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#the lightsworn saga
jmhwritesstuff · 3 months
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The Lightless Path - Nova
She began to hum a soft, strange melody he did not recognise. She turned her heavy-lidded gaze on him, blue eyes like glass, and flattened a palm against the centre of his chest. The shadows around him shuddered in response, a single smokey tendril reaching out to wrap around her wrist.
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elencelebrindal · 4 years
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Since you're a fan of yugioh, what kind of decks would the main bronze, silver (Marin, Shaina, Orphee), and gold have?
Let’s see, it shouldn’t be too hard
Pegasus Seiya: Elemental HERO
Dragon Shiryu: Galaxy-Eyes
Cygnus Hyoga: White Night
Andromeda Shun: Constellar / tellarknigh Hades Shun: Destiny HERO
Phoenix Ikki: Nephtys / Fire King
Eagle Marin: Harpie
Ophiuchus Shaina: Reptilianne
Lyra Orphée: Knightmare / Trickstar  (I would have loved the Orphegel deck for him, but it’s known as Orcust outside Japan so... eh)
Aries Shion: Star Seraph
Aries Mu: Mekk-Knight (pure Psychic deck, since he has the strongest psychic powers)
(For Shion and Mu I thought about giving them a Stardust / Junk or Scrap deck, but although it fits with what they do, it doesn’t fit with their cosmo very well)
 Taurus Aldebaran: Gladiator Beast
Gemini Saga: Arcana Force (“two sides of the same card” basically)
Gemini Kanon: Shark’s deck from Yu-Gi-Oh! Zexal II, the one with the Numbers in it
Cancer Deathmask: Fiend/Spirit Message (basically the deck used by Bakura during Battle City in Yu-Gi-Oh! Duel Monsters)
Leo Aiolia: Fur Hire
Virgo Shaka: Numeron (yes, that bullshit of iC1000 Numeronius Numeronia) / Timelord
Libra Dohko: Amazoness / Blue-Eyes (he’s powerful, give him the Blue-Eyes, he deserves it)
Scorpio Milo: Inzektor
Sagittarius Aiolos: Lightsworn
Capricorn Shura: Noble Knights
Aquarius Camus: Ice Barrier / Nekroz
Pisces Aphrodite: Rose Dragon (+the rest of Aki Izayoi’s rose cards) / Predaplant
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ygoreviews · 6 years
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Monster Reborn ———————————————— Target 1 monster in either player's Graveyard; Special Summon it. ———————————————— Can Be Found In: Starter Deck: Yugi Evolution (SYE-029), Starter Deck: Kaiba Evolution (SKE-029), Dark Beginning 1 (DB1-EN133), Legend of Blue Eyes White Dragon (LOB-EN118), Hobby League 7 (HL07-EN001), Duelist Pack: Yugi (DPYG-EN019), Legendary Collection 3: Yugi's World Mega Pack (LCYW-EN058), Battle Pack 2: War of the Giants (BP02-EN128), Saga of Blue-Eyes White Dragon Structure Deck (SDBE-EN028), Legendary Collection 4: Joey's World Mega Pack (LCJW-EN060), Yugi's Legendary Decks (YGLD-ENA23, YGLD-ENB16, YGLD-ENC24), The Lost Art Promotion (LART-EN001), Starter Deck: Yugi (SDY-030), Starter Deck: Kaiba (SDK-036), Starter Deck: Joey (SDJ-035), Starter Deck: Pegasus (SDP-035), Dark Legends (DLG1-EN017), Retro Pack (RP01-EN016)
The Graveyard quickly became a core resource for many players to rely on almost immediately from early game. Thanks to milling effects and other methods to dispose of monsters, revival effects became a must have tool for many Decks to reuse monsters as well ease the summon of some of our strongest options. Either dumping powerful monsters for an immediate arrival or exploiting cheap revival effects to constantly gather materials, many Decks tries to counter the Graveyard in some way or another due the dependance many Decks have on the many exploits they can work with.
