Long ago, in the days of Ancient Egypt, three divine beasts known as the Egyptian Gods were revered as deities, both malevolent and benevolent, and as the strongest monsters imaginable in what was known as a "Shadow Game". These "Shadow Games" would later become what we know in the modern day as the card game "Duel Monsters", which was originally adapted from the aforementioned "Shadow Games" by Maximilian Pegasus, the founder of Industrial Illusions. Industrial Illusions was the company responsible for creating most of the Duel Monsters cards we know today.
However, in some records pertaining to the Shadow Games, there were mentions of players who would be saved from the brink of death by a powerful monster only they had access to. These monsters are referred to in modern times as "Guardians", in reference to their guardian angel-esque behavior. These "Guardians" were unique in that some of them were as weak as an average 3rd Level monster, while others had power to rival even the Egyptian Gods.
Supposedly Guardians could also be passed down from parent-to-parent, with some Guardians being all but lost with no lineage to follow. As a result, Guardians have become less common than in the times of Ancient Egypt, with bloody wars and general premature death killing off those under their protection. There is still a large amount of people under the protection of their own Guardian, however, mostly due to the immense size of the human population.
One particular individual under a Guardian's protection has issued a digital invitation for a Duel Monsters tournament, the recipients of which being under the watch of Guardians. The tournament is to be held on a remote island to the far south of Japan, with the recipients due to be escorted there via airplane.
The tournament organizer, a woman referred to in the e-mail as "Ryuko Tsukinazo", must be quite the wealthy individual to be able to make all the arrangements necessary for the tournament. Her intentions weren't clearly stated, but if it's just a card game tournament, it can't be too dangerous, can it? Plus, there's a hefty 1 million dollar reward for the overall winner. Anyone with half a brain would be silly to not take up the offer.
Guardian Monsters
In terms of lore, Guardians are duel monsters that watch over people since the time they are born, like a guardian angel.
In terms of gameplay, Guardians are custom one-of-a-kind monster cards that you, the player, create. They're typically summoned when the duelist under their protection is on the verge of losing a duel(usually around a quarter of their starting Life Points). They are not located in either the Main or Extra Decks, but are instead summoned under certain conditions, such as having a low amount of Life Points as said earlier, and other, more specific conditions, such as having a certain number of Fiend-Type monsters on the summoner's field. Higher level Guardians (Usually level 6 or higher) will have additional costs, such as tributing 1 or two of those aforementioned Fiend-type monsters.
Basic Rules
1: No GodModding, Powerplaying, etc. 2: At least 1 or 2 paragraphs per post, please. 3: Try posting at least once a week, please. 4: Until I can think of some more general rules, just have fun!
RP-Specific Rules
- There are now two monster zone categories: Main and Extra. 5 main deck monster zones, as usual, but 2 extra deck monster zones, which each player can only have 1 of their Extra Deck monsters in at a time.
- Each player can only have one Extra Deck Monster on the field, and said monster goes to the Extra Monster Zone. However, and this is a homebrew rule, if the ED monster is Special Summoned without using its respective summoning method, it goes to the Main Monster Zone. Which means stuff like Ultimaya Tzolkin and Utopia Kaiser(which is still kinda unplayable, sadly) can still use their Special Summoning effects without any problems, but Pendulum Monsters summoned from the ED still hit the field one at a time. Additionally, Instant Fusion treats the summon as a Fusion Summon, so the monster still goes to the Extra Monster Zone.
- The Pendulum Zones are in the same row as Spell and Trap Cards, and can be used as such. Which means that Pendulum Monsters can be set in the Pendulum Zones now, but are not treated as being in the Pendulum Zone unless they are face-up.
- 6000 Life Points
- Banlists are in play, with some personal modifications. No banned cards allowed.
- Duels are mainly done through RNG card draws given to you by the GM or Co-GM. If both players wish it, they can script the duel in a collab post instead.
- Players are allowed to switch out cards in their deck once inbetween duels. Any changes must be posted in the OoC for confirmation from the GM/Co-GM(s).
- Anime/Video Game cards are allowed; however, I reserve the right to reject any cards I deem overpowered for the sake of fairness. If a card has a real life equivalent, the real life equivalent will be used. If a card has an Anime/Video Game version but no real life equivalent, whichever is more balanced will typically be used. Another factor is if the card in question has Anime/Video Game exclusive support/an archetype, in which case that version will be used.
