Name: Fushi Ryunosuke, Phantom Duelist of Saotome Academy
Sex: M
Age: 22
House: Utopia House
Appearance:
Duel Disk: Pitch black, circular body with a flat screen. Disk materializes at the same side as the on button and takes on a jagged appearance with a white border. Its strap is dual purpose, allowing it to easily click on and off his duel runner.
Personality: Ryunosuke is one who would be categorized as acting far more somber than what his appearance would suggest, at least should one see his face. He is fierce and tends to be rash, rushing into duels and immediately making a strong monster if only to intimidate his opponent, before revealing the true ace of his deck.
History: It is said that Ryunosuke had no past. He had no family and he had no official documents. He had simply appeared at the footsteps of Saotome Academy on his first year with a duel runner. He lives in a haunted room in the Utopia dorm where spirits constantly torment him. These were rumors spread among incoming freshmen, of course. Any fourth year who was with Ryunosuke when they started school could answer that he had joined, filled in his paperwork, and had done his own procedures as normal. Anybody entering his room could say that it's actually quite clean and tidy, if the black decorations are a little tacky.
In his first year, Ryunosuke was not very well known. He was nowhere near the best, not was he anywhere near the worst. At the time, though he was in the Utopia House, he could not Xyz summon. His strategy was simple: summon his vampire monsters to slowly whittle down his opponent's deck. It was not particularly his style, nor was it at all very efficient, but he made it work.
Ryunosuke's first claim for fame was in his second year in a duel against one of the school's top seniors at the time. In his time, he was known as the Phantom Duelist. It was a close match, but the ex-Phantom Duelist had eventually won. After this, the Phantom Duelist had taken Ryunosuke under his wing. After a year's worth of training under the Phantom Duelist, Ryunosuke had himself become the new Phantom Duelist. He had built his own duel runner with the help of the old Phantom and reconstructed his deck. The old Phantom gave Ryunosuke his own cards: The Phantom Knights. With them, along with his new vampire xyz monsters, Ryunosuke had risen to the top of the school.
In his third year, Ryunosuke adopted the mantle of Phantom Duelist. He protected his title, though knowing his reign would be short, quickly turned to find a replacement. However, as the year had gone on, he turned jaded, feeling the school was too full of preps. Though, with the new influx of students in the fourth year, he had high hopes that things would change.
Deck:
Vampire Vamp x2 Shadow Vampire x3 Vampire Duke x3 Vampire Lord x1 Vampire Sorcerer x3 The Phantom Knights of Ragged Gloves x3 The Phantom Knights of Dusty Robe x3 The Phantom Knights of Silent Boots x3
Speed Spell - Book of Moon x1 Speed Spell - Foolish Burial x2 Speed Spell - Reinforcement of the Army x1 Speed Spell - Count Up x2 Speed Spell - The Phantom Knights' Rank-Up-Magic Launch x 2
Call of the Haunted x1 The Phantom Knights of Mist Claws x2 Phantom Knight's Wings x2 Phantom Knight's Fog Blade x2 Phantom Knight's Sword x3
The Phantom Knights of Break Sword x2 Dark Rebellion Xyz Dragon x1 Crimson Knight Vampire Bram x1 Dark Requiem Xyz Dragon x1 Dragulas the Vampiric Dragon x1
Vampire Vamp x2 Shadow Vampire x3 Vampire Duke x3 Vampire Lord x1 Vampire Sorcerer x3 The Phantom Knights of Ragged Gloves x3 The Phantom Knights of Dusty Robe x3 The Phantom Knights of Silent Boots x3
Book of Moon x1 Foolish Burial x2 Reinforcement of the Army x2 The Phantom Knights' Rank-Up-Magic Launch x 2 Vampire Kingdom x2
Call of the Haunted x1 The Phantom Knights of Mist Claws x2 Phantom Knight's Wings x2 Phantom Knight's Fog Blade x2 Phantom Knight's Sword x3
The Phantom Knights of Break Sword x2 Dark Rebellion Xyz Dragon x1 Crimson Knight Vampire Bram x1 Dark Requiem Xyz Dragon x1 Dragulas the Vampiric Dragon x1
Name: Martin Sex: ??? Age: 18 House: ???
