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Posts posted by VCR_CAT


  1. I've been wanting to make a control deck theme like this for some time. Of course one that's machine-- this is something that just needs to be gotten out of my system and I absolutely do not apologize for it.

    The idea is that I really want an archetype of military machines. Tanks and guns. I wanted it to be easily splashed into a wide variety of decks, and something you can run differently if you want it to be an engine piece or if you want to run the deck in more of a pure sense. Honestly I wanted to make Machine Shaddolls and can you blame me?

    For the "control" aspect I focused on a couple factors. The first was a focus on the maindeck monsters to be supporting engine pieces and fusion materials first and foremost with a minimal focus on monster spamming. There is, of course, high potential for the cards to be involved in combos. I've intentionally worked with the characteristics of the maindeck monsters to make them very easily supported and worked with a lot of other goodstuff generic strategies and a variety of decks, but the cards by themselves won't easily make large field-building combos by themselves, nor will they be very strong as battle pieces on their own.

    Then we get to the fusions, with the other two focuses on control being: a minimal use of negation effects, a high focus on disruption, and the act of battling being very secondary to more indirect ways to dealing damage and removing targets. The idea of the deck is rooted in its RTS inspiration: accumulate resources and fortify your position. So let's get to it.


     

    Spoiler

     

    Militron Multimachine Pioneer
    EARTH - Level 4
    Machine/Effect

    If this card is Normal or Special Summoned: You can activate 1 “Command and Control” from your Deck, and if you do, place 1 Supply Counter on it. You can only use this effect of “Militron Multimachine Pioneer” once per turn. Once per turn: You can target 1 face-up “Militron” Spell or Trap you control; place 1 Supply Counter on it.
    ATK 1800 | DEF 500

    Militron Aux-Crane Deployment
    WATER - Level 3
    Machine/Effect

    If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 or lower “Militron” monster from your hand or GY in face-up Defense Position, except “Militron Aux-Crane Deployment”. You can target 1 Level 5 or lower “Militron” monster in your GY; add that target to your hand. You can only use 1 “Militron Aux-Crane Deployment” effect per turn, and only once that turn.
    ATK 500 | DEF 1600

    Militron Surveyor Scout
    WIND - Level 2
    Machine/Effect

    While you control a face-up “Militron” Continuous Spell or Trap, you can Special Summon this card from your hand. You can only Special Summon 1 “Militron Surveyor Scout” this way per turn. If this card is Normal or Special Summoned; you can add 1 “Militron” monster from your Deck to your hand. You can only use this effect of “Militron Surveyor Scout” once per turn.
    ATK 0 | DEF 0

    I based the maindeck engine monsters around military support vehicles, such as a recovery crane mounted on a boat or a construction dozer (Multimachine). The point is that these cards aren't necessarily supposed to be combat cards, and the exception to this are the stats being as intentionally supported by generic options as possible. If I want the deck to be an engine you splash at multiple sizes, then I want it to be as open to support as it can be.

     

    Militron Up-Armor Core
    LIGHT - Level 1
    Machine/Union/Effect

    While this card is in your hand: You can reveal this card in your hand and target 1 face-up “Militron” Spell or Trap you control; send this card from your hand to the GY, and if you do, place 1 “Supply Counter” on that card. Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, while this card is equipped to a monster: You can Fusion Summon 1 “Militron” monster from your Extra Deck, using this card and the monster equipped with this card.
    ATK 0 | DEF 500

    Militron Blitz-Armor Core
    LIGHT - Level 1
    Machine/Union/Effect

    Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. While this card is equipped to a monster (Quick Effect): You can Fusion Summon 1 “Militron” monster from your Extra Deck, using this card and the monster equipped with this card. (this card is treated as “Militron Up-Armor Core” for this effect.) You can only use this effect of “Militron Blitz-Armor Core” once per turn.
    ATK 500 | DEF 0

    Militron Over-Armor Core
    LIGHT - Level 1
    Machine/Union/Effect

    This card can be treated as “Militron Up-Armor Core” for a Fusion Summon, if you use this card from your hand, field, or GY as a material. If this card is used as a material for a Fusion Summon; you can equip this card from your GY to that Fusion Summoned monster. Once per turn, you can either: Target 1 monster you control; equip this card to that target from your hand or field, OR: if this card was not equipped this turn by its effect, unequip it and Special Summon it. A monster equipped with this card loses 500 ATK/DEF, but cannot be destroyed by battle or card effects, also if the equipped monster would be banished or returned to your hand by a card effect, destroy this card instead.

