Jump to content

(Retry) Yugioh - STARS [PG-16] (OOC/Started/No Longer Accepting)


Recommended Posts

So, about this time last year, I ran this RP, but it kinda fell through due to lack of communication. This time around, I wanna do it right!

This is an RP based around a storyline I've been planning for several years, with a heavy focus on layers using their original cards to duel for drama and a good story rather than aiming for victory.

So, what's this all about?

Basically, STARS takes place in an alternate universe. The anime is not canon to the STARS universe.

[spoiler=Setting]STARS takes place on Earth, on a floating city out in the middle of the Atlantic. This land is called Ley City and boasts a diverse population of the most promising duelists from Japan, America, and most of Europe. The populace here train daily to acquire the knowledge and skills to protect themselves from those who use their cards for evil and selfish purposes. The world runs on dueling, and an ancient charm known as The Edict keeps it that way, rendering duelists unable to come to physical harm outside of duels and unable to hurt others without their cards. In this setting, Cards are a natural occurence, created by the edict in places where certain powers-like Trap or Synchro-are particularly strong and distributed by global governments. Blank cards are a rare and valuable commodity that can be used by anyone in a pinch to create custom cards in the nick of time.

[spoiler=Plot]The plot will focus on the adventures of several friends and a wide supporting cast of their allies and rivals as they explore the mystery of the STARS cards, powerful and unique monsters denoted by having *S in their name. These cards appear before powerful and skilled duelists, enabling them to generate STARS in fierce duels and use those STARS to create powerful *S monsters. Along the way, these friends will unlock the true potential of their own STARS as they fight to protect their home from countless threats that aim to conquer Earth and its wealth of Blank cards and powerful duelists.

As far as rules go, standard stuff like Advanced Clause apply. Also, I ask that any Ocs be written with the expectation that they will not be the single most important character. You should be able to function as both an important character as well as support for the other players.

[spoiler=Application]

Name:
Gender:
Age: 15 minimum, after all these characters will be fighting against real threats to protect the world.
Appearance: 100 words min, or a picture and a few sentences describing them
Personality: 100 words min
Background: 100 words min. Try not to write them in such a way that they'd have to be the main character. I said it earlier, but your characters have to be useful as supporting cast any time they aren't the focus of the duel.
Deck: OKAY, this one's a doozy. You can use any real cards that exist, but I will personally decide any cards you can't use, typically overpowered ones such as Ultimate Falcon, plot-centric ones such as the God Cards or Timeas, and Numbers are inadmissible.

Your character is also allowed to use cards you design yourself. If they do, write just what their archetype(s) play like and supply a 40-60 card decklist. If any members have gripes with your cards, we will ask you to change them before I accept your Application. Remember, this is to have fun, so overpowered Decks are a no-go. Also keep in mind that your characters will get more cards and evolve their Decks as the Story goes on, so don't overdo it in the beginning if you want your character to go through growth and change.

Misc: List format, trivia about the character that doesn't quite fit anywhere else. This is where you can put Main-character-type stuff, but keep in mind that you may not be the "Most important."

STARS CARD: Each character has an Ace monster unique to them, like Yugi's Dark Magician or Yusei's Stardust Dragon. In this continuity, these unique cards are called STARS (Denoted by having *S? in their name, where the ? is the first letter of the summon type used for it. Acceptable summon types are: Main, Fusion, Synchro, Xyz, Pendulum). Each of your OCs may begin the RP with one *S monster, either before the story begins as part of your backstory, or as part of their first duel on the Thread. *S should be more powerful than your other monsters but not overpowering. You can receive more *S later on.

I get the final say as to who goes where in the story. If you disagree, please give me valid reasons to change my mind. If you don't want to participate, let me know so that I can remove your OC from the group.

[spoiler=Guide for your OC Deck]

So you have an OC. You're not done. When building your OC's Deck, keep in mind that any good protagonist has room for improvement, and so your Deck must be playable, but not entirely complete. E.G. Jaden had his original E-HERO Deck, but it changed steadily over the series as he gained new cards and allies.

For the Extra Deck, if your Character doesn't focus on the Extra Deck, they can't use it as their initial Setup. Think Gongenzaka from ARC-V, He started out not using the Extra Deck, but later he gained access to some Synchro monsters and never used them to supplant his original Main Deck Strategy.

If your Character does use an Extra Deck type, they get 5 cards of that type to start, one of which must be a *s card.

[spoiler=Recieving STARS] As a reward for good conduct on the Thread and in Duels, and as part of the plot at key points, I will assign STARS to certain players. If you have a STAR, you can use it as a consumable item during a duel to create a new *S monster, however you cannot create *S monsters of a summon type you do not use.

And that's about it. Place your applications below and ask anything your not clear about. After I have enough applications, I'll put a list on this post with all the characters and their roles. Once Main and Supporting cast is done, we'll start.

Of course, I'll play the role of any Villains of the Week MWAHAHAHAHHAH!!!

We will be using Discord to communicate and coordinate. This RP fell apart last time due to poor communication and planning, so this measure is meant to remedy that. Once people start submitting applications, I'll post the Discord Server information.

Additionally, for any of you who want ideas for your Decks, check the Create a Card Game Thread or the Archetype Game thread for ideas. There are also Decks I've written that you can use and tweak to your liking.

[spoiler=Accepted Characters]

 

[spoiler='The Shy Hero'

Name: Hiro Yūrei

Gender: Male
Age: 19

[spoiler='Appearance'005c90d4d8690436dc69b684472b84b8.jpg

a small and lean person (around 5'6), he often tries to hide his eyes behind his bangs to avoid eye contact, he'll usually have his nails painted black or white with various symbols done in a pale red.

 


[spoiler=Personality] Incredibly shy, Hiro prefers solitude when not dueling and has a habit of nervous stuttering when he talks to his opponent. If he's forced to hang out with others he'll most likely just stand in the back quietly and flash a shy smile when someone asks him anything. Due to his timid nature he doesn't really understand most people and often compares them to different cards or fictional characters to gain some kind of way to interpret them. during a duel his confidence is directly related to how well he thinks he's doing, not to say he'll lose any ability to play if he begins losing, he gauges his own skills based on his plays and combo's meaning that a bad hand could be a devastating blow to his ego.

 


[spoiler=Backstory] Hiro was always kind of antisocial, his parents got him into dueling hoping it would help him make friends, instead it isolated him more due to the lack of willing duel partners and his amateur understanding of the game. At home he would seal himself off in his room and study the game online, watching matches in tournaments hoping it would help him learn to make better moves and use his cards to the best of his ability. Most the time he just wanders around watching duels from a distance, hoping maybe someone will ask him to join in but also afraid of any possible interaction.

 


[spoiler=Deck] Hiro uses the "Phantom HERO" archetype, a deck that focuses on an unusual set of fusion monsters, either summoning powerful monsters to blow away the opponent or abusing their shared effect to swarm the field through cards like "Phantom HERO Oceanic Nova".

[spoiler=Custom Cards

Phantom HERO Black Flame

(Warrior/Dark/Lvl3/1200/800)

"While this card is face-up on the field it becomes FIRE Attribute and Pyro-Type. During both players standbyphases inflict 200 damage to your opponent for each "Phantom HERO" monster you control."

 

Phantom HERO Crow Freak

(Warrior/Dark/Lvl3/1000/1000)

"While this card is face-up on the field it becomes WIND Attribute and Winged-Beast-Type. While you control another "Phantom HERO" monster with a different attribute this card can attack directly."

 

Phantom HERO Giga Colossal

(Warrior/Dark/Lvl4/800/2000)

"While this card is face-up on the field it becomes EARTH Attribute and Rock-Type. If this is the only "Phantom HERO" monster you control it cannot be destroyed by battle. While this card is in face-up defens position other "Phantom Hero" monsters you control cannot be destroyed by battle."

 

Phantom HERO Mystery

(Warrior/Dark/Lvl5/1600/1800)

"While this card is face-up on the field it becomes Fiend-Type. You can discard this card, special summon one "Phantom HERO" from your deck or graveyard. This card can be treated as another "Phantom HERO" for a Fusion Summon."

 

Phantom HERO Shadow Sword

(Warrior/Dark/Lvl7/2600/1800)

"While this card is face-up on the field it becomes EARTH Attribute. This card can attack all monsters your opponent controls while you control another "Phantom HERO"."

 

Phantom HERO Stellar Nova

(Warrior/Dark/Lvl4/1700/1100)

"While this card is face-up on the field it becomes LIGHT Attribute and Fairy-Type. Destroy this card unless you control another "Phantom HERO" monster. If this card is destroyed destroy one card your opponent controls then, if it was destroyed by it's own effect, destroy one card your opponent controls or inflict 500 damage to your opponent."

 

Phantom HERO Tangle Grove

(Warrior/Dark/Lvl4/1500/1600)

"While this card is face-up on the field it becomes EARTH Attribute and Plant-Type. Once per turn you can summon one "Phantom Vine Token" (Plant-Type/EARTH/Lvl 1/ATK 0/DEF 0) with this effect "You can tribute this card, add one "Phantom HERO" from your deck or graveyard to your hand."

 

Phantom HERO Thunder Dark

(Warrior/Dark/Lvl4/1600/1400)

"While this card is face-up on the field it becomes LIGHT Attribute and Thunder-Type. If a "Phantom HERO" monster is removed from the field you can special summon this card from your hand then destroy cards your opponent controls equal to the amount of other "Phantom HERO" monsters you control."

 

Phantom HERO Tsunami

(Warrior/Dark/Lvl4/800/1200)

"While this card is face-up on the field it becomes WATER Attribute and Aqua-Type. When this card is summoned shuffle all spell/trap cards on the field into the deck, spell/trap cards cannot be set or activated until your opponents next endphase, if you control another "Phantom HERO" when this card is summoned destroy those spell/trap cards instead."

 

Phantom HERO Bark Blade

(Warrior/Fusiom/Dark/Lvl8/2600/2300)

"Phantom HERO Shadow Sword + Phantom HERO Tangle Grove

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. If this card destroys a monster by battle gain life points equal to the damage dealt to your opponent."

 

Phantom HERO Burning Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Fire attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. During your opponents standbyphase inflict 200 damage to your opponent for each "Phantom HERO" on the field."

 

Phantom HERO Fallen Angel

(Warrior/Fusion/Dark/Lvl6/2000/1000)

"Phantom HERO Mystery + Phantom HERO Stellar Nova

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. This cards attack cannot be negated. When this card declares an attack destroy the attack target before the damage step if it has higher ATK than this card. When this card leaves the field inflict 1000 damage to your opponent and gain 1000 Life Points."

 

Phantom HERO Jungle Avian

(Warrior/Fusion/Dark/Lvl8/1900/2300)

"Phantom HERO Tangle Grove + Phantom HERO Crow Freak

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. When a Phantom Hero would be removed from the field by battle or card effect negate that attack or effect and destroy that card."

 

Phantom HERO Lightning Behemoth

(Warrior/Fusion/Dark/Lvl6/2400/1500)

"Phantom HERO Thunder Dark + Phantom HERO Giga Colossal

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. When this card is summoned destroy all monsters your opponent controls with less ATK than this card."

 

Phantom HERO Lightning Rod

(Warrior/Fusion/Dark/Lvl8/2600/2300)

"Phantom HERO Shadow Sword + Phantom HERO Thunder Dark

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. If this card declares an attack you can discard one card, destroy that attack target before the damage step."

 

Phantom HERO Midnight Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Dark attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. During your opponents standbyphase inflict 200 damage to your opponent for each "Phantom HERO" on the field. You can tribute this card, special summon one "Phantom HERO" Phantom monster from your extra deck (this is treated as a Phantom Summon)."

 

Phantom HERO Night Phoenix

(Warrior/Fusion/Dark/Lvl6/2100/1200)

"Phantom HERO Black Flame + Phantom HERO Crow Freak

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. Once per turn you can tribute one "Phantom HERO" monster you control, inflict damage to your opponent equal to it's ATK."

 

Phantom HERO Oceanic Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Water attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. During your opponents standbyphase inflict 200 damage to your opponent for each "Phantom HERO" on the field. Once per turn you can destroy up to two cards on the field, this card loses 100 ATK for each card destroyed."

 

Phantom HERO Smoke Spectre

(Warrior/Fusion/Dark/Lvl5/1800/1000)

"Phantom HERO Black Flame + Phantom HERO Tsunami

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. If your opponent attacks a "Phantom HERO" monster you can change the attack target."

 

Phantom HERO Stone Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Earth attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. This card cannot be destroyed by battle."

 

Phantom HERO Storm Front

(Warrior/Fusion/Dark/Lvl8/2800/2800)

"Phantom HERO Crow Freak + Phantom HERO Thunder Dark + Phantom HERO Tsunami

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. Once per turn you can destroy Spell/Trap cards on the field equal to the amount of "Phantom HERO" monsters you control."

 

Phantom HERO Swamp Necro

(Warrior/Fusion/Dark/Lvl6/1900/1800)

"Phantom HERO Tangle Grove + Phantom HERO Mystery

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. Once per turn you can target one removed from play "Phantom HERO", add that card to your hand."

 

Phantom HERO The Sludge

(Warrior/Fusion/Dark/Lvl6/1600/3000)

"Phantom HERO Tsunami + Phantom HERO Giga Colossal

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. When this card declares an attack, negate that attack and place one "Phantom Sludge Counter" on the attack target. During each players standbyphase decrease the ATK of each monster with a "Phantom Sludge Counter" by 300, if a monsters ATK becomes 0 by this effect destroy that monster."

 

Phantom HERO Ventus Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Wind attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. While you control another "Phantom HERO" this card can attack directly but battle damage is halved."

 

H - Horrid Heart

Equip Spell

"Equip to one "Phantom HERO" monster you control, it gains 500 ATK each time it destroys a monster. If the equipped monster is a Fusion monster it cannot be removed from the field by battle or by it's own effect."

 

E - Electric Assault

Spell

"Special Summon one "Phantom HERO" from your deck or banished zone, inflict 300 damage to your opponent for each "Phantom HERO" monster you control."

 

O - Outrageous Return

Spell

"Add as many "Phantom HERO" monsters from your graveyard to your hand as possible, these monsters cannot be used as Fusion materials until your endphase."

 

R - Ravenous Vengeance

Trap

"If a "Phantom HERO you control is removed from the field by battle or your opponents card effect you can banish that monster from your graveyard or extra deck, special summon one "Phantom HERO" Fusion monster that lists it as a Phantom material (this is treated as a Fusion summon), both players take damage equal to half the summoned monsters ATK. You can banish this card from your graveyard, Special Summon one removed from play "Phantom HERO" monster."

 

STARS CARD

Phantom Hero *SF Ultima

(Warriro/Fusion/Dark/Lvl 10/2900/2600)

"Phantom HERO Crow Freak + Phantom HERO Black Flame + Phantom HERO Giga Colossal + Phantom HERO Tsunami

This card can only be summoned by banishing the listed Fusion Materials from your hand or field, if this card would be attacked or destroyed by card effect return this card to the extra deck and special summon the removed from play Fusiom Material monsters. Once per turn you can target one removed from play "Phantom HERO" monster, this card gains that monster effects, ATK, and DEF until your opponents endphase, while this card has the effect of another "Phantom HERO" monster it cannot be removed from the field by it's own effect."

 

[spoiler=Misc.The monsters of the Phantom HERO archetype are all counterparts to existing Elemental HERO's and the monsters of the archetype as a whole are considered to be bitter rivals of their more popular Elemental counterparts in lore. Hiro's favorite monster is Phantom HERO Night Phoenix, his favorite non-Fusion monster is Phantom HERO Tangle Grove, mostly because of the name. Hiro records every duel he watches on his phone.

 

 

 

[spoiler='The Hero's Counterpart'

Name: Hikara Yūrei

Gender: Female
Age: 19

[spoiler=Appearanceb3074cf61693ee7c04af8b6cc2e16d2a.jpg

around the same height and build as her brother, she wears pastel sweaters and self made woven hats that always have a hidden pocket for her deck

 


[spoiler=Personality] While she wass equally as shy as Hiro, Hikara was able to overcome her social anxieties and put on a facade of a cheery disposition. She'll often be the one to initiate a duel, usually with her brother watching, in hopes of seeing new cards which get's her very excited. Unlike Hiro she doesn't have an issue in her dueling confidence and loves meeting someone she can't seem to beat just so she can form a new strategy to best them. If it weren't for her insistence on constantly trying to include her brother Hikara would be far more popular among duelists her age.