"Monster Reborn" was the first and still strongest revival effect in the entire game, with no restrictions whatsoever given the fact other banned cards got rewritten effects upon their return from a forbidden status. By just its mere activation "Monster Reborn" allows us to revive any monster from any Graveyard to our side of the field, having all kinds of uses and possibilities depending of the circumstances. In a game where many Decks abuse the Graveyard by reviving monsters for all sorts of setups and summons, "Monster Reborn" is just another card they can depend on in addition of some uses as a counter given that can revive opponent's monsters if needed.
The uses of "Monster Reborn" are quite similar to many other revival effects that were released after it, with some small yet important liberties. By default we can keep "Monster Reborn" ready to revive a powerful yet defeated monster, specially in the case of those that were in the Extra Monster Zone so they come back and leave that area free for other Extra Deck summons. In other cases we can instead rush preparatives by disposing key monsters to the Graveyard, ranging from "Foolish Burial" and Lightsworn monsters milling our Deck to using potential "Monster Reborn" targets to pay costs from our hand such as "Trade-In". Other use is to immediately revive a monster that was just used as material to aim for a more expensive summon, ranging from a Synchro Summon with a higher Level to Link Monsters working arround their Rating. Similarly, "Monster Reborn" can revive virtually any monster available in any Graveyard to not only that kind of summons but also Tribute Summons, specially useful if we work along shortcuts such as "Gellenduo" of "Double Coston" among many others. Let's not forget that "Monster Reborn" can revive opponent's monsters, not only stealing key options if any (Specially if we can use them as a Xyz material so stays with us) but assuring a potential target in case our Graveyard is empty of targets. Combined with thematic revival effects depending of the Deck's theme, ranging from target effects like "Black Salvo" or "Book of Life" to swarming effects like "Tri-Wight" and "Rekindling", "Monster Reborn" will soon keep the momentum along the rest of our tools to keep reviving monsters turn after turn.
From reviving powerful monster to stealing from the opponent's Graveyard, "Monster Reborn" remains one of the most efficient revival cards any player can depend on. With several methods to gather important monsters to our Graveyard and exploitable setups that goes from Tribute Summon to the many Extra Deck options, "Monster Reborn" is as important as any other revival effect that took over its position during the various years that was banned. If anything "Monster Reborn" might have lost some prevalence in certain Decks due the many replacements that took over, some of them allowing the user to revive several monsters at once without much effort. Yet, with the ability to revive any monster from any Graveyard for any purpose at the moment, "Monster Reborn" might not fill boards like more thematic alternatives but is still a powerful card with tons of possibilites arround its usability.
Personal Rating: A+
+ Revives any monster from any Graveyard + A lot of preparatives and uses arround it depending of the Deck and current circumstances
- Might be overshadowed by revival effects able to swarm the board on their own
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magpiejay1234 · 4 years
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Remaiing Blazing Vortex card have been leaked, so I’ll post them:
https://ygorganization.com/andsoonthecorruptionunites/
First card is Machina Unclasspare, a Level 4 DARK Machine monster with 1800 ATK and 800 DEF.
*You can only use this card name’s first and second effects once per turn each.
**If this card is added to your hand, except by drawing it, you can Special Summon this card, also you cannot Special Summon monsters for the rest of this turn, except Machine monster.
**If this card is Normal or Special Summoned, you can send 1 Machina monster from your Deck to the GY, except this card name.
Yet another DARK Machina, with no major Level 10ish boss monster.
https://ygorganization.com/andyougetapaladinandyougetapaladineveryonegetsapaladin/
Second card is Paladin of Armored Dragon, a Level 4 WIND Dragon Ritual Monster with 1900 ATK and 1200 DEF. 
*You can Ritual Summon this card with Armored Dragon Ritual.
*You can only use this card name’s first and second effects once per turn each.
**At the start of the Damage Step, if this card battles a monster that was Special Summoned from the Extra Deck, you can shuffle that monster into the Deck.
