Summoned by other ways. You can only use this card name’s (2) and (3) effects once per turn each. (1): Once per turn, during either player’s turn: You can target 1 card your opponent controls; return it to the hand. (2): During your Main Phase: You can shuffle 1 card from your hand into the Deck, then draw 1 card. (3): You can reveal this card in your hand, then target 1 Psychic-Type Synchro Monster in your Graveyard; Special Summon it in Defense Position, but it has its effects negated (if any), and if you do, shuffle this card into the Deck. (4): If this card on the field is destroyed: You can target 1 “Unlimited Soldier” in your Graveyard; Special Summon it. LOLK-EN034 シンカラクリ-ハッカー 09(リンク) Kutting-Edge Karakuri – Hacker 09 “Rinku” EARTH Machine/Link/Effect LINK2 2000/↙↘ Link 2 – Machine-Type monsters – exactly 2 (1): When this card is Link Summoned: You can Special Summon 1 “Karakuri” monster from your Deck to this card’s linked Zone. (2): While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a “Karakuri” monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.) LOLK-EN035 シンカラクリ-ドライバー889(ハヤク) Kutting-Edge Karakuri – Driver 889 “Hayaku” EARTH Machine/Tuner/Effect LV1 0/500 Cannot be used as a Synchro Material, except for the Synchro Summon of a “Karakuri” Synchro monster. (1): If you control no monsters, you can Special Summon this card (from your hand). LOLK-EN036 カラクリ改造 Karakuri Augmentation Continuous Spell (1): When this card is activated: You can target 3 “Karakuri” cards in your Graveyard; shuffle them into the Deck, and if you do, Special Summon 1 “Karakuri” monster from your hand. (2): All “Karakuri” monsters on the field gain 300 ATK and DEF. LOLK-EN037 マドルチェ・クリームー Madolche Creamoo EARTH Beast/Link/Effect LINK2 1500/↙↘ Link 2 – “Madolche” monsters – exactly 2 You can only use each of this card name’s effects once per turn. (1): When this card is Link Summoned: You can add 1 “Madolche” card from your Deck to your hand. (2): You can send 1 other “Madolche” monster you control or from your hand to the Graveyard; Special Summon 1 “Madolche” monster with the same Level as the sent monster from your Deck to this card’s linked Zone. LOLK-EN038 ティアラ・フィナーレ Tiara Finale Quick-Play Spell If you control a “Madolche Queen Tiaramisu”, you can activate this card from your hand during your opponent’s turn. (1): If you control a “Madolche” Xyz Monster: Shuffle 1 card on the field into the Deck, then if you control a “Puddingcess” monster, you can add 1 “Madolche” card from your Graveyard to your hand. LOLK-EN039 マドルチェ・ルセット Madolche Recette Spell You can only activate 1 card with this card’s name per turn. (1): Activate 1 of these effects. ● During this turn, the Level of any “Madolche” monster(s) you control is treated as Level 4. ● During this turn, you may Normal Summon or Set 1 “Madolche” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) LOLK-EN040 魔導堕天士 トーランフェル Underworld of Prophecy DARK Spellcaster/Link/Effect LINK3 2900/↙⬇️↘ Link 3 – Spellcaster-Type monsters – min. 2 (1): Cannot be Tributed or used as Material for a Fusion, Synchro, or Link Summon while face-up on the field. (2): Cannot be destroyed by card effects while a monster(s) is linked to this card. (3): Once per turn, during either player’s turn: You can target 1 “Spellbook” Spell Card in your Graveyard; apply that target’s effect, then return that target to the bottom of the Deck. LOLK-EN041 混沌の魔導書 Spellbook of Chaos Spell You can only activate 1 card with this card’s name per turn. (1): Special Summon 1 Level 3 “Prophecy” monster from your Deck, but you cannot Special Summon monsters for the rest of this turn, except Spellcaster-Type monsters. (2): You can banish this card from your Graveyard, then target 2 Spellcaster-Type monsters you control; their Levels become the combined current Levels of those 2 monsters. LOLK-EN042 魔導書再整理 Spellbook Reorganization Continuous Spell You can only use this card name’s (1) effect once per turn. (1): Once per turn, if you control a Spellcaster-type monster: You can look at the top 3 cards of your Deck, then you can reveal 1 “Spellbook” card among them and add it to your hand, also after that, place any remaining cards on the top or bottom of your Deck in any order. (2): If you add a card to your hand with this card’s effect: Place 1 