 


[spoiler=Backstory] Just like her brother their parents tried to get her into dueling to help her out at school however it seemed to work in her case, she became enthralled with the game and helped her brother make his "Phantom HERO" deck, promising him they'd be duel rivals and that he'd always be her only worthy opponent. though she made a ton of friends through dueling she abandoned most of them in favor of Hiro despite his indifferent nature to most people. Soon after people started avoiding both the twins socially and only really dueled with Hikara while Hiro would watch and record.

 


[spoiler=Deck] Despite her seemingly light hearted nature Hikara uses the small burn heavy "Umbra" achetype mixed in with other Dark support and generic burn and protection cards

[spoiler=Custom Cards

[spoiler=Umbra Cards]

Umbra Essence

(Warrior/Dark/Lvl 1/ATK 0/DEF 0)

"When your opponent declares an attack or an "Umbra" monster you control leaves the field you can Special Summon this card. your opponent cannot attack until the endphase after this card is summoned. You can tribute this card, add one "Umbra" card from your deck or graveyard to your hand."

 

Umbra The False Light

(Warrior/Dark/Lvl 4/ATK 0/DEF 0)

"When this card is summoned, Special Summon as many "Umbra the False Light" as possible from your hand, deck, or graveyard. Each time your opponent takes damage by the effect of an "Umbra" card this card gains 200 ATK. If an "Umbra" monster is removed from the field inflict 50 damage to your opponent."

 

Umbra The Dark Herald

(Warrior/Dark/Lvl 6/ATK 0/DEF 0)

"This card cannot be Normal Summon/Set and can only be Special Summoned (from the hand) by tributing one "Umbra" monster. When this card is summoned add one "Umbra" monster from your deck or graveyard to your hand. If this card declares an attack against a monster with higher ATK or DEF than this cards ATK negate that attack and inflict damage to your opponent equal to half the damage you would have taken, This card gains ATK and DEF equal to the damage dealt by this effect."

 

Umbra the Falling Star

(Warrior/Dark/Lvl 8/ATK ?/DEF ?)

"This card cannot be Normal Summon/Set and can only be summoned by it's own effect. While your Life Points are lower than your opponents you can Special Summon this card (from the hand), inflict damage to your opponent equal to the difference then this cards original ATK and DEF become equal to the damage dealt. Once per turn you can discard one card, inflict 100 damage to your opponent then this card gains 100 ATK and DEF."

 

Umbra's Shadow Spear

Spell

"Choose one;

- Destroy on monster on the field, inflict 500 damage to your opponent.
- Discard up to three cards then target the same number of cards on the field, destroy those cards.
- Pay 1000 Life points, destroy all monsters on the field, both players take damage equal to the number of destroyed monsters X100.

Immediately after one of this cards effects resolves, Special Summon this card as an an effect monster (Warrior-Type/Dark/Lvl 3/ATK 0/DEF 0) with this effect "This cards ATK is equal to the damage dealt to a player by one of this cards effects." instead of sending it to the graveyard.

 

Umbra's Ghost Sword

Equip Spell

"Equip only to an "Umbra" monster, pay any amount of Life Points, the equipped monster gains ATK equal to the amount payed. If the equipped monster is destroyed, Special Summon this card as an an effect monster (Warrior-Type/Dark/Lvl 5/ATK 0/DEF 0) with this effect "This cards ATK is equal to the ATK the equipped monster gained." instead of sending it to the graveyard"

 

Umbra's Midnight Armor

Trap

"Activate when your opponent declares an attack against an "Umbra" monster, that monster cannot be destroyed by battle or card effects until the endphase and your opponent takes damage equal to half the ATK of the attacking monster. Immediately after this cards effects resolves, Special Summon this card as an effect monster (Warrior-Type/Dark/Lvl 3/ATK 0/DEF 0) with this effect "This cards DEF is equal to the damage dealt to a player by this cards effects." instead of sending it to the graveyard."

 

Umbra's Eternal Shield

Continuous Trap

"Pay any amount of Life Points, "Umbra" monsters cannot be destroyed by battle with monsters with equal or less ATK than the amount payed. If this card is destroyed while in a Spell/Trap zone, Special Summon it as an effect monster (Warrior-Type/Dark/Lvl 5/ATK 0/DEF 0) with this effect "This cards DEF is equal to the amount of life points payed for it's effect." instead of sending it to the graveyard."

 

[spoiler=Generic Cards

Devourer of Sins

(Fiend/Dark/Lvl 7/ATK 0/DEF 0)

"Once per turn, while there is no card equipped to this monster, equip this card with one DARK monster you control, this card gains that monsters ATK and DEF. If this card would be destroyed, destroy the equipped monster instead. If this card battles a non-DARK monster destroy that monster before the damage step and gain life points equal to half the destroyed monsters ATK."

 

Impius the Unforgiving

(Fiend/Dark/Lvl 7/ATK ?/DEF ?)

"This card cannot be Normal Summon/Set. When a monster you control leaves the field you can Special Summon this card (from the hand), this cards ATK and DEF become double that of the removed monster. when this card is removed from the field inflict damage to your opponent equal to half this cards ATK. This card cannot attack directly."

 

Painful Pleasure

Continuous Spell

"Each time you lose life points from a card effect activate one of the following effect, if that card effect is from a card you control activate both effects instead;

- inflict damage to your opponent equal to amount of life points you lost.

- regain life points equal to half the amount of life points you lost."

 

Death of the Hero

Trap

"When your opponent destroys the monster you control with the highest ATK, destroy the monster you opponent controls with the highest ATK (choose if tied)."

 

Sacrificial Lamb

Counter Trap

"Tribute on monster you control to apply one of the following effects:

- Destroy one card on the field.
- Negate the activation of a Spell/Trap card and destroy it.

- Gain Life Points equal to half of the tributed monsters ATK."

 

 

STARS CARD

*SM Umbra, the Eternal Night

(Warriror/Dark/Lvl 10/0/0)

"This card cannot be Normal Summon/Set and can only be summoned by it's own effect. You can Special Summon this card from your hand by tributing one or more "Umbra" monsters. When this card is summoned inflict damage to your opponent equal to the combined Levels of the tributed monsters x100, this card gains ATK and DEF equal to the damage dealt. This card cannot be destroyed while it's ATK or DEF is higher than 1500."

 

[spoiler=Misc.The "Umbra" cards are based off a villain of the Phantom HERO's in their comic books which is why Hikara uses them. Her favorite card to use against Hiro is the trap card "Death of the Hero" for obvious reasons.

 

 

[spoiler=Nature's Girl]Name: Venus Rose Wood

 

Age:17
Gender: Female

[spoiler=Appearance]ec9a847c52da66682e299d80d0686370.jpg

She has a slim, hourglass like body and stands at 5 feet 4 inches. She has several different flowers tied all around in her hair. Her main outfit consists of a leaf-print dress that goes all the way down to her knees and simple light green flip-flops, although sometimes she doesn’t wear shoes at all.

 

[spoiler=Bio]Venus’s parents are both botanists. When they found out they were going to have a daughter they decided to name her after both of their favorite plants. Venus’s first name is short for the Venus flytrap, her dad’s favorite plant, and her middle name is Rose, her mother’s favorite plant. As she grew up, Venus gained her parents love for plants. In fact, she would start to talk to plants and make sure not to accidentally step on any of them.

 
When she first went to kindergarten, she brought a potted flower that she had been taking care of. Her teacher had tried to take it from her, but when Venus started crying, the teacher gave it back. Every day she would bring it to school with her, as it was the main thing that comforted during preschool. Since all Venus did with the potted flower was bring it with her from class to class and place it on her desk, the teachers didn’t mind her having it. However other school kids didn’t like this because the teachers would always take away any toys they had brought along. One day the top bully in the school discovered Venus talking to some plants on the playground. He called her “Plant Freak” and soon, the name spread like wildfire.
 
All the kids in the school started calling her ‘Plant Freak’, along with other name-calling. Venus ignored their bullying for a while, until one day when the top bully stole her potted flower. When she begged for it back, the bully smiled, before throwing it on the ground, shattering the pot to pieces. One of the teachers came up after seeing what happened and took the bully to the principal while another teacher comforted Venus while she cried, holding her dead flower.
 
After her parents had heard what happened at school, they decided to home school her. But it was too late for Venus. Her mind and understanding of people had changed. She began to have an inner fear of people, afraid that they would hate her for liking and talking to plants, like the kids who had bullied her. The only people she wasn't afraid of was her parents, who had always been nice to her. Her fear for people grew the older she got and the more she would stay at home for long periods of time. By the age of 8, she would never leave the house except to go out in the backyard. Since she had no friends to talk to, Venus would talk even more to plants in the house and the backyard, and would even pretend to have a conversation with them, claiming that she could understand plants feelings. Her parents were worried about Venus's behavior, so they decided to take action.
 
Venus’s mom contacted one of her friends, who had a daughter around Venus’s age named Alice, and asked them to come over. Venus’s parents thought that Alice and Venus could become friends. However, as soon as they told Venus that people were coming over, she ran into her room, locked the door, and told them to they her when they were gone. When Alice and her mom did arrive and Venus’s parents told them what happened and about Venus being bullied, Alice went to Venus’s room, determined. For you see, Alice had also been bullied in school, but had stood up to the bullies and told the teachers, getting the bullies in trouble. So Alice wanted to be friends with Venus and prove to her that people were not something to fear.
 
After a slow, long, and challenging conversation with Venus through the locked door, Alice had to leave. But soon Alice started coming over more and more. And every time she would talk to Venus through the locked door. After a few months, Venus finally opened the door, letting Alice into her room. Venus’s room had all kinds of plants with most of them being flowers. Alice really liked the room, which this had shocked Venus, who thought Alice would hate it. Now that they were face-to-face, Alice and Venus’s friendship quickly grew, and Venus’s fear of people started to slowly disappear. After several days with the help of Alice, she even started to leave the house and go to public places.
 
Since a stable friendship had been made, Alice decided to teach Venus how to play duel monsters. When Venus found out that there were Plant-Type monsters, she instantly fell in love with the game of dueling and built her deck with the help of Alice. Venus would start to train with Alice, who was an okay duelist. Venus was a natural duelist and quickly became really good, being able to beat Alice with ease. Soon, she got bored with just dueling with Alice and wanted to duel different opponents, but was still a bit afraid of people. Alice even helped her through this, introducing her to people who were friendly duelists.
 
Over the years, Venus got over her fear of people (mostly) and became great friends with Alice. Now she is able to leave her house without Alice and explore without the fear of people hating her. She even will sometimes challenge people to duels. She still will talk to plants, but doesn’t care that much if somebody sees her doing it.
 
Recently, Alice and her parents moved away from Ley City and moved to Europe, where Alice’s dad has a better job. Venus and Alice frequently communicate via phone calls, Facetime, and Skype.

 

 

[spoiler=Personality]She is nice, calm, and happy, with a slight bit of friendliness. Her motherly love for plants is great and she will sometimes argue someone if she sees them hurting a plant. Being the plant lover she is, she prefers to talk to plants more than people. When Venus gets nervous or flustered, she becomes very clumsy and will often drop something she is holding or trip. She sometimes gets nervous when talking to people she doesn’t know and will start to stumble on her own words. If she sees someone who is being mean or arguing with another person, she will turn a blind eye and walk as fast away as she can.

 
Her dueling style is gracefully and she will sometimes step around as if she is a delicate dancer. She doesn’t like dueling with or against people who are mean and will try to finish the duel as fast as she can.

 

 

 

[spoiler=Deck]https://forum.yugiohcardmaker.net/topic/363137-bloom-archetype/

Her deck is the "Bloom" Archetype, a collection of Plant-Type monsters that have effects that activate when being sent from the Deck to the Graveyard. Because of this, her Deck could be upgraded by using some of the Lightsworn cards, but she doesn't use them as she likes to keep the monsters in her deck strictly Plant-Type. The "Bloom" archetype has Synchro monsters that can also send cards from the top of the Deck to the Graveyard. Along with the "Bloom" cards, her deck also has a lot of Plant-Type support with cards like Spore and Bird of Roses. The only non-Plant-Type monsters in her Deck are Black Rose Dragon and Blue Rose Dragon. 

 

Custom STAR card:

 

Name: *SS Bloom Color Dragon

 

Type: Dragon/Synchro/Effect

 

Level: 8

 

Attribute: Earth/ATK: 2600 DEF: 2400

 

Summoning Conditions: 1 Tuner + 1 or more non-Tuner “Bloom” monsters

 

Effect: This card is also treated as a Plant-Type. When this card is Synchro Summoned: Send up to 3 cards from the top of your Deck to the Graveyard. This card gains 300 ATK for each “Bloom” monster sent to the Graveyard by the above effect. When a “Bloom” monster is sent to the Graveyard by the effect of a "Bloom" monster, except "*SS Bloom Color Dragon": Place 1 Petal counter on this card. Once per turn: You can remove 1 Petal counter from this card, then target 1 Spell/Trap card on the field; destroy it. If this card would be destroyed by battle or card effect: You can remove 2 Petal counters from this card, and if you do; it is not destroyed. You can only activate this effect of "*SS Bloom Color Dragon" once per turn.

 

 

 

[spoiler=Misc]For some unknown reason, the flowers in her hair never wilt.

 

 

 

[spoiler=Meet The Engineer]

 

Name: Paul Gambini
Gender: M
Age: 18
Appearance: Around 5'9, average weight, keeps his bangs parted so you can see both his eyes.
[spoiler=appearance]
superthumb.png

Personality: Paul was always naturally lazy, just drifting through life throughout most of high school. However, he can truly shine in something if he puts all his mind and effort into it, which is how he was able to get so far with his education to become a mechanic. He is also slightly antisocial, preferring for someone to call him out to do something rather than simply going up and talking to others.
 
Background: Paul generally just drifted around, not really putting effort into anything for most of his life. While his grades were kept high, he didn't really get out much until his first year of university, where he was introduced to the game of Duel Monsters by a couple friends. Due to his natural laziness, he hasn't gotten out much except to watch his other friends play, sometimes joining in when he feels like it.
 
Deck: Paul uses a self-destructive "Steaming" deck which destroys itself for various effects, focusing mainly on the Normal Tuner monster "Steaming Core".
[spoiler=customs]
Steaming Core
WATER | Machine | Level 2 | Tuner
A steam-powered core with high potential.
500/500
 
Steaming Gear Jetter
WATER | Machine | Level 2 | Effect
When this card is destroyed: You can destroy 1 other "Steaming" card you control; Special Summon this card from your GY.
400/2000
 
Steaming Soldier
WATER | Machine | Level 2 | Effect
When this card is Normal or Special Summoned: You can target 1 Normal Monster in your GY; Special Summon that target. If this card is destroyed, you can add 1 "Steaming Core" from your Deck to your hand.
800/800
 
Steaming Copter
WATER | Machine | Level 2 | Effect
If you control 2 or more "Steaming" monsters: You can Special Summon this card (from your hand), and if you do, draw 1 card, then destroy 1 card you control.
1000/500
 
Steaming Gardna
WATER | Machine | Level 4 | Effect
You can discard 1 card to Special Summon this card (from your hand). If you do, destroy this card during the End Phase. During either player's turn, if you would take damage: You can banish this card from your GY; inflict half the damage you would take to your opponent.
800/2100
 
Steaming Trashbot
WATER | Machine | Level 4 | Effect
Once per turn, if another card you control is destroyed: You can Special Summon this card (from your hand), and if you do, add that card to your hand. If this card is destroyed, Special Summon 1 "Steaming Core" from your Deck.
1500/1200
 
Steaming Gryphon
WATER | Machine | Level 4 | Effect
If a "Steaming" Monster is Normal or Special Summoned: You can Special Summon this card from your hand, and if you do, destroy 1 card you control. If this card is destroyed: You can Special Summon 1 "Steaming" monster from your GY.
1800/1000
 
Steaming Surveyor
WATER | Machine | Level 4 | Synchro | Effect
"Steaming Core" + 1 WATER monster
When this card is Synchro Summoned: Draw 1 card. If a "Steaming" card you control would be destroyed by a card effect: You can destroy this card instead, and if you do, Special Summon 1 Normal Monster from your Deck.
1700/1400
 
Steaming Engineer
WATER | Machine | Level 6 | Synchro | Effect
"Steaming Core" + 1 WATER monster
When this card is Synchro Summoned: Destroy any number of cards you control, then destroy cards your opponent controls up to the number of your cards destroyed by this card's effect. Once per turn, when a "Steaming" card you control is destroyed: You can Special Summon 1 "Steaming Core" from your Deck.
2300/1400
 
Steaming Iron Giant
WATER | Machine | Level 8 | Synchro | Effect
"Steaming Core" + 1+ WATER monsters
When this card is Synchro Summoned: Destroy all other cards you control, then Special Summon a "Steaming Core" from your Deck or GY for every 2 cards destroyed. Once per turn, when a "Steaming" card is activated: You can destroy 1 other card you control, then target 1 "Steaming" monster you control; it gains 500 ATK and DEF.
2500/1400
 
Steaming Bomb
Normal Spell
Destroy 1 card you control.
 