**You can Tribute this card, Special Summon 1 Level 5 or higher WIND Dragon monster from your hand or Deck.
You can immediately get Armed Dragon Thunder LV10 with this card. And yes, it is the Paladin version of Armed Dragon.
Third card is Armored Dragon Ritual, a Ritual Spell Card.
*This card can be used to Ritual Summon Paladin of Armored Dragon.
*You can only use this card name’s first and second effects once per turn each.
**Ritual Summon 1 Paladin of Armored Dragon from your hand by Tributing monsters from your hand or field whose total Levels equal 4 or more.
**During your Main Phase, except during the turn this card was sent to the GY, you can banish monsters from your hand or face-up field whose total Levels equal 4 or more, banish this card from your GY, and if you do, Special Summon 1 Paladin of Armored Dragon from your GY.
Tribute Armored Dragon to summon Armed Dragon Thunder, and then Tribute it again to get another WIND Dragon.
https://ygorganization.com/andyouwerethereandyouwerethereand/
Fourth card is Dream Mirror Dreamtelling, a Continuous Trap Card.
**Shuffle any Dream Miirror monsters you control that Tributes itself to achieve its own effect into the Deck instead of sending it to the GY.
**During the Main Phase, you can send this face-up card to the GY, place face-up in in your Field Zone, 1 of your Dream Mirror of Joy or Dream Mirror of Terror that is banished or in your GY, then you can Special Summon 1 monster from your hand that specifically lists the card you placed in its text.
A nice card to cheese your Dream Mirror deck. I wonder if the girl and her brother will be actual monsters for the Deck. Maybe the dog too?
https://ygorganization.com/blvo-dual-avatar-turning/
Fifth card is Dual Avatar Turning, a Normal Trap Card.
*You can only use this card name’s first and second effect once per turn each.
**Target 1 Dual Avatar monster you control, destroy it, and if you do, Special Summon from your Deck or Extra Deck, 1 Dual Avatar monster that is 1 original Level higher or lower than that monster’s.
**During your Main Phase, except the turn this card was sent to the GY, you can banish this card from your GY, then target 1 Dual Avatar monster in your GY, add it to your hand.
Basically allows you Fusion Climb without Fusioning, and recycles the archetype’s Main Deck monsters for further Fusions. I guess it is similar to Time Stream?
https://ygorganization.com/todayisagooddaytodie/
Sixth card is Ancient Warriors Saga – A Man’s Honor, a Continuous Trap Card.
*You can only use this card name’s first and third effects once per turn each.
**If your opponent Special Summons a monster(s), you can Special Summon 1 Ancient Warrior Dragoon Token (Beast-Warrior/WIND/Level 1/ATK 500/DEF 500).
**If an Ancient Warriors monster(s) would be destroyed by battle, you can send this card to the GY instead.
**When a card or effect is activated that targets an Ancient Warrior monster(s) on the field, you can banish this card from your GY, negate the activation.
Artwork features Lu Bu betraying the gang, as he does.
https://ygorganization.com/andsoonthewest/
Seventh card is Virtual World Gate – Zhuangwoo, a Continuous Trap Card.
*You can only activate 1 card with this card’s name per turn. You can only use this card name’s first and second effects once per turn each.
**During the Battle Phase, if you control another Virtual World Gate card, you can target 1 face-up monster on the field, change its battle position.
**During your Main Phase, you can banish this card from your GY, then target 1 Virtual World monster in your GY, Special Summon it, then send 1 card from your hand to the GY.
Not exactly the best card for Virtual World, but you’ll recycle this card probably in a real Deck, so it isn’t too bad.
https://ygorganization.com/everyoneneedsanicarusattack/
Eighth card is Electro-Magnetic Railgun, a Normal Trap Card.
**Tribute 1 Machine monster, then target up to 1 card on the field for every 1000 original ATK the Tributed monster had, destroy them.
Artwork features one of the Machine Kings.
https://ygorganization.com/wecanalwaysusemorearchfiendequips/
Ninth card is Archfiend Staff of Despair, Equip Spell Card.
