Founded at an unknown time by the Anima family, Anima City has evolved into a walled hub for all things Duel Monsters. Quite large, it's about 700 miles straight across and boasts eight very different districts with walls of their own.
Red: Ruby District:
Better known as tourist central. Visitors to the city from faraway are usually the ones living here, and many small businesses have set up shop here to attract the tourists. While largely restaurants and gift shops, there are still shops for stuff related to Duel Monsters here.
Green: Emerald District:
Anima City's park to end all parks. This massive nature reserve has been mindful in its construction to be extra-careful not to disturb the plants or animals living here. The walls here are a little higher than other districts to keep certain animals from slipping out into the Ruby or Sapphire districts, and City Security is a little tighter around here for the same reason. Still, if you love the sight of nature, Emerald District is by far the city's best front-row seat.
Gray: Obsidian District:
Every tree bears a few bad apples. Likewise, every city has a few bad neighborhoods. As both a blessing and a curse, Anima City's bad neighborhoods are all in one place: the Obsidian District. It's where the poor and desperate prowl the streets, with crime and danger at every corner. Not a good place to wander into, and certainly not a good place to live. City Security has all but given up on even bothering to defend this place.
Purple: Amethyst District:
The local industrial section, the Amethyst District is where one will find many factories, banks, corporate headquarters, and so forth. Mostly commercial with almost no residential space (though some Obsidian District residents prefer to sleep in the warehouses here rather than at their own homes) it is a dream come true for any business-lover. The DuelCorp factories are all here, which produce DUel Disks, Duel Runners, Duel Monsters cards, and more.
Yellow: Topaz District:
The dueling hub of the dueling hub, Topaz District houses all things Duel Monsters fans could ever want. Take a swing by any of the Duel Arcades for a game against the DuelBots, or head to the aptly-named Duelist Plaza, where countless duelists gather and duel for fun or for competition. Look overhead if you so desire, and take a gander at Turbo Highway, which wraps around the entire district and serves as grounds for Turbo Duels. Or maybe apply for classes at the local Duel Academy. The local Duel Monsters stadium - recently constructed by G-Chronus Timepieces - is also in this district.
Orange: Quartz District:
If Emerald District can be considered a place of nature, than Quartz District can be considered a place of machines. Easily the most high-tech part of the city, this district's houses and businesses have technology to spare, and many electronic-savvy residents of the city take up residence here. Possibly as a side effect, it has a pretty bad pollution problem. Still a nice place to hang around if you like shiny gadgets, though.
Blue: Sapphire District:
One of the larger districts in town and certainly the most populated, Sapphire District is almost entirely residential. For people who want to live the suburban dream, take up residence in the southern or eastern parts of town. To those who dream of urban skyscrapers and living in a "big city" kind of area, the northen or western parts of this district are a dream come true. People of all sorts live here, be they friendly or not, rich or poor (but not Obsidian poor) or even duelist or non-duelist.
White: Diamond Centre:
Located roughly in the middle of Anima City is Diamond Centre, where the elites of society take up residence. The corporate headquarters of G-Chronus Timepieces is located here. However, aside from this sole landmark, and the affluence of its residents, Diamond Centre is altogether unremarkable.
Welcome to Anima City, the bustling metropolis home to a great many things. New and veteran duelists alike could benefit from a round against the DuelBots of the local Duel Simulator, or Turbo Duelists could take to the aptly-named Speed Highway to challenge others of their kind. Whatever your dueling needs, Anima City has it. It's also a place for plenty of local conspiracy theories.
Specifically, recent rumor around town is that the current CEO of G-Chronus Timepieces is using the company's new Duel Disk to harvest energy and turn otherwise-lifeless playing cards into real life monsters, though no theories state his intentions. While he himself admits that one of his main goals is to study such phenomena as spirit partners and the heart of the cards using internal trackers on the batteries of these Duel Disks, he says the fascination ends as fascination. At the Anima Duel Stadium - a massive dome in the dead center of the city - the CEO in question is hosting another Duel Monsters tournament; something he's been doing a lot lately. And the entrants?
That's where you come in. For whatever reason, be it personal or not, you've signed up for the second annual G-Clock Open, using one of the Duel Disks provided by G-Chronus Timepieces as per the tournament's rules. Grab your Duel Disk, shuffle your deck, and win this together with your spirit partner! Whether you're from the run-down Obsidian District of town, whether you're an autonomous DuelBot (yes, because robots) or whether you're the champion of the first G-Clock Open, you've signed up, and now it's time to run this tournament start to finish! Who knows what else might be behind the scenes?
Yeah, I don't like 'em either, but somebody's gotta write them down, right?
I: Have fun. I cannot stress this enough.
II: You joined this RP because you want to be here, right? Participating in an RP is a little more than just posting in the IC. It's joining in the OOC too, and having your own ideas to throw us in an unexpected direction. Just run those ideas by me first, in case they're a bit much ^_^;
III: Custom cards are allowed, but they'll need to be run by either myself or one of my two co-GMs (Kuragari13 & RolePlayerRoxas) before anything's official. As long as they aren't too broken, you should be okay.
IV: You have a favorite villain, right? Stick their name underneath your character's picture in the CS so I know you read this.