- Balanced custom cards are allowed. You may have up to 3, not including your Guardian. However, as the story progresses, you may be given access to additional custom cards of your own design. I and/or a Co-GM(s) will decide whether or not it's okay for usage.
Custom Cards
Name Attribute and Level Type and Subtypes ATK/DEF Effect/Flavor text
Pendulum Template
Name Attribute and Level Pendulum Scales Type and Subtypes ATK/DEF Pendulum Effect Monster Effect/Flavor text
Name: Zero Archfiend Level: 8 Attribute: DARK Monster Type: Fiend/Effect/Synchro/Guardian Effect: 1 DARK Tuner + 1 or more non-tuner DARK monsters You can only Synchro Summon this card if your LP is 800 or less, your opponent controls more monsters than you do and you have no cards in your hand. For this card's Synchro Summon, you can banish the required materials from your Graveyard instead. As long as you control this face-up Synchro Summoned card and have no cards in your hand, you take no effect or battle damage. ATK/DEF: 2850/2500
Guilty Gear EARTH Level 8 Machine/Guardian/Effect ATK 0/DEF 0 Effect: To Guardian Summon this monster, your life points must be 2000 or lower. From your Hand, Field, or Graveyard; You must banish Machine-Type monsters equaling to 8 levels or higher to Guardian Summon this monster. When banishing monsters from the Graveyard, you can only use level 8 or higher monsters. This card cannot be effected by your opponent's card effects the turn it is Guardian Summoned. When this card is Guardian Summoned, activate this effect; Pay half your life points to target 1 of your banished level 9 or lower Machine-Type monsters: Special Summon it to the field, ignoring it's summoning conditions and equip it with this card. As long as this card remains equipped to the Special Summoned monster, it can attack directly by halving it's ATK.
Ritual Master LIGHT Level 12 Spellcaster/Guardian/Effect ATK 1500/DEF 3500 Effect: Can only be Guardian Summoned when your life points are 1500 or less. To Guardian Summon this card, banish at least 3 Ritual Spell Cards from your Graveyard and tribute monsters whose total levels equal 12. This monster's Guardian Summon cannot be negated. While this card is on the field, it is treated as a Ritual Monster. As long as this card remains face-up on the field, all Ritual Monsters on the field gain 500 ATK and cannot be targeted by your opponent's card effects. Once per turn: You can activate the effect of 1 banished Ritual Spell.
Name: Infernity Quickdraw Trap type: Normal Effect: When your opponent activates a Spell/Trap effect: Discard one "Infernity" card, then negate and destroy that card. Your opponent then chooses whether or not to apply one of the following effects as if they activated it. ● Deal 1000 damage to your opponent. ● Take 1000 damage
Ancient Gear Manufacturing Continuous Spell Card Effect: Once per turn, you can destroy one face-up continuous "Ancient Gear" spell card on your side of the field except "Ancient Gear Manufacturing" to add one "Ancient Gear" card from your deck to your hand. When this card leaves the field and goes to the Graveyard, add one "Ancient Gear" card from your graveyard to your hand, except "Ancient Gear Manufacturing".
Character Template
[hider=] [center][img]Appearance[/img]
[b]Name:[/b]
[b]Handle:[/b] How your character prefers to be addressed.
[b]Gender:[/b]
[b]Age:[/b]
[b]Personality:[/b]
[b]Bio:[/b]
[b]Deck:[/b] Make a list of cards in the main and Extra Deck. Custom Cards have 1 asterisk, Anime Cards have 2, Video Game cards have 3.
Still working on my character. I'll probably spend today and tomorrow trying to make the app look presentable and such, as well as the next day if I need to.
Personality: Eric is very cold outwardly only opening up to people he believes worthy of his trust. Once that trust is earned though he'll never betray the person who earned it. He is very icy and logical during battle befitting someone who uses an ice based deck. Easily bored and very irritated by uninteresting opponents. Eric duels for the sake of entertaining himself only breaking his icy shell against interesting and exciting opponets.
Bio: Eric was born in North America around the time the American Dueling league was really taking off. Lucky for him as the small town he grew up in quickly became bland to him. When he was 12 he saw a broadcast of the National duel championship and instantly knew he found how to break the monotony of his hometown buying a deck the very next day and quickly becoming the town champion. At 14 he entered and won the regional junior championship. Naturally as he went into the pro Duelist life he continued expanding his skills eventually learning how to turbo duel.
