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    Gagagigo reached out into a dark void. What good had the past brought him? There had been nothing but blind rage and anger that set him on the path to joining Kozaky. He didn’t expect to see a future waiting for him, but even if he would not have his future self’s memories, he needed to know what he could become. He felt himself falling through cold water. He tried to swim to the surface, but the ice had frozen over above him. It was like he was back in the Pathway to Remembrance again. He struck the ice, hoping to break through, but he couldn’t find even the smallest crack. Water poured into his lungs, but he didn’t feel in danger of drowning. The water was passing through him. Was this a vision? If this was how the Void Inclusion was supposed to work, it was another cruel trick. But this was what the Pathways had to show each and every one of them, after all. To recognize their past, present, and future all together. What Itsu was offering was a chance to realize why the Pathways had tested him. "It isn’t just me," he realized. Looking into the ice, he start to make out his own reflection. Golden armor reflected hints of red light along his body. It wasn’t just his past self. This was the face that the other Eria’s Gagagigo had before she had slain him. Gagagigo for that other self, too. There was no point in a future where he could not earn Eria’s forgiveness, and there was no point in earning that if he could not manage to forgive himself either. That had to be true in both universes. There was an entire multiverse of Gagagigos and Erias out there who needed their chance to survive. Among all the Charmers and their Familiars, it had come down to Eria and Gagagigo. Why did it have to be them? Why did his sins have to put the fate of the entire multiverse in their hands? They were all a team once. How many years had it been since he last saw them? His hand rested on the ice, and finally the first crack started to form. It was just enough for some of the water around him to start leaking through the ice, and shooting up through to the surface. His reflection kept staring at him. There was no anger in its face, but no sorrow, either. If he could actually talk to his other self, what would he say? Gagagigo felt his body shift again. He slammed against the ice as the world seemed to turn upside down and the lake crashed down like a wave around him. He could barely lift himself up through the falling water. Suddenly, his reflection finally moved, punching the ice just as Gagagigo himself was just minutes ago. “Stop it,” Gagagigo muttered to his reflection. “We’ll be alright.” But the reflection didn’t stop trying to get through the ice, even though his punches seemed to do nothing. Gagagigo placed his hands on the ice. Three rings of golden light wrapped around his body, and his reflection roared. “You’re not here, so maybe I’m talking to nothing. But the power of future isn’t just for me. It’s for both of us. For a future where the multiverse can never lead us to a dark path ever again!” Ice shattered and water evaporated as the golden lights coalesced around both Gagagigos. Together, they could both hear Eria’s voice, casting a spell that was completely unfamiliar to Gagagigo. “Rank-Up-Magic Tears of the Ocean Dragon Lord!” Eria braced herself as a tower of water that stood before her spun rapidly. Raindrops let loose from the tower seemed to fade as they touched the “ground”. She was waiting for Gagagigo to choose his Grand Form, but she still needed to decide on her own. The easy answer was the future, but it had to be for the future for both of her original selves. Not the future of this… thing that Megiddo had transformed them into. The Door was sure to have the power to split her back up again, but that was only if they could defeat Isamy. Perhaps the power that Itsu offered was a self-fulfilling prophecy? That by taking the power of the future, they would able to make the future come to pass. So why? Why couldn’t she find the power of her futures? “You still don’t get it, do you?” she asked herself. “You think I can just go back and stop the War of Darkness from ever happening, and when I finally go get my happily ever after, I’ll just follow the same path as you, right?” “That’s not true!” she snapped back. “I know you have to live your own life-” “Cut the crap.” Eria sighed. “Gods, are we really the same person? I’m starting to think that if Megiddo had fused me with Hiita, it’d make more sense than this. There’s no ‘right’ path for either of us. You’ve got Gagagigo back. You’ve got Arthur. And you’ve lost Mom, Dad, Wynn… even with everyone gone, you’re keeping yourself together because you’re hoping we’ll get a do-over for everyone. But if we both make it back, neither of us are going to forget any of that. It can be twenty years from now, and maybe we’ll be able to kick back and laugh about this. You and Arthur will probably have a kid-” “I get the point.” “Sorry,” Eria chuckled. “This is what Megiddo wanted, right? For us to think alike. But even if I stop the war, I’m not you. I can’t be you. Not again. Whatever life you want to lead, it probably won’t be my style, you know? So let me give it a try.” Eria turned away from the tower of water and held both of her hands out. Two blue doors appeared before her. One was lighter in color, and the other was dark. “Obviously we can’t walk into both while stuck together we’re like this. But the problem is that you’re trying to pull off one last transformation, and become our future selves. Think about it this way.” Eria gathered water around each of her hands, and shaped them into whips. Lashing each of them at the knobs on the doors, she pulled both doors