V: Fighting in the IC is fine. I actually approve of conflict, since that's what keeps a story moving. However, even if your characters are trying to rip each others' heads off in the IC, let's not do that in the OOC. Not getting along with other RPers causes one to lose interest in the RP and eventually leave, and that's what kills an RP. So be friendly with one another.
I: Have fun. I cannot stress this enough.
II: You joined this RP because you want to be here, right? Participating in an RP is a little more than just posting in the IC. It's joining in the OOC too, and having your own ideas to throw us in an unexpected direction. Just run those ideas by me first, in case they're a bit much ^_^;
III: Custom cards are allowed, but they'll need to be run by either myself or one of my two co-GMs (Kuragari13 & RolePlayerRoxas) before anything's official. As long as they aren't too broken, you should be okay.
IV: You have a favorite villain, right? Stick their name underneath your character's picture in the CS so I know you read this.
V: Fighting in the IC is fine. I actually approve of conflict, since that's what keeps a story moving. However, even if your characters are trying to rip each others' heads off in the IC, let's not do that in the OOC. Not getting along with other RPers causes one to lose interest in the RP and eventually leave, and that's what kills an RP. So be friendly with one another.
Just fill it out, post it here, and wait for your mighty Jell-O Lord of a GM to approve or say what needs some fine-tuning. The CS is fairly simple, so it shouldn't take too long. Here goes...
(Image here)
Name:
Age:
Gender:
Personality: (at least one paragraph, no more than three)
Brief Bio: (two to four paragraphs here)
Deck Type:
Key Card:
Known Cards: (two or three cards you'll be using in most of your duels)
Spirit Partner: (This monster should generally be below Level 4, with 1000 ATK at the most. In the event that your deck has no such monsters, your weakest one will suffice. I'd also like anywhere from a few sentences to a paragraph on your spirit partner's personality, but this isn't exactly necessary)
NOTE: Everything past here is just for fun, but feel free to do them if you want.
VA: (that's "voice actor" in case you don't know. A link to a sample of the voice in question would be ideal here)
Battle theme: (Links please)
Out-of-battle theme:
(Image here)
Name:
Age:
Gender:
Personality: (at least one paragraph, no more than three)
Brief Bio: (two to four paragraphs here)
Deck Type:
Key Card:
Known Cards: (two or three cards you'll be using in most of your duels)
Spirit Partner: (This monster should generally be below Level 4, with 1000 ATK at the most. In the event that your deck has no such monsters, your weakest one will suffice. I'd also like anywhere from a few sentences to a paragraph on your spirit partner's personality, but this isn't exactly necessary)
NOTE: Everything past here is just for fun, but feel free to do them if you want.
VA: (that's "voice actor" in case you don't know. A link to a sample of the voice in question would be ideal here)
Battle theme: (Links please)
Out-of-battle theme:
a.k.a. probably the thing you'll be filling out most if you made a deck from your own cards. If you happen to use yugiohcardmaker, sending me images of the cards you make is also fine, but this is mostly to ensure nothing in the RP is crazy broken like Fire Fists or the infamous Yata-Garasu. I'll keep the submitted cards in one database just above here, so that we know what's what and what's not what.
For monsters:
(Card name)
Level/Rank X
(Attribute)
(Typing as it would appear on the card, i.e. Zombie/Tuner, Beast/Tuner/Synchro, Warrior/Xyz, Pyro/Effect. Please make special note of any non-effect Tuners (such as Tune Warrior) by doing something like Spellcaster/Tuner (Normal))
ATK xxxx | DEF xxxx
(Effect, or flavor text for Normal Monsters)
For Spells/Traps:
(Card name)
(Spell/Trap type)
(Effect)
For monsters:
(Card name)
Level/Rank X
(Attribute)
(Typing as it would appear on the card, i.e. Zombie/Tuner, Beast/Tuner/Synchro, Warrior/Xyz, Pyro/Effect. Please make special note of any non-effect Tuners (such as Tune Warrior) by doing something like Spellcaster/Tuner (Normal))
ATK xxxx | DEF xxxx
(Effect, or flavor text for Normal Monsters)
For Spells/Traps:
(Card name)
(Spell/Trap type)
(Effect)
Judgment Flame:
An archetype of FIRE monsters who inflict damage to both the user and the opponent, for a high-risk high-reward play style. They also share the effect of inflicting Effect Damage to the opponent in place of Battle Damage.
Azure:
A series of humanoid monsters whose skin is pale as snow and who appear to always be crying pure sapphire. They focus on power in banishing themselves (similarly to the D.D. Archetype) and all have 300 ATK.
Chronus:
A set of LIGHT and DARK monsters of various types, the Chronus archetype utilizes the field spell Clock Tower Prison to modify their level, ATK, and DEF, as well as to activate their effects.
Bountr:
An archetype of Warrior-type monsters, the Bountr utilize the hand, both discarding and drawing cards to comensate for a general lack of speed. They boast many Synchro monsters and a couple of Xyz as well.
An archetype of FIRE monsters who inflict damage to both the user and the opponent, for a high-risk high-reward play style. They also share the effect of inflicting Effect Damage to the opponent in place of Battle Damage.
Azure:
A series of humanoid monsters whose skin is pale as snow and who appear to always be crying pure sapphire. They focus on power in banishing themselves (similarly to the D.D. Archetype) and all have 300 ATK.