    ATK 0 | DEF 0

    Now these 3 light monsters are far more abstract. Besides the continuous spell, two of these three cards are the primary Fusion means through Union effects. I think I blame Gearframe for getting me to like unions. Anyways, this was originally supposed to be 2 because I was keeping the archetype numbers smaller, but I added Over-Armor to fully flesh out the union mechanics in the deck. Again, the attribute of LIGHT as well as the union side is meant to push the flexibility of support for the deck.

     


     

    Spoiler

     

    Command and Control
    Field Spell Card

    (This card is always treated as a “Militron” card.)
    If this card is activated, and once during each of your Standby Phases, place 1 Supply Counter on this card. You can add 1 “Militron” monster from your Deck to your hand, or set 1 “Militron” Continuous Spell or Trap from your Deck, but it cannot be activated this turn. You can remove 1 Supply Counter from this card and target 1 monster you control; equip it with 1 LIGHT “Militron” Union monster from your Deck or GY. You can remove 2 Supply Counters from this card; Special Summon 1 non-LIGHT “Militron” monster from your Deck, or activate 1 “Militron” Continuous Spell or Trap from your Deck. You can only use 1 “Command and Control” effect per turn, and only once that turn.

    Militron Ore Foundry
    Continuous Spell Card

    Once per turn, during each Standby Phase, place 1 Supply Counter on 1 face-up “Militron” Spell or Trap you control. You can banish 1 Machine Monster from your GY, and if you do, place 1 Supply Counter on a face-up “Militron” Spell or Trap you control, or if that banished monster was Level/Rank 5 or higher, place 2 Supply Counters on 1 other “Militron” Spell or Trap you control instead. You can remove 2 Supply Counters from this card; draw 2 cards. You can only activate 1 “Militron Ore Foundry” effect per turn, and only once that turn.

    Militron Armor Factory
    Continuous Spell Card

    If this card is activated and you have not activated another “Militron Armor Factory” this turn, place 1 Supply Counter on this card. Once per turn: You can Fusion Summon 1 “Militron” Fusion Monster from your Extra Deck, using monsters from your hand or field as material, or if this is the first time you have activated this effect of “Militron Armor Foundry” this turn, you can remove any number of Supply Counters from this card and use that many monsters from your Deck as material instead.

    Militron Support Network
    Continuous Trap Card

    Once per turn, during each Standby Phase, place 1 Supply Counter on this card, or 2 Supply Counters if you control a face-up Level 10 or higher “Militron” Fusion Monster. If a face-up “Militron” Card you control would leave the field by an opponent’s card effect, you can remove 1 Supply Counter from your field instead.

    Militron Sentry Battlement
    Continuous Trap Card

    If this card is activated, place 1 Supply Counter on this card. “Militron” monsters you control gain 200 ATK/DEF for each Supply Counter on cards you control. Once per turn: You can target 1 “Militron” monster you control; remove any number of Supply Counters from face-up “Militron” cards you control, and if you do, that target gains 800 ATK/DEF for each Supply Counter removed by this effect.

    Militron Counter-Intel Bunker
    Continuous Trap Card

    Once per turn: You can target 1 “Militron” monster you control; negate the next effect that targets that card, or the next attack declared by your opponent’s monster on that card. These changes last until the end of the turn. Once per turn: You can target 1 face-up card your opponent controls and remove 1 Supply Counter from a face-up “Militron” card you control; negate that target’s effects, and if that target is a monster on their field, change it to face-up Defense Position.

    Nothing special here, in terms of lore or mechanics. The Supply Counter part is meant to play into the RTS side of inspiration for the theme.