card from your hand on the top or bottom of your Deck. LOLK-EN043 彼岸の媒介者 ダンテ Dante, Link to the Burning Abyss LIGHT Warrior/Link/Effect LINK2 2500/↙⬇️ Link 2 – “Burning Abyss” monsters – exactly 2 You can only use this card name’s (2) effect once per turn. (1): Once per turn: You can send 1 “Burning Abyss” monster from your hand or your field to the Graveyard; Special Summon 1 “Burning Abyss” monster from your Deck. (2): If this card is sent to the Graveyard: You can Special Summon this card. LOLK-EN044 彼岸の舟守 カロン Charon, Ferryman of the Burning Abyss DARK Fiend/Effect LV3 900/1800 You can only use this card name’s (1) effect once per turn. (1): When this card is Normal Summoned: You can Special Summon 1 “Burning Abyss” monster from your hand or Deck. LOLK-EN045 彼岸からの脱出 Escape from the Burning Abyss Trap If you control a “Dante” monster, you can activate this card from your hand. (1): When a card or effect is activated that targets a “Burning Abyss” monster(s) you control: Banish 1 “Burning Abyss” monster from your Deck; negate that effect, and if you do, banish that card. (2): You can banish this card from your Graveyard; return 1 “Beatrice, Lady of the Eternal” from your Graveyard to the Extra Deck. LOLK-EN046 超量機獣シルバーリンクス Super Quantal Mech Beast Silverlynx LIGHT Machine/Link/Effect LINK3 2300/↙⬇️↘ Link 3 – “Super Quant” monsters – min. 2 If you control a face-up “Super Quantal Mech Ship Magnacarrier”, you can Special Summon this card from your Extra Deck by discarding 1 card and sending 1 “Super Quantum White Layer” you control to the Graveyard. (This Special Summon is treated as a Link Summon.) (1): Negate the effect(s) of your “Super Quant” Xyz Monsters linked to this card that would prevent them from attacking. (2): When a “Super Quantal Mech King Great Magnus” linked to this card attacks: You can activate 1 “Super Quantal Mech Sword – Magnaslayer” directly from your Deck. LOLK-EN047 超量士ホワイトレイヤー Super Quantum White Layer LIGHT Fairy/Effect LV1 100/100 You can only use each of this card name’s effects once per turn. (1): If the effect of a “Super Quant” monster is activated, except “Super Quantum White Layer”: You can Special Summon this card from your hand. (2): When this card is Normal or Special Summoned: You can target 1 other “Super Quant” monster you control; this card’s Level becomes the targeted monster’s Level. (3): If this card is sent to the Graveyard: You can add 1 “Alphan” card from your Deck to your hand. LOLK-EN048 Super Quantal Alphan Signal 超量警報アルファンシグナル Spell You can only activate 1 card with this card’s name per turn. (1): If your opponent controls a monster and you control no monsters: Special Summon “Super Quant” monsters with different names from your Deck, up to the number of monsters your opponent controls, but their ATK and DEF become 0 and they are destroyed during the End Phase, also you cannot Special Summon monsters for the rest of the turn, except “Super Quant” monsters. LOLK-EN049 コロッサス・オブ・エンドレス・ナイト Colossus of Everlasting Night DARK Rock/Link/Effect LINK2 2500/⬅️↘ Link 2 – Trap Cards that are monsters – exactly 2 (1): Once per turn: You can target 1 Continuous Trap Card in your Graveyard; shuffle it into the Deck, and if you do, you can activate 1 Continuous Trap Card from your hand that includes an effect that can Special Summon itself as a monster. (2): Trap Cards that are monsters in this card’s linked Zones cannot be targeted by, or destroyed by, card effects. LOLK-EN050 ルーラー・オブ・ダンジョンズ Ruler of the Dungeons DARK Spellcaster/Effect LV8 2500/0 You can only Special Summon a card with this card’s name with the way written in its (1) effect once per turn. You can only use this card name’s (3) effect once per turn. (1): You can Special Summon this card (from your hand) by sending 1 face-up Continuous Trap Card you control to the Graveyard. (2): Once per turn, during either player’s turn: You can target 1 Trap Card that is a monster you control; return it to the hand, and if you do, banish 1 card your opponent controls. (3): You can discard this card; add 1 Continuous Trap Card that includes an effect that can Special Summon itself as a monster, from your Deck to your hand. LOLK-EN051 アモルファス・スライム Amorphous Slime Continuous Trap You can only use this card name’s (3) effect once per turn. (1): Special Summon