Chronus:
A set of LIGHT and DARK monsters of various types, the Chronus archetype utilizes the field spell Clock Tower Prison to modify their level, ATK, and DEF, as well as to activate their effects.
Bountr:
An archetype of Warrior-type monsters, the Bountr utilize the hand, both discarding and drawing cards to comensate for a general lack of speed. They boast many Synchro monsters and a couple of Xyz as well.
Effect Monsters
Judgment Flame Flikkar
Level 1 | FIRE | Pyro/Effect
ATK 100 | DEF 100
When this card is sent from the field, you can Special Summon up to two "Judgment Flame Flikkar"s from your Deck. If you activate this Effect, you lose 500 Life Points for each monster Summoned by this Effect. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Fflint
Level 2 | FIRE |Rock/Effect
ATK 600 | DEF 800
When this card is Summoned; Inflict 200 damage to both Players. Once per turn, you can Tribute a "Judgment Flame" monster; Special Summon "Judgment Flame Teendir" from your Hand or Deck. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Teendir
Level 2 | FIRE | Plant/Effect
ATK 700 | DEF 700
If this card is Special Summoned by the Effect of a "Judgment Flame" monster, inflict 400 damage to both Players, then a further 500 to your Opponent if it was summoned by the Effect of "Judgment Flame Fflint". While this card is in your Graveyard, during either Player's Standby Phase, inflict 100 damage to both Players. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Bernur
Level 3 | FIRE | Pyro/Effect
ATK 800 | DEF 0
Once per turn, you can select one monster on your Opponent's side of the field; inflict damage to your Opponent equal to the selected monster's level x 100. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Temporer
Level 4 | FIRE | Warrior/Effect
ATK 1600 | DEF 1500
All Pyro-type monsters you control gain 400 ATK and DEF. You can tribute this card; Special Summon a level 4 or lower "Judgment Flame" monster from your Graveyard, in face-up Defense Position. Its Effects are negated until the End Phase. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Waarm
Level 5 | FIRE | Pyro/Effect
ATK 2300 | DEF 1700
If this card is Tribute Summoned by Tributing a "Judgment Flame" monster, inflict 1000 points of damage to both player's Life Points, then 100 more to your Opponent for each "Judgment Flame" monster in your Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Navo
Level 6 | FIRE | Pyro/Tuner/Effect
ATK 2300 | DEF 2400
You can Normal Summon this card without tribute, but if you do, it's ATK and DEF are reduced to 0. If this card is sent to the Graveyard as Synchro material without first being Tribute Summoned; inflict damage to your Life Points equal to the Synchro monster's level x 200. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure Child
Level 3 | Water | Aqua / Effect
ATK 300 | DEF 2000
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, you can place it in your opponent’s Spell or Trap Card Zone face-up where this card is treated as a Continuous Spell Card. If this card is removed from the field while in the Spell or Trap Card Zone, banish it. Once per Duel, if this card is banished, you can banish one “Azure” card from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Mother
Level 5 | Water | Aqua / Effect
ATK 300 | DEF 2500
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can Special Summon “Azure” monsters that have been banished or from your Hand, Deck, or Graveyard whose total attack is equal to or less than 1000, except “Azure Mother”. Once per Duel, if this card is banished, you can banish two “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Father
Level 7 | Water | Aqua / Effect
ATK 300 | DEF 3000
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can destroy up to two Spell or Trap Cards on the field. Once per Duel, if this card is banished, you can banish two “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Goddess
Level 8 | Water | Aqua / Effect
ATK 300 | DEF 3500
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can Special Summon it to the field in face-up Attack Position during your next Standby Phase. During each player's Standby Phase, you gain 500 Life Points. Once per Duel, if this card is banished, you can banish two “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Hero
Level 4 |Water | Aqua / Effect
300 / 1500
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can destroy one face-down card on the field. Once per Duel, if this card is banished, you can banish one “Azure” card from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of the opponent’s spell cards.
Chronus Maid
Chronus Sprite
Chronus Victim
Chronus Witch
Bountr Blader
Bountr Bushin
Bountr Grim
Bountr Ranger
Bountr Swordswoman
Tuners
Judgment Flame Volat
Level 1 | FIRE | Pyro/Tuner/Effect
ATK 50 | DEF 50
If your Opponent controls a monster and you control no monsters, you can Special Summon this card from your Hand. If this card is Tributed for a Tribute Summon of a "Judgment Flame" monster; Inflict 500 damage to both Player's Life Points. Once per duel, you can Banish a "Judgment Flame" monster from your Graveyard; Special Summon this card from the Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Moltt
Level 3 | FIRE | Rock/Tuner/Effect
ATK 600 | DEF 100
You can Special Summon this card (from your hand) by Banishing "Judgment Flame" monsters from your Graveyard (max. 3); increase this card's level by the amount of Banished "Judgment Flame" cards, until the End Phase of this turn. If this card is sent to the Graveyard during the turn this Effect was activated; you take 700 damage for each Banished card. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Heet
Level 4 |FIRE | Pyro/Tuner/Effect
ATK 1000 | DEF 1600
If this card is Banished by the Effect of a "Judgment Flame" monster, you can Special Summon a level 3 or lower "Judgment Flame" monster from your Hand. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure Innocent
Level 1 | Water | Aqua / Effect / Tuner
ATK 300 | DEF 500
If this card is in face-up defense position during your end phase, destroy it. This card cannot be destroyed by battle. Once per turn, during the Battle Phase, you can banish 1 card from your Graveyard to destroy 1 Spell/Trap Card on the field. If you do, this card cannot declare an attack. During each standby phase, you gain 500 life points.