     


     

    Spoiler

     

    Militron Siege Engine
    EARTH - Level 5
    Machine/Fusion

    1 non-LIGHT “Militron” monster
    ATK 2300 | DEF 2300

    Militron Shore Blaster
    WATER - Level 5
    Machine/Fusion

    1 non-LIGHT “Militron” monster
    ATK 2000 | DEF 2600

    Militron Sky Hunter
    WIND - Level 5
    Machine/Fusion

    1 non-LIGHT “Militron” monster
    ATK 2600 | DEF 2000

    No, I did not forget details. These three cards are intentionally vanillas and intentionally only require one material. "Gee Link Monsters, how come your mom lets you summon with only one material?!" A lot of choices were made surrounding these three very simple cards with no real function of their own.
    - The choice of being 1 material is meant to keep the cost of the no-function monsters low, without using actual Link Monsters to reign in combo potential for the deck.
    - The choice of being 1 material is also to allow these cards to be used as a means to get the attribute you want at any time, without having a deck that combos into every one of its pieces whenever you want. Of course, you have the trade-off of having to run vanillas in your extra deck in order to accommodate this, so I feel like despite being one material it does come with its downsides.
    - The other reason for these being Fusions instead of Links is that using it puts potential limits on the boards you end up producing through your turn, to add additional nuance to its strategy.
    - The final reason for being Fusions, not Links, as well as being vanillas is: Ready Fusion! Yes, in my efforts to have this deck take as much advantage of generic support as possible.
    - These cards are also meant to be the primary beatsticks of the deck, believe it or not. You'll find out soon.

     


     

    Spoiler

     

    Militron Strato-Station
    LIGHT - Level 9
    Machine/Fusion/Effect

    “Militron Up-Armor Core” + 1 LIGHT Machine Monster
    If this card is Special Summoned, while you control no face-up “Militron Strato-Station” in your Spell/Trap Zone: You can place this card face-up in your Spell/Trap Zone as a Continuous Spell, and if you do, place 1 Supply Counter on this card. Once per turn: You can Special Summon 1 Machine monster from your hand. While this card is treated as a Continuous Spell by its own effect, it has the following effects.
    ● Once per turn, during each Standby-Phase; place 1 Supply Counter on this card.
    ● You can remove 1 Supply Counter from this card; Special Summon 1 Level 5 “Militron” Fusion Monster from your Extra Deck. This is treated as a Fusion Summon.
    ● “Militron” Fusion Monsters you control gain 400 ATK/DEF and cannot be destroyed by card effects.
    ATK 0 | DEF 2900

    Militron Frontline Fortress
    EARTH - Level 10
    Machine/Fusion/Effect

    “Militron Up-Armor Core” + 1 EARTH Machine Monster
    At the end of your opponent’s turn, remove 1 Supply Counter from your field, otherwise this card cannot activate its effects next turn. This card can attack while it is in Defense Position, applying its ATK for damage calculation. You can only use 1 of the following effects per turn, and only once that turn.
    ● (Quick Effect): You can choose 1 of your unused Main Monster Zones; move this card from its current Monster Zone to that Main Monster Zone.
    ● (Quick Effect); If your opponent controls at least 1 card in this card’s column, destroy them and inflict 500 damage to your opponent for each card destroyed. Otherwise, inflict 2000 damage to your opponent. This card cannot use this effect next turn.
    ATK 1000 | DEF 3000

    Militron Beachfront Bombarder
    WATER - Level 10
    Machine/Fusion/Effect

    “Militron Up-Armor Core” + 1 WATER Machine Monster
    At the end of your opponent’s turn, remove 1 Supply Counter from your field, otherwise this card’s ATK/DEF become 0 and it cannot activate its effects until the end of your opponent’s next turn. If another “Militron” monster you control battles your opponent’s monster, your monster gains 500 ATK/DEF until the end of damage calculation. You can only use 1 of the following effects per turn.
    ● Once per turn (Quick Effect): You can choose 1 of your unused Main Monster Zones; move this card from its current Monster Zone to that Main Monster Zone.
    ● Up to 3 times per turn (Quick Effect); destroy 1 card your opponent controls in this card’s column, or in a column adjacent to this card, and if you do inflict 500 damage to your opponent. This card cannot use this effect next turn.
    ATK 500 | DEF 3500