One day he got a strange email inviting him to a tournament on a remote island with a 1 million dollar prize. Almost immediately he boarded the plane there not interested in the prize money but in the strong opponents a tournament like this would attract. Deck: Main Deck: Ariel, Priestess of the Nekroz x3 Dance, Princesses of the Nekroz x3 Exa, Enforcer of the Nekroz x3 Great Sorcerer of the Nekroz x2 Manju of the Ten Thousand Hands x3 Senju of the thousand Hands x3 Zefrasaber, Swordmaster of the Nekroz x3 Zefraxa, Flame Beast of the Nekroz x3 Nekroz of Brionac x1 Nekroz of Catastor x3 Nekroz of Clausolas x3 Nekroz of Decisive Armor x2 Nekroz of Gungnir x3 Nekroz of Sophia x1 Nekroz of Trishula x3 Nekroz of Unicore x1 Nekroz of Valkyrus x2 Book of moon x1 Mystical Space Typhoon x3 Nekroz cycle x3 Nekroz kaleidoscope x3 Nekroz Mirror x3 Preparation of Rites x1 Reinforcement of the Army x1 Draining Shield x1 Mirror Force x1 Wiretap x2
Extra Deck Aqua Dragon x1 Five-Headed Dragon x2 Ally of Justice Catastsor x3 Ally of Justice Decisive Armor x2 Mist Bird Clausolas x1 The Fabled Unicore x1 Trishula, Dragon Of the Ice Barrier x1 Dark Rebellion XYZ Dragon x1 Digvorzhak, King of Heavy Industry x1 Galaxy-Eyes Cypher Dragon x1 Phantom Fortress Etherblathnir x1
Yes but 2000 atk isn't exactly spectacular A lot of cards can benefit from their own effects in a similar manner. In all its a 3500def that can only be destroyed by battle
Personality: Elise is a patient, caring person, though snappy at times. She easily loses herself in competition and will never give less than her all once she gets fired up. She's occasionally tried to give more than her all, resulting in risky situations and often muscle-aches that would last days after. She enjoys repairing things and playing Yu-Gi-Oh!, though she isn't quite sure what to make of her guardian.
Bio: Elise was born into a dirt-poor family. She started working when she was still relatively young, taking small jobs to get by. One day, she encounterd a man, approximately in his 30s. The man gave her a deck of cards and a stack of cash. When she went home to show her parents, they scolded her for "stealing" the money. Clearly they didn't believe in random strangers handing out money. That was, until the man himself (who had seemed like a god to the young Elise) came over a few days later and explained what had happened. It seemed as if the man had also explained why, but even today these reasons are unknown to Elise.
Since her encounter she has dueled a lot, including games with an ante as well as some underground tournaments, the money of which she used to start a small business for a more consistent income. Running a small shop for repairing motorbikes, bicycles and the like. She'd still duel whenever she had the chance, but not as often as before, partially due to her not participating in underground tournaments anymore.
One night an email came in, which on it's own wasn't anything unusual. The contents were a surprise to her, though. Normally she'd receive emails requesting repairs or planning for said repairs, and occasionally a stubborn email about some underground tournament. This email, while she'd almost dismissed it as one, turned out to be no underground tournament at all. In fact, it was quite the opposite. An official tournament with an astonishing price of 1 million. Sure, she got by nowadays, but 1 million was simply to much to pass one. Determined to play, she left for the tournament. Determined to win, she planned to leave with the prize.
Deck: Speedroids (But it's a secret) (If it's okay with you I'll pm it to you @GarlandDaHero)
SUMMONING CONDITION When your LP is 1000 or less, tribute monsters until you have 1 left; guardian summon this card.
Ye, what this dude said. Linking the OOC is good practice.
Anyhow, reporting in to cause trouble, guys. We're finally here!
"It was... Part of my plan all along! Ahahahah!" - Masuo Itaki, playing it cool.
-NAME- Masuo Itaki
-HANDLE- Itaki
-AGE- 26
-PERSONALITY- Energetic and fun loving, Itaki is a childish man with a heart of gold; Constant smiles and humor, especially when enjoying his hobby of dueling. He considers himself to be motivational to the younger generation, often pushing them to succeed, even against him in a match. While he can come off as a man that is silly with a lack of seriousness, when he intends to teach a moral to someone, he nails it in effectively; Willing to scold others without hesitance if he believes them to be in the wrong, while praising those he believes ought to succeed.