this card to your Monster Zone in Defense Position (Aqua-Type/DARK/Level 4/ATK 0/DEF 0). (2): If Summoned this way, this card cannot be destroyed by battle. (3): You can banish this card from your Graveyard, then target 1 Continuous Trap Card in your Graveyard that includes an effect that can Special Summon itself as a monster; activate it from your Graveyard. LOLK-EN052 人界発獣界行きパークガイド Park Guide of Humanity EARTH Warrior/Link/Effect LINK4 2400/⬆️⬅️➡️⬇️ Link 4 – Effect Monsters – 3 or more You can only use this card name’s (2) effect once per turn. (1): Card effects cannot prevent monsters you control in this card’s linked Zones from attacking, also their effects cannot be negated. (2): You can send 2 Spell Cards from your hand to the Graveyard; add 1 Normal Spell Card with a different name from those 2 cards from your Deck to your hand, but you lose 2000 LP if you activate it this turn. (3): If this card would be destroyed by battle, you can flip a coin and if the result is Heads, this card is not destroyed by that battle. LOLK-EN053 フィーライン・サーバント Feline Friend EARTH Beast-Warrior/Effect LV4 1700/1600 You can only use this card name’s (2) effect once per turn. (1): If the only monsters your opponent controls are in Defense Position and/or Link Monsters, this card can attack your opponent directly. (2): If a Warrior-Type Link Monster you control is targeted by an opponent’s card effect (except during the Damage Step): You can Special Summon this card from your hand to that monster’s linked Zone, and if you do, negate the effect, and if you do that, destroy that card. LOLK-EN054 ラッキー・ボッス Lucky Boss EARTH Machine/Effect LV1 500/500 You can only use this card name’s (1) effect once per turn. (1): If you control a Link Monster: You can send 1 Spell/Trap Card from your hand to the Graveyard; banish from your Deck 1 Spell/Trap Card that is the same card type as the card sent to the Graveyard, and if you do, add that banished card to your hand during your 2nd Standby Phase after this effect’s activation. (2): Cannot be destroyed by battle with Beast, Beast-Warrior, and Winged Beast-Type monsters. (3): Once per turn: You can gain 800 LP. (4): If a Warrior-Type Link Monster you control would be destroyed by battle or card effect, you can send this card from your hand or face-up from your field to the Graveyard instead. LOLK-EN055 王家の伯爵 Pharaonic Earl DARK Zombie/Link/Effect LINK1 1000/⬇️ Link 1 – DARK monster – exactly 1 (1): Once per Chain, when your opponent activates a Trap Card with an effect that would Special Summon a monster(s): You can Tribute 1 monster; negate that activation, and if you do, destroy it. (2): The monster in this card’s linked Zone gains 500 ATK each time a Chain with 2 or more of your opponent’s card effects finishes resolving. LOLK-EN056 新楽園(ニュー・パラダイ���) New Paradise LIGHT Beast/Xyz/Effect RK2 1500/500 2 Level 2 monsters You can only use this card name’s (1) effect once per turn. (1): You can detach 1 Xyz Material from this card; send the top 5 cards of your opponent’s Deck to the Graveyard. (2): Once per turn: You can Special Summon 1 “Cat Token” (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position, but it cannot be used as a Material for any Summon. (3): If this card on the field is sent to the Graveyard: You can activate this effect; until the end of this turn, every card your opponent controls and will control has its name become “Unknown”. LOLK-EN057 人形使い(ドールマスター) Doll Master DARK Spellcaster/Synchro/Effect LV3 1200/1800 1 Tuner + 1 or more non-Tuner monsters (1): Once per turn: You can target 1 non-WATER “Necro” monster in your Graveyard; shuffle it into the Deck, and if you do, you can Special Summon 1 Level 4 or lower “Prophecy” monster from your hand. (2): Once per turn, during either player’s turn, when an opponent’s Effect Monster activates its (2) effect: You can negate that activation, and if you do, destroy it. LOLK-EN058 伝説の勇者 The Hero of Legends LIGHT Warrior/Link/Effect LINK3 2500/↙⬆️↘ Link 3 – Monsters with different Types from each other – exactly 3 You can only use this card name’s (3) effect once per turn. (1): While your opponent controls a monster in this card’s linked Zone, this card cannot be destroyed by battle or card effect, it gains 1000 ATK, also if it battles a Level 10 or higher