Azure Angel
Level 4
Water
Aqua / Tuner / Effect
ATK 300 | DEF 1000
If this card is in face-up defense position during your end phase, destroy it. If this card in face-up attack position is destroyed by battle, it is banished and you can special summon one “Azure” monster that has been removed from play, except “Azure Angel”. Once per duel, if this card is banished, you can banish one “Azure” card from your deck or graveyard to special summon this card to the field in face-up attack position. This card is unaffected by the effects of the opponent’s spell cards.
Bountr Double
Bountr Kenshin
Bountr Knight
Bountr Koga
Fusion Monsters
Raging Flames of Judgment
Level 10 | FIRE | Pyro/Fusion/Effect
ATK 2700 | DEF 200
One "Judgment Flame Fflint" + One "Judgment Flame Teendir" + Any one Pyro-type Monster.
This card can only be Special Summoned by Fusion Summon, and cannot be Summoned in other ways. When this card is Summoned, inflict 1000 damage to Both Players. This card must attack, if able. If this card is destroyed by a WATER-type monster, inflict damage to your Opponent equal to this monster's original ATK. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure King
Level 7 | Water | Aqua / Fusion / Effect
ATK 300 | DEF 4000
If this card is in face-up defense position during your end phase, destroy it. All “Azure” monsters you control can attack the opponent directly. If this card is destroyed by battle, it is banished, you gain 1000 life points, and your opponent takes 1000 damage. Once per duel, if this card is banished, you can banish three “Azure” cards from your deck or graveyard to special summon this card to the field in face-up attack position. This card is unaffected by the effects of the opponent’s spell cards.
Azure Brother
Level 8 | Water | Aqua / Fusion / Effect
ATK 300 | DEF 3000
If this card is in face-up defense position during your end phase, destroy it. If this card in face-up attack position is destroyed by battle, it is banished and you can banish up to three cards from your opponent’s hand. Once per duel, if this card is banished, you can banish three “Azure” cards from your deck or graveyard to special summon this card to the field in face-up attack position. This card is unaffected by the effects of the opponent’s spell cards.
Tearstained Dragon
Level 6 | Water | Aqua / Fusion / Effect
ATK 900 | DEF 0
If this card is in face-up defense position during your end phase, destroy it. This card must attack if able, and this card cannot be destroyed by battle. Each time this card battles, it gains 300 attack points. Once per turn, you can special summon one “Azure” monster that has been banished or from your graveyard.
Synchro Monsters
Sword Master of the Judgment Flame
Level 5 | FIRE | Warrior/Synchro/Effect
ATK 2100 | DEF 2100
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
When this card is Synchro Summoned; you can add a "Pendant Of The Supreme Judgment Flame" from your Graveyard to your Hand. When this card attacks, this card gains 100 ATK for each "Judgment Flame" monster in your Graveyard during the Damage Step only. All Battle Damage this card inflicts is treated as Effect Damage instead.
Phoenix of the Judgment Flame
Level 6 | FIRE | Winged-Beast/Synchro/Effect
ATK 2000 | DEF 2300
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
When this card is Special Summoned, you can draw a card. If you do, take 1000 points of Damage. If this card is destroyed by a Card Effect; During your Standby Phase, Special Summon this card from your Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Alastor, Judgment Flame of Retribution
Level 7 | FIRE | Pyro/Synchro/Effect
ATK 2800 | DEF 0
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
This card cannot be destroyed by battle with WATER monsters, or Fish, Sea Serpent or Aqua-type monsters, or by Card Effects activated by these monsters. Once per turn, by Banishing a "Judgment Flame" monster you control, increase this card's ATK by that monster's level x 200, and if you do, take damage equal to its level x 200. All Battle Damage this card inflicts is treated as Effect Damage instead.
Hades, Judgment Flame of the Underworld
Level 8 | FIRE | Zombie/Synchro/Effect
ATK 2700 | DEF 2100
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
Once per turn, by paying 600 Life Points, you can Special Summon a "Judgment Flame" monster from your Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Tenrai-Hi, the Supreme Judgment Flame
Level 9 | FIRE | Pyro/Synchro/Effect
ATK 2900 | DEF 2300
One "Judgment Flame" Tuner + Two or more FIRE non-Tuners
While this card is face-up on the field, you do not take damage from the Effects of "Judgment Flame" monsters. Once per turn, you can send up to three cards from your Hand to the Graveyard to draw the same amount from your Deck. When this card leaves the field; take 2000 points of damage. All Battle Damage this card inflicts is treated as Effect Damage instead.