Steaming Factory
Continuous Spell
Destroy 1 "Steaming Core" you control to activate this card. WATER monsters you control gain 500 ATK and DEF. Once per turn, if a "Steaming" monster you control is Summoned: You can destroy that monster.
 
Steaming Scope
Continuous Spell
Destroy 1 "Steaming Core" you control to activate this card. Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; destroy it. If this card is destroyed, add 1 Continuous Trap from your GY to your hand.
 
Steaming Assembler
Continuous Spell
Destroy 1 "Steaming Core" you control to activate this card. Once per turn, when a "Steaming" monster you control is destroyed: Special Summon 1 "Steaming" monster from your GY. If this card is destroyed, Special Summon 1 "Steaming Core" from your GY.
 
Steaming Pipes
Continuous Trap
Destroy 1 "Steaming Core" you control to activate this card. Once per turn, if your opponent activates a Spell/Trap card: You can destroy 1 "Steaming" monster you control; negate the effect, and if you do, destroy that card. If this card is destroyed, add 1 "Steaming" monster from your GY to your hand.
 
Steaming Junkyard
Continuous Trap
Destroy 1 "Steaming Core" you control to activate this card. When this card is activated, add 1 "Steaming" card from your GY to your hand. Once per turn, if you control at least 2 "Steaming" cards: Target 2 cards on the field; destroy them. If this card is destroyed, add 1 Continuous Spell from your GY to your hand.

 
Misc:
* Usually has some grease on his jacket.
* Despite studying to be a mechanic he is a s*** driver
 
STARS CARD: *SS Steaming Gear Dragon
WATER | Machine | Level 8 | Synchro | Effect
"Steaming Core" + 1+ WATER monsters
This card is also treated as Dragon-type. When this card is Synchro Summoned: You can pay 1500 LP; Destroy all other monsters on the field. Once per turn, you can activate 1 "Steaming" Continuous Spell/Trap card from your GY without having to destroy "Steaming Core", and if you do, destroy 1 card you control. If this card is destroyed and sent to the GY: Special Summon 1 "Steaming" monster from your GY.
2700/2100

 

 

[spoiler=Stuff for the app]

7msjndN.jpg?1

"A duel is all about E★N★T★E★R★T★A★I★N★M★E★N★T! If you don't plan on putting on a show, then go ahead and go home already!"

Name: Elizabeth Kurosawa Battori

Gender: Female
Age: 17

[spoiler=Appearance]

UHiBqxX.jpg?1

Eli stands at a modest 158 cm tall, her physique is slim and fit, somewhat like that of a model's. Her usual outfit is the Ley City North Girls' Academy uniform, consisting of a black serafuku and short black skirt, while a white blazer completes her look. Outside of her uniform, her wardrobe mostly consists brightly colored shirts and tight jeans, as well as patterned socks and other pieces of clothing that accentuate a trendy, feminine look. As far as accessories go, Eli can't go without her white scrunchy, usually tying her pink hair up in a side ponytail. She's almost always seen with a friendly smile and confident, energetic posture, often accompanied with rather exaggerated body movements, which can cause her to seem overbearing to those who aren't good with overly happy-go-lucky types.

 

[spoiler=Personality]

"Dueling is about entertainment!" is the life motto and and arc words of Elizabeth Battori. Her personality is like that of a wild spring storm; unpredictable, wild, and above all, independently strong. Eli is a person who goes at her own pace and refuses to let anyone else dictate her life for her, if she decides she wants something, she would do anything in her power to obtain that thing, and the same holds true for the opposite. She's generally a very cheerful person, always with a confident smile and maintaining a positive attitude despite how bad things get. Her attitude can sometimes be overbearing, because it often makes her seem as if she's uncaring and unsympathetic of other's feelings, due to how much she can keep her cheeriness and energy despite her surroundings.

 

When it comes to her interests, including duels, she's very serious and intends to give her all in everything she does. She dislikes seeing people with no passion in what they're doing, people who only do things out of obligation with no desire to take their lives in their own hands. Due to this, Eli has a lot of difficulty in sympathizing with others, because all she knows is to follow her own instincts and interests, unfettered by the wishes and opinions of others. As far as dueling is concerned, she thinks of them as a means to entertain the crowd and to have fun, and as such, she puts on a show while dueling; acting like that of a pop idol to get the people around her pumped up and excited as well. Of course if her opponent is being a downer and not following up her excitement, she would often snap and get angry at her opponent, regardless of whether she's winning or not.

 

Her cheery, happy-go-lucky personality is somewhat of a bipolar one, she's as quick to anger as she is please, often seen smiling just as often as she's seen with a bitter, pissed off expression on her face. Her angry phases don't last long but it can happen out of nowhere, seemingly for no reason. That said even when angered, she's still as loud and wild as usual, never letting up her energetic spirit.

 

[spoiler=Background]

Elizabeth Kurosawa Battori, half-British half-Japanese, born to a wealthy family of pro duelists who regularly decorate the TV Screens worldwide, international celebrities of worldwide fame. From a young age, she was introduced to Duel Monsters, as well as the in and outs of being a pro duelist, mostly the philosophy about how 'duels are entertainment above all else', a motto she would come to hold dear in her heart. Originally, being an only child and born into wealth, she was a lazy, spoiled child with no real sense of determination or interest in anything beyond dueling. However, one night when she was 10 years old, her parents didn't return home following a tour outside Ley City.


No confirmation of their death was ever given, and Eli to this day continues to believe that there is a chance she might be able to meet them again. She believed

that they abandoned her because she didn't take her parents advice to heart, and that if she rose up the ranks and took her life seriously, become a pro duelist just like her parents were, she would be able to meet them. Since then, she's lived her life full-on without stop, always maintaining an upbeat and energetic personality no matter what. Due to her circumstances, she's lived by herself for the past 7 years, at some point using the leftover fortune to hire a lawyer and get her set up to move from her expensive mansion to a comfortable studio flat at the center of Ley City, closer to her highschool and closer to places where she could find a duel.

 

With her Zombie deck in tow, she's slowly but surely perfecting her dueling style while maintaining a healthy social life at her school, her charming looks and confident personality comfortably landing her a seat in the higher places of the societal ladder. Her spirit is being driven solely by the overwhelming desire to meet her parents once more, despite her slowly but surely realizing that they would never be seen again. Going through her daily life on the thin edge of despair, pushed only by a self-fueled delusion that's as fragile as it is strong.

 

[spoiler=Deck]

https://imgur.com/a/Q2Mb2

Eli plays a WATER Zombie deck themed around Pirates, even though it doesn't have an archetype name of its own. Like most Zombie decks, it focuses on graveyard plays, providing a steady supply of monsters to summon extra deck bosses and fodder for the Level 7 Pirate Kings. The deck has access to Rank 4 and 7 cards, but the existence of a Tuner hints at a yet undiscovered potential for Eli.

 

Eli's signature card is Noir Rose and all her forms, including so far "Pirate Princess, Noir Rose" and "Pirate Princess of Phantasm, Noir Rose".

Her stars card is Pirate King of Revels, Rozenmann *SX.

sdXDCY5.png

2 Level 7 Zombie-type monsters
You can only summon Zombie-type monsters. Once per turn: You can detach 1 Xyz Material and target 2 monsters in your GY; Special Summon those targets in defense position, but their effects are negated. Once per turn, during either player's turn, you can: Tribute 1 Zombie-type monster and target 1 monster on the field; Apply 1 of the following effects (1) That target cannot be destroyed by card effects this turn. (2) Destroy that target.

[spoiler=Misc]

 

[spoiler=Enigma]

 

Name: Enigma Infinita

Gender:male

Age: 17

[spoiler=Appearance]

http://imgur.com/E0KtE96

He is usually wearing a blue jacket, black undershirt, black pants with grey shoes. His eyes are yellow. His necklace is an anchor style thing.

 

 

[spoiler=Personality]

He is a hopeful person, a person who try's to see the brighter side of life. He wants nothing more than to find his father. He always has these thoughts that, when explained to others, don’t make sense to anyone other than himself. He also sees the unexplainable explanations. Like how his father is still alive after the accident in the test chamber. He can be harsh, and has trouble becoming friends with others. However, he finds that when people are jerks, he has a sensation to duel them, defeat them, and show them the light. He has a strong sense of justice, and doing something 'for the greater good'.

 

 

[spoiler=Background]

He is the son of a very wealthy company owner, Paradox Infinita. He was trained at a young age to play duel monsters with passion. He originally played a "Malefic" Deck, but it was his father's. One day, his father took him to his company, Infinita Industries, located on Ley City. They were testing a new product for technological advances in everything, starting with Time Travel. His father had tested it himself, but something went wrong. When the smoke cleared, everyone else was gone, including his father. All that was there was his Father’s Deck. He knew exactly what happened. So, he sold a good portion of the company, and now searches for his father, while all the while with his mother trying to stop him from trying, to make him give up. Until he kicked his mother out of his house, buying out her shares. Now he lives alone in his tower, and hunts for his father.

 

[spoiler=Deck]

He runs a deck known as"Lightbringing". These are Light monsters that are type killers. Once they know what type they are dealing with, they stun them, place tokens of that type to the field, and deal massive damage. They have a few rank 3's and 7's, but they all take 3 materials to summon. But, the problems are that they suffer from low attack if a main deck monster, and only one card's summon can't be negated.

This can and will be expanded eventually.

[spoiler=Lightbringing]

 

Lightbringing Knight

LIGHT/Warrior/Effect

LV 3

When this card is Special Summoned, target one Face-Up monster your Opponent controls, negate it’s effect; and if you do, Special Summon one "Anti-Lightbringing Token" to your opponent's field, with the same Type as the targeted Monster(DARK/Type/LV 1/0/0).

1300/1500

 

Lightbringing Paladin

LIGHT/Warrior/Effect

LV 3

When this card is Normal Summoned, if your Opponent controls two or more Monsters of the same Type, destroy one Monster your opponent controls; and if you do, Special Summon one "Lightbringing" Monster from your Hand.

1200/400

 

Lightbringing Support Sorceress

LIGHT/Spellcaster/Effect

LV3

When this Special Summoned card is on the field, Your opponent cannot activate effects from his GY, if he controls 2 Monsters with the same Type.

400/700

 

Lightbringing Beast

LIGHT/Beast/Effect

LV 3

When this Normal Summoned card is on the field, if your Opponent controls 2 or more Monsters of the same Type, your Opponent can't Special Summon Monsters of the same Type.

0/700

 

Lightbringing Blaze

Light/Pyro/Effect

LV3

When your opponent Summons a Monster while he controls a Monster with the same Type as the Monster Summoned, your opponent takes 200 Points of Damage for each Monster of that type that they control.

1500/1200

 

Lightbringing Spirit

Light/Fairy/Effect

LV3

You can discard this card, Declare one Type, all your opponents Monsters become the Declared Type.

0/0

 

Lightbringing Dragon

LIGHT/Dragon/Effect

LV7

During your Main Phase 1, if your opponent controls 2 or more Monsters of the same Type, you may Special Summon this card(from your hand), and if you do; declare 1 Monster Type, and if you do; while this card is face up, Monsters of the declared Type have their effects negated. Once per turn, you can change this card to LV 3 ; and if you do,This card counts as 2 Xyz Material for the Xyz Summon of a "Lightbringing" Monster. You may only use each of these effects once per turn.

2400/2600

 

Lightbringing Archer

LIGHT/Warrior/Effect

Lv 3

During your Main Phase, while your opponent controls at least 2 monsters of the same Type, You can Special Summon this monster from your Hand. When this monster is Special Summoned: Special Summon 1 "Lightbringing" monster from your Deck, other than "Lightbringing Archer". You may only use this effect once per turn.

700/1400

 

Lightbringing Mime

LIGHT/Psychic/Effect

LV 4

During Either Player's turn, when your Opponent Special Summons a monster, Target that monster: Special Summon this card to your Opponent's Field; Its Type and Attribute become the targeted monster's.

0/0

 

Lightbringing Crystal

LIGHT/Rock/Effect

LV3

During the Main Phase 1, while your Opponent controls 2 monsters of the same type, you can tribute this card, Target one monster your Opponent controls, Special Summon one "Anti Lightbringing Token" with that type (DARK/LV1/0/0), and if you do, Special Summon one "Lightbringing" monster from your deck, except "Lightbringing Crystal". You can only use this effect once per turn.

0/2000

 

Lightbringing Slime

LIGHT/Aqua/XYZ/Effect

RK3

3 level 3 "Lightbringing" Monsters

When this card is Xyz Summoned, target one monster your Opponent controls, Special Summon any number of "Anti Lightbringing Token"'s with the same type as the targeted monster (LIGHT/LV1/0/0). Once per turn, by detaching 1 Xyz Material, you can target 2 monsters your opponent controls of the same type, destroy them, then your opponent can Special Summon 1 monster of the same level of one of the destroyed monsters, but not of the same Type.

1500/1500

 

Lightbringing Hawk

LIGHT/Winged Beast/Xyz/Effect

RK 3

3 level 3 "Lightbringing" Monsters

When this Card is Xyz Summoned, if your opponent controls two or more Monsters of the same Type, add one "Rank-Up-Magic" Quick-Play Spell Card from your Deck to your Hand. During your Opponent's Turn, when your Opponent would Special Summon a Monster with the same Type as a Monster he controls, Detach 1 Xyz Material, Negate the Summon.

2000/2500

 

Lightbringing Serpent

LIGHT/Reptile/Xyz/Effect

Rank 3

3 level 3 Monsters

When this card is Xyz Summoned, Target one "Lightbringing" card in your Graveyard; add it to your hand. When this Xyz Summoned card is targeted for an Attack, detach one Xyz Material; target one Monster your Opponent controls of the same Type as the attacking monster, change the Attack Target to the targeted Monster.

2200/ 2300

 

Lightbringing Fiend
LIGHT/FIend/Xyz/Effect
Rank 7
3 level 7 Monsters
Once per turn, you can detach one Xyz material, declare one Monster Type, your opponent takes 300 points of damage for each monster with the declared type. When this card is Destroyed and sent to the GY, target one Rank 3 “Lightbringing” Xyz Monster in the GY, Special Summon it in Defense Mode, and attach this card as Xyz Material to that Card. You can only use this effect once per turn.
2500/2200

Lightbringing Crest
Field Spell
Once per turn, Declare one Monster Type, and if you do, draw cards equal to the number of Face-Up Monsters with the declared Type. During either Player's Turn, You can Discard one card, then Special Summon one “Lightbringing” Monster from your hand. You can only use this effect once per turn

Lightbringing Justice
Normal Trap
When a face-up "Lightbringing" Monster is Targeted by a card effect; negate the effect; and if you do, destroy it. While this card Is in the Graveyard, when a Monster would destroy a Monster; Banish this card;Negate the the destruction; and if you do, destroy the opposing monster; and if you do; your Opponent takes damage equal to it's level/ rank X 200.