monster, banish that opponent’s monster after damage calculation. (2): This card gains 500 ATK for each monster you control in this card’s linked Zones. (3): During your Main Phase: You can add 1 Normal Spell Card from your Deck to your hand, but you cannot activate a card with that card’s name for the rest of this turn, and if you do, you lose 3000 LP. (4): Once per turn, during your End Phase: You can send the top 3 cards of your Deck to the Graveyard, and if you do, this card cannot be targeted by card effects until your opponent’s End Phase. LOLK-EN059 トワイライトロード・プリンセス Twilightsworn Princess LIGHT Spellcaster/Pendulum/Effect LV4 PS12 1500/1500 Pendulum Effect: (1): You cannot Pendulum Summon monsters, except LIGHT monsters, unless you control “The Hero of Legends”. This effect cannot be negated. (2): Once per turn: You can target 1 LIGHT monster in your Graveyard; add it to your hand, and if you do, send the top 3 cards of your Deck to the Graveyard. For the rest of this turn, if you Summon a monster with that card’s name, you take 1000 damage. Monster Effect: (1): If this card is Summoned: You can send 1 “Lightsworn” monster from your Deck to the Graveyard, and if you do, destroy this card. (2): Once per turn, during either player’s turn: You can target 1 DARK monster your opponent controls; banish it. You must have 6 or more LIGHT monsters in your Graveyard to activate and to resolve this effect. (3): If this card is sent from your Deck to the Graveyard by the effect of a “Lightsworn” monster or “The Hero of Legends”: You can pay 1000 LP; place this card in your Pendulum Zone. LOLK-EN060 終焉の魔獣 Dark Beast of Demise DARK Beast/Special Summon/Effect LV12 ?/3000 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing any number of DARK monsters you control while your opponent controls a monster, and cannot be Special Summoned by other ways. (1): This card’s Special Summon cannot be negated. When Special Summoned, cards and effects cannot be activated. (2): This card’s original ATK becomes the number of monsters you Tributed for its Summon x 1000 + 1000. (3): Unaffected by card effects, except the effects of LIGHT monsters. (4): Once per turn: You can pay 3000 LP; banish all other cards on the field and in each player’s Graveyards. (5): If this card is sent from your Deck to the Graveyard by a monster effect: You can banish this card from your Graveyard; add this banished card to your hand during your 3rd Standby Phase after this effect’s activation.
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magpiejay1234 · 5 years
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https://ygorganization.com/andifgaiaisntaroundeveryoneshouldbeaskingwheresgaia/
And we have our first cards from Rise of the Duelist, finally! The first cards focus on Gaia The Fierce Knight archetype as well as support for Gaia the Dragon Champion.
This also confirms that SEVENS related cards will not be part of the main sets, and instead we will get legacy support in the SEVENS era. This also means SEVENS will be completely irrelevant in relation to stuff like Duel Links, though recent Komoney ads suggest they are going to hire people to develop a Rush Duel based game or two. But yes, SEVENS is indeed worthless filler, and we might get a DM movie in this era, again.
*First card is Gaia The Magical Knight, a Level 7 LIGHT Warrior with 2300/2100 stats. It is always treated as a Gaia The Fierce Knight card.
**If you control no Monsters or if your opponent controls a monster with 2300+ ATK, you can Normal Summon this card without a Tribute.
**Once per turn, if this card is Normal or Special Summoned, you can Special Summon 1 Level 5 Dragon monster from your Deck or GY in Defense Position.
Level 5 Dragon here would be the following.
*Second card is Cursed Dragon - Curse of Dragon, a Level 5 DARK Dragon with 2000/1500 stats. It is yet another retain of Curse of Dragon.
*Once per turn, if this card is Normal or Special Summoned, you can add 1 Spell/Trap that specifically lists the card name “Gaia the Dragon Champion” in its text from your Deck to your hand.
**Once per turn, if this card is sent to the GY, you can target 1 Gaia the Dragon Champion you control, negate the effects of all face-up monsters your opponent controls that have ATK equal or less than that monster’s.