Personification of the Judgment Flame
Level 11 | FIRE | Pyro/Synchro/Effect
ATK 3400 | DEF 0
Two "Judgment Flame" Tuners + One or more "Judgment Flame" non-Tuners
When this card is Synchro Summoned, Card Effects cannot be activated. While this card is face-up on the field, all Effect damage is doubled. This card can attack all monsters your Opponent controls, once each. This card cannot attack your Opponent directly. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure Sin
Level 1 | Fire | Pyro / Synchro / Effect
ATK ? | DEF 0
1 "Azure" tuner monster
When this card is Summoned, banish all cards in your Graveyard. This card’s attack is equal to the number of banished “Azure” cards x 300. During the End Phase of a turn this card battled, banish this card and Special Summon one banished “Azure Innocent” to your side of the field in face-up Attack Position (this is not optional). This card is unaffected by the effects of the opponent’s trap cards.
Bountr Cyber
Bountr Engineer
Bountr Raider
Bountr Savage
Bountr Skull General
Xyz Monsters
Judgment Flame Swordsman
Rank 4 | FIRE | Warrior/Xyz/Effect
ATK 1800 | DEF 1800
All Battle Damage this card inflicts is treated as Effect Damage instead. Once per turn, you can Detach an Xyz Material to activate one of these Effects;
• Special Summon a "Flame Swordsman" monster from your Hand, Graveyard or Extra Deck and increase its' ATK by 1800.
• Special Summon as many "Judgment Flame" monsters from your Hand as possible, and pay 1000 Life Points per monster. You cannot attack the turn you activate this Effect. This Effect can only be used once per duel.
Bountr Sniper
Bountr Dullahan
Judgment Flame Flikkar
Level 1 | FIRE | Pyro/Effect
ATK 100 | DEF 100
When this card is sent from the field, you can Special Summon up to two "Judgment Flame Flikkar"s from your Deck. If you activate this Effect, you lose 500 Life Points for each monster Summoned by this Effect. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Fflint
Level 2 | FIRE |Rock/Effect
ATK 600 | DEF 800
When this card is Summoned; Inflict 200 damage to both Players. Once per turn, you can Tribute a "Judgment Flame" monster; Special Summon "Judgment Flame Teendir" from your Hand or Deck. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Teendir
Level 2 | FIRE | Plant/Effect
ATK 700 | DEF 700
If this card is Special Summoned by the Effect of a "Judgment Flame" monster, inflict 400 damage to both Players, then a further 500 to your Opponent if it was summoned by the Effect of "Judgment Flame Fflint". While this card is in your Graveyard, during either Player's Standby Phase, inflict 100 damage to both Players. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Bernur
Level 3 | FIRE | Pyro/Effect
ATK 800 | DEF 0
Once per turn, you can select one monster on your Opponent's side of the field; inflict damage to your Opponent equal to the selected monster's level x 100. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Temporer
Level 4 | FIRE | Warrior/Effect
ATK 1600 | DEF 1500
All Pyro-type monsters you control gain 400 ATK and DEF. You can tribute this card; Special Summon a level 4 or lower "Judgment Flame" monster from your Graveyard, in face-up Defense Position. Its Effects are negated until the End Phase. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Waarm
Level 5 | FIRE | Pyro/Effect
ATK 2300 | DEF 1700
If this card is Tribute Summoned by Tributing a "Judgment Flame" monster, inflict 1000 points of damage to both player's Life Points, then 100 more to your Opponent for each "Judgment Flame" monster in your Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Navo
Level 6 | FIRE | Pyro/Tuner/Effect
ATK 2300 | DEF 2400
You can Normal Summon this card without tribute, but if you do, it's ATK and DEF are reduced to 0. If this card is sent to the Graveyard as Synchro material without first being Tribute Summoned; inflict damage to your Life Points equal to the Synchro monster's level x 200. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure Child
Level 3 | Water | Aqua / Effect
ATK 300 | DEF 2000
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, you can place it in your opponent’s Spell or Trap Card Zone face-up where this card is treated as a Continuous Spell Card. If this card is removed from the field while in the Spell or Trap Card Zone, banish it. Once per Duel, if this card is banished, you can banish one “Azure” card from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Mother
Level 5 | Water | Aqua / Effect
ATK 300 | DEF 2500
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can Special Summon “Azure” monsters that have been banished or from your Hand, Deck, or Graveyard whose total attack is equal to or less than 1000, except “Azure Mother”. Once per Duel, if this card is banished, you can banish two “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Father
Level 7 | Water | Aqua / Effect
ATK 300 | DEF 3000
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can destroy up to two Spell or Trap Cards on the field. Once per Duel, if this card is banished, you can banish two “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Goddess
Level 8 | Water | Aqua / Effect
ATK 300 | DEF 3500
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can Special Summon it to the field in face-up Attack Position during your next Standby Phase. During each player's Standby Phase, you gain 500 Life Points. Once per Duel, if this card is banished, you can banish two “Azure” cards from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of your opponent’s Spell Cards.
Azure Hero
Level 4 |Water | Aqua / Effect
300 / 1500
If this card is in face-up Defense Position during your End Phase, destroy it. If this card in face-up Attack Position is destroyed by battle, it is banished and you can destroy one face-down card on the field. Once per Duel, if this card is banished, you can banish one “Azure” card from your Deck or Graveyard to Special Summon this card to the field in face-up Attack Position. This card is unaffected by the effects of the opponent’s spell cards.