Lightbringing Reconnaissance
Normal Trap
While you control a “Lightbringing” Monster, you can look at your opponent’s Hand, and if you do, Discard one card of your choice. While this card is in the graveyard, When your opponent would Fusion/Synchro/Xyz Summon with 3 or more monsters of the same type, you can Banish this card, Negate the summon, and if you do, Destroy that card.

Lightbringing Beacon
Continuous Trap
When this card is activated, declare one Monster Type, this card gains an effect for each non-Token Monster of that Type your Opponent controls.
1 or more: All Face-Up "Lightbringing" Monsters you control gain 200 ATK.
2 or more: Once per turn, you can add 1 "Lightbringing" Monster to your GY to your hand.
3 or more: Your Opponent cannot activate the effects of Cards of the Declared Type.
4 or more: Declare one type of Extra-Deck Monster(Fusion/Synchro/Xyz/Pendulum); Your Opponent cannot Special Summon cards of that type.

Rank-Up-Magic Lightbringing Advance
Quick-Play Spell
Target one Rank 3 “Lightbringing” Xyz Monster you control, Xyz Summon one Rank 7 Xyz Monster, by using the Targeted monster as Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster), and if you do; declare one Monster Type, for each Monster of that type, your opponent takes 300 points of damage.

Rank-Up-Magic Lightbringing Reinforcements
Quick-Play Spell
During your opponent's Main Phase or Battle Phase, when a Face-Up "Lightbringing" Xyz Monster you control is targeted for an attack or an effect, negate the effect or attack, and if you do, Xyz Summon one Rank 7 monster, by using a Face-Up "Lightbringing" Xyz Monster you control as Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster). When a "Lightbringing" Xyz Monster would be destroyed by battle or a card effect, you can Banish this card, negate the effect or destruction.

Rank-Up-Magic Lightbringing Enhancements
Quick-Play Spell
During either player's turn, Target one "Lightbringing" Xyz Monster you control, Xyz Summon 1 Rank 7 "Lightbringing" Xyz Monster, using the targeted Monster as the Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster); and if you do, it gains 1000 ATK, until the end of the turn.

 

 

 

 

[spoiler=STARS CARD]

Lightbringing Meteorfall Tyrano SX*

LIGHT/Dinosaur/Xyz/Effect

Rank 7

3 level 7 Monsters

Once per turn, you can detach one Xyz Material, declare one Monster Type; and if you do, destroy all Face-Up Monsters your Opponent controls of the declared Type. This card cannot attack the turn it activates this effect. During either players turn, when this card would be destroyed by battle or a card effect, you can Detatch 1 Xyz Material, Negate this card's Destruction, and if you do, you can destroy 1 card your opponent controls.

 

 

 

 

 

[spoiler=Misc]

he has been almost everywhere in the world with his dad on vacations. His favorite genre of music is Jazz.

 

 

 

[spoiler= Fun with Ghosts]

 

Name: Pyotr Blavatsky

Gender: Male

Age: 18

Appearance: Sp35pj8.jpg

Pyotr comes from a high-class family and because of this has developed a taste for finer clothing. He always try’s to look his best by wearing the latest in men’s fashion.

Personality: the best way to describe Pyotr is a combination of Charlie from always sunny in Philadelphia and Andy Dwyer from Parks and Rec. in other words he’s a wild card. He hates sitting still and always has to be doing something so much to the point where he will disregard orders in order to seek out his next opponent. there are som people he does listen to though, Pyotr does recognize powerful people and wont be quick to disobey them if he feels threaten, however due to his wild attitude this doesn’t happen very often.

Background: Pyotr comes from a wealthily family of occultists, the Blavatsky’s, who are known world wide for their research on whether or not Ghosts exist. Rumors say that while no concrete proof has been found, the Blavatsky’s have found a way to communicate with the dead through dueling with the family’s deck that is passed down to each head of the family. Pyotr became the Head of the Blavatsky’s after a mysterious incident where everyone living in the “Blavatsky Manor” except Pyotr suddenly disappeared without a trace leaving people to believe that Pyotr had something to do with their disappearance.

Deck: Necrophasm

https://forum.yugiohcardmaker.net/topic/371321-necrophasm-a-new-take-on-gemini-monsters/ 

Misc.:

STARS CARD:

*SX Necrophasm Dominating Olga

XYZ | DARK | Rank 8 | Zombie | Effect

3+ Level 8 monsters (1 “Necrophasm” monster min.)

If you XYZ summon this card by using a monster that is owned by your opponent as material, all monsters levels are treated as 8. While you control a Gemini monster, this card is treated as a Normal Monster. Once per turn during your Opponent’s turn (Quick Effect): if your opponent activates a card effect, detach 1 material from this card, change that card’s effect to: discard 2 cards. if a card is Discarded, this card gains 300 ATK. If this card leaves the field, Special Summon 1 “Necrophasm” monster from your GY.

2900/0

 

 

 

 

EDIT: I finally got this stupid post to work, no more formatting issues and everything is finally updated

Link to comment
Share on other sites

let's hope the issues from before don't come up again. Assuming Links aren't in use like last time?

 

[spoiler='The Shy Hero'

Name: Hiro Yūrei

Gender: Male
Age: 19

[spoiler='Appearance'005c90d4d8690436dc69b684472b84b8.jpg

a small and lean person (around 5'6), he often tries to hide his eyes behind his bangs to avoid eye contact, he'll usually have his nails painted black or white with various symbols done in a pale red.

 


[spoiler=Personality] Incredibly shy, Hiro prefers solitude when not dueling and has a habit of nervous stuttering when he talks to his opponent. If he's forced to hang out with others he'll most likely just stand in the back quietly and flash a shy smile when someone asks him anything. Due to his timid nature he doesn't really understand most people and often compares them to different cards or fictional characters to gain some kind of way to interpret them. during a duel his confidence is directly related to how well he thinks he's doing, not to say he'll lose any ability to play if he begins losing, he gauges his own skills based on his plays and combo's meaning that a bad hand could be a devastating blow to his ego.

 


[spoiler=Backstory] Hiro was always kind of antisocial, his parents got him into dueling hoping it would help him make friends, instead it isolated him more due to the lack of willing duel partners and his amateur understanding of the game. At home he would seal himself off in his room and study the game online, watching matches in tournaments hoping it would help him learn to make better moves and use his cards to the best of his ability. Most the time he just wanders around watching duels from a distance, hoping maybe someone will ask him to join in but also afraid of any possible interaction.

 


[spoiler=Deck] Hiro uses the "Phantom HERO" archetype, a deck that focuses on an unusual set of fusion monsters, either summoning powerful monsters to blow away the opponent or abusing their shared effect to swarm the field through cards like "Phantom HERO Oceanic Nova".

[spoiler=Custom Cards

Phantom HERO Black Flame

(Warrior/Dark/Lvl3/1200/800)

"While this card is face-up on the field it becomes FIRE Attribute and Pyro-Type. During both players standbyphases inflict 200 damage to your opponent for each "Phantom HERO" monster you control."

 

Phantom HERO Crow Freak

(Warrior/Dark/Lvl3/1000/1000)

"While this card is face-up on the field it becomes WIND Attribute and Winged-Beast-Type. While you control another "Phantom HERO" monster with a different attribute this card can attack directly."

 

Phantom HERO Giga Colossal

(Warrior/Dark/Lvl4/800/2000)

"While this card is face-up on the field it becomes EARTH Attribute and Rock-Type. If this is the only "Phantom HERO" monster you control it cannot be destroyed by battle. While this card is in face-up defens position other "Phantom Hero" monsters you control cannot be destroyed by battle."

 

Phantom HERO Mystery

(Warrior/Dark/Lvl5/1600/1800)

"While this card is face-up on the field it becomes Fiend-Type. You can discard this card, special summon one "Phantom HERO" from your deck or graveyard. This card can be treated as another "Phantom HERO" for a Fusion Summon."

 

Phantom HERO Shadow Sword

(Warrior/Dark/Lvl7/2600/1800)

"While this card is face-up on the field it becomes EARTH Attribute. This card can attack all monsters your opponent controls while you control another "Phantom HERO"."

 

Phantom HERO Stellar Nova

(Warrior/Dark/Lvl4/1700/1100)

"While this card is face-up on the field it becomes LIGHT Attribute and Fairy-Type. Destroy this card unless you control another "Phantom HERO" monster. If this card is destroyed destroy one card your opponent controls then, if it was destroyed by it's own effect, destroy one card your opponent controls or inflict 500 damage to your opponent."

 

Phantom HERO Tangle Grove

(Warrior/Dark/Lvl4/1500/1600)

"While this card is face-up on the field it becomes EARTH Attribute and Plant-Type. Once per turn you can summon one "Phantom Vine Token" (Plant-Type/EARTH/Lvl 1/ATK 0/DEF 0) with this effect "You can tribute this card, add one "Phantom HERO" from your deck or graveyard to your hand."

 

Phantom HERO Thunder Dark

(Warrior/Dark/Lvl4/1600/1400)

"While this card is face-up on the field it becomes LIGHT Attribute and Thunder-Type. If a "Phantom HERO" monster is removed from the field you can special summon this card from your hand then destroy cards your opponent controls equal to the amount of other "Phantom HERO" monsters you control."

 

Phantom HERO Tsunami

(Warrior/Dark/Lvl4/800/1200)

"While this card is face-up on the field it becomes WATER Attribute and Aqua-Type. When this card is summoned shuffle all spell/trap cards on the field into the deck, spell/trap cards cannot be set or activated until your opponents next endphase, if you control another "Phantom HERO" when this card is summoned destroy those spell/trap cards instead."

 

Phantom HERO Bark Blade

(Warrior/Fusiom/Dark/Lvl8/2600/2300)

"Phantom HERO Shadow Sword + Phantom HERO Tangle Grove

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. If this card destroys a monster by battle gain life points equal to the damage dealt to your opponent."

 

Phantom HERO Burning Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Fire attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. During your opponents standbyphase inflict 200 damage to your opponent for each "Phantom HERO" on the field."

 

Phantom HERO Fallen Angel

(Warrior/Fusion/Dark/Lvl6/2000/1000)

"Phantom HERO Mystery + Phantom HERO Stellar Nova

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. This cards attack cannot be negated. When this card declares an attack destroy the attack target before the damage step if it has higher ATK than this card. When this card leaves the field inflict 1000 damage to your opponent and gain 1000 Life Points."

 

Phantom HERO Jungle Avian

(Warrior/Fusion/Dark/Lvl8/1900/2300)

"Phantom HERO Tangle Grove + Phantom HERO Crow Freak

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. When a Phantom Hero would be removed from the field by battle or card effect negate that attack or effect and destroy that card."

 

Phantom HERO Lightning Behemoth

(Warrior/Fusion/Dark/Lvl6/2400/1500)

"Phantom HERO Thunder Dark + Phantom HERO Giga Colossal

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. When this card is summoned destroy all monsters your opponent controls with less ATK than this card."

 

Phantom HERO Lightning Rod

(Warrior/Fusion/Dark/Lvl8/2600/2300)

"Phantom HERO Shadow Sword + Phantom HERO Thunder Dark

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. If this card declares an attack you can discard one card, destroy that attack target before the damage step."

 

Phantom HERO Midnight Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Dark attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. During your opponents standbyphase inflict 200 damage to your opponent for each "Phantom HERO" on the field. You can tribute this card, special summon one "Phantom HERO" Phantom monster from your extra deck (this is treated as a Phantom Summon)."

 

Phantom HERO Night Phoenix

(Warrior/Fusion/Dark/Lvl6/2100/1200)

"Phantom HERO Black Flame + Phantom HERO Crow Freak

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. Once per turn you can tribute one "Phantom HERO" monster you control, inflict damage to your opponent equal to it's ATK."

 

Phantom HERO Oceanic Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Water attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. During your opponents standbyphase inflict 200 damage to your opponent for each "Phantom HERO" on the field. Once per turn you can destroy up to two cards on the field, this card loses 100 ATK for each card destroyed."

 

Phantom HERO Smoke Spectre

(Warrior/Fusion/Dark/Lvl5/1800/1000)

"Phantom HERO Black Flame + Phantom HERO Tsunami

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. If your opponent attacks a "Phantom HERO" monster you can change the attack target."

 

Phantom HERO Stone Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Earth attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. This card cannot be destroyed by battle."

 

Phantom HERO Storm Front

(Warrior/Fusion/Dark/Lvl8/2800/2800)

"Phantom HERO Crow Freak + Phantom HERO Thunder Dark + Phantom HERO Tsunami

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. Once per turn you can destroy Spell/Trap cards on the field equal to the amount of "Phantom HERO" monsters you control."

 

Phantom HERO Swamp Necro

(Warrior/Fusion/Dark/Lvl6/1900/1800)

"Phantom HERO Tangle Grove + Phantom HERO Mystery

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. Once per turn you can target one removed from play "Phantom HERO", add that card to your hand."

 

Phantom HERO The Sludge

(Warrior/Fusion/Dark/Lvl6/1600/3000)

"Phantom HERO Tsunami + Phantom HERO Giga Colossal

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. When this card declares an attack, negate that attack and place one "Phantom Sludge Counter" on the attack target. During each players standbyphase decrease the ATK of each monster with a "Phantom Sludge Counter" by 300, if a monsters ATK becomes 0 by this effect destroy that monster."

 

Phantom HERO Ventus Nova

(Warrior/Fusion/Dark/Lvl7/2500/2000)

"Phantom HERO Stellar Nova + one Wind attribute monster

This card can only be summoned by banishing the listed Fusion Materials from your hand or field. If this card would be attacked or destroyed return this card to the extra deck and special summon the removed from play Fusion Material monsters. While you control another "Phantom HERO" this card can attack directly but battle damage is halved."

 

H - Horrid Heart

Equip Spell

"Equip to one "Phantom HERO" monster you control, it gains 500 ATK each time it destroys a monster. If the equipped monster is a Fusion monster it cannot be removed from the field by battle or by it's own effect."

 

E - Electric Assault

Spell

"Special Summon one "Phantom HERO" from your deck or banished zone, inflict 300 damage to your opponent for each "Phantom HERO" monster you control."

 

O - Outrageous Return

Spell

"Add as many "Phantom HERO" monsters from your graveyard to your hand as possible, these monsters cannot be used as Fusion materials until your endphase."

 

R - Ravenous Vengeance

Trap

"If a "Phantom HERO you control is removed from the field by battle or your opponents card effect you can banish that monster from your graveyard or extra deck, special summon one "Phantom HERO" Fusion monster that lists it as a Phantom material (this is treated as a Fusion summon), both players take damage equal to half the summoned monsters ATK. You can banish this card from your graveyard, Special Summon one removed from play "Phantom HERO" monster."

 

STARS CARD

Phantom Hero *SF Ultima

(Warriro/Fusion/Dark/Lvl 10/2900/2600)

"Phantom HERO Crow Freak + Phantom HERO Black Flame + Phantom HERO Giga Colossal + Phantom HERO Tsunami

This card can only be summoned by banishing the listed Fusion Materials from your hand or field, if this card would be attacked or destroyed by card effect return this card to the extra deck and special summon the removed from play Fusiom Material monsters. Once per turn you can target one removed from play "Phantom HERO" monster, this card gains that monster effects, ATK, and DEF until your opponents endphase, while this card has the effect of another "Phantom HERO" monster it cannot be removed from the field by it's own effect."

 

[spoiler=Misc.] The monsters of the Phantom HERO archetype are all counterparts to existing Elemental HERO's and the monsters of the archetype as a whole are considered to be bitter rivals of their more popular Elemental counterparts in lore. Hiro's favorite monster is Phantom HERO Night Phoenix, his favorite non-Fusion monster is Phantom HERO Tangle Grove, mostly because of the name. Hiro records every duel he watches on his phone.

 

 

 

[spoiler='The Hero's Counterpart'

Name: Hikara Yūrei

Gender: Female
Age: 19

[spoiler=Appearanceb3074cf61693ee7c04af8b6cc2e16d2a.jpg

around the same height and build as her brother, she wears pastel sweaters and self made woven hats that always have a hidden pocket for her deck

 


[spoiler=Personality] While she wass equally as shy as Hiro, Hikara was able to overcome her social anxieties and put on a facade of a cheery disposition. She'll often be the one to initiate a duel, usually with her brother watching, in hopes of seeing new cards which get's her very excited. Unlike Hiro she doesn't have an issue in her dueling confidence and loves meeting someone she can't seem to beat just so she can form a new strategy to best them. If it weren't for her insistence on constantly trying to include her brother Hikara would be far more popular among duelists her age.