Pretty decent, but I prefer Curse of Dragonfire.
*Third card is Bombarding Catapult Turtle, a Level 4 WATER Aqua with 1000/2000 stats. It is a retrain of Catapult Turtle, duh.
**Once per turn, Tribute 1 monster, Special Summon 1 Gaia The Fierce Knight monster or 1 Level 5 Dragon monster from your hand or Deck.
Nice card for consistency, but OG Catapult Turtle is superior, sorry.
*Fourth card is Soldier Gaia The Fierce Knight, a Level 8 DARK Warrior with 2600/2100 stats.
**Once per turn - Quick Effect- you can Tribute 1 Dragon Fusion Monster, Special Summon this card from your hand.
**Once per turn, if this card is Special Summoned, you can target 1 Attack Position monster on the field, change it to Defense Position.
**Once per turn, you can Tribute this card, add 1 Level 7+ Warrior monster from your Deck to your hand, except itself.
Superficially this works as a better monster than the actual cover card, which is the following.
*Fifth card is Gaia the Magical Dragon Champion, a Level 7 WIND Fusion Dragon monster with 2600/2100 stats. It requires a Gaia The Fierce Knight monster and a Level 5 Dragon monster as its materials.
**While this card is in the Monster Zone, its name is treated as Gaia the Dragon Champion.
**Once per turn, during the Main Phase -Quick Effect- you can target 1 other card on the field, this card loses 2600 ATK, and if it does, destroy the target.
**Once per turn, when this card destroys an opponent’s monster by battle, you can have it gain 2600 ATK.
The last two effects are what makes this card very good for a low Level Fusion. It can constantly gain attack like Berserker of the Tenyi, and it can constantly lose it to destroy Spell/Traps. However, you will need cards to ensure it attacks more than one target per turn to maximize your profit. This card ain’t cheap for a cover card.
*Sixth card is Charging Gaia, a Field Spell Card.
**If you control a Gaia the Dragon Champion, your opponent cannot activate cards or effects during the Battle Phase.
**Once per turn you can activate one of the following effects:
***You can reveal 1 Gaia The Fierce Knight monster in your hand, add 1 Level 5 Dragon to your hand from your Deck.
***You can reveal 1 Level 5 Dragon monster in your hand, add Gaia The Fierce Knight monster to your hand from your Deck.
A nice deck searcher, you will probably abuse it with Armed Dragon LV5 though.
*Seventh card is Spiral Fusion, a Normal Spell Card.
**Fusion Summon 1 Dragon monster from your Extra Deck using monsters from your hand or that you control as material. A Gaia the Dragon Champion Special Summoned by this effect gains 2600 ATK and can make up to 2 attacks against monsters during each Battle Phase.
VERY GOOD. Sadly it doesn’t have a second effect in GY. This is basically the “archetypal” Fusion card for Gaia the Dragon Champion, even though it is just one card and another card that gets the name.
*Eighth card is Spiral Discharge, a Continuous Spell Card.
**While you control a Gaia the Dragon Champion in your Monster Zone, your opponent cannot target other monsters for attack, except Gaia the Dragon Champion.
**Once per turn, when an attack is declared involving your Gaia the Dragon Champion, you can target 1 card on the field, destroy it.
First effect is legit, second effect is only good if you can attack multiple times.
*Ninth card is Spiral Reborn, a Normal Trap Card.
Target 1 Level 7- Dragon monster in your GY, Special Summon it. A Gaia the Dragon Champion Special Summoned by this card cannot be destroyed by battle or destroyed by opponent’s card effects.
This might seem really good with Spiral Discharge and it is, but like Z-ARC you will be run over by a Neo-Spacian Grand Mole and its handloop.
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I’m surprised that they made Gaia the Dragon Champion a pseudo-archetype. Gaia definitely needed new support, but it needed new support for its non-main deck/Fusion monsters, like Gaia Saber and the Synchro and Xyz variants.
It has became a norm that we would see a retrain of Gaia variants with a new summoning mechanic (except in ARC-V era) so it is interesting that they chose to support the actual archetype itself instead.
Nonetheless, I would prefer a Curse of Dragon archetype or new support for another Yugi card. This new support is obviously good, but I would prefer something more interesting. Hopefully the other legacy stuff will be more stimulating, not just for this set but for the rest of the SEVENS era.
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