Chronus Maid
Chronus Sprite
Chronus Victim
Chronus Witch
Bountr Blader
Bountr Bushin
Bountr Grim
Bountr Ranger
Bountr Swordswoman
Tuners
Judgment Flame Volat
Level 1 | FIRE | Pyro/Tuner/Effect
ATK 50 | DEF 50
If your Opponent controls a monster and you control no monsters, you can Special Summon this card from your Hand. If this card is Tributed for a Tribute Summon of a "Judgment Flame" monster; Inflict 500 damage to both Player's Life Points. Once per duel, you can Banish a "Judgment Flame" monster from your Graveyard; Special Summon this card from the Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Moltt
Level 3 | FIRE | Rock/Tuner/Effect
ATK 600 | DEF 100
You can Special Summon this card (from your hand) by Banishing "Judgment Flame" monsters from your Graveyard (max. 3); increase this card's level by the amount of Banished "Judgment Flame" cards, until the End Phase of this turn. If this card is sent to the Graveyard during the turn this Effect was activated; you take 700 damage for each Banished card. All Battle Damage this card inflicts is treated as Effect Damage instead.
Judgment Flame Heet
Level 4 |FIRE | Pyro/Tuner/Effect
ATK 1000 | DEF 1600
If this card is Banished by the Effect of a "Judgment Flame" monster, you can Special Summon a level 3 or lower "Judgment Flame" monster from your Hand. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure Innocent
Level 1 | Water | Aqua / Effect / Tuner
ATK 300 | DEF 500
If this card is in face-up defense position during your end phase, destroy it. This card cannot be destroyed by battle. Once per turn, during the Battle Phase, you can banish 1 card from your Graveyard to destroy 1 Spell/Trap Card on the field. If you do, this card cannot declare an attack. During each standby phase, you gain 500 life points.
Azure Angel
Level 4
Water
Aqua / Tuner / Effect
ATK 300 | DEF 1000
If this card is in face-up defense position during your end phase, destroy it. If this card in face-up attack position is destroyed by battle, it is banished and you can special summon one “Azure” monster that has been removed from play, except “Azure Angel”. Once per duel, if this card is banished, you can banish one “Azure” card from your deck or graveyard to special summon this card to the field in face-up attack position. This card is unaffected by the effects of the opponent’s spell cards.
Bountr Double
Bountr Kenshin
Bountr Knight
Bountr Koga
Fusion Monsters
Raging Flames of Judgment
Level 10 | FIRE | Pyro/Fusion/Effect
ATK 2700 | DEF 200
One "Judgment Flame Fflint" + One "Judgment Flame Teendir" + Any one Pyro-type Monster.
This card can only be Special Summoned by Fusion Summon, and cannot be Summoned in other ways. When this card is Summoned, inflict 1000 damage to Both Players. This card must attack, if able. If this card is destroyed by a WATER-type monster, inflict damage to your Opponent equal to this monster's original ATK. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure King
Level 7 | Water | Aqua / Fusion / Effect
ATK 300 | DEF 4000
If this card is in face-up defense position during your end phase, destroy it. All “Azure” monsters you control can attack the opponent directly. If this card is destroyed by battle, it is banished, you gain 1000 life points, and your opponent takes 1000 damage. Once per duel, if this card is banished, you can banish three “Azure” cards from your deck or graveyard to special summon this card to the field in face-up attack position. This card is unaffected by the effects of the opponent’s spell cards.
Azure Brother
Level 8 | Water | Aqua / Fusion / Effect
ATK 300 | DEF 3000
If this card is in face-up defense position during your end phase, destroy it. If this card in face-up attack position is destroyed by battle, it is banished and you can banish up to three cards from your opponent’s hand. Once per duel, if this card is banished, you can banish three “Azure” cards from your deck or graveyard to special summon this card to the field in face-up attack position. This card is unaffected by the effects of the opponent’s spell cards.
Tearstained Dragon
Level 6 | Water | Aqua / Fusion / Effect
ATK 900 | DEF 0
If this card is in face-up defense position during your end phase, destroy it. This card must attack if able, and this card cannot be destroyed by battle. Each time this card battles, it gains 300 attack points. Once per turn, you can special summon one “Azure” monster that has been banished or from your graveyard.
Synchro Monsters
Sword Master of the Judgment Flame
Level 5 | FIRE | Warrior/Synchro/Effect
ATK 2100 | DEF 2100
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
When this card is Synchro Summoned; you can add a "Pendant Of The Supreme Judgment Flame" from your Graveyard to your Hand. When this card attacks, this card gains 100 ATK for each "Judgment Flame" monster in your Graveyard during the Damage Step only. All Battle Damage this card inflicts is treated as Effect Damage instead.
Phoenix of the Judgment Flame
Level 6 | FIRE | Winged-Beast/Synchro/Effect
ATK 2000 | DEF 2300
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
When this card is Special Summoned, you can draw a card. If you do, take 1000 points of Damage. If this card is destroyed by a Card Effect; During your Standby Phase, Special Summon this card from your Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Alastor, Judgment Flame of Retribution
Level 7 | FIRE | Pyro/Synchro/Effect
ATK 2800 | DEF 0
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
This card cannot be destroyed by battle with WATER monsters, or Fish, Sea Serpent or Aqua-type monsters, or by Card Effects activated by these monsters. Once per turn, by Banishing a "Judgment Flame" monster you control, increase this card's ATK by that monster's level x 200, and if you do, take damage equal to its level x 200. All Battle Damage this card inflicts is treated as Effect Damage instead.