Appearance: Duel Disk: Personality: History:
Deck: D.D. Lifegain
Name: Echeveria Gabriel Sex: Male Age: 18 House: Dark Magician
Appearance: Duel Disk: Personality: Back home a big moth in a small cage. Going to Saotome put a bit of perspective into him as his prized insect deck which netted him victory upon victory back home faced immediate defeat on the very first day. History: Top player in Costa Rica.
Deck: Moths
Great Swallowtail Moth Urania (Sollar Legacy) Level 8 EARTH Insect-type Effect monster 2500 / 2000 While this card is face-up on the field, both players must Set Spell Cards before activating them, and cannot activate them until their next turn. When this card attacks or is attacked, you can target 1 spell/trap card your opponent controls and destroy it. This card cannot attack the turn it is summoned.
Name: Mike Botrel Sex: Male Age: 18 House: Odd-Eyes
Appearance: Duel Disk: Personality: Usually really nice. Swears in what might be French when angered. Likes Pink Floyd History:
Deck: Symphonic Warriors
Symphonic Warrior Saxxes (Solar Legacy) Level 6 WIND Machine-type Pendulum Synchro monster 2300 / 1900 Pendulum Scale 1 [Pendulum Effect] You can send 1 face-up "Symphonic Warrior" Tuner and 1 face-up non-tuner monster you control to the graveyard whose total Levels equal 6: Special Summon this card from your Pendulum Zone. [Monster Effect] 1 "Symphonic Warrior" tuner monster + 1 or more non-tuner monsters When this card is Synchro Summoned, add 1 "Symph Amplifire" from your Deck or Graveyard to your hand. If a "Symph Amplifire" leaves the field, Symphonic Counters can be placed on this card. If "Symph Amplifire" is activated, move all the Symphonic Counters on this card to "Symph Amplifire". If this card in the Monster Zone is destroyed by battle or by card effect: You can place this card in your Pendulum Zone.
Non-Students
Name: ??? Sex: Male Age: 18 House:
Appearance: Robes adorned with gold. Golden helmet shaped like a hawk's head. Duel Disk: Golden, Egyptian-themed Bracer Personality: History:
Deck: Servants of Ra
Ra's Scribe Level 1 LIGHT Fairy-type tuner effect monster 400 / 210 If this card is summoned, reveal 3 cards from your deck with the same name and "The Winged Dragon of Ra" in their effect text: Add 1 of the revealed cards to your hand, then put the rest at the bottom of your deck.
Ra's Royal Guard Level 5 LIGHT Fairy-type Synchro effect monster 2200 / 1900 1 "Ra's Scribe" + 1 non-tuner monster This card can be Synchro Summoned even if there is a card on the field that prevents Special Summoning. When this card is Synchro Summoned, you can add 1 "The Winged Dragon of Ra" card from your deck to your hand. During your main phase, you can tribute one "Ra's" card you control. Inflict damage to your opponent equal to that monster's attack points.
Name: ??? Sex: Male Age: Unknown House: N/A
Appearance: Duel Disk: A Truck Personality: History:
Deck: Unions
Professors
Name: O'Dell Daniel Sex: Male Age: 29 House: DM House
Appearance: Brown hair, he is a well dressed in a suite with a top hat, roughly in his late twenties. His facial structure, green eyes and brown hair were distinctly non-Japanese, and speaking English, he had an American accent. Duel Disk: Personality: Seems to care more about flirting with his students than teaching them. Thinks the new stock looks too young. History: From Tennessee. Masters in English.
Deck: Food Magician Girls
Name: Tendoh Etsuko Sex: Female Age: 24 House: Neos House
Appearance: Eye-patch on the right eye. Ponytail on right side. Duel Disk: Personality: Giddy. History: ???
Deck: Red-Eyes
Name: Momotani Mari Sex: Female Age: 42 House: Stardust House
Appearance: Dressed in the school uniform with black socks which crept midway up the thigh, a pair of thick, black-rimmed glasses, and her hair tied into a bun was an older woman. Her hair was pitch black, obviously dyed, with patches of her hair grayed at the roots, though her face appeared a bit youthful. In her hand, she held a steaming cup of coffee and on her face in addition to her glasses, she wore a baneful scowl. Duel Disk: Personality: Hates life, loves coffee. History:
Deck: Cardian
Name: Inoue Sanshiro Sex: Male Age: 69 House: Utopia House
Appearance: He appeared very old, roughly in his sixties if one were to guess. Duel Disk: Personality: Typical grumpy old man. Smokes a pack of cigarettes a day. History: Been with the school for a while.