open. “Let our futures come to us!” Six lights were traveling among the stars glittering the space aroound Epiloguous. At least, Kairi thought there were six of them. One of them seemed to flicker on and off, before fading altogether. It had nothing to do with Kairi’s own future. It was someone else’s future, one that was now never going to come true. How many of the Counter Corps were still left? There were a few who had joined after the Aeon escaped from the Rejected World, but it seemed like several of them hadn’t made it. She never even had a chance to learn all of their names. So what was so special about the five or six lights that she had seen? What was the multiverse trying to tell her? “What we are to be when all this is over?” Kairi needed the power of the future. It wasn’t like she had done much in the past herself. And yet, she was afraid of the future. For a moment, she was happy, but the moment was all too short. She needed that happiness to last just a little longer. She slumped to her knees and buried her face in her hands. “Is this all I can have? All I can be?” She didn’t feel any different. There was no “Grand” Form waiting for her no power which power she took. But what else could she do? She reached out to grab the future, but all she could feel was the wind. “‘Nothing you could say can stop me going home,’ huh? I hope you’re right, Arthur.” The Ultima Weapon appeared in the air beside him, followed by Two Become One. Holding both of his hands in front of him, he waited for one more weapon. His clothes began to glow pure white, as he could the power of the future gathering in his hands. The χ-blade. He still didn’t quite understand what it was supposed to be, other than Xehanort dedicating everything to forging it. Two of Sora’s own Keyblades were interlocked with each other, their guards melded together to form a grip for Sora to hold onto. A single blade extended from the overlayed shafts of the original Keyblades. As Sora held the χ-blade above him, ten more Keyblades surrounded him. “Wow,” Sora chuckled. It was hard to believe that he could have this many Keyblades at his side. He dismissed the majority of them for the moment, save for the χ-blade. He still felt that there was one last power awaiting within him, but he would have to save it for Isamy. With all the power he needed in his hands, Sora returned to join the others at the heart of Epiloguous. "Excuse me, but I think you have something of mine," said Lydia. Arthur jumped back from Kratos, and his hand slowly reached for the sword at his side. “Right, sorry about that.” Unsheathing Hopeless Black, he presented the sword to her. “I should thank you,” he said. “Eria and the rest of us would probably have never been able to kill Protheus without your help,” he added. They were only able to defeat him because they were able to survive so long. Arthur didn’t want to consider how much worse their chances would have been if he was using his own sword against them. Once Lydia took the sword, Arthur turned to Kratos. He seemed almost at peace. Arthur could hardly begin to imagine everything that Kratos had been through, but he suspected that his own past must have seemed small and petty compared to Kratos’s experiences. “I’d say we’ve both been slaves to our past,” Arthur told him. “Once we kill Isamy, we can still looking forward to our future. Of course I’ll help you.” As honored as Arthur was that Kratos offered him a sword, it felt strange. First Sora, and now Kratos. They both trusted them with new blades because they saw potential in Arthur. The only difference now was that Arthur could understand why Kratos would trust him. Why anyone could trust Arthur with making the future come to pass. Arthur reached for the Blade of Promise, but he felt another blade in his free hand. His own Keyblade. Not just what Sora had promised him, but what Arthur had forged with his own power to defeat the Madara. The Keyblade shimmered in his hand, resonating in the presence of the Blade of Promise. At first, Arthur wondered if his Keyblade was jealous, but it wasn’t that. Somehow, he could tell that the Keyblade “wanted” him to take the Blade of Promise. “Let’s take the future,” Arthur answered at last as he accepted the Blade of Promise. As soon as he did, both the blade and Arthur’s Keyblade vanished, as white and gold lights gathered in his hand. A gust of wind pushed him back a few feet from Kratos, but Arthur held his ground. The light was gathering into the shape of a new blade before him. His Keyblade and the Blade of Promise had become one; all Arthur had to do was take it. His heart skipped a few beats as he tried to grab the blade. It was still made of light itself, and so he had to give it form. “My future is with Eria,” he said. Small streams of water flowed through the light, followed by twin vines that settled into place. “But chasing that future doesn’t mean throwing away my past. I wouldn’t want the future if I couldn’t accept everything that’s happened to me.” Two blue arcs formed the Keyblade, each adorned with a golden sickle. “Father… I promise you that I won’t run away this time.” Between the vines was the semblance of railroad tracks, twisted together in a spiral, and at the end of the Keyblade, the spiral branched back out into the heads of twin howling wolves, each facing the opposite direction. One wolf was white, while the other was black, and nestled between their heads was a spoked wheel. Arthur took the Keyblade, but it felt heavy in his hands. It nearly slammed to the ground before Arthur corrected his stance. “United Horizon,” he said. “I think that’s what I’ll call this.” He took a long, deep sigh. “Thank you, Kratos. Just a little bit longer, and we should all be ready.”