Hades, Judgment Flame of the Underworld
Level 8 | FIRE | Zombie/Synchro/Effect
ATK 2700 | DEF 2100
One "Judgment Flame" Tuner + One or more FIRE non-Tuners
Once per turn, by paying 600 Life Points, you can Special Summon a "Judgment Flame" monster from your Graveyard. All Battle Damage this card inflicts is treated as Effect Damage instead.
Tenrai-Hi, the Supreme Judgment Flame
Level 9 | FIRE | Pyro/Synchro/Effect
ATK 2900 | DEF 2300
One "Judgment Flame" Tuner + Two or more FIRE non-Tuners
While this card is face-up on the field, you do not take damage from the Effects of "Judgment Flame" monsters. Once per turn, you can send up to three cards from your Hand to the Graveyard to draw the same amount from your Deck. When this card leaves the field; take 2000 points of damage. All Battle Damage this card inflicts is treated as Effect Damage instead.
Personification of the Judgment Flame
Level 11 | FIRE | Pyro/Synchro/Effect
ATK 3400 | DEF 0
Two "Judgment Flame" Tuners + One or more "Judgment Flame" non-Tuners
When this card is Synchro Summoned, Card Effects cannot be activated. While this card is face-up on the field, all Effect damage is doubled. This card can attack all monsters your Opponent controls, once each. This card cannot attack your Opponent directly. All Battle Damage this card inflicts is treated as Effect Damage instead.
Azure Sin
Level 1 | Fire | Pyro / Synchro / Effect
ATK ? | DEF 0
1 "Azure" tuner monster
When this card is Summoned, banish all cards in your Graveyard. This card’s attack is equal to the number of banished “Azure” cards x 300. During the End Phase of a turn this card battled, banish this card and Special Summon one banished “Azure Innocent” to your side of the field in face-up Attack Position (this is not optional). This card is unaffected by the effects of the opponent’s trap cards.
Bountr Cyber
Bountr Engineer
Bountr Raider
Bountr Savage
Bountr Skull General
Xyz Monsters
Judgment Flame Swordsman
Rank 4 | FIRE | Warrior/Xyz/Effect
ATK 1800 | DEF 1800
All Battle Damage this card inflicts is treated as Effect Damage instead. Once per turn, you can Detach an Xyz Material to activate one of these Effects;
• Special Summon a "Flame Swordsman" monster from your Hand, Graveyard or Extra Deck and increase its' ATK by 1800.
• Special Summon as many "Judgment Flame" monsters from your Hand as possible, and pay 1000 Life Points per monster. You cannot attack the turn you activate this Effect. This Effect can only be used once per duel.
Bountr Sniper
Bountr Dullahan
Summoning of the Judgment Flame
Normal Spell
Add a "Judgment Flame" monster from your Deck to your Hand. You can only activate one "Summoning of the Judgment Flame" per turn.
Ignition of the Judgment Flame
Normal Spell
Target one "Judgment Flame" monster in your Graveyard; pay Life Points equal to that monster's level x 200, and Special Summon it.
Spread of the Judgment Flame
Normal Spell
Each player takes damage equal to the amount of Spell and Trap cards they control x 300. Then, you can destroy one Spell or Trap card your Opponent controls.
Rekindle the Flames of Judgment!
Normal Spell
Select up to three "Judgment Flame" monsters in your Graveyard; pay 1000 Life Points for each selected card and Special Summon them. Banish those card during the End Phase.
Judgment Flame Hurricane
Quick-Play Spell
Tribute up to five "Judgment Flame" cards you control; destroy an equal number of Spell/Trap cards on the Field, and both Players take 300 damage for each card Destroyed.
Pendant of the Supreme Judgment Flame
Equip Spell
Equip only to a "Judgment Flame" monster. It gains 100 ATK x its level. When a monster equipped with this card destroys a monster by battle, inflict damage to both players, equal to to the destroyed monster's ATK. You can only control one face-up "Pendant Of The Supreme Dragon Flame".
Protection from the Judgment Flame
Continuous Spell
While this card is on your side of the field, damage you receive from the Effects of "Judgment Flame" monsters is halved.
Azure Compound Sorrow
Continuous Spell
You can target one “Azure” or “Tearstained” fusion monster in the Extra deck. If you selected an “Azure” monster, tribute “Azure” monsters from your side of the field whose total defense is equal to the defense of the selected fusion monster, and then special summon that monster from the extra deck. If you selected a Tearstained” monster, tribute “Azure” monsters from your side of the field whose total attack is equal to the attack of the selected fusion monster, and then special summon that monster from the extra deck. You gain life points equal to the tribute monsters’ combined attack.
Azure Waterfall
Field Spell
When an “Azure” monster in face-up attack position is attacked and destroyed by battle, you gain life points equal to the defense of the attacking monster. Cards sent to the graveyard are banished instead. This card’s name is treated as “Umi”.
Normal Spell
Add a "Judgment Flame" monster from your Deck to your Hand. You can only activate one "Summoning of the Judgment Flame" per turn.
Ignition of the Judgment Flame
Normal Spell
Target one "Judgment Flame" monster in your Graveyard; pay Life Points equal to that monster's level x 200, and Special Summon it.
Spread of the Judgment Flame
Normal Spell
Each player takes damage equal to the amount of Spell and Trap cards they control x 300. Then, you can destroy one Spell or Trap card your Opponent controls.