Deck: Inzector
Name: Furiko Sex: N/A Age: Unknown House: Odd-Eyes House
Appearance: A modular robot with short, stocky limbs and a single eye on a stubby head which could rotate from around the body of the machine. It wore a gray suit and black tie over its metal body. A name tag pinned to the right side of the robot's suit read "Prof. Furiko" Duel Disk: The body is the duel disk, the disk itself projected out of the robot's eye. Personality: Robotic. History: ???
Deck: Deskbots
Deskbot 010 Level 10 EARTH Machine-type Pendulum monster 500 / 500 Pendulum Scale 0 [Pendulum Effect] You cannot Pendulum Summon monsters, except "Deskbot" monsters. This effect cannot be negated. [Monster Effect] When there is a monster in your Pendulum Zone and a "Pendulum Machine" in your graveyard, you can Pendulum Summon this card regardless of your Pendulum Scales. Once per turn, you can add 1 face-up "Deskbot" Pendulum monster from your extra deck to your hand. This card gains 500 ATK for each "Deskbot" card you control and face-up in your extra deck. If this card in the Monster Zone is destroyed by battle or by card effect: You can place this card in your Pendulum Zone.
Yu-Gi-Oh! Soul R takes place over twenty years following the original series and roughly ten years after the events of GX. For the most part, this will run on the basis that it is an alternate universe, one which will allow all sorts of new ideas to be introduced meanwhile still allowing us to build upon what was already established. In ten years, there have been advances in dueling technology. Solid Vision with mass, which had been used solely by private citizens with money as a form of entertainment, became widespread, cheap, and readily accessible to the point that it became also ubiquitous tool in any large city, to the point it is built into the infrastructure; fixing buildings before they can collapse, becoming tools for people around the city to use from artists, to engineers, to doctors. As such, duel disks have also become more sophisticated. The blades have become their own limited form of solid light with mass, allowing the user to change the shape and color as they please. In addition, the disk had begun to function also as a smart phone with all that such entails. (Think Arc-V duel disks)
Duel Academy
With the advent and improvement of Solid Vision, Duel Monsters had only grown in scale and popularity. Schools were built around the world, some focused almost solely on Duel Monsters in both public and private levels.
The Saotome Duel Institute is a private, four-year Dueling school established in 1974 at the foot of Mt. Asama between Gunma and Nagano prefectures. It is a self sufficient boarding school with its own cafeteria, capable of supporting its 7,000 odd students, primarily local. Various facilities on campus include a gym, a recreational center, and even a church. Students typically range from 17 to 23 years of age and are of Japanese descent, with some outliers. However, had recently invited a wide range of new students from various nations for the new school year.
The school has five houses for its students to choose between. Each are separated by the primary summoning method that the student uses or perhaps wishes to learn and master. These are Neos House, Stardust House, Utopia House, Odd-Eyes House, and Dark Magician House; which hold students with preference toward Fusion, Synchro, Xyz, Pendulum, and others respectively. Dorm leaders are typically professors with mastery in their respective summoning method.
Solar Legacy
Pieces of a powerful, slumbering god who ruled over the sea and sky, the Solar Legacies manifest themselves as Duel Monsters cards, all bound to their respective duelists. It is unknown as to how many of these Solar Legacies exactly exist, however, all holders of Solar Legacies were born at roughly the same time. Solar Legacies all manifest themselves as monster cards, however, whatever type they are has huge variance. Solar Legacies have a mind of their own, always finding their way back to their owners after being lost, stolen, or even given away.
Holders of a Solar Legacy cannot immediately recognize one another. However, if one Solar Legacy is played while the other player has one that can be summoned, the Solar Legacy card will glow brightly, compelling the duelist to play the card regardless if there were a smarter play or not. When the holder of a Solar Legacy defeats the holder of another Solar Legacy, duel energy is drained from that duel, charging the duel energy of the winner's Solar Legacy. The loser's duel energy is thereby drained. When enough energy is collected after fifteen straight victories against, other Solar Legacy holders, that duelist is capable of making a single wish at a secret grotto on campus.