  2. 2 likes
    I'll whip out the bongos then. Also, this is going to sound stupid, but with this region being based on the UK, I wouldn't mind encountering the Spanish Inquisition because no one expects them.
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    Then they reveal the sales figures with Brexit version having 52% of the sales and Bremain with 48%
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    Yeah, though I do appreciate that it is blocking a bike lane.
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    Bonus round: the "Scor" in his name could refer to both "scorch" and "score". I'm doing this part of the post right before I actually post because I mention Scorbunny a bit further down and that suddenly clicked in my mind. Might be worth noting since it makes the athlete theme all the more likely. Now then, on to the rest of the post. So images of the entire Galar Region map have been floating around on the internet, and I noticed a particular building that appears throughout the region. Pretty sure they're gyms, which led me to label the likely locations of all eight gyms and guess at their possible types based on location. It doesn't preview very well on Neo, so I'll just link it right here for your clicking and viewing pleasure. Please take a look at it before reading the rest of this purely speculative post. (on another note the Galar map is absolutely gorgeous and the chance to explore it can't come soon enough) I would throw out the guess that the little red church-looking building near the bottom is a gym instead, but the buildings I've guessed are gyms have very distinct designs and every region with gyms has that "little town you pass through before tackling a gym" town. I'm sure one or two of my guesses will be off though, most likely what looks like it'd be the first gym (in the bottom city). Steel-type for the first gym would be kinda painful unless they're making it resist less of basically everything or you picked Scorbunny as your starter. I also didn't realize when I was labeling the map that the gym near the nazca lines we saw in the trailer was also near Stonehenge. So at that point I'd say it's more likely a Psychic gym than a Grass one.
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    Time of Defense Lore Warriors of history lost to the world of myth, becoming tales passed through generations to inspire hope for a better world to come. Their stories have become exaggerated and idolized, that their figures take on the hope that they inspire and so that people could become the figures of which they have been inspired by. The warriors become the figure of fate to inspire people to protect each other against all that come against their way of life. Each one takes arms with each other, to defend and protect while fighting alongside, and to keep the hope that a better world will one day exist. The name of these warriors lost in the sea of history, while the monikers that they take on become the waves that push for a world that all can live and protect each other, alongside each other. It is that the myth of the Fateful Fighters exists to inspire, to live on and bring forth such a world. Their mythos becomes real in the hope of people who take on their journey, those who take on the dream that the warriors of myth have inspired. The Fateful Fighter live again, as figures that people learn to become and strive to fill the space that these stories tell of. Those who take on the name of Fateful Fighter become the warriors that history had lost, pushing forward and returning the myth to history so that it may never be lost again. The warriors lost to history reside in a world of myth only to be born again by those who want to bring their story and message alive. Call their name, become the vehicle to push forth their message. The story of the Fateful Fighters become hope, their story used as a weapon of peace, and the readers the ones who wield their story to inspire those around them. Meet the Fateful Fighters! A revamping of one of my old sets. Fateful Fighter Arminius Light / Level 8 / Warrior / Effect ATK 2800 | DEF 2300 You can Special Summon this card (while banished) by returning 2 of your banished "Fateful Fighter" monsters to the GY. When this card is Summoned: banish the top 3 cards of your Deck. This card gains 200 ATK for each of your banished "Fateful Fighter" monsters. Fateful Fighter Palathemes Light / Level 7 / Warrior / Effect ATK 2500 | DEF 1800 You can Special Summon this card (while banished) by returning 2 of your banished "Fateful Fighter" monsters to the GY. Your opponent cannot activate Spell/Trap Cards or their effects when this card is Summoned. Fateful Fighter Antero Light / Level 7 / Warrior / Effect ATK 2500 | DEF 1500 You can Special Summon this card (while banished) by returning 2 of your banished "Fateful Fighter" monsters to the GY. When this card is Summoned: target 1 monster your opponent controls; destroy that target. Fateful Fighter Naoisi Light / Level 6 / Warrior / Effect ATK 2000 | DEF 1500 You can Special Summon this card (while banished) by returning 1 of your banished "Fateful Fighter" monsters to the GY. Neither player can Special Summon the turn this card was Summoned. Fateful Fighter Xiomara Light / Level 5 / Warrior / Effect ATK 2300 | DEF 1200 You