Itaki has a weakspot for women; Often cutting younger girls slack and being overly polite and flirtatious towards adult women, easily snapping off at anyone that tries to potentially ruin his chances with the woman in question. He's one to give dating advice despite not holding a relationship himself; Though occasionally what he has to say is fairly useful, at least if you're desperate.
In the business world, Itaki is still light hearted, but takes his work seriously. He can be seen as a stern individual, but always polite; His workers seem to respect him very much, and the man himself is successful; Showing he knows what he's doing and is, despite his childish hobbies, a man with plenty of professionalism when needed.
-BIO- Itaki is the C.E.O of an architecture company, and on the side, a joyful aspiring duelist. Being blessed with a Guardian passed down from his ancient descendants, Itaki had discovered it at a young age as he started playing Duel Monsters, having a friend unique to him one that could turn the tides of battle if used correctly. He simply considered this awesome, and slowly grew attached to the spirit; But lost the opportunity to duel as much once he had to start taking over his family's business.
Though it was stressful at times, Itaki has grown into a successful man with a business that has only become more valuable since he was put in charge; Though that never was enough to push away his urge to duel. His employees, random people on the streets, even other business owners, though they were few and far between. He enjoyed dueling, and being able to partake in the activity motivated him to continue his work.
When he was checking his business email, he was surprised with the invite to the tournament; But he didn't think much more of it, due to sheer excitement. While it was suggested by his peers he shouldn't go as it'd be bad for the business, he pointed out that the one million dollar reward would make up for his absence. That was just an excuse, though. He already had money; He was here for something much more valuable.
He was here to have fun.
-DECK-
Main Deck Monsters: 18
3x Ancient Gear Golem 3x Ancient Gear Wyvern 3x Ancient Gear Hunting Hound 3x Ancient Gear Box 3x Ancient Gear Gadget 1x Ancient Gear Hydra 2x Ancient Gear Gadjitron Dragon
Main Deck Spells: 20
2x Ancient Gear Catapult 2x Ancient Gear Fortress 3x Geartown 1x Machine Duplication 1x Limiter Removal 2x Power Bond 1x Overload Fusion 1x Swords of Concealing Light 3x Trade-In 2x Twin Twister 2x Ancient Gear Manufacturing
Main Deck Traps: 2 1x Magical Hats 1x Draining Shield
Extra Deck Monsters: 13 3x Ancient Gear Chaos Giant 2x Ancient Gear Howitzer 1x Ultimate Ancient Gear Golem 2x Gear Gigant X 2x Heavy-Armored Train Iron Wolf 1x Aegaion The Sea Castrum 2x Daigusto Emerl
Guardian Monster
SUMMONING CONDITION To Guardian Summon this monster, your life points must be 2000 or lower. From your Hand, Field, or Graveyard; You must banish Machine-Type monsters equaling to 8 levels or higher to Guardian Summon this monster. When banishing monsters from the Graveyard, you can only use level 8 or higher monsters.
This card cannot be effected by your opponent's card effects the turn it is Guardian Summoned. When this card is Guardian Summoned, activated this effect; Pay half your life points to target 1 of your banished level 9 or lower Machine-Type monsters: Special Summon it to the field, ignoring it's summoning conditions and equip it with this card. As long as this card remains equipped to the Special Summoned monster, it can attack directly by halving it's ATK.
I bumped up Zero Archfiend to 800 or lower. If that's too strong, I'll change it back.
Name: Infernity Quickdraw Trap type: Normal Effect: When your opponent activates a Spell/Trap effect: Discard one "Infernity" card, then negate and destroy that card. Your opponent then chooses whether or not to apply one of the following effects as if they activated it. ● Deal 1000 damage to your opponent. ● Take 1000 damage.
Name Shinji Gami
Handle N/A
Appearance Shinji is in the prime of his youth, and it shows. His face is slender, sharp and clean shaven. His long, silver hair barely floats above the ground and covers his right eye, with the other being a nice hazel color. He usually wears a black longcoat with a dark blue button-up shirt underneath. Shinji keeps up his long, dark gray trousers with a chocolate brown belt and wears a pair of black shoes. His height is above average, coming up to 1m85. He wears two separate necklaces; A small pendulum he keeps on his exposed chest and a long, silver cross that lazily rests on his shirt. Visual Aid. His Duel Disk is shaped like a gun, with the loader being replaced by a deck holder. Once the disk's deck is loaded in and it's strapped to a duelist, the barrel unfolds and gives the player a field to work with. Visual Aid.