All holders of Solar Legacies are between the ages of 17 and 18, trending towards being younger. Holders of Solar Legacies are to be found all around the world.
A Solar Legacy is a one-of-a-kind monster card (and must therefore be custom). What exactly it is, however, can vary greatly from a level 1 normal monster with 0 attack and defense, to a rank 11 xyz pendulum. The deck of the holder of a Solar Legacy may not even necessarilly be capable of summoning said Solar Legacy, however, it will always be there.
Other Info
Rules
1. Don't be a dick. 2. That's it.
Dueling Effective from the start of Turn 3 (the third arc of the game): The VRAINS (series 6) ruleset is in place. This means the five monster zones are treated as the Main Monster Zones, monsters cannot be summoned from the extra deck to the Main Monster Zones; when a monster is summoned from the Extra Deck, it goes to the Extra Monster Zone, or to a Main Monster Zone designated in a Link Monster's Link Markers; Pendulum Scales have been consolidated into the Spell/Trap zone. The Spell or Trap Zone is still the Spell or Trap zone, however, when a Pendulum Monster is set onto the left most or right most S/T zone, it becomes a Pendulum Zone.
1. Runs on anime rules, which means 4000 lifepoints to start, and monsters can be summoned in face-up defense position. 2. While anime cards can be used, their use is discouraged, and must be marked with ** on your character's deck list. Cards with real and anime effects will use the RL effect, not the anime effect. 3. The game will not have a banlist. Go ahead. Run 3 Sangans and 3 Pots of Greed. 4. Standard deckbuilding rules still apply (40-60 card deck, 15 card extra deck, maximum 3 copies of each individual card) 5. Due to custom cards, simulators won't do well for the game. As such, players can decide their own hands and what they draw into. With the game being as fast as it is, collaboration posts for duels is highly advised. Run floodgates. 6. I (the GM) will personally check every decklist just to make sure the player in question is not running a solitaire FTK deck. Just in case though, Ghost Ogre and Effect Veiler are your friends. 7a. Turbo duels are a regular occurrence in the setting. In a turbo duel, Speed World or Speed World 2 are in effect. All spells but speed spells inflict 2000 damage to their user upon activation, with Pendulum Monsters set in the Pendulum Scales being the exception. 7b. Action duels are a regular occurrence, though due to lack of technology on the part of the world, are normally done in specialized stadiums or at a very small scale. 7c. Turbo duels and action duels can be forced by activating Speed World or an Action Field respectively. While Speed World, Speed World 2, or an Action Field are in play, other field spells cannot be activated.
Custom Cards
1. At the start of the game, every player gets 3 custom cards, including their Solar Legacy. New custom card slots will be granted at my (the GM's) discretion, usually before crucial moments. 2. Use your greater judgement to guage what may or may not be broken, and be sure to make sure the card doesn't already exist before making it. 3. Extra customs will be given out as rewards. 4. Custom cards will be marked with an * on your character's deck list 5. Holders of a Solar Legacy that is a ritual monster get a free custom card as their ritual spell. If they use this, however, the ritual spell: cannot summon any monster other than the Solar Legacy, cannot have an effect other than ritual summoning said monster, and cannot include the name of a monster within the effect text. Take a moment to digest this. 6. Custom Cards must first be made using the template provided below, then approved. This is for my (the GM's) convenience when reading/balancing cards, as well as a measure to make sure the player has actually read the rules at least up to this point. After it's approved though, use whatever crazy graphics/formatting you want.