*Equip only to a monster you control. You can only use this card name’s first and second effect once per turn.
**During your Main Phase, you can make all face-up monsters your opponent currently controls lose ATK equal to half the equipped monster’s, until the end of this turn.
**If this card is sent to the GY while equipped to a monster, you can pay 1000 LP, add this card to your hand.
I guess this is why that Archfiend card was reprinted in the Tournament Pack.
https://ygorganization.com/pressvtopayrespects/
Tenth card is Fluorescent Vluorescence, a Level 4 LIGHT Dragon 1600 ATK and 800 DEF.
**When this card is Normal Summoned while your opponent controls a monster, you can discard 1 card, send any number of Flourescent Vluorescence from your Deck to the GY.
**Once per turn, if this card is in the GY, you can make this card in the GY become DARK until the end of this turn.
“Kingdom Hearts is not Light! It is Darkness!”
https://ygorganization.com/sheskindacuteiguess/
Eleventh card is Amanokujaki, a Level 3 LIGHT Fiend Tuner with 1000 ATK and 1000 DEF.
**You cannot activate the effects of your other Special Summoned monsters with the same Attribute as this card.
**Once per turn, during this card’s owner’s Main Phase (Quick Effect), you can give control of this card to your opponent, then you can change this card’s Attribute to any Attribute until the end of the next turn.
Another honorary Fabled Tuner, but it is also reverse Gozen Match.
https://ygorganization.com/whoknewpositionchangingcouldbesocomplicated/
Twelfth card is Daikaminari Gyclops, a Level 4 WIND Thunder Pendulum Tuner monster with 1400 ATK, 1700 DEF and a Pendulum Scale of 5.
*Pendulum Effect: Once per turn, you can target 1 Pendulum Monster you control and 1 monster your opponent controls, change their battle positions.
*Monster Effect: If this card is Special Summoned from the Extra Deck is used for a Synchro Summon, banish it. You can only use this card name’s second and third Monster Effects once per turn each.
**If this card is Normal Summoned, you can change this card’s battle position.
**If this card’s battle position changes, you can target 1 face-up Spell/Trap on the field, destroy it.
**If this card in the Pendulum Zone is destroyed, you can return 1 card from your Pendulum Zone to the hand.
I guess this works for Watts?
https://ygorganization.com/ohlookitstimetomathduel/
Thirteenth card is Stationary One-o’-Clock Linear Accelerator, a Normal Trap Card.
*You can only activate 1 card with this card’s name per turn.
**During the Battle Phase, declare a number from 1 to 6, choose 1 Effect Monster your opponent controls, and if the chosen monster’s Level x the declared number + the number of cards your opponent controls equals the number of cards in your GY, send cards from the top fo your Deck to the GY up to the number you declared, and if you do, shuffle cards your opponent controls into the Deck up to the number of cards sent to the GY by this effect. If not, you lose LP equal to the declared number x 500.
An extremely gimmicky card, but basically allows you to mill about as many cards as there is in your GY. So you can use it in Lightsworns.
https://ygorganization.com/trustnotthecasinorng/
Fourteenth card is Bluffreach, a Field Spell Card.
**When you conduct your normal draw during your Draw Phase, you can reveal 1 of those drawn cards, place it on the bottom of the Deck, and if you do, draw 1 card.
**When you draw a card(s) by a card effect, you can reveal 1 of those drawn cards, send this card to the GY, and if you do, place the revealed card on the bottom of the Deck, and if you do that, draw 1 card.
Remember how Sky Strikers had unnecessary draw effects that made them the biggest Deck in the meta? Now you can draw thrice per turn.
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jmhwritesstuff · 18 days
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OC in 15
tagged by @space-writes - thanks!
Rules: share 15 or fewer lines of dialogue from an OC, ideally lines that capture the character/personality/vibe of the OC. Bonus points for just using dialogue without other details about the scene, but you're free to include those as well!