Gender Male
Age 24
Personality Shinji is, for lack of a better term, an extreme edgelord. He's always broody and moody and can't seem to say a single sentence that doesn't look ripped from a bad fanfiction. Cheering him up seems nigh-on impossible, as is getting him seriously angry. His eyes are always dull and it takes a lot to get him to smiles, to the point where it doesn't seem like he's even enjoying duels anymore. As much as he tries to surpress it, though, a primal instinct always tells Shinji to keep on winning and prevents him from holding back.
Bio Shinji grew up in a poor, poor city as a street kid. He had to beg every day of his life and look for shelter every night. Sometimes he'd go days without food or nearly die of thirst, but he managed to survive somehow. Sometimes Shinji could find a stray Duel Monster card left by an unhealthily wealthy tourist and he'd fight with other street kids to get more. The text on these cards taught him how to read and write, and eventually he even learned the rules. When he turned 14, an underground dueling ring plucked Shinji off of the street. They gave him a Duel Disk and a rental deck, with the disk being linked to a shock device. He'd have to endure painful electrical surges coursing through his body each and every time he took damage, with higher amounts of damage leading to higher voltages. He had to continuously win to survive, sometimes needing to take on duelists mere hours after his last match. This honed his skills, but also sucked away any fun he could have had with the game.
In one particular match, Shinji thought he had finally come to meet his maker. When his turn came and his opponent activated a card to nearly finish him, he lay defeated on the floor. Shinji had closed his eyes and was waiting for the timer on his turn to finish so his life could finally end, but a mysterious flash of light brought him back to reality. He opened his eyes and saw a flaming demon suddenly on his field. Down on his Duel Disk was a new Synchro card, one called Zero Archfiend. It's effect fueled Shinji's rage, as it would simply not allow him to die. He was freed from the dueling ring soon after obtaining this new, mysterious card that never showed up in his Extra Deck. The police had finally cracked down on them, releasing imprisoned duelists.
He wandered the world after that, looking for a place to die in dueling. He was molded by it, and wanted to meet his end that way too. It wasn't meant to be however, as the man never got his wish granted. He'd always either win his way to the top in the underground or the punishments for losing would have him barely hanging on, sometimes by the sheer power of his Guardian. Recently he got an e-mail that invited him to duel in a large tournament, one that hosted a whole 1 million dollar prize pool.
Name: Zero Archfiend Level: 8 Attribute: DARK Monster Type: Fiend/Effect/Synchro Effect: 1 DARK Tuner + 1 or more non-tuner DARK monsters You can only Synchro Summon this card if your LP is 800 or less, your opponent controls more monsters than you do and you have no cards in your hand. For this card's Synchro Summon, you can banish the required materials from your Graveyard instead. As long as you control this face-up Synchro Summoned card and have no cards in your hand, you take no effect or battle damage. ATK/DEF: 2850/2500
Personality: Yo isn't exactly the most upstanding kinda guy. He has a short temper and isn't above using violence if someone gets his mad enough. Generally, however, he's more indifferent than antagonistic to people he doesn't know. He has a bad habit of acting on impulse and not thinking things through, which sometimes gets in the way of his ability to duel. He's skilled beyond a shadow of a doubt, but he can crack under pressure if he isn't careful. Has a soft spot for kids.
Bio: help his brother not end up as big of a screw up as he was.
He set a strict schedule for him and made sure he was on top of all his schoolwork. When it was all done, he’d take Yusuke out of the house to hang out and get away from you-know-who. This is basically how he and his brother got introduced to Duel Monsters. Yusuke wanted some cards to duel with his school friends and Yo was more than happy to oblige. A little bit off the monthly check never hurt.
The brothers would duel together all the time. As per usual, Yusuke excelled with his cards while Yo would just make a deck out of any cards he could find. The battles were one sided for sure, but the two had fun. The kid seemed in love with his HERO cards and their designs. His favorite? Masked Paragon.
For his brother’s eleventh birthday, Yo gave Yusuke a ton of cash so he could make a trip to the card store on his own for the first time—kinda as a mini-rite of maturity. While some of it may or may not have been gotten by the involuntary courtesy of some of Yo’s classmates, it was worth it to see the smile on that kid’s face.
He never saw it again.