 


[spoiler=Backstory] Just like her brother their parents tried to get her into dueling to help her out at school however it seemed to work in her case, she became enthralled with the game and helped her brother make his "Phantom HERO" deck, promising him they'd be duel rivals and that he'd always be her only worthy opponent. though she made a ton of friends through dueling she abandoned most of them in favor of Hiro despite his indifferent nature to most people. Soon after people started avoiding both the twins socially and only really dueled with Hikara while Hiro would watch and record.

 


[spoiler=Deck] Despite her seemingly light hearted nature Hikara uses the small burn heavy "Umbra" achetype mixed in with other Dark support and generic burn and protection cards

[spoiler=Custom Cards

[spoiler=Umbra Cards]

Umbra Essence

(Warrior/Dark/Lvl 1/ATK 0/DEF 0)

"When your opponent declares an attack or an "Umbra" monster you control leaves the field you can Special Summon this card. your opponent cannot attack until the endphase after this card is summoned. You can tribute this card, add one "Umbra" card from your deck or graveyard to your hand."

 

Umbra The False Light

(Warrior/Dark/Lvl 4/ATK 0/DEF 0)

"When this card is summoned, Special Summon as many "Umbra the False Light" as possible from your hand, deck, or graveyard. Each time your opponent takes damage by the effect of an "Umbra" card this card gains 200 ATK. If an "Umbra" monster is removed from the field inflict 50 damage to your opponent."

 

Umbra The Dark Herald

(Warrior/Dark/Lvl 6/ATK 0/DEF 0)

"This card cannot be Normal Summon/Set and can only be Special Summoned (from the hand) by tributing one "Umbra" monster. When this card is summoned add one "Umbra" monster from your deck or graveyard to your hand. If this card declares an attack against a monster with higher ATK or DEF than this cards ATK negate that attack and inflict damage to your opponent equal to half the damage you would have taken, This card gains ATK and DEF equal to the damage dealt by this effect."

 

Umbra the Falling Star

(Warrior/Dark/Lvl 8/ATK ?/DEF ?)

"This card cannot be Normal Summon/Set and can only be summoned by it's own effect. While your Life Points are lower than your opponents you can Special Summon this card (from the hand), inflict damage to your opponent equal to the difference then this cards original ATK and DEF become equal to the damage dealt. Once per turn you can discard one card, inflict 100 damage to your opponent then this card gains 100 ATK and DEF."

 

Umbra's Shadow Spear

Spell

"Choose one;

- Destroy on monster on the field, inflict 500 damage to your opponent.
- Discard up to three cards then target the same number of cards on the field, destroy those cards.
- Pay 1000 Life points, destroy all monsters on the field, both players take damage equal to the number of destroyed monsters X100.

Immediately after one of this cards effects resolves, Special Summon this card as an an effect monster (Warrior-Type/Dark/Lvl 3/ATK 0/DEF 0) with this effect "This cards ATK is equal to the damage dealt to a player by one of this cards effects." instead of sending it to the graveyard.

 

Umbra's Ghost Sword

Equip Spell

"Equip only to an "Umbra" monster, pay any amount of Life Points, the equipped monster gains ATK equal to the amount payed. If the equipped monster is destroyed, Special Summon this card as an an effect monster (Warrior-Type/Dark/Lvl 5/ATK 0/DEF 0) with this effect "This cards ATK is equal to the ATK the equipped monster gained." instead of sending it to the graveyard"

 

Umbra's Midnight Armor

Trap

"Activate when your opponent declares an attack against an "Umbra" monster, that monster cannot be destroyed by battle or card effects until the endphase and your opponent takes damage equal to half the ATK of the attacking monster. Immediately after this cards effects resolves, Special Summon this card as an effect monster (Warrior-Type/Dark/Lvl 3/ATK 0/DEF 0) with this effect "This cards DEF is equal to the damage dealt to a player by this cards effects." instead of sending it to the graveyard."

 

Umbra's Eternal Shield

Continuous Trap

"Pay any amount of Life Points, "Umbra" monsters cannot be destroyed by battle with monsters with equal or less ATK than the amount payed. If this card is destroyed while in a Spell/Trap zone, Special Summon it as an effect monster (Warrior-Type/Dark/Lvl 5/ATK 0/DEF 0) with this effect "This cards DEF is equal to the amount of life points payed for it's effect." instead of sending it to the graveyard."

 

[spoiler=Generic Cards

Devourer of Sins

(Fiend/Dark/Lvl 7/ATK 0/DEF 0)

"Once per turn, while there is no card equipped to this monster, equip this card with one DARK monster you control, this card gains that monsters ATK and DEF. If this card would be destroyed, destroy the equipped monster instead. If this card battles a non-DARK monster destroy that monster before the damage step and gain life points equal to half the destroyed monsters ATK."

 

Impius the Unforgiving

(Fiend/Dark/Lvl 7/ATK ?/DEF ?)

"This card cannot be Normal Summon/Set. When a monster you control leaves the field you can Special Summon this card (from the hand), this cards ATK and DEF become double that of the removed monster. when this card is removed from the field inflict damage to your opponent equal to half this cards ATK. This card cannot attack directly."

 

Painful Pleasure

Continuous Spell

"Each time you take damage from a card effect activate one of the following effect, if that card effect is from a card you control activate both effects instead;

- inflict damage to your opponent equal to the damage you took.

- regain life points equal to half the damage you took."

 

Death of the Hero

Trap

"When your opponent destroys the monster you control with the highest ATK, destroy the monster you opponent controls with the highest ATK (choose if tied)."

 

Sacrificial Lamb

Counter Trap

"Tribute on monster you control to apply one of the following effects:

- Destroy one card on the field.
- Negate the activation of a Spell/Trap card and destroy it.

- Gain Life Points equal to half of the tributed monsters ATK."

 

 

STARS CARD

*SM Umbra, the Eternal Night

(Warriror/Dark/Lvl 10/0/0)

"This card cannot be Normal Summon/Set and can only be summoned by it's own effect. You can Special Summon this card from your hand by tributing one or more "Umbra" monsters. When this card is summoned inflict damage to your opponent equal to the combined Levels of the tributed monsters x100, this card gains ATK and DEF equal to the damage dealt. This card cannot be destroyed while it's ATK or DEF is higher than 1500."

 

[spoiler=Misc.] The "Umbra" cards are based off a villain of the Phantom HERO's in their comic books which is why Hikara uses them. Her favorite card to use against Hiro is the trap card "Death of the Hero" for obvious reasons.

 

 

Link to comment
Share on other sites

Ooh... that’s a toughie. Retrains are always nice, and retraining Venoms might open some new avenues and could be easier to balance, but originals offer more versatility... you’re choice I suppose. Maybe choose depending on the personality and goals of your OC.

Link to comment
Share on other sites

Posting my OC from last time here.

 

[spoiler=Nature's Girl]Name: Venus Rose Wood

Age:17
Gender: Female

[spoiler=Appearance]ec9a847c52da66682e299d80d0686370.jpg

She has a slim, hourglass like body and stands at 5 feet 4 inches. She has several different flowers tied all around in her hair. Her main outfit consists of a leaf-print dress that goes all the way down to her knees and simple light green flip-flops, although sometimes she doesn’t wear shoes at all.

 

[spoiler=Bio]Venus’s parents are both botanists. When they found out they were going to have a daughter they decided to name her after both of their favorite plants. Venus’s first name is short for the Venus flytrap, her dad’s favorite plant, and her middle name is Rose, her mother’s favorite plant. As she grew up, Venus gained her parents love for plants. In fact, she would start to talk to plants and make sure not to accidentally step on any of them.

 
When she first went to kindergarten, she brought a potted flower that she had been taking care of. Her teacher had tried to take it from her, but when Venus started crying, the teacher gave it back. Every day she would bring it to school with her, as it was the main thing that comforted during preschool. Since all Venus did with the potted flower was bring it with her from class to class and place it on her desk, the teachers didn’t mind her having it. However other school kids didn’t like this because the teachers would always take away any toys they had brought along. One day the top bully in the school discovered Venus talking to some plants on the playground. He called her “Plant Freak” and soon, the name spread like wildfire.
 
All the kids in the school started calling her ‘Plant Freak’, along with other name-calling. Venus ignored their bullying for a while, until one day when the top bully stole her potted flower. When she begged for it back, the bully smiled, before throwing it on the ground, shattering the pot to pieces. One of the teachers came up after seeing what happened and took the bully to the principal while another teacher comforted Venus while she cried, holding her dead flower.
 
After her parents had heard what happened at school, they decided to home school her. But it was too late for Venus. Her mind and understanding of people had changed. She began to have an inner fear of people, afraid that they would hate her for liking and talking to plants, like the kids who had bullied her. The only people she wasn't afraid of was her parents, who had always been nice to her. Her fear for people grew the older she got and the more she would stay at home for long periods of time. By the age of 8, she would never leave the house except to go out in the backyard. Since she had no friends to talk to, Venus would talk even more to plants in the house and the backyard, and would even pretend to have a conversation with them, claiming that she could understand plants feelings. Her parents were worried about Venus's behavior, so they decided to take action.
 
Venus’s mom contacted one of her friends, who had a daughter around Venus’s age named Alice, and asked them to come over. Venus’s parents thought that Alice and Venus could become friends. However, as soon as they told Venus that people were coming over, she ran into her room, locked the door, and told them to they her when they were gone. When Alice and her mom did arrive and Venus’s parents told them what happened and about Venus being bullied, Alice went to Venus’s room, determined. For you see, Alice had also been bullied in school, but had stood up to the bullies and told the teachers, getting the bullies in trouble. So Alice wanted to be friends with Venus and prove to her that people were not something to fear.
 
After a slow, long, and challenging conversation with Venus through the locked door, Alice had to leave. But soon Alice started coming over more and more. And every time she would talk to Venus through the locked door. After a few months, Venus finally opened the door, letting Alice into her room. Venus’s room had all kinds of plants with most of them being flowers. Alice really liked the room, which this had shocked Venus, who thought Alice would hate it. Now that they were face-to-face, Alice and Venus’s friendship quickly grew, and Venus’s fear of people started to slowly disappear. After several days with the help of Alice, she even started to leave the house and go to public places.
 
Since a stable friendship had been made, Alice decided to teach Venus how to play duel monsters. When Venus found out that there were Plant-Type monsters, she instantly fell in love with the game of dueling and built her deck with the help of Alice. Venus would start to train with Alice, who was an okay duelist. Venus was a natural duelist and quickly became really good, being able to beat Alice with ease. Soon, she got bored with just dueling with Alice and wanted to duel different opponents, but was still a bit afraid of people. Alice even helped her through this, introducing her to people who were friendly duelists.
 
Over the years, Venus got over her fear of people (mostly) and became great friends with Alice. Now she is able to leave her house without Alice and explore without the fear of people hating her. She even will sometimes challenge people to duels. She still will talk to plants, but doesn’t care that much if somebody sees her doing it.
 
Recently, Alice and her parents moved away from Ley City and moved to Europe, where Alice’s dad has a better job. Venus and Alice frequently communicate via phone calls, Facetime, and Skype.

 

 

[spoiler=Personality]She is nice, calm, and happy, with a slight bit of friendliness. Her motherly love for plants is great and she will sometimes argue someone if she sees them hurting a plant. Being the plant lover she is, she prefers to talk to plants more than people. When Venus gets nervous or flustered, she becomes very clumsy and will often drop something she is holding or trip. She sometimes gets nervous when talking to people she doesn’t know and will start to stumble on her own words. If she sees someone who is being mean or arguing with another person, she will turn a blind eye and walk as fast away as she can.

 
Her dueling style is gracefully and she will sometimes step around as if she is a delicate dancer. She doesn’t like dueling with or against people who are mean and will try to finish the duel as fast as she can.

 

 

 

[spoiler=Deck]https://forum.yugiohcardmaker.net/topic/363137-bloom-archetype/

Her deck is the "Bloom" Archetype, a collection of Plant-Type monsters that have effects that activate when being sent from the Deck to the Graveyard. Because of this, her Deck could be upgraded by using some of the Lightsworn cards, but she doesn't use them as she likes to keep the monsters in her deck strictly Plant-Type. The "Bloom" archetype has Synchro monsters that can also send cards from the top of the Deck to the Graveyard. Along with the "Bloom" cards, her deck also has a lot of Plant-Type support with cards like Spore and Bird of Roses. The only non-Plant-Type monsters in her Deck are Black Rose Dragon and Blue Rose Dragon. 

 

Custom STAR card:

 

Name: *SS Bloom Color Dragon

 

Type: Dragon/Synchro/Effect

 

Level: 8

 

Attribute: Earth/ATK: 2600 DEF: 2400

 

Summoning Conditions: 1 Tuner + 1 or more non-Tuner “Bloom” monsters

 

Effect: This card is also treated as a Plant-Type. When this card is Synchro Summoned: Send up to 3 cards from the top of your Deck to the Graveyard. This card gains 300 ATK for each “Bloom” monster sent to the Graveyard by the above effect. When a “Bloom” monster is sent to the Graveyard by the effect of a "Bloom" monster, except "*SS Bloom Color Dragon": Place 1 Petal counter on this card. Once per turn: You can remove 1 Petal counter from this card, then target 1 Spell/Trap card on the field; destroy it. If this card would be destroyed by battle or card effect: You can remove 2 Petal counters from this card, and if you do; it is not destroyed. You can only activate this effect of "*SS Bloom Color Dragon" once per turn.

 

 

 

[spoiler=Misc]For some unknown reason, the flowers in her hair never wilt.

 

 

 

 

I'm also thinking about making another character and may post an app in a week or two.

Link to comment
Share on other sites

Posting my OC from last time here.

 

[spoiler=Nature's Girl]Name: Venus Rose Wood

Age:17

Gender: Female

[spoiler=Appearance]ec9a847c52da66682e299d80d0686370.jpg

She has a slim, hourglass like body and stands at 5 feet 4 inches. She has several different flowers tied all around in her hair. Her main outfit consists of a leaf-print dress that goes all the way down to her knees and simple light green flip-flops, although sometimes she doesn’t wear shoes at all.

 

[spoiler=Bio]Venus’s parents are both botanists. When they found out they were going to have a daughter they decided to name her after both of their favorite plants. Venus’s first name is short for the Venus flytrap, her dad’s favorite plant, and her middle name is Rose, her mother’s favorite plant. As she grew up, Venus gained her parents love for plants. In fact, she would start to talk to plants and make sure not to accidentally step on any of them.

 

When she first went to kindergarten, she brought a potted flower that she had been taking care of. Her teacher had tried to take it from her, but when Venus started crying, the teacher gave it back. Every day she would bring it to school with her, as it was the main thing that comforted during preschool. Since all Venus did with the potted flower was bring it with her from class to class and place it on her desk, the teachers didn’t mind her having it. However other school kids didn’t like this because the teachers would always take away any toys they had brought along. One day the top bully in the school discovered Venus talking to some plants on the playground. He called her “Plant Freak” and soon, the name spread like wildfire.

 

All the kids in the school started calling her ‘Plant Freak’, along with other name-calling. Venus ignored their bullying for a while, until one day when the top bully stole her potted flower. When she begged for it back, the bully smiled, before throwing it on the ground, shattering the pot to pieces. One of the teachers came up after seeing what happened and took the bully to the principal while another teacher comforted Venus while she cried, holding her dead flower.

 

After her parents had heard what happened at school, they decided to home school her. But it was too late for Venus. Her mind and understanding of people had changed. She began to have an inner fear of people, afraid that they would hate her for liking and talking to plants, like the kids who had bullied her. The only people she wasn't afraid of was her parents, who had always been nice to her. Her fear for people grew the older she got and the more she would stay at home for long periods of time. By the age of 8, she would never leave the house except to go out in the backyard. Since she had no friends to talk to, Venus would talk even more to plants in the house and the backyard, and would even pretend to have a conversation with them, claiming that she could understand plants feelings. Her parents were worried about Venus's behavior, so they decided to take action.