can Special Summon this card (while banished) by returning 1 of your banished "Fateful Fighter" monsters to the GY. When this card is Summoned: "Fateful Fighter" monsters you control are unaffected by Spell/Trap Cards until the end of this turn. Fateful Fighter Galvaraine Light / Level 4 / Warrior / Effect ATK 2100 | DEF 800 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. You can banish 1 card from your hand; add 1 "Holy Ground" from your Deck to your hand. If "Holy Ground" is not face-up on the field, banish this card. Fateful Fighter Geraint Light / Level 4 / Warrior / Effect ATK 1600 | DEF 1500 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. When this card is Summoned; banish 1 "Fateful Fighter" monster from your hand, Deck, or GY. Fateful Fighter Guinivere Light / Level 3 / Warrior / Effect ATK 1400 | DEF 800 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. When this card is Summoned; banish 1 "Fateful Fighter" monster from your hand, Deck, or GY. Fateful Fighter Maylyn Light / Level 3 / Warrior / Effect ATK 1200 | DEF 1400 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. When this card is Summoned; select 1 Spell/Trap Card that specifically lists "Fateful Fighter" in its text and add it to your hand, also shuffle the rest back into your Deck. Grave of the Forgotten Fateful Quick Play Spell Card Target 1 "Fateful Fighter" monster you control; Banish that target, also banish 1 card your opponent controls. Holy Land Field Spell Card All "Fateful Fighter" monsters you control gain 100 ATK for each of your banished "Fateful Fighter" monsters. Once per turn: you can banish 1 card from your hand; look at the top 3 cards of your Beck, then you can reveal 1 "Fateful Fighter Monster or 1 Spell/Trap Card that specifically lists "Fateful Fighter" in its text and add it to your hand, also shuffle the rest back into your Deck. Fateful Ceremony Spell Card Banish the top 3 cards of your Deck; draw 1 card. You can only activate 1 “Fateful Ceremony” per turn. Times of War Spell Card Banish the top 3 cards of your Deck; add 1 Spell/Trap Card that specifically lists "Fateful Fighter" in its text from your GY to your hand. Calling of the Cavalry Trap Card Target and number of your banished "Fateful Fighter" monsters; Special Summon them, and if you do, you lose 1000 LP for each monster Special Summoned by this effect. You can only activate 1 "Calling of the Cavalry" per turn. For Honor Trap Card Banish 1 "Fateful Fighter" monster you control, then target 1 monster your opponent controls; destroy it.
  7. 1 like
    Penelope looked around at the group who had gathered around her and smiled. She clapped her hands together. Which resulted in splashing water in her own face and her giving a start. "Yes. Well. Let us get this started. First we need to go a bit upstream. We don't want to set up the camp somewhere too close to the river. We need a good, elevated, area. We're gonna need a lot of brush and wood. Whatever it driest will work best. Sienna!" Penelope called to the girl. "We might need some fire to keep things dry as well." She gathered up the group she chose for this exploration, which included Alois, Edrick, and Adel, and ushered them to where the biggest gathering of brush and wood they could find was. "Someone pick out a good spot while the others start gathering materials. Might have to root around a bit to get good stuff. Try and keep it under cover as we move it so it doesn't get wet before we get to the camp location." She continued to give direction, sometimes going too in-depth into the detail, as to how to set up a large enough shelter. It wouldn't be the most impressive thing but as long as it kept them dry that was enough by her. Of course she spent most of the time simply directing. It wouldn't do for her to get hurt in such a silly fashion after all. She knew how to set it up of course but it would be better to let the others gain the knowledge for themselves. Something was bothering Penelope, though. Edrick. Something was different. His hair. It's color. "I don't want to alarm anyone." Penelope began ominously. "But this rain may be enacting physical changes in us." Gunther declared his intention on searching for food. He knew they had provisions but he preferred to cook when he could. Especially if it allowed them to keep a good stock of food in case of emergency. Before he set out his eyes landed on Ciela. The girl had seemed somewhat out of sorts after regaining use of her legs. Likely still used to not being able to do much. He approached her and gave a gentle nod. "Ciela, care to come with me to gather food? It might be good to get moving around. No need to just stand around in the rain." If she needed he'd let her take his arm to help her through. Though he first wanted to see how she was handling being back on her feet. First he went to the apples and, using his height, plus occasionally his lance, began to bat down the fruit. "Those mushrooms...no, not those, the other type. Those right there. If you can start getting those I can use them. I'm sure you've never had Mushapple soup before. It sounds strange but I find it's surprisingly sweet." As he continued he'd continue to glance over to check on her. Finally he gave in and asked, "How are you feeling anyway? Is there any...side effects that you can tell?"