Plot Related Cards
1. Exodia and the parts of Exodia are considered extremely rare, but still very much available for those with the money. 2. The Egyptian God cards are all one-of-a-kind and unavailable. The Winged Dragon of Ra requires one to be able to read the Hieratic script in order to use (otherwise, it still uses its IRL effects). 3. Zorc has been printed for mass use, though is extremely rare. 4. The Sacred Beast cards are all one-of-a-kind and unavailable. They also still absorb ambient duel energy from their surroundings. 5. Rainbow Dragon has been printed for mass use, though is extremely rare. Rainbow Dark Dragon is one-of-a-kind. 6. Super-Polymerization is one-of-a-kind and unavailable. The other one (Chouetsu Yuugo) is still totally okay though. 7. Yubel and Honest are perfectly normal cards; those used in the anime are unique instances. 8. Signer Dragons are normal, if rare cards. 9. Earthbound Immortals and support thereof are all one-of-a-kind. 10. Malefic Monsters are anomalous, but available. 11. Numbers 1-4 are one-of-a-kind and unavailable. Number 39: Utopia is one-of-a-kind and unavailable. Legendary Numbers (Numbers 44, 46, 54, 34, 65, 73, and 94) are one-of-a-kind and unavailable. Over-Hundred-Numbers (101-107) are one-of-a-kind and unavailable. Numbers monsters are regarded generally as normal cards, but still possess some power to them and may or may not have the ability to possess their user. 12. Dimension Dragons (Odd-Eyes Pendulum Dragon, Dark Rebellion Xyz Dragon, Clear Wing Synchro Dragon, Starving Venom Fusion Dragon) are considered generic support cards and staples for all beginners in their respective summoning method. 13. Zarc has been printed, but is extremely rare. 14. There is literally no reason for anyone to want to use the En cards. 15. Solar Legacy monsters are all one-of-a-kind, unique to their users.
Changing Decks: A player is allowed to swap out cards within their deck at any time before and after a duel, however can only do it once after each duel they are in, and the change must be approved. Additional deck changes can be rewarded depending on story relevance (the character acquires a plot-relevant card). Solar Legacy: Does not physically change ever without a wish granted to change it. Most "changes" will come in the form of support cards or upgrades (Dark Magic Attack, Shooting Star Dragon).
Custom Card Template - Monster Card NAME OF CARD Level/Rank ATTRIBUTE type ability monster ATK / DEF [Monster Effect/Flavor Text] (Include summoning condition if extra deck monster)
Pendulum Monster NAME OF CARD Level/Rank ATTRIBUTE type ability monster Pendulum Scale [Pendulum Effect] [Monster Effect/Flavor Text] (Include summoning condition if extra deck monster)
Link Monster NAME OF CARD (NW N NE W E SW S SE) ATTRIBUTE type ability monster ATK / LINK - [Monster Effect] (Summoning Condition) NW, N, NE, W, E, SW, S, SE represent the link markers on a Link Monster card. They are based on cardinal points on a compass, being: Northwest, North, Northeast, West, East, Southwest, South, and Southeast respectively.
Spell/Trap Card NAME OF CARD Type Effect
Name: Sex: Age: Students can be between 17 and 23, however, holders of a Solar Legacy can only be between the ages of 17 and 18 with a majority of them being aged 17. House: Neos House, Stardust House, Utopia House, Odd-Eyes House, and Dark Magician House
Appearance: Duel Disk: Personality: History: Wish: Any one wish
Deck: List name and amount, separating by Monster, Spell, and Trap in that order. Custom cards are marked with * and anime cards are marked with **.
Advisor Archfiend Level 6 DARK Fiend-type Tuner Effect monster 2600 / 1200 You cannot Special Summon monsters, except "Archfiend" monsters. During your Main Phase: You can Discard 1 card; Special Summon 1 "Archfiend" monster from your Deck. You must skip your Battle Phase the turn you activate this effect. You can only use this effect of "Advisor Archfiend" once per turn.
Mechanic of Dokurorider Level 6 DARK Zombie-type Tuner Effect monster 1500 / 730 When this card is tributed for the Ritual Summon of "Dokurorider", you can special summon this card and its level becomes 2.
Fierce Anger Dragon Level 5 FIRE Dragon-type Pendulum Monster 2100 / 400 Scale 3/3 [Pendulum Effect] During your main phase, you can destroy this face-up card to target one Dragon-type Pendulum monster you control: search your deck for a monster with the same name from your deck, and place it in your empty pendulum zone. [Monster Effect] During your main phase, this face-up card can be special summoned from your extra deck. If summoned by this effect, banish this card when it leaves the field.
Speed Demon Level 6 DARK Zombie-type Effect Monster 2200 / 1500 (This card is always treated as an "Archfiend" card.) If you control a face-up "Dokurorider" monster, you can Special Summon this card (from your hand). If this card is Special Summoned: You can Special Summon up to 3 "Headless Rider Tokens" (Zombie-type/DARK/Level 3/ATK 900/DEF 0) in Attack Position, and if you do, any battle damage your opponent takes for the rest of this turn is halved. You can only Summon 1 "Speed Demon" per turn.