 

Venus’s mom contacted one of her friends, who had a daughter around Venus’s age named Alice, and asked them to come over. Venus’s parents thought that Alice and Venus could become friends. However, as soon as they told Venus that people were coming over, she ran into her room, locked the door, and told them to they her when they were gone. When Alice and her mom did arrive and Venus’s parents told them what happened and about Venus being bullied, Alice went to Venus’s room, determined. For you see, Alice had also been bullied in school, but had stood up to the bullies and told the teachers, getting the bullies in trouble. So Alice wanted to be friends with Venus and prove to her that people were not something to fear.

 

After a slow, long, and challenging conversation with Venus through the locked door, Alice had to leave. But soon Alice started coming over more and more. And every time she would talk to Venus through the locked door. After a few months, Venus finally opened the door, letting Alice into her room. Venus’s room had all kinds of plants with most of them being flowers. Alice really liked the room, which this had shocked Venus, who thought Alice would hate it. Now that they were face-to-face, Alice and Venus’s friendship quickly grew, and Venus’s fear of people started to slowly disappear. After several days with the help of Alice, she even started to leave the house and go to public places.

 

Since a stable friendship had been made, Alice decided to teach Venus how to play duel monsters. When Venus found out that there were Plant-Type monsters, she instantly fell in love with the game of dueling and built her deck with the help of Alice. Venus would start to train with Alice, who was an okay duelist. Venus was a natural duelist and quickly became really good, being able to beat Alice with ease. Soon, she got bored with just dueling with Alice and wanted to duel different opponents, but was still a bit afraid of people. Alice even helped her through this, introducing her to people who were friendly duelists.

 

Over the years, Venus got over her fear of people (mostly) and became great friends with Alice. Now she is able to leave her house without Alice and explore without the fear of people hating her. She even will sometimes challenge people to duels. She still will talk to plants, but doesn’t care that much if somebody sees her doing it.

 

Recently, Alice and her parents moved away from Ley City and moved to Europe, where Alice’s dad has a better job. Venus and Alice frequently communicate via phone calls, Facetime, and Skype.

 

 

[spoiler=Personality]She is nice, calm, and happy, with a slight bit of friendliness. Her motherly love for plants is great and she will sometimes argue someone if she sees them hurting a plant. Being the plant lover she is, she prefers to talk to plants more than people. When Venus gets nervous or flustered, she becomes very clumsy and will often drop something she is holding or trip. She sometimes gets nervous when talking to people she doesn’t know and will start to stumble on her own words. If she sees someone who is being mean or arguing with another person, she will turn a blind eye and walk as fast away as she can.

 

Her dueling style is gracefully and she will sometimes step around as if she is a delicate dancer. She doesn’t like dueling with or against people who are mean and will try to finish the duel as fast as she can.

 

 

 

[spoiler=Deck]https://forum.yugiohcardmaker.net/topic/363137-bloom-archetype/

Her deck is the "Bloom" Archetype, a collection of Plant-Type monsters that have effects that activate when being sent from the Deck to the Graveyard. Because of this, her Deck could be upgraded by using some of the Lightsworn cards, but she doesn't use them as she likes to keep the monsters in her deck strictly Plant-Type. The "Bloom" archetype has Synchro monsters that can also send cards from the top of the Deck to the Graveyard. Along with the "Bloom" cards, her deck also has a lot of Plant-Type support with cards like Spore and Bird of Roses. The only non-Plant-Type monsters in her Deck are Black Rose Dragon and Blue Rose Dragon. 

 

Custom STAR card:

 

Name: *SS Bloom Color Dragon

 

Type: Dragon/Synchro/Effect

 

Level: 8

 

Attribute: Earth/ATK: 2600 DEF: 2400

 

Summoning Conditions: 1 Tuner + 1 or more non-Tuner “Bloom” monsters

 

Effect: This card is also treated as a Plant-Type. When this card is Synchro Summoned: Send up to 3 cards from the top of your Deck to the Graveyard. This card gains 300 ATK for each “Bloom” monster sent to the Graveyard by the above effect. When a “Bloom” monster is sent to the Graveyard by the effect of a "Bloom" monster, except "*SS Bloom Color Dragon": Place 1 Petal counter on this card. Once per turn: You can remove 1 Petal counter from this card, then target 1 Spell/Trap card on the field; destroy it. If this card would be destroyed by battle or card effect: You can remove 2 Petal counters from this card, and if you do; it is not destroyed. You can only activate this effect of "*SS Bloom Color Dragon" once per turn.

 

 

 

[spoiler=Misc]For some unknown reason, the flowers in her hair never wilt.

 

 

 

 

I'm also thinking about making another character and may post an app in a week or two.

hope Venus and my twins meet up again

Link to comment
Share on other sites

Posting my OC from last time here.

 

[spoiler=Nature's Girl]Name: Venus Rose Wood

Age:17

Gender: Female

[spoiler=Appearance]ec9a847c52da66682e299d80d0686370.jpg

She has a slim, hourglass like body and stands at 5 feet 4 inches. She has several different flowers tied all around in her hair. Her main outfit consists of a leaf-print dress that goes all the way down to her knees and simple light green flip-flops, although sometimes she doesn’t wear shoes at all.

 

[spoiler=Bio]Venus’s parents are both botanists. When they found out they were going to have a daughter they decided to name her after both of their favorite plants. Venus’s first name is short for the Venus flytrap, her dad’s favorite plant, and her middle name is Rose, her mother’s favorite plant. As she grew up, Venus gained her parents love for plants. In fact, she would start to talk to plants and make sure not to accidentally step on any of them.

 

When she first went to kindergarten, she brought a potted flower that she had been taking care of. Her teacher had tried to take it from her, but when Venus started crying, the teacher gave it back. Every day she would bring it to school with her, as it was the main thing that comforted during preschool. Since all Venus did with the potted flower was bring it with her from class to class and place it on her desk, the teachers didn’t mind her having it. However other school kids didn’t like this because the teachers would always take away any toys they had brought along. One day the top bully in the school discovered Venus talking to some plants on the playground. He called her “Plant Freak” and soon, the name spread like wildfire.

 

All the kids in the school started calling her ‘Plant Freak’, along with other name-calling. Venus ignored their bullying for a while, until one day when the top bully stole her potted flower. When she begged for it back, the bully smiled, before throwing it on the ground, shattering the pot to pieces. One of the teachers came up after seeing what happened and took the bully to the principal while another teacher comforted Venus while she cried, holding her dead flower.

 

After her parents had heard what happened at school, they decided to home school her. But it was too late for Venus. Her mind and understanding of people had changed. She began to have an inner fear of people, afraid that they would hate her for liking and talking to plants, like the kids who had bullied her. The only people she wasn't afraid of was her parents, who had always been nice to her. Her fear for people grew the older she got and the more she would stay at home for long periods of time. By the age of 8, she would never leave the house except to go out in the backyard. Since she had no friends to talk to, Venus would talk even more to plants in the house and the backyard, and would even pretend to have a conversation with them, claiming that she could understand plants feelings. Her parents were worried about Venus's behavior, so they decided to take action.

 

Venus’s mom contacted one of her friends, who had a daughter around Venus’s age named Alice, and asked them to come over. Venus’s parents thought that Alice and Venus could become friends. However, as soon as they told Venus that people were coming over, she ran into her room, locked the door, and told them to they her when they were gone. When Alice and her mom did arrive and Venus’s parents told them what happened and about Venus being bullied, Alice went to Venus’s room, determined. For you see, Alice had also been bullied in school, but had stood up to the bullies and told the teachers, getting the bullies in trouble. So Alice wanted to be friends with Venus and prove to her that people were not something to fear.

 

After a slow, long, and challenging conversation with Venus through the locked door, Alice had to leave. But soon Alice started coming over more and more. And every time she would talk to Venus through the locked door. After a few months, Venus finally opened the door, letting Alice into her room. Venus’s room had all kinds of plants with most of them being flowers. Alice really liked the room, which this had shocked Venus, who thought Alice would hate it. Now that they were face-to-face, Alice and Venus’s friendship quickly grew, and Venus’s fear of people started to slowly disappear. After several days with the help of Alice, she even started to leave the house and go to public places.

 

Since a stable friendship had been made, Alice decided to teach Venus how to play duel monsters. When Venus found out that there were Plant-Type monsters, she instantly fell in love with the game of dueling and built her deck with the help of Alice. Venus would start to train with Alice, who was an okay duelist. Venus was a natural duelist and quickly became really good, being able to beat Alice with ease. Soon, she got bored with just dueling with Alice and wanted to duel different opponents, but was still a bit afraid of people. Alice even helped her through this, introducing her to people who were friendly duelists.

 

Over the years, Venus got over her fear of people (mostly) and became great friends with Alice. Now she is able to leave her house without Alice and explore without the fear of people hating her. She even will sometimes challenge people to duels. She still will talk to plants, but doesn’t care that much if somebody sees her doing it.

 

Recently, Alice and her parents moved away from Ley City and moved to Europe, where Alice’s dad has a better job. Venus and Alice frequently communicate via phone calls, Facetime, and Skype.

 

 

[spoiler=Personality]She is nice, calm, and happy, with a slight bit of friendliness. Her motherly love for plants is great and she will sometimes argue someone if she sees them hurting a plant. Being the plant lover she is, she prefers to talk to plants more than people. When Venus gets nervous or flustered, she becomes very clumsy and will often drop something she is holding or trip. She sometimes gets nervous when talking to people she doesn’t know and will start to stumble on her own words. If she sees someone who is being mean or arguing with another person, she will turn a blind eye and walk as fast away as she can.

 

Her dueling style is gracefully and she will sometimes step around as if she is a delicate dancer. She doesn’t like dueling with or against people who are mean and will try to finish the duel as fast as she can.

 

 

 

[spoiler=Deck]https://forum.yugiohcardmaker.net/topic/363137-bloom-archetype/

Her deck is the "Bloom" Archetype, a collection of Plant-Type monsters that have effects that activate when being sent from the Deck to the Graveyard. Because of this, her Deck could be upgraded by using some of the Lightsworn cards, but she doesn't use them as she likes to keep the monsters in her deck strictly Plant-Type. The "Bloom" archetype has Synchro monsters that can also send cards from the top of the Deck to the Graveyard. Along with the "Bloom" cards, her deck also has a lot of Plant-Type support with cards like Spore and Bird of Roses. The only non-Plant-Type monsters in her Deck are Black Rose Dragon and Blue Rose Dragon. 

 

Custom STAR card:

 

Name: *SS Bloom Color Dragon

 

Type: Dragon/Synchro/Effect

 

Level: 8

 

Attribute: Earth/ATK: 2600 DEF: 2400

 

Summoning Conditions: 1 Tuner + 1 or more non-Tuner “Bloom” monsters

 

Effect: This card is also treated as a Plant-Type. When this card is Synchro Summoned: Send up to 3 cards from the top of your Deck to the Graveyard. This card gains 300 ATK for each “Bloom” monster sent to the Graveyard by the above effect. When a “Bloom” monster is sent to the Graveyard by the effect of a "Bloom" monster, except "*SS Bloom Color Dragon": Place 1 Petal counter on this card. Once per turn: You can remove 1 Petal counter from this card, then target 1 Spell/Trap card on the field; destroy it. If this card would be destroyed by battle or card effect: You can remove 2 Petal counters from this card, and if you do; it is not destroyed. You can only activate this effect of "*SS Bloom Color Dragon" once per turn.

 

 

 

[spoiler=Misc]For some unknown reason, the flowers in her hair never wilt.

 

 

 

 

I'm also thinking about making another character and may post an app in a week or two.

accepted

Link to comment
Share on other sites

[spoiler=Enigma]

Name: Enigma Infinita

Gender:male

Age: 17

[spoiler=Appearance]

http://imgur.com/E0KtE96

He is usually wearing a blue jacket, black undershirt, black pants with grey shoes. His eyes are yellow. His necklace is an anchor style thing.

 

 

[spoiler=Personality]

He is a hopeful person, a person who try's to see the brighter side of life. He wants nothing more than to find his father. He always has these thoughts that, when explained to others, don’t make sense to anyone other than himself. He also sees the unexplainable explanations. Like how his father is still alive after the accident in the test chamber. He can be harsh, and has trouble becoming friends with others. However, he finds that when people are jerks, he has a sensation to duel them, defeat them, and show them the light. He has a strong sense of justice, and doing something 'for the greater good'.

 

 

[spoiler=Background]

He is the son of a very wealthy company owner, Paradox Infinita. He was trained at a young age to play duel monsters with passion. He originally played a "Malefic" Deck, but it was his father's. One day, his father took him to his company, Infinita Industries, located on Ley City. They were testing a new product for technological advances in everything, starting with Time Travel. His father had tested it himself, but something went wrong. When the smoke cleared, everyone else was gone, including his father. All that was there was his Father’s Deck. He knew exactly what happened. So, he sold a good portion of the company, and now searches for his father, while all the while with his mother trying to stop him from trying, to make him give up. Until he kicked his mother out of his house, buying out her shares. Now he lives alone in his tower, and hunts for his father.

 

[spoiler=Deck]

He runs a deck known as"Lightbringing". These are Light monsters that are type killers. Once they know what type they are dealing with, they stun them, place tokens of that type to the field, and deal massive damage. They have a few rank 3's and 7's, but they all take 3 materials to summon. But, the problems are that they suffer from low attack if a main deck monster, and only one card's summon can't be negated.

This can and will be expanded eventually.

[spoiler=Lightbringing]

 

Lightbringing Knight

LIGHT/Warrior/Effect

LV 3

When this card is Special Summoned, target one Face-Up monster your Opponent controls, negate it’s effect; and if you do, Special Summon one "Anti-Lightbringing Token" to your opponent's field, with the same Type as the targeted Monster(DARK/Type/LV 1/0/0).

1300/1500

 

Lightbringing Paladin

LIGHT/Warrior/Effect

LV 3

When this card is Normal Summoned, if your Opponent controls two or more Monsters of the same Type, destroy one Monster your opponent controls; and if you do, Special Summon one "Lightbringing" Monster from your Hand.

1200/400

 

Lightbringing Support Sorceress

LIGHT/Spellcaster/Effect

LV3

When this Special Summoned card is on the field, Your opponent cannot activate effects from his GY, if he controls 2 Monsters with the same Type.

400/700

 

Lightbringing Beast

LIGHT/Beast/Effect

LV 3

When this Normal Summoned card is on the field, if your Opponent controls 2 or more Monsters of the same Type, your Opponent can't Special Summon Monsters of the same Type.

0/700

 

Lightbringing Blaze

Light/Pyro/Effect

LV3

When your opponent Summons a Monster while he controls a Monster with the same Type as the Monster Summoned, your opponent takes 200 Points of Damage for each Monster of that type that they control.

1500/1200

 

Lightbringing Spirit

Light/Fairy/Effect

LV3

You can discard this card, Declare one Type, all your opponents Monsters become the Declared Type.

0/0

 

Lightbringing Dragon

LIGHT/Dragon/Effect

LV7

During your Main Phase 1, if your opponent controls 2 or more Monsters of the same Type, you may Special Summon this card(from your hand), and if you do; declare 1 Monster Type, and if you do; while this card is face up, Monsters of the declared Type have their effects negated. Once per turn, you can change this card to LV 3 ; and if you do,This card counts as 2 Xyz Material for the Xyz Summon of a "Lightbringing" Monster. You may only use each of these effects once per turn.

2400/2600

 

Lightbringing Archer

LIGHT/Warrior/Effect

Lv 3

During your Main Phase, while your opponent controls at least 2 monsters of the same Type, You can Special Summon this monster from your Hand. When this monster is Special Summoned: Special Summon 1 "Lightbringing" monster from your Deck, other than "Lightbringing Archer". You may only use this effect once per turn.

700/1400

 

Lightbringing Mime

LIGHT/Psychic/Effect

LV 4

During Either Player's turn, when your Opponent Special Summons a monster, Target that monster: Special Summon this card to your Opponent's Field; Its Type and Attribute become the targeted monster's.