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    For the first few seconds up until after you see the spinny Fletchling thing on the roof, I thought this was Pokémon Z. I'd be down with seeing some Kalos connections in this region. For the football stadium, I was thinking that has something to do with the side project in this game (like contests, etc). Or it might be one of the gyms, I can see that being a gimmick. But the uniform you're wearing makes me think there's more to it. I love the starters. Still happily going with my tradition of choosing Grass first, Grookey seems like a cool pokémon and I'm itching to try the other two at some point, particularly Scorbunny. It could lend itself well to Fire/Fighting, but I'd prefer something else like Fairy. I hope one or more of them has a surprising type combo like how Decidueye randomly evolved into a Ghost. I can see Grookey becoming a Grass/Dark to maintain the mischief theme; we haven't had one since Gen 3 I think. The region looks great, the cities have an awesome aesthetic and I love how there's a lot of countryside to explore. End of the year can't come soon enough.
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    Valhol, Domain of the Valkyries Continuous Spell If this card is activated: Add 1 "Valkyrie" card or "Goddess" Spell/Trap from your Deck to your hand. "Valkyrie" monsters you control gain ATK equal to the total Levels of "Valkyrie" monsters you control x200. While you control a "Goddess" Spell/Trap, your opponent cannot target this card with cards/effects. Once per turn, if you control 3+ "Valkyrie" monsters, you can activate this effect: Until the start of your opponent's next turn, they cannot activate cards/effects. You can only control 1 "Valhol, Domain of the Valkyries". Valkyries are smol, and also they have some issues getting a ton of their combos started. This seeks to remedy those problems to an extent, by being able to search out any monster in the deck (I guess Nordic likes it because it searches the tuner, but getting to the link is way easier than this), or you can use it to turn on your goddess stuff, which has its advantages. I decided to make it a continuous spell to synergize with Zweite, but honestly this could do way more as a field spell. The stun effect is powerful, and works with Mischief to get you 2 really free battle phases. The lack of an OPT restriction on activation (which is the standard) is balanced by locking you to 1 copy at a time: it's more recoverable if the opponent disrupts it, since you can activate another copy, but it allows for you to not get stupid with the ATK increases. 200 might be a bit much on its own, so feedback about how to handle that would be ideal.