Yusuke was hit by a car on the way to the store. Everything changed for the worst since then. Yo’s school schedule went from flaky to non-existent and he would spend his time bumming around the city, doing anything and everything to make sure he stayed out of the house. If he barely tolerated him before, Yo downright loathed the man from that point on.
Eventually, he dropped out altogether at the age of 16. Most of his time was spent spacing out in his thoughts, dine and dashing, and just staring at Yusuke’s old deck. When he was ready for a trip down memory lane, he returned to the shop he and his brother had frequented in the past. He was surprised the owner had actually taken the time to memorize his face.
He asked why the brothers hadn’t been visiting the store anymore. It took a bit of arm twisting, but he made Yo cough up the answer. He was somewhat taken aback by the response, yet couldn’t help but feel terrible for the tragedy. Just before Yo was about to storm out of the shop, the owner offered him a part time job. Yo reluctantly accepted, it wasn’t as if he had anything better to do.
For a year, he spent time learning about a variety of cards as he worked with the owner. They would have duels for fun on particularly slow days and Yo would always insist on using his brother’s old deck and even managed to polish it up in some areas even his younger brother had neglected. It was through this that he gained his skill and love for dueling.
His heart soared when he learned that he would have the chance to compete in a tournament for 1 million dollars. The money was nice and all, but the tournament was a chance at redemption first and foremost. It was his fault that his brother died—that’s how he saw it, anyway—winning with his prized monsters was the very least he could do.
Personality: Megumi usually gives off the impression that she is emotionless, complete with a rarely-changing facial expression and quiet voice. However, that is not really the case; she is simply not very expressive. She is actually quite friendly, and will try to strike up a conversation with someone, though only opening up with a few words. She also finds comfort and happiness in food, and one can often find her munching away on some kind of sweet food. Duels are pretty much the only time she will raise her voice, either when she's trying to play aggressively or so that her opponent can hear her.
Bio: Megumi was once a quiet and shy girl. She could barely put together a sentence when speaking to someone else. One day, however, Duel Monsters was introduced to her. Megumi was fascinated by the multitude of cards and their synergies with each other. Through, Duel Monsters, she slowly began to come out of her shell and talk to people more easily. While she retained her expressionless face, if was certainly better than nothing. As for Duel Monsters itself, Megumi proved to be quite skilled at it, being able to defeat many of her opponents, both for fun and in local tournaments.
As time passed, a certain email appeared in her inbox, and in it was an invitation to a Duel Monsters tournament, one far larger than any she had been to before. While the prize of a million dollars was alluring, she was more interested in what kind of people would be there, and more importantly, what kind of foods the tournament would be serving.
Monsters: 23 Silent Magician LV8 x 1 Silent Magician LV4 x 3 Silent Magician x 2 Silent Swordsman LV7 x 1 Silent Swordsman LV5 x 2 Silent Swordsman LV3 x 3 Silent Swordsman x 2 Silent Paladin x 3 Elemental HERO Prisma x 2 Ghost Ogre & Snow Rabbit x 1 Effect Veiler x 2 Honest x 1
Spells: 12 Level Up! x 2 Forbidden Dress x 1 Grinding Levels* x 3 Temple of Silence* x 2 Silent Sword Slash x 2 Silent Burning x 2
Traps: 5 Royal Decree x 3 Dark Bribe x 2
Name: Silencer Level: 8 Attribute: LIGHT Type: Spellcaster / Effect / Guardian Effect: Can only be Guardian Summoned when your Life Points are 3000 or lower. Banish two Level 7 or higher "Silent" monsters with different names from your Graveyard to Guardian Summon this card. When this card is Guardian Summoned, cards and effects cannot be activated. As long as this card remains face-up on the field, your opponent cannot activate Spell Cards. The effects of all Spell Cards your opponent controls are also negated. If this card destroys an opponent's monster by battle, gain 300 ATK. ATK/DEF: 3000/2000
Name: Grinding Levels Spell Type: Normal Effect: Return 1 "LV" monster from your hand to your Deck. Draw 2 cards.
Name: Temple of Silence Spell type: Field Effect: Activate only if you control a face-up "Silent Magician" or "Silent Swordsman" monster. Once per turn, you can negate the effects of all face-up monsters on the field until your next Standby Phase. This card's activation and effect cannot be negated. At the End Phase, if you do not control a face-up "Silent Magician" or "Silent Swordsman" monster, destroy this card.