0/0

 

Lightbringing Crystal

LIGHT/Rock/Effect

LV3

During the Main Phase 1, while your Opponent controls 2 monsters of the same type, you can tribute this card, Target one monster your Opponent controls, Special Summon one "Anti Lightbringing Token" with that type (DARK/LV1/0/0), and if you do, Special Summon one "Lightbringing" monster from your deck, except "Lightbringing Crystal". You can only use this effect once per turn.

0/2000

 

Lightbringing Slime

LIGHT/Aqua/XYZ/Effect

RK3

3 level 3 "Lightbringing" Monsters

When this card is Xyz Summoned, target one monster your Opponent controls, Special Summon any number of "Anti Lightbringing Token"'s with the same type as the targeted monster (LIGHT/LV1/0/0). Once per turn, by detaching 1 Xyz Material, you can target 2 monsters your opponent controls of the same type, destroy them, then your opponent can Special Summon 1 monster of the same level of one of the destroyed monsters, but not of the same Type.

1500/1500

 

Lightbringing Hawk

LIGHT/Winged Beast/Xyz/Effect

RK 3

3 level 3 "Lightbringing" Monsters

When this Card is Xyz Summoned, if your opponent controls two or more Monsters of the same Type, add one "Rank-Up-Magic" Quick-Play Spell Card from your Deck to your Hand. During your Opponent's Turn, when your Opponent would Special Summon a Monster with the same Type as a Monster he controls, Detach 1 Xyz Material, Negate the Summon.

2000/2500

 

Lightbringing Serpent

LIGHT/Reptile/Xyz/Effect

Rank 3

3 level 3 Monsters

When this card is Xyz Summoned, Target one "Lightbringing" card in your Graveyard; add it to your hand. When this Xyz Summoned card is targeted for an Attack, detach one Xyz Material; target one Monster your Opponent controls of the same Type as the attacking monster, change the Attack Target to the targeted Monster.

2200/ 2300

 

Lightbringing Fiend
LIGHT/FIend/Xyz/Effect
Rank 7
3 level 7 Monsters
Once per turn, you can detach one Xyz material, declare one Monster Type, your opponent takes 300 points of damage for each monster with the declared type. When this card is Destroyed and sent to the GY, target one Rank 3 “Lightbringing” Xyz Monster in the GY, Special Summon it in Defense Mode, and attach this card as Xyz Material to that Card. You can only use this effect once per turn.
2500/2200

Lightbringing Crest
Field Spell
Once per turn, Declare one Monster Type, and if you do, draw cards equal to the number of Face-Up Monsters with the declared Type. During either Player's Turn, You can Discard one card, then Special Summon one “Lightbringing” Monster from your hand. You can only use this effect once per turn

Lightbringing Justice
Normal Trap
When a face-up "Lightbringing" Monster is Targeted by a card effect; negate the effect; and if you do, destroy it. While this card Is in the Graveyard, when a Monster would destroy a Monster; Banish this card;Negate the the destruction; and if you do, destroy the opposing monster; and if you do; your Opponent takes damage equal to it's level/ rank X 200.

Lightbringing Reconnaissance
Normal Trap
While you control a “Lightbringing” Monster, you can look at your opponent’s Hand, and if you do, Discard one card of your choice. While this card is in the graveyard, When your opponent would Fusion/Synchro/Xyz Summon with 3 or more monsters of the same type, you can Banish this card, Negate the summon, and if you do, Destroy that card.

Lightbringing Beacon
Continuous Trap
When this card is activated, declare one Monster Type, this card gains an effect for each non-Token Monster of that Type your Opponent controls.
1 or more: All Face-Up "Lightbringing" Monsters you control gain 200 ATK.
2 or more: Once per turn, you can add 1 "Lightbringing" Monster to your GY to your hand.
3 or more: Your Opponent cannot activate the effects of Cards of the Declared Type.
4 or more: Declare one type of Extra-Deck Monster(Fusion/Synchro/Xyz/Pendulum); Your Opponent cannot Special Summon cards of that type.

Rank-Up-Magic Lightbringing Advance
Quick-Play Spell
Target one Rank 3 “Lightbringing” Xyz Monster you control, Xyz Summon one Rank 7 Xyz Monster, by using the Targeted monster as Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster), and if you do; declare one Monster Type, for each Monster of that type, your opponent takes 300 points of damage.

Rank-Up-Magic Lightbringing Reinforcements
Quick-Play Spell
During your opponent's Main Phase or Battle Phase, when a Face-Up "Lightbringing" Xyz Monster you control is targeted for an attack or an effect, negate the effect or attack, and if you do, Xyz Summon one Rank 7 monster, by using a Face-Up "Lightbringing" Xyz Monster you control as Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster). When a "Lightbringing" Xyz Monster would be destroyed by battle or a card effect, you can Banish this card, negate the effect or destruction.

Rank-Up-Magic Lightbringing Enhancements
Quick-Play Spell
During either player's turn, Target one "Lightbringing" Xyz Monster you control, Xyz Summon 1 Rank 7 "Lightbringing" Xyz Monster, using the targeted Monster as the Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster); and if you do, it gains 1000 ATK, until the end of the turn.

 

 

 

 

[spoiler=STARS CARD]

Lightbringing Meteorfall Tyrano SX*

LIGHT/Dinosaur/Xyz/Effect

Rank 7

3 level 7 Monsters

Once per turn, you can detach one Xyz Material, declare one Monster Type; and if you do, destroy all Face-Up Monsters your Opponent controls of the declared Type. This card cannot attack the turn it activates this effect. During either players turn, when this card would be destroyed by battle or a card effect, you can Detatch 1 Xyz Material, Negate this card's Destruction, and if you do, you can destroy 1 card your opponent controls.

 

 

 

 

 

[spoiler=Misc]

he has been almost everywhere in the world with his dad on vacations. His favorite genre of music is Jazz.

 

 

Link to comment
Share on other sites

[spoiler=Enigma]

Name: Enigma Infinita

Gender:male

Age: 17

[spoiler=Appearance]

http://imgur.com/E0KtE96

He is usually wearing a blue jacket, black undershirt, black pants with grey shoes. His eyes are yellow. His necklace is an anchor style thing.

 

 

[spoiler=Personality]

He is a hopeful person, a person who try's to see the brighter side of life. He wants nothing more than to find his father. He always has these thoughts that, when explained to others, don’t make sense to anyone other than himself. He also sees the unexplainable explanations. Like how his father is still alive after the accident in the test chamber. He can be harsh, and has trouble becoming friends with others. However, he finds that when people are jerks, he has a sensation to duel them, defeat them, and show them the light. He has a strong sense of justice, and doing something 'for the greater good'.

 

 

[spoiler=Background]

He is the son of a very wealthy company owner, Paradox Infinita. He was trained at a young age to play duel monsters with passion. He originally played a "Malefic" Deck, but it was his father's. One day, his father took him to his company, Infinita Industries, located on Ley City. They were testing a new product for technological advances in everything, starting with Time Travel. His father had tested it himself, but something went wrong. When the smoke cleared, everyone else was gone, including his father. All that was there was his Father’s Deck. He knew exactly what happened. So, he sold a good portion of the company, and now searches for his father, while all the while with his mother trying to stop him from trying, to make him give up. Until he kicked his mother out of his house, buying out her shares. Now he lives alone in his tower, and hunts for his father.

 

[spoiler=Deck]

He runs a deck known as"Lightbringing". These are Light monsters that are type killers. Once they know what type they are dealing with, they stun them, place tokens of that type to the field, and deal massive damage. They have a few rank 3's and 7's, but they all take 3 materials to summon. But, the problems are that they suffer from low attack if a main deck monster, and only one card's summon can't be negated.

This can and will be expanded eventually.

[spoiler=Lightbringing]

 

Lightbringing Knight

LIGHT/Warrior/Effect

LV 3

When this card is Special Summoned, target one Face-Up monster your Opponent controls, negate it’s effect; and if you do, Special Summon one "Anti-Lightbringing Token" to your opponent's field, with the same Type as the targeted Monster(DARK/Type/LV 1/0/0).

1300/1500

 

Lightbringing Paladin

LIGHT/Warrior/Effect

LV 3

When this card is Normal Summoned, if your Opponent controls two or more Monsters of the same Type, destroy one Monster your opponent controls; and if you do, Special Summon one "Lightbringing" Monster from your Hand.

1200/400

 

Lightbringing Support Sorceress

LIGHT/Spellcaster/Effect

LV3

When this Special Summoned card is on the field, Your opponent cannot activate effects from his GY, if he controls 2 Monsters with the same Type.

400/700

 

Lightbringing Beast

LIGHT/Beast/Effect

LV 3

When this Normal Summoned card is on the field, if your Opponent controls 2 or more Monsters of the same Type, your Opponent can't Special Summon Monsters of the same Type.

0/700

 

Lightbringing Blaze

Light/Pyro/Effect

LV3

When your opponent Summons a Monster while he controls a Monster with the same Type as the Monster Summoned, your opponent takes 200 Points of Damage for each Monster of that type that they control.

1500/1200

 

Lightbringing Spirit

Light/Fairy/Effect

LV3

You can discard this card, Declare one Type, all your opponents Monsters become the Declared Type.

0/0

 

Lightbringing Dragon

LIGHT/Dragon/Effect

LV7

During your Main Phase 1, if your opponent controls 2 or more Monsters of the same Type, you may Special Summon this card(from your hand), and if you do; declare 1 Monster Type, and if you do; while this card is face up, Monsters of the declared Type have their effects negated. Once per turn, you can change this card to LV 3 ; and if you do,This card counts as 2 Xyz Material for the Xyz Summon of a "Lightbringing" Monster. You may only use each of these effects once per turn.

2400/2600

 

Lightbringing Archer

LIGHT/Warrior/Effect

Lv 3

During your Main Phase, while your opponent controls at least 2 monsters of the same Type, You can Special Summon this monster from your Hand. When this monster is Special Summoned: Special Summon 1 "Lightbringing" monster from your Deck, other than "Lightbringing Archer". You may only use this effect once per turn.

700/1400

 

Lightbringing Mime

LIGHT/Psychic/Effect

LV 4

During Either Player's turn, when your Opponent Special Summons a monster, Target that monster: Special Summon this card to your Opponent's Field; Its Type and Attribute become the targeted monster's.

0/0

 

Lightbringing Crystal

LIGHT/Rock/Effect

LV3

During the Main Phase 1, while your Opponent controls 2 monsters of the same type, you can tribute this card, Target one monster your Opponent controls, Special Summon one "Anti Lightbringing Token" with that type (DARK/LV1/0/0), and if you do, Special Summon one "Lightbringing" monster from your deck, except "Lightbringing Crystal". You can only use this effect once per turn.

0/2000

 

Lightbringing Slime

LIGHT/Aqua/XYZ/Effect

RK3

3 level 3 "Lightbringing" Monsters

When this card is Xyz Summoned, target one monster your Opponent controls, Special Summon any number of "Anti Lightbringing Token"'s with the same type as the targeted monster (LIGHT/LV1/0/0). Once per turn, by detaching 1 Xyz Material, you can target 2 monsters your opponent controls of the same type, destroy them, then your opponent can Special Summon 1 monster of the same level of one of the destroyed monsters, but not of the same Type.

1500/1500

 

Lightbringing Hawk

LIGHT/Winged Beast/Xyz/Effect

RK 3

3 level 3 "Lightbringing" Monsters

When this Card is Xyz Summoned, if your opponent controls two or more Monsters of the same Type, add one "Rank-Up-Magic" Quick-Play Spell Card from your Deck to your Hand. During your Opponent's Turn, when your Opponent would Special Summon a Monster with the same Type as a Monster he controls, Detach 1 Xyz Material, Negate the Summon.

2000/2500

 

Lightbringing Serpent

LIGHT/Reptile/Xyz/Effect

Rank 3

3 level 3 Monsters

When this card is Xyz Summoned, Target one "Lightbringing" card in your Graveyard; add it to your hand. When this Xyz Summoned card is targeted for an Attack, detach one Xyz Material; target one Monster your Opponent controls of the same Type as the attacking monster, change the Attack Target to the targeted Monster.

2200/ 2300

 

Lightbringing Fiend

LIGHT/FIend/Xyz/Effect

Rank 7

3 level 7 Monsters

Once per turn, you can detach one Xyz material, declare one Monster Type, your opponent takes 300 points of damage for each monster with the declared type. When this card is Destroyed and sent to the GY, target one Rank 3 “Lightbringing” Xyz Monster in the GY, Special Summon it in Defense Mode, and attach this card as Xyz Material to that Card. You can only use this effect once per turn.

2500/2200

 

Lightbringing Crest

Field Spell

Once per turn, Declare one Monster Type, and if you do, draw cards equal to the number of Face-Up Monsters with the declared Type. During either Player's Turn, You can Discard one card, then Special Summon one “Lightbringing” Monster from your hand. You can only use this effect once per turn

 

Lightbringing Justice

Normal Trap

When a face-up "Lightbringing" Monster is Targeted by a card effect; negate the effect; and if you do, destroy it. While this card Is in the Graveyard, when a Monster would destroy a Monster; Banish this card;Negate the the destruction; and if you do, destroy the opposing monster; and if you do; your Opponent takes damage equal to it's level/ rank X 200.

 

Lightbringing Reconnaissance

Normal Trap

While you control a “Lightbringing” Monster, you can look at your opponent’s Hand, and if you do, Discard one card of your choice. While this card is in the graveyard, When your opponent would Fusion/Synchro/Xyz Summon with 3 or more monsters of the same type, you can Banish this card, Negate the summon, and if you do, Destroy that card.

 

Lightbringing Beacon

Continuous Trap

When this card is activated, declare one Monster Type, this card gains an effect for each non-Token Monster of that Type your Opponent controls.

1 or more: All Face-Up "Lightbringing" Monsters you control gain 200 ATK.

2 or more: Once per turn, you can add 1 "Lightbringing" Monster to your GY to your hand.

3 or more: Your Opponent cannot activate the effects of Cards of the Declared Type.

4 or more: Declare one type of Extra-Deck Monster(Fusion/Synchro/Xyz/Pendulum); Your Opponent cannot Special Summon cards of that type.

 

Rank-Up-Magic Lightbringing Advance

Quick-Play Spell

Target one Rank 3 “Lightbringing” Xyz Monster you control, Xyz Summon one Rank 7 Xyz Monster, by using the Targeted monster as Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster), and if you do; declare one Monster Type, for each Monster of that type, your opponent takes 300 points of damage.

 

Rank-Up-Magic Lightbringing Reinforcements

Quick-Play Spell

During your opponent's Main Phase or Battle Phase, when a Face-Up "Lightbringing" Xyz Monster you control is targeted for an attack or an effect, negate the effect or attack, and if you do, Xyz Summon one Rank 7 monster, by using a Face-Up "Lightbringing" Xyz Monster you control as Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster). When a "Lightbringing" Xyz Monster would be destroyed by battle or a card effect, you can Banish this card, negate the effect or destruction.

 

Rank-Up-Magic Lightbringing Enhancements

Quick-Play Spell

During either player's turn, Target one "Lightbringing" Xyz Monster you control, Xyz Summon 1 Rank 7 "Lightbringing" Xyz Monster, using the targeted Monster as the Xyz Material(Xyz materials attached to that Xyz Monster become Xyz material to the Xyz Monster); and if you do, it gains 1000 ATK, until the end of the turn.

 

 

 

 

[spoiler=STARS CARD]

Lightbringing Meteorfall Tyrano SX*

LIGHT/Dinosaur/Xyz/Effect

Rank 7

3 level 7 Monsters

Once per turn, you can detach one Xyz Material, declare one Monster Type; and if you do, destroy all Face-Up Monsters your Opponent controls of the declared Type. This card cannot attack the turn it activates this effect. During either players turn, when this card would be destroyed by battle or a card effect, you can Detatch 1 Xyz Material, Negate this card's Destruction, and if you do, you can destroy 1 card your opponent controls.

 

 

 

 

 

[spoiler=Misc]

he has been almost everywhere in the world with his dad on vacations. His favorite genre of music is Jazz.

 

 

Accepted, will update in a couple of hours

Link to comment
Share on other sites

[spoiler=Meet The Engineer]

Name: Paul Gambini

Gender: M

Age: 18

Appearance: Around 5'9, average weight, keeps his bangs parted so you can see both his eyes.