  10. 1 like
    The Xyverns are a series of 4 generic Rank 7 Xyz Dragon monsters, 1 for each Elemental ATTRIBUTE. Each of their effects are rather different from each other, so they are intended to provide a useful toolbox for any deck that can reliably create Rank 7s. They are technically not an archetype, as none of their effects interact with the "Xyvern" cards as a whole, and they have no specific outside support therefore they are only thematically related. With that being said, on to the cards. --- Burstflame Xyvern Rank 7 | FIRE | Dragon/Xyz/Effect ATK: 3000 – DEF: 1000 Effect: 2 Level 7 monsters You can detach 1 Xyz material from this card; During this turn's Battle Phase, your opponent discards at random at least 1 card from their hand for every 1000 points of battle damage they take from this attacking card, also you can only declare an attack with this card this turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Design Notes: The Xyvern with the highest ATK, and the only one with a Battle-oriented effect. This effect is activated during the Main Phase, and with this card, if you do 3000 damage, you have the potential to discard 3 cards from your opponent’s hand. Generally, you probably will make them discard less than that – if you only do 1900 damage, for example, they would only discard 1 card. The effect might sound broke on paper, but my logic is that there are enough drawbacks that balance things out and even make the effect a little more situational. One thing this card’s effect can’t do, for example, that other discard cards can such as Delinquint Duo or even Gumblar can, is that it can’t affect your opponent’s opening hand, which alone makes a pretty big difference. Another downside is, if this card’s attack is negated while its effect is active, you still can’t attack with other monsters. --- Whirlwind Xyvern Rank 7 | WATER | Dragon/Xyz/Effect ATK: 2400 – DEF: 1600 Effect: 2 Level 7 monsters Once per turn: You can detach 1 or 2 Xyz material(s) from this card then target 1 face-up card; return that target to the top or bottom of the Deck (if you detached 2 Xyz materials, this is a Quick Effect). That target's effect(s) cannot be activated in response to this effect's activation. This card cannot attack the turn you activate this effect. Design Notes: This is playing with a concept I’ve had where you can detach 1 or 2 Xyz materials, and if you detach 2, the effect gets a ‘bonus’ aspect. Perhaps this concept would work better on a monster that requires 3 materials (in this card’s case, if you only detach 1 material, you lose access to the 2 material effect), but for today’s purposes, we’ll just consider this card as showing off a proof-of-concept. This is the only Xyvern that has on-field spot removal, and it also has the lowest ATK of the four. Its removal effect was inspired by Raiza the Storm Monarch, and the neat thing about it is, you can use it to bounce back your opponent’s stuff, or you can use it to recycle cards you might want to activate again – such as a Field Spell that searches on activation. Another boon is that if your opponent controls some annoying monster with some omni-negation effect, this card can easily remove it. You have to give up the card's attack to use it, but getting you out of whatever tight spot you might be in may be worth it. --- Frostwave Xyvern Rank 7 | WATER | Dragon/Xyz/Effect ATK: 2600 – DEF: 1400 Effect: 2 Level 7 monsters You can detach 1 Xyz material from this card: While this card is face-up, until the start of your next turn, Set Spells/Traps cannot be activated, also those cards cannot be activated in response to this effect's activation. Once each time this effect is active: you can target 1 face-up Spell/Trap your opponent controls; Set that target. Design Notes: I posted this card before in Singles, before changing its effect, then changing it again here. Originally, it also stopped Hand Traps as well, and its Set effect could Set pretty much anything on the field, including stuff you Control. I nerfed it, however, to where it only affects Set Spell/Traps, and you can only Set your opponent’s face-up Spells/Traps. The card's effect was inspired by Cold Wave, though it isn't as much of a "You can't play" card that Cold Wave is, since it still lets your opponent activate Spells/Traps from the hand. The purpose of its Set effect is so that, even if your opponent has no Set cards, if they have something like a Field Spell, this card can be used to lock it down for a few turns. This card is probably both the ‘best’ and the ‘worst’ of the four in my opinion, because against some decks this effect wouldn’t even matter, but against others it can be pretty oppressive. --- Sandspiral Xyvern Rank 7 | EARTH | Dragon/Xyz/Effect ATK: 2900 – DEF: 1100 Effect: 2 Level 7 monsters Once per turn: you can detach 1 Xyz material from this card, then target 1 face-card you control; send 4 cards from the top of your deck to the GY, then until the start of your next turn, if that target would be destroyed up to a number of times equal to the number of Monsters sent to the GY by this card's effect, it is not destroyed. Design Notes: One thing that all the Xyvern lack is inherent protection. This card can provide itself or other cards you control with protection all while potentially setting up your Graveyard, however there is a slight RNG aspect to it. Unlike the other Xyverns, that all disrupt something your opponent is doing, this one mainly supports stuff you are doing and doesn’t have an immediate effect on your opponent. I was unsure with how I worded the effect, but to be clear this is how it works: target a card, mill four cards, then you count the number of monsters you milled. Let’s say you milled 3 monsters. Your target will be immune to destruction 3 times until the start of your next turn. That means it can survive through 3 attacks, or it can survive through an attack, a Raigeki, heck, a Man-Eater Bug… you get the idea. When it works, its a pretty solid protection effect, but it only lasts a limited amount of time. --- And that’s it. Looking forward to any feedback or criticism. The thing about creating new Xyz monsters is, they have to compete with every other monster of their Rank that came out before them to justify their slot in the Extra Deck, so let me know how you think these cards compare to others, how good/bad they are, how competitive etc.. Also, out of the four, which do you think is the best? the worst? All thoughts are welcome and appreciated.
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