I made the changes. I feel like not having a level 8 synchro neuters the deck, but that's probably what you wanted in the first place, and I can deal with that.
Edited the sheet a second time, this time to change her age, a bit of her deck, and added a small blurb to her personality; this includes adding one of the two custom cards I planned, with the second being something she'd have to earn later on. Or something.
I'd assume @Kiyran and @Conscripts are still interested, though I can't say so for sure. I've pinged them anyways though in case they need a post out of me or something. Conscripts might want one but I'm not sure what to post after the collab between Cherry Witch and Jerk Chicken.
tfw we're already in Link format but every player you know IRL who's not a fat neckbeard is still stuck in Synchro era.
Synchros are still good by the way. Links don't actually slow the game down, they're just another mechanic to work around, especially with some of the link cards that are out. Having Scapegoat/scapeghost is pretty much instant Firewall Dragon.
Also my sheet's edited. It's not like Mastar Boy was integral to my character's design or anything.
Name: Star Girl Attribute: WATER Aqua-type Synchro Level: 7 Effect: 1 tuner WATER monster + 1 non-tuner monster Water monsters on your side of the field gain 500 ATK. Fire monsters lose 400 ATK. If this Synchro Summoned card removed from the field by battle or your opponent's card effect, you can target up to 5 cards in your GY (min. 4): Shuffle those targets back into the deck, then look at the top card of your deck and add it to your hand. ATK/DEF: 2500/2100
Name: Bass King Shark Attribute: WATER Fish-type Synchro Tuner Level: 5 Effect: 1 tuner monster + 1 non-tuner WATER monster During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using Materials including this card you control (this is a Quick Effect). You can only Synchro Summon "Bass King Shark(s)" once per turn. A monster Synchro Summoned with this card as Synchro Material gains this effect: If this card is Synchro Summoned, neither can Summon monsters except WATER monsters until the End Phase of your next turn. ATK/DEF: 2000/2000
I remember having a template for cards and literally no one followed it. ;_;
Name: Emily M. Thunderchild Age: 16 (Presumeably)
Personality: Though she had not seen civilization for years, Emily still acts somewhat posh. She is capable of delaying gratification and shrugging off certain inconveniences, especially since school life was a great improvement, however still prefers things be as comfortable as they can be. Having eaten nothing but seafood for years, Emily greatly appreciates a good steak, chicken, or even some salad. Emily has a very distinct accent.
Due to feelings of separation from her father, Emily seems much more trusting of women. She is indifferent on men her own age or younger and somewhat wary of men who are older except teachers who she often seems to seek guidance from for not really having a father figure.
From her mentorship, Emily's style is very go-with-the-flow. She will take what her deck gives her in her opening hand, attempting to make it work, regardless of her opponent's open. Her mentor might use the phrase "be water", though Emily does not particularly think this way, carrying strong monsters in both her main deck and extra deck with powerful effects that shift the game in her favor. Emily likes to be flexible, and in addition, likes to know what her opponent is doing. Because of this, she has ambitions of learning all different summoning methods.
Bio: Emily is an only child to a Commodore of the British Royal Navy and descends from a long line of British Royal Navy officers. Consequently, she had descended from a long line of master duelists on both sides of her family. When she was younger, Emily trained with her father on the ship he commanded, practicing both balance and ritual summoning using her father's ace monster: Fortress Whale. Though he wished for his daughter to live happily, he often left her alone with her mother, especially when he went off on deployments, which were months long that he would be away from home, preferring the excitement over his own home and family.
One day, the Commodore returned home to see that Emily had learned Synchro summoning from one of her teachers. Emily's father, being an avid Ritual Summoner despised Synchro Summoning, feeling them to be an inferior version of Ritual Monsters, limited in that they had to come out of the extra deck. There was a large dispute between the two, ending with Emily leaving home. Ironically, she left aboard a ship in which she had stowed away, until a storm had taken the ship, the vessel sinking, and Emily nearly dying, had she not been rescued by a certain man- a certain fisher man. He raised Emily for four years before reaching land, teaching her the ways of the ocean as well as other summoning methods. When they finally reached a shore, Emily was allowed to go, though thanked her savior.
Preferred Summoning Methods: Synchro
Optional courses: Extra Deck Methods, Pendulum Summoning, Link Summoning (if that can be a thing)
Main 1x Terror King Salmon 1x Fortress Whale 1x Superancient Deepsea King Coelecanth 2x Stronghold Whale 1x Mare Mare 2x The Legendary Fisherman II 2x Warrior of Atlantis 2x Royal Swamp Eel 2x White Stingray 2x Double Fin Shark 2x Silent Angler 1x Friller Rabca 1x Fishborg Archer 3x Zone Eater 2x Fishborg Launcher
1x Instant Fusion 1x Fortress Whale's Oath 1x Moray of Greed 1x Foolish Burial Goods 1x Polymerization 1x Pre-Preparation of Rites 1x Terraforming 1x Rage of Kairyu-Shin 1x Foolish Burial 2x A Legendary Ocean
2x Sea Stealth Attack 2x Call of the Haunted
ED 1x Sea Monster of Theseus 1x Man-eating Black Shark 1x Rare Fish
1x Star Girl* 1x White Aura Dolphin 1x Coral Dragon
Name: Star Girl Attribute: WATER Aqua-type Synchro Level: 7 Effect: 1 tuner WATER monster + 1 non-tuner monster If this card is Synchro Summoned, you can target 5 cards in your GY: Shuffle those targets back into the deck, then look at the top card of your deck and add it to your hand. When this card leaves the field, increase the ATK and DEF of each WATER monster you control by 500. ATK/DEF: 2500/2000