I'm gonna go with Aira for this!
"When all you've ever had is nothing, it's impossible to imagine having anything at all."
"Fine. But if you grab my arm like that again, I'll break yours."
"My line of work requires discretion. Not murder."
"They were ... dark. They were inside my head. I could feel them. I could feel everything."
"I was trying to find a way to get out of being a Lightsworn!"
"It doesn't seem to matter what I want. I'm not sure it ever mattered."
"Oh, it's just you. For a second there I thought I was in trouble."
"Don't you understand, Nyick? I can't do this. I was never built for this. This is not my life."
"Well, maybe you're stealthier than I gave you credit for. Are you following me?"
"I wouldn't leave without an explanation unless it was really important. But this is my problem, and I'm going to fix it. And then I'm going to come right back. I promise."
"Are you coming in? Or is whatever you have to say just as important from out there?"
"That wasn't a fight so much as getting socked in the jaw."
"I don't want an apology. I know what you think of me. I just didn't realise it went that far."
"It would be my best option. We both know you can't catch me."
"You should probably let me know now if you plan to stab me with that."
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jmhwritesstuff · 25 days
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The Lightless Path - Nyick & Euna
Do you remember me when the rain gathers? And do you still believe that nothing else matters? For me it's still the autumn leaves these ancient canopies we used to lay beneath. Euclid by Sleep Token
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jmhwritesstuff · 7 months
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heads up 7 up!
tagged by @space-writes, thank you!
From my current nano project, The Lightless Path:
Lightning streaked across the sky, illuminating the forest and all its ancient trees at the same moment another boom of thunder reverberated inside Aira’s chest. She flinched. The whispers returned, the rain soaked her frame, and she lifted unsteady hands to her ashen face. Blood. Thick, crimson blood painted her skin. “The one.” Laughter. She opened her mouth to scream.
(Not quite 7 lines but it didn't make sense to cut it from the top or bottom seeing as it's a section all its own!)
I'm excited to work on this for nano, honestly, so I'll try to post updates on progress when I can!
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jmhwritesstuff · 1 year
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About Me:
Jemma, she/her, infp, freelance editor
I mostly write fantasy but have a contemporary project
my work tends to be heavily character-focused
expect to find: snippets of my writing, aesthetic/mood boards, art, photography, fashion, quotes, writing tips/advice, and memes
Main WIP 
The Lightsworn Saga
Daughter of Shadow and Sun
Centuries after the war between the Lightsworn and the Fallen, the Saviour who gave her life to end it is reawakened with no memory of who she is or where she came from. Now she must fight to find the truth behind the Fallen King’s obsession with her, while balancing on the thin line between Light and Dark.
The Lightless Path (Lightsworn #1)
Set after the events of Daughter of Shadow and Sun, magic has long since disappeared, and the home of the Lightsworn has been left an abandoned and sacred graveyard. But Aira, a homeless thief from the streets, has been plummeted into a life she never dreamed of. As the next Lightsworn, she could be the city’s only hope of stopping the Darkness’ return. 
Other WIPs (x)
Freefall
Lexi returns home after three years at university to a house and town that has haunted her since she was sixteen. Alongside some familiar faces from her past, she begins to unpack the memories of all that happened during the Summer of ‘09 in the hopes of finally getting the closure she needs.
Information here will change as and when necessary, but don't be afraid to interact - I love making new friends and talking about writing!
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ygoreviews · 7 years
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Masked HERO Dark Law ———————————————— Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. Any card sent to your opponent's Graveyard is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand. ———————————————— Can Be Found In: HERO Strike Structure Deck (SDHS-EN044), OTS Tournament Pack (OP01-EN003), Duelist Saga (DUSA-EN094)
Masked HEROs quickly became staple monsters in many HERO Extra Decks thanks to their easy accesibility along powerful abilities. Often just requiring a single material by "Mask Change", a Masked HERO can quickly come to the field as long we use a monster with the same Attribute as the Fusion Monster we want to summon among them. Compared to other Extra Deck monsters they got slightly affected by the implementation of the Extra Deck Zone, as they still keep their cheap requeriments along the possibility to follow other monsters' attacks during a Battle Phase to finish off the opponent.