Storm Rage Dragon Level 4 DARK Dragon-type Pendulum Monster 1500 / 1300 Scale 3/3 [Pendulum Effect] Once per turn,you may destroy a card in your other face-up pendulum zone to target a spell or trap card on the field: destroy it. [Monster Effect] When this card is special summoned, you may destroy a card in one of your pendulum zones and place this card in that pendulum zone. If you do: All Dragon-type monsters gain 200 ATK until end of turn.
Archfiend Atheling Level 2 DARK Fiend-type Tuner Effect monster 400 / 600 If this card is added to your hand by the effect of "Pandemonium" or an "Archfiend" card: You can Special Summon this card.
Violet Duston Level 1 DARK Fiend Effect Monster 0 / 1000 Cannot be used as a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: Search your deck or graveyard for a trap card. Set that card on your side of the field. You can only control 1 face-up "Violet Duston".
Michael the Doll King Level 5 DARK Spellcaster Fusion Effect monster 300 / 1000 2 or more "Doll Part" monsters with different names Must first be special summoned (from your extra deck) by shuffling the above cards on your side of the field or graveyard into your deck. (You do not use "Polymerization".) When this card is summoned by its own effect, it gains effects based on the number of "Doll Part" cards with different names shuffled into your deck: 1 or more: Once per turn, target one "Alice the Wandering Doll" on your opponent's side of the field. Take control of it. 2 or more: All "doll" monsters you control with 300 or less original attack or defense gain 2000 attack and defense. 3 or more: If this card is targeted by a card effect or would be destroyed, you can destroy another "doll" monster on your side of the field instead; If this card was targeted by a card effect, negate the effect. 4 or more: Once per turn, during either players turn, you can destroy one "Alice the Wandering Doll" on either side of the field: Until your opponent's next end phase, Negate the effects of all monsters on your opponent's side of the field. Also, all spell cards, trap cards, and "doll" monsters you control cannot be destroyed, except by their own effects.
Supreme Tyrant Dragon Level 12 FIRE Dragon-type Fusion monster 3900 / 3000 "Tyrant Dragon" + "Tyrant Dragon" + "Tyrant Dragon" If this card was fusion summoned using the effect of "Dragon's Mirror", shuffle the fusion materials used for this card back into the deck. This fusion summoned monster is unaffected by your opponents trap and monster effects. This card can attack all monsters your opponent controls once each.
Cyberdark Phantom 100 / 100 Level 7 DARK Machine-type Synchro Effect Monster 1 Tuner + 2 or more non-Tuner "Cyberdark" monsters During your Main Phase you can equip one of your opponents monsters to this card. This card gains ATK equal to the equipped card's ATK. This card gains 100 ATK for every Machine-type monster Banished. If this card would be destroyed by battle, the equipped monster is destroyed instead. If this card is not equipped by your End Phase destroy this card.
Artemia the Doll Queen Rank 1 DARK Spellcaster Xyz Effect monster 1000 / 300 2 level 1 Spellcaster-Type Monsters Once per turn, you can detach 1 Xyz material from this card; shuffle two "doll" monsters in your grave with 300 or less attack or defense into your deck, then draw a card. Then, if it was a "doll" card, you can reveal it to your opponent; special summon it. If you have a monster other than this card on your side of the field, this card cannot be destroyed. You take no battle damage while "Alice the Wandering Doll" is on the field.
Cyberdark Gravemind Rank 4 DARK Machine-type Xyz Effect Monster 2100 / 1200 3 Level 4 Machine-Type monsters This card gains 100 ATK for each Machine-type Monster Card in your Graveyard. Detach 1 xyz material to send a Dragon-type monster from your deck to the grave. This is Unaffected by Spell, Trap, or monster effects.
Feel Electric Link Dragon (W E) DARK Dragon-type Link effect monster 2300 ATK / Link - 2 1 or more DARK monsters When an attack is declared involving a card in this monster's Linked Zones, this monster gains ATK equal to the original ATK of monsters in this monster's Linked Zones until the end of this turn. If this card is in the Extra Monster Zone, it gains 200 ATK.