[spoiler=appearance]

superthumb.png


Personality: Paul was always naturally lazy, just drifting through life throughout most of high school. However, he can truly shine in something if he puts all his mind and effort into it, which is how he was able to get so far with his education to become a mechanic. He is also slightly antisocial, preferring for someone to call him out to do something rather than simply going up and talking to others.

 

Background: Paul generally just drifted around, not really putting effort into anything for most of his life. While his grades were kept high, he didn't really get out much until his first year of university, where he was introduced to the game of Duel Monsters by a couple friends. Due to his natural laziness, he hasn't gotten out much except to watch his other friends play, sometimes joining in when he feels like it.

 

Deck: Paul uses a self-destructive "Steaming" deck which destroys itself for various effects, focusing mainly on the Normal Tuner monster "Steaming Core".

[spoiler=customs]

Steaming Core

WATER | Machine | Level 2 | Tuner

A steam-powered core with high potential.

500/500

 

Steaming Gear Jetter

WATER | Machine | Level 2 | Effect

When this card is destroyed: You can destroy 1 other "Steaming" card you control; Special Summon this card from your GY.

400/2000

 

Steaming Soldier

WATER | Machine | Level 2 | Effect

When this card is Normal or Special Summoned: You can target 1 Normal Monster in your GY; Special Summon that target. If this card is destroyed, you can add 1 "Steaming Core" from your Deck to your hand.

800/800

 

Steaming Copter

WATER | Machine | Level 2 | Effect

If you control 2 or more "Steaming" monsters: You can Special Summon this card (from your hand), and if you do, draw 1 card, then destroy 1 card you control.

1000/500

 

Steaming Gardna

WATER | Machine | Level 4 | Effect

You can discard 1 card to Special Summon this card (from your hand). If you do, destroy this card during the End Phase. During either player's turn, if you would take damage: You can banish this card from your GY; inflict half the damage you would take to your opponent.

800/2100

 

Steaming Trashbot

WATER | Machine | Level 4 | Effect

Once per turn, if another card you control is destroyed: You can Special Summon this card (from your hand), and if you do, add that card to your hand. If this card is destroyed, Special Summon 1 "Steaming Core" from your Deck.

1500/1200

 

Steaming Gryphon

WATER | Machine | Level 4 | Effect

If a "Steaming" Monster is Normal or Special Summoned: You can Special Summon this card from your hand, and if you do, destroy 1 card you control. If this card is destroyed: You can Special Summon 1 "Steaming" monster from your GY.

1800/1000

 

Steaming Surveyor

WATER | Machine | Level 4 | Synchro | Effect

"Steaming Core" + 1 WATER monster

When this card is Synchro Summoned: Draw 1 card. If a "Steaming" card you control would be destroyed by a card effect: You can destroy this card instead, and if you do, Special Summon 1 Normal Monster from your Deck.

1700/1400

 

Steaming Serpent

WATER | Machine | Level 6 | Synchro | Effect

"Steaming Core" + 1 WATER monster

When this card is Synchro Summoned: Destroy any number of cards you control, then destroy cards your opponent controls up to the number of your cards destroyed by this card's effect. Once per turn, when a "Steaming" card you control is destroyed: You can Special Summon 1 "Steaming Core" from your Deck.

2300/1400

 

Steaming Iron Giant

WATER | Machine | Level 8 | Synchro | Effect

"Steaming Core" + 1+ WATER monsters

When this card is Synchro Summoned: Destroy all other cards you control, then Special Summon a "Steaming Core" from your Deck or GY for every 2 cards destroyed. Once per turn, when a "Steaming" card is activated: You can destroy 1 other card you control, then target 1 "Steaming" monster you control; it gains 500 ATK and DEF.

2500/1400

 

Steaming Bomb

Normal Spell

Destroy 1 card you control.

 

Steaming Factory

Continuous Spell

Destroy 1 "Steaming Core" you control to activate this card. WATER monsters you control gain 500 ATK and DEF. Once per turn, if a "Steaming" monster you control is Summoned: You can destroy that monster.

 

Steaming Scope

Continuous Spell

Destroy 1 "Steaming Core" you control to activate this card. Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; destroy it. If this card is destroyed, add 1 Continuous Trap from your GY to your hand.

 

Steaming Assembler

Continuous Spell

Destroy 1 "Steaming Core" you control to activate this card. Once per turn, when a "Steaming" monster you control is destroyed: Special Summon 1 "Steaming" monster from your GY. If this card is destroyed, Special Summon 1 "Steaming Core" from your GY.

 

Steaming Pipes

Continuous Trap

Destroy 1 "Steaming Core" you control to activate this card. Once per turn, if your opponent activates a Spell/Trap card: You can destroy 1 "Steaming" monster you control; negate the effect, and if you do, destroy that card. If this card is destroyed, add 1 "Steaming" monster from your GY to your hand.

 

Steaming Junkyard

Continuous Trap

Destroy 1 "Steaming Core" you control to activate this card. When this card is activated, add 1 "Steaming" card from your GY to your hand. Once per turn, if you control at least 2 "Steaming" cards: Target 2 cards on the field; destroy them. If this card is destroyed, add 1 Continuous Spell from your GY to your hand.


 

Misc:

* Usually has some grease on his jacket.

* Despite studying to be a mechanic he is a s*** driver

 

STARS CARD: *SS Steaming Gear Dragon

WATER | Machine | Level 8 | Synchro | Effect

"Steaming Core" + 1+ WATER monsters

This card is also treated as Dragon-type. When this card is Synchro Summoned: You can pay 1500 LP; Destroy all other monsters on the field. Once per turn, you can activate 1 "Steaming" Continuous Spell/Trap card from your GY without having to destroy "Steaming Core", and if you do, destroy 1 card you control. If this card is destroyed and sent to the GY: Special Summon 1 "Steaming" monster from your GY.

2700/2100


Link to comment
Share on other sites

 

[spoiler=Meet The Engineer]

Name: Paul Gambini

Gender: M

Age: 18

Appearance: Around 5'9, average weight, keeps his bangs parted so you can see both his eyes.

[spoiler=appearance]

superthumb.png

 

 

Personality: Paul was always naturally lazy, just drifting through life throughout most of high school. However, he can truly shine in something if he puts all his mind and effort into it, which is how he was able to get so far with his education to become a mechanic. He is also slightly antisocial, preferring for someone to call him out to do something rather than simply going up and talking to others.

 

Background: Paul generally just drifted around, not really putting effort into anything for most of his life. While his grades were kept high, he didn't really get out much until his first year of university, where he was introduced to the game of Duel Monsters by a couple friends. Due to his natural laziness, he hasn't gotten out much except to watch his other friends play, sometimes joining in when he feels like it.

 

Deck: Paul uses a self-destructive "Steaming" deck which destroys itself for various effects, focusing mainly on the Normal Tuner monster "Steaming Core".

[spoiler=customs]

Steaming Core

WATER | Machine | Level 2 | Tuner

A steam-powered core with high potential.

500/500

 

Steaming Gear Jetter

WATER | Machine | Level 2 | Effect

When this card is destroyed: You can destroy 1 other "Steaming" card you control; Special Summon this card from your GY.

400/2000

 

Steaming Soldier

WATER | Machine | Level 2 | Effect

When this card is Normal or Special Summoned: You can target 1 Normal Monster in your GY; Special Summon that target. If this card is destroyed, you can add 1 "Steaming Core" from your Deck to your hand.

800/800

 

Steaming Copter

WATER | Machine | Level 2 | Effect

If you control 2 or more "Steaming" monsters: You can Special Summon this card (from your hand), and if you do, draw 1 card, then destroy 1 card you control.

1000/500

 

Steaming Gardna

WATER | Machine | Level 4 | Effect

You can discard 1 card to Special Summon this card (from your hand). If you do, destroy this card during the End Phase. During either player's turn, if you would take damage: You can banish this card from your GY; inflict half the damage you would take to your opponent.

800/2100

 

Steaming Trashbot

WATER | Machine | Level 4 | Effect

Once per turn, if another card you control is destroyed: You can Special Summon this card (from your hand), and if you do, add that card to your hand. If this card is destroyed, Special Summon 1 "Steaming Core" from your Deck.

1500/1200

 

Steaming Gryphon

WATER | Machine | Level 4 | Effect

If a "Steaming" Monster is Normal or Special Summoned: You can Special Summon this card from your hand, and if you do, destroy 1 card you control. If this card is destroyed: You can Special Summon 1 "Steaming" monster from your GY.

1800/1000

 

Steaming Surveyor

WATER | Machine | Level 4 | Synchro | Effect

"Steaming Core" + 1 WATER monster

When this card is Synchro Summoned: Draw 1 card. If a "Steaming" card you control would be destroyed by a card effect: You can destroy this card instead, and if you do, Special Summon 1 Normal Monster from your Deck.

1700/1400

 

Steaming Engineer

WATER | Machine | Level 6 | Synchro | Effect

"Steaming Core" + 1 WATER monster

When this card is Synchro Summoned: Destroy any number of cards you control, then destroy cards your opponent controls up to the number of your cards destroyed by this card's effect. Once per turn, when a "Steaming" card you control is destroyed: You can Special Summon 1 "Steaming Core" from your Deck.

2300/1400

 

Steaming Iron Giant

WATER | Machine | Level 8 | Synchro | Effect

"Steaming Core" + 1+ WATER monsters

When this card is Synchro Summoned: Destroy all other cards you control, then Special Summon a "Steaming Core" from your Deck or GY for every 2 cards destroyed. Once per turn, when a "Steaming" card is activated: You can destroy 1 other card you control, then target 1 "Steaming" monster you control; it gains 500 ATK and DEF.

2500/1400

 

Steaming Bomb

Normal Spell

Destroy 1 card you control.

 

Steaming Factory

Continuous Spell

Destroy 1 "Steaming Core" you control to activate this card. WATER monsters you control gain 500 ATK and DEF. Once per turn, if a "Steaming" monster you control is Summoned: You can destroy that monster.

 

Steaming Scope

Continuous Spell

Destroy 1 "Steaming Core" you control to activate this card. Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; destroy it. If this card is destroyed, add 1 Continuous Trap from your GY to your hand.

 

Steaming Assembler

Continuous Spell

Destroy 1 "Steaming Core" you control to activate this card. Once per turn, when a "Steaming" monster you control is destroyed: Special Summon 1 "Steaming" monster from your GY. If this card is destroyed, Special Summon 1 "Steaming Core" from your GY.

 

Steaming Pipes

Continuous Trap

Destroy 1 "Steaming Core" you control to activate this card. Once per turn, if your opponent activates a Spell/Trap card: You can destroy 1 "Steaming" monster you control; negate the effect, and if you do, destroy that card. If this card is destroyed, add 1 "Steaming" monster from your GY to your hand.

 

Steaming Junkyard

Continuous Trap

Destroy 1 "Steaming Core" you control to activate this card. When this card is activated, add 1 "Steaming" card from your GY to your hand. Once per turn, if you control at least 2 "Steaming" cards: Target 2 cards on the field; destroy them. If this card is destroyed, add 1 Continuous Spell from your GY to your hand.

 

 

 

Misc:

* Usually has some grease on his jacket.

* Despite studying to be a mechanic he is a s*** driver

 

STARS CARD: *SS Steaming Gear Dragon

WATER | Machine | Level 8 | Synchro | Effect

"Steaming Core" + 1+ WATER monsters

This card is also treated as Dragon-type. When this card is Synchro Summoned: You can pay 1500 LP; Destroy all other monsters on the field. Once per turn, you can activate 1 "Steaming" Continuous Spell/Trap card from your GY without having to destroy "Steaming Core", and if you do, destroy 1 card you control. If this card is destroyed and sent to the GY: Special Summon 1 "Steaming" monster from your GY.

2700/2100

 

 

Accepted, now we just have to wait for Rider and we’ll be good to go.

Link to comment
Share on other sites

I'm gonna post this here and complete it when I get the chance.
 
[spoiler=Spoiled Rich]
Name: Alison Kingston 
 
Age: 17
 
Gender: Female
 
 
[spoiler=Appearance]Ix0Cihh.jpg
Standing at 5” 3’, Alison is pretty normal when it comes to her height. Besides that, she considers herself anything but normal. When it comes to Alison and her appearance, she likes to emit a feeling of power and elegance. Because of this her clothing consists of designer brands, with some of her clothes costing more than a gaming system. Her light green/teal hair is usually worn down, unless she is going to some kind of special event. She likes to eat healthy and her slim body is proof of that. This doesn’t mean that she won’t indulge herself with tasty treats when she feels like it.


 
[spoiler=Personality]Personality: Having been spoiled by her father since birth, Alison is a very selfish person. Because of this, she is used to things going her way. This doesn’t mean that everything HAS to go her way, just that she prefers for it go her way. She is also pretty condescending, often saying rude things to people that aren’t her friends. However, she doesn’t always do this. Only when she’s in a bad mood or sees something that she feels like she has to point out.
 
When it comes to dueling, Alison is a bit of a trash talker.  Often times shell point out problems with her opponents deck or brag about her powerful monsters. This sometimes results in her making a mistake or misjudging her opponents deck. However, these mistakes dont happen very often. Sometimes if she is in a bad mood, she'll want to do an ante duel


 
[spoiler=Bio]Bio: Since the very beginning, Alison has lived the easy life. With her father, Arthur Kingston, being the CEO of the Crown Corp, one of the major manufacturers in technology, there has been no shortage of money. And with Alison being his only child, he spoiled her a lot.
 
Early on, Alison had a private tutor and learned at home. This all changed when Alison discovered public school. At once, she wanted to go. The idea of doing school with other kids seemed like such a fun thing for Alison. So her father enrolled her in a public school immediately and she began to attend school like everyone else did. The early time she had to wake up at did annoy her, but besides that she enjoyed it greatly. Her father's status got her instant popularity, with almost everyone wanting to be her friend. Alsion knew that they were all just fake friends, wanting to get what she could give them. And she decided to use this to her advantage. Whether it was getting them to do chores for her or having them make fools of themselves, Alison had her so-called "friends" wrapped around her pretty little finger.
 
However, she did manage to find two real friends by the names of Catelyn and Sarah. Neither of them were of rich or popular status, but that didn't matter to Alison. They were good friends that she could chat and have fun with.
 
Along with hanging out with her two friends, she enjoyed dueling against the other kids, especially since she won most of the time. The few times that she did lose usually resulted in her changing her deck for a more powerful one, as a way to try and prevent future losses. Because of this, she was seen as either a sore loser or a genius duelist, depending on who you asked.
 
All in all, Alison is a duelist who wants to be number one. And nobody will stand in her way to the top.


 
[spoiler=Deck]https://forum.yugiohcardmaker.net/topic/372574-fairy-tale-archetype-repost/
A group of LIGHT Level 4, Spellcaster-Type monsters that are based on famous fairy tale characters. They rely on Magic Counters to activate one of their effects. They all share the same ability to gain Magic Counters by either having allies summoned or by having Fairy Tale spells and traps activated. Each Fairy Tale monster has Fusion versions which, when summoned, gain special Counters that allow them to activate their powerful effects.
 
STAR Card:
OxFFIaN.png
 
Name: *SF Alice: Symphony of Wonder
Type: Spellcaster/Fusion/Effect
Level: 10
Attribute: LIGHT/ ATK: 3000 DEF: 1800
SC: “Fairy Tale – Alice” + 1 “Fairy Tale” Fusion Monster.
Effect:(This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned:  Place 2 Wonder Counters on this card. Once per turn, during either player’s turn: You can remove 1 Wonder Counter from this card, and if you do; all monsters your opponent controls lose ATK and DEF equal to their own Level/Rank x100 until the end of this turn. When the above effect is activated: You can target 1 monster your opponent controls, and if you do; all “Fairy Tale” monsters you control gain ATK and DEF equal that monster’s Level/Rank x100 until the end of this turn. You can only control 1 “*SF Alice: Symphony of Wonder”.


 
[spoiler=Misc]Alison has a collection of really rare cards that see keeps in a glass cabinet in her room. Because of her collection, she is always looking for rare cards to add to it.

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...