Rekindle the Flames of Judgment!
Normal Spell
Select up to three "Judgment Flame" monsters in your Graveyard; pay 1000 Life Points for each selected card and Special Summon them. Banish those card during the End Phase.
Judgment Flame Hurricane
Quick-Play Spell
Tribute up to five "Judgment Flame" cards you control; destroy an equal number of Spell/Trap cards on the Field, and both Players take 300 damage for each card Destroyed.
Pendant of the Supreme Judgment Flame
Equip Spell
Equip only to a "Judgment Flame" monster. It gains 100 ATK x its level. When a monster equipped with this card destroys a monster by battle, inflict damage to both players, equal to to the destroyed monster's ATK. You can only control one face-up "Pendant Of The Supreme Dragon Flame".
Protection from the Judgment Flame
Continuous Spell
While this card is on your side of the field, damage you receive from the Effects of "Judgment Flame" monsters is halved.
Azure Compound Sorrow
Continuous Spell
You can target one “Azure” or “Tearstained” fusion monster in the Extra deck. If you selected an “Azure” monster, tribute “Azure” monsters from your side of the field whose total defense is equal to the defense of the selected fusion monster, and then special summon that monster from the extra deck. If you selected a Tearstained” monster, tribute “Azure” monsters from your side of the field whose total attack is equal to the attack of the selected fusion monster, and then special summon that monster from the extra deck. You gain life points equal to the tribute monsters’ combined attack.
Azure Waterfall
Field Spell
When an “Azure” monster in face-up attack position is attacked and destroyed by battle, you gain life points equal to the defense of the attacking monster. Cards sent to the graveyard are banished instead. This card’s name is treated as “Umi”.
Flames of Retribution
Counter Trap
When you receive Battle Damage from an Opponent, your Opponent receives half of the damage you take this turn.
Undying Flame
Counter Trap
Pay 1000 Life Points; "Judgment Flame" monsters you control cannot be destroyed or Banished by card effects, until the End Phase.
Judgment Flame Resparked
Continuous Trap
Target one "Judgment Flame" in either Player's Graveyard; Special Summon it. Until the end of the next turn, that monster cannot be Destroyed by Battle or Card Effect, and cannot be Tributed or used as Synchro or Xyz Material. If this card leaves the field; destroy the Equipped monster.
Azure Posthumus Note
Normal Trap
Discard one card. Select four “Azure” cards that have been removed from play and shuffle them into the deck. Then target one card on the opponent’s side of the field and destroy it.
Azure Vengeance
Continuous Trap
When an “Azure” monster is destroyed by battle, inflict damage to your opponent equal to the destroyed monster’s level x300.
Azure Breaking Point
Normal Trap
Swap the attack and defense of all “Azure” monsters face-up on the field. If an “Azure” monster declares battle this turn, after damage calculation, that monster is destroyed.
Counter Trap
When you receive Battle Damage from an Opponent, your Opponent receives half of the damage you take this turn.
Undying Flame
Counter Trap
Pay 1000 Life Points; "Judgment Flame" monsters you control cannot be destroyed or Banished by card effects, until the End Phase.
Judgment Flame Resparked
Continuous Trap
Target one "Judgment Flame" in either Player's Graveyard; Special Summon it. Until the end of the next turn, that monster cannot be Destroyed by Battle or Card Effect, and cannot be Tributed or used as Synchro or Xyz Material. If this card leaves the field; destroy the Equipped monster.
Azure Posthumus Note
Normal Trap
Discard one card. Select four “Azure” cards that have been removed from play and shuffle them into the deck. Then target one card on the opponent’s side of the field and destroy it.
Azure Vengeance
Continuous Trap
When an “Azure” monster is destroyed by battle, inflict damage to your opponent equal to the destroyed monster’s level x300.
Azure Breaking Point
Normal Trap
Swap the attack and defense of all “Azure” monsters face-up on the field. If an “Azure” monster declares battle this turn, after damage calculation, that monster is destroyed.
RolePlayerRoxas - Shana Anderson
Tenebrous Gaze - Aeron Walsingham
IVIasterJay - Ian Rouse and Cybell Yvenstar
UnendingEmpire - Gero Anima, Alex Deepwick, DuelBot Unit AI-1C3 and Summer Storm
Joshua Tamashii - Joshua Tamashii & Amelia Averyonna
Krein - Lars Karsen
VarionusNW - Alexander Nyne
Keyblade87 - Gao Hikari
Zagan - Jax
Mattmanganon - Peter Redgrave
Raineh Daze - Charlotte Battenberg
clanjos - Clark Doshman (decklist here)
Van Zion Horacio
Tenebrous Gaze - Aeron Walsingham
IVIasterJay - Ian Rouse and Cybell Yvenstar
UnendingEmpire - Gero Anima, Alex Deepwick, DuelBot Unit AI-1C3 and Summer Storm
Joshua Tamashii - Joshua Tamashii & Amelia Averyonna
Krein - Lars Karsen
VarionusNW - Alexander Nyne
Keyblade87 - Gao Hikari
Zagan - Jax
Mattmanganon - Peter Redgrave
Raineh Daze - Charlotte Battenberg
clanjos - Clark Doshman (decklist here)
Van Zion Horacio