Apple of discord Normal Spell Card Roll a six-sided die and apply the result. 1: Target 1 face-up card you control (except this card) and give control of it to your opponent. 2: Pay 500 Life Points. 3: Your opponent can look at your hand, then send 1 card from your hand to the Graveyard. 4: Your opponent targets 1 face-up card they control and gives control of it to you. 5: Look at your opponent's hand, choose 1 card, and add it to your hand. 6: Shuffle 1 card in your Graveyard back into the deck.
Grinding Levels Normal Spell Card Return 1 "LV" monster from your hand to your Deck. Draw 2 cards.
Rank-Up-Magic: Rising Force Normal Spell Card Target one Xyz monster you control, except a "Number" monster: Special Summon one Xyz monster from your Extra deck, except a "Number" monster, which is 1 Rank higher, using that target as the Xyz material. (This Special Summon is treated as an Xyz summon. Materials attached to that target also become Xyz Material on the Summoned monster.) You can not Special Summon other monsters during the turn you activate this card.
Duston Collector Continuous Spell Shuffle all "Duston" monsters in your Graveyard into the Deck; Special Summon 1 "House Duston" from your Deck and equip it with this card. While this card is face-up on the field, you cannot Summon any monsters except "Duston" monsters. When this card leaves the field; you can add 1 "Starduston" from your Deck or Graveyard to your hand.
Winning Streak Continous Spell Card Once per turn(during either player's turn) when a coin is tossed or a die is rolled put 1 LUCKY! counter on this card. Up to twice per turn you can remove 1 LUCKY! counter from this card to redo a coin toss or dice roll. If this card has 3 or more LUCKY! counters on it: Destroy it.
Tail Spear of the Tyrant Dragon Equip Spell Card Equip only to a "Tyrant Dragon" monster. The equipped monster Gains 1000 ATK. If the equipped monster battles a defense position monster: inflict piercing damage to your opponent. If you control no monsters, you can reveal this card in your hand and send two cards from your hand to the graveyard: Special Summon 1 "Tyrant Dragon" from your graveyard.
Necromancer's Circle Normal Trap Card During your Second Main Phase after this card is activated, target 1 monster in your graveyard: Special Summon it. Its level is halved and it is treated as a DARK Zombie-type monster. When this card leaves the field, destroy that target. When the target leaves the field, destroy this card.
Nekroz Altar Counter Trap Card When a Monster Special Summoned from the Extra Deck would activate it's effect; negate that target's effect, then you can add one Nekroz Monster from your Graveyard to your hand, except a Ritual Monster. If this card is in the Graveyard: during either player's turn, you can banish this card from your Graveyard; Tribute Monsters from your hand or your side of the field, then Ritual Summon 1 "Nekroz" Monster from your hand whose level exactly equals the total Levels of those monsters. You can only use this effect of "Nekroz Altar" once per turn.
Smash Hit!!! Continuous Trap Card Once per turn, you can target 1 monster on the field, place 1 kaiju counter on this card (max. 3) and if you do, negate its effects until the end of this turn. During your end phase, if you did not put a kaiju counter on this card this turn, destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your graveyard, then target up to 3 "kaiju" cards from your graveyard, shuffle them into your deck.
Speed Spell - The Phantom Knights Rank-Up-Magic Launch Quickplay Spell Card During the Main Phase, if you have 4 or more speed spell counters, remove 2 of your Speed Counters: Target 1 DARK Xyz Monster you control with no Xyz Materials; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material, and if you do, attach this card to it as additional Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Main Phase, remove 2 of your Speed Counters: You can banish this card from your Graveyard, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as Xyz Material.
Preparations For An Ambush Action Field Magic You can use Action Cards, but you can only have 1 Action Card in your hand. This card does not count as being part of your deck for the purposes of deck construction.
Activate the following effect only if your opponent refuses a duel: Play this field; initiate a duel with your opponent. If you do, you automatically receive the first turn and skip your opponent's first turn.
Current Events
New Student Opening Ceremony Familiarization and Placement Battle Royale Complete
The battle royale is over! The winner has been decided and points have been rewarded to the respective houses based on performance in the battle royale. At this point, students are getting dinner, getting ready for bed, and generally winding down. Though some might still feel the need for battle while others are working to improve their decks for future bouts, seeing their own performance in the battle royale.
House Standings: Odd-Eyes: 400 Dark Magician: 300 Utopia: 200 Stardust: 100 Neos: 0
Table of Contents:
Turn 1 - Introduction. Students arrive at school. Turn 2 - The Opening Ceremony. First Year Students have a battle royale to kick off the school year.