"Masked HERO Dark Law" quickly became one of the main choices when comes to Masked HEROs thanks to its powerful Anti-Meta abilities. By its mere pressence on the board "Dark Law" will make any opponent's cards sent to the Graveyard to be banished instead, pretty much shutting down the vast majority of Decks dominating the card game nowadays. This disruption of any setups is further applied with its second effect activating each turn, as "Dark Law" can respond to the opponent adding card(s) to their hand from the Deck (Mainly by a searching or drawing effect outside Damage Step) by forcing them to banish a random card from their hand. In resume, "Dark Law" alone is able to ruin the core mechanics of most strategies dominating the card game nowadays, and while the opponent struggles facing this Masked HERO we'll keep playing our Deck normally at a massive advantage.
The main method to summon "Dark Law" and other Masked HEROs is by the effect of "Mask Change", and that will be the only way we can summon this monster as restricts itself from any alternatives. The conditions arround "Mask Change" are simple as requires a DARK HERO for the summon of "Dark Law", easily achieved thanks to not only the Destiny HERO and Evil HERO archetypes but also other members such as "Elemental HERO Shadow Mist" able to search for not only other HEROs but also Change cards. Alternatively we can also summon "Dark Law" by the activation of "Mask Change II", a slightly more expensive card that allow us to use any DARK monster we can fit in our Deck as long is a lower Level than the Masked HERO. But no matter if we play arround a HERO Deck or try to fit it with the big card pool of DARK monsters in the game, remember that "Dark Law" can be brought during any turn due the nature of the Change cards being Quick-Play Spells.
Most of the work "Dark Law" has to do in a Duel is to simply stay face-up on the field, as its two effects will severely damage most of the Decks we'll face. With the majority of players relying on the Graveyard to revive monsters and some recyclable effects, "Dark Law" alone can severely damage entire setups ranging from milling effects by Lightsworns and Mermail to nullifying the use of cards like "Dragon's Mirror" and "Breakthrough Skill" among many others. If "Dark Law" is not damaging the opponent's Graveyard it will deal with any effect trying to provide cards to the opponent, as even if there's a chance the opponent keeps the card(s) they just obtained they still lose value by banishing a random card from their hand in the process. If you want to be greedy, we can work along cards like "Dark World Dealings" and "Hand Destruction" to force the opponent to draw cards we might banish while also losing others by the effect of "Dark Law" affecting their Graveyard. But "Dark Law" is not just about banishing cards, as due the nature of the Change cards we can take an opportunity to obtain new attacks by using the material during the Battle Phase as well chain it against opponent effects including those that can damage our monsters.
While Masked HERO monsters in general are quite effective thanks to their cheap condtions and the chainable nature of the Change cards, "Masked HERO Dark Law" stands out among them due its severe Anti-Meta effects. Combined with DARK monsters being quite prominent to the point we can add it to any Extra Deck thanks to "Mask Change II", the arrival of "Dark Law" in early game along a bit of coverage can completely shut down almost every dominant Deck due their heavy reliance on the Graveyard and searching/drawing effects. Obviously that will make "Dark law" the main target of most countermeasures specially due its stats not being that impressive, but due its cheap summon shouldn't be that hard to bring a new copy later on to keep the pressure with its effect along the rest of our strategy. No matter if you focus arround DARK HEROs or try to work arround "Mask Change II", "Masked HERO Dark Law" is a reliable Fusion Monster as will damage almost any Deck by one or both of its effects.
Personal Rating: A+
+ Banishes opponent's cards when are sent to their Graveyard + Will banish an opponent's card in response of them adding a card(s) from their Deck to the hand + Very easy to summon as well being chainable
- Recommended to bring it out in early game - Will be the main target of attacks and disruptive effects
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