Another one of Ammo's players. I'm interested to see how this plays out, no decks in mind for now, I'd rather like to see what other people are doing first because I tend to like to try to balance out roleplays in terms of characters types and whatnot
That's cool. I likely won't be creating a character of my own and most of what you'll see out of me will be descriptions of the scene and setting as well as some NPCs, which would more be teachers, shopkeepers, and the like than fellow duelists/students.
my eyes are set on a madolche deck, and i am not planning to add any staples into it just maybe a few things that help but other than that its a deck that runs all madolche cards or least as many as possible
Madolches are pretty fun. I guess moreso for you than to your opponent especially when Tiaramisu comes out. But without the Gem-Knight engine or the Daigustos, I guess it does sorta slow down. I'd be interested in seeing what sort of customs you come up with to assist the deck.
>NO BANLIST
Yeah, no you should probably change this.
Also if you're goin the collab method you should encourage players to determine hands via RNG.
<Snipped quote by SillyPhilly>
Considering the state of yugioh currently, where going first with the right archetype can lean heavily on the outcomes. The banlist exists as a preventative Full power Nekroz was an Issue. Dragon rulers are Still an issue even after so long out of the sun. Unbanning of the barrier dragons. These are some of the small extremities.
Everyone would *have* to run three copies of pot. Whats to stop myself from running 35 draw cards and 5 xodia pieces. Not much can stop an ftk deck.
The lack of a ban list is an extremely glaring issue. Otherwise best of luck.
I'll answer the both of you at the same time.
The lack of banlist is so that people are free to choose whatever they wanted. This could feasibly mean a player would choose full-power Nekroz or Dragon Rulers. However, this does not necessarily mean they have to play them as the powerful decks as they are. While I personally have a bias against dragons, I think they monopolize a bit to much of the game; someone else might appreciate the artwork for the Dragon Rulers, because let's be honest, the art does look pretty cool; they might appreciate how the deck plays, for reasons that aren't just because the deck is broken; and the deck might just fit the character concept they had in mind, perhaps they wanted to create a Kaiba-like character who enjoys powerful monsters and has a dragon fetish.
How two players decide to play each other is entirely up to them. Making the default being free-control, I feel, opens up a few extra paths. The players in question can determine hands and draws by random number generator if they wanted to, though I don't want to force everybody to do such a thing. Perhaps players want something more scripted- the duel has gravitas in regards to the characters participating and thus requires a certain outcome- or perhaps they simply wanted to show others reading the RP an exciting duel from a viewing standpoint.
I also believe that giving the players reign over their own draws takes a lot of the luck aspect out of the game, which I personally view as being healthier from a competitive standpoint. Thus players need the knowledge to understand the combo pieces they require in their hand, they need to figure out how to set up, and how to recover should their opponent do something unfavorable. A random number generator would leave far much more game to luck, meaning an unskilled, lucky player is far more likely to defeat the more skilled, unlucky player; likely in the least climactic way. A random number generator will not keep someone from going first and getting a perfect hand, nor will it keep someone from going second and getting a perfect counter hand. The numbers are cold, and won't recognize what makes a good game.
All in all, however, I think both the banlist rule and the free-draw rule fall back on Rule 1. That being: Don't be a dick. If you think others shouldn't play "degenerate" decks, maybe start with yourself and choose a deck that isn't as strong, or perhaps requires a higher skill level to use. I'm not saying you play these decks, I'm simply suggesting to lead by example. It is to my best wishes that nobody wants to dick over anybody else, and will thus play the game civilly for the goal of having fun, which might not always mean using the top meta decks.
Ah. You meant whether the RP would be good or bad.
Well, it hasn't even started yet, so I can't tell you so much. Come Sunday (Tuesday) though, I'll have a better idea of what is to come, as I'd have the OOC up and such.
I've also had a player send me their deck list already. Their deck was meta like a year ago, and with no banlist, it's at "full power", plus a couple of custom cards. That said, that's the only deck I've gotten thus far, and so the power level of the players will be scaled at what I see as the average. That way I can hopefully get a compromise between meta players and newer players who don't much know the game.
As far as story goes, I have a decent outline. Where it actually goes though, again is dependent on what type of players I get.