    Militron Sonic Striker
    WIND - Level 10
    Machine/Fusion/Effect

    “Militron Up-Armor Core” + 1 WIND Machine Monster
    At the end of your opponent’s turn, remove 1 Supply Counter from your field, otherwise return this card to your Extra Deck. While you control at least 1 other “Militron” Fusion Monster, your opponent’s monsters cannot attack this card. You can only use the following effects once per turn.
    ● (Quick Effect): You can choose 1 of your unused Main Monster Zones; move this card from its current Monster Zone to that Main Monster Zone.
    ● (Quick Effect); destroy 1 card your opponent controls in this card’s column, then if they control a card in the same column as that destroyed card or in a column adjacent to it, you can destroy it. Repeat this effect until you choose not to destroy a card, or until a card is not destroyed by this effect.
    ATK 1500 | DEF 2500

    Militron Celestial Judgment
    LIGHT - Level 12
    Machine/Fusion/Effect

    4 “Militron” monsters with different Attributes
    Cannot be Special Summoned to a Main Monster Zone. While this card is in an Extra Monster Zone, this card is unaffected by the effects of your opponent’s monsters in Main Monster Zones, and they cannot attack this card. When this card inflicts Battle Damage to your opponent, lower its ATK/DEF by that amount. If this card is destroyed, destroy all monsters you control. You can only use 1 of the following effects per turn, and only once that turn.
    ● (Quick Effect); you can remove any number of Supply Counters from your field, and if you do, this card gains 1000 ATK/DEF for each counter removed.
    ● (Quick Effect); You can lower this card’s ATK/DEF in multiples of 1000, and if you do, banish 1 card your opponent controls for each multiple of 1000 this card’s ATK/DEF was lowered by, then inflict 300 damage to your opponent for each card banished.
    ATK 0 | DEF 0

     

     


  2. 23 hours ago, Sleepy said:

    I think it could do without the 1 discard part of the Summon. I think the part of returning all your banished cards when you have 5+ is good enough of its own. The ATK goes up small enough to be beatable even with the immunity so scratching that discard wouldn't be a risky thing.

    I also would suggest that the cards it discards for cost to activate the effect instead were "discard and banish, face-down". That way each of your "discards" would fuel +300 ATK, and make it so that if it gets taken down you already have some of the cost ready for another copy. I'm thinking of that excavating Pot card and then using this card's eff to "discard" 2 and hit 1 in opponent's GY and 1 in opponent's field. You then would be left with a 2400 ATK unaffected monster. 2700 with the End Phase Exodia piece banished. It sounds good enough to make a deck around

    Oh, that last effect was worrysome until I read "banished by this card's effect". I think I have another suggestion. Instead of "5 cards banished face-down via this card", have it be something like 3 (or 4 depending on testing) banished Exodia pieces regardless of how they were banished or if they are up or down.

    I think I agree that the stat increase effects are a bit too underwhelming, and adjusted accordingly. Otherwise, banishing the discards sounds brazy and interesting for how the card works for sure and I'll go ahead with that. Not sure about the banished Exodia pieces effect, or if they're up or down, then the card kinda really steers itself into FTK territory.


  3. Exodia support, but not what you think. I took an approach to support The Legendary Exodia Incarnate and Exodia Necross, as well as indirectly Exodius as well, as the primary boss monsters of this deck. Of course the alternate win condition is always present, but I took measures to allow these cards to support the extra parts of the Exodia theme without supporting the FTK portion. Of course supporting those parts of Exodia means supporting the alt win condition, but I think Incarnate and Exodius are much healthier applications of the mechanic than a stall-and-win style.

    My inspiration for the play style is entirely derived from Exodius, Legendary Incarnate, and Necross and the sort of intended play-styles those cards carry: locking down the field with singular big bosses that slowly work towards a guaranteed win condition, putting that sort of constant pressure with the looming alt-win-con combined with a powerful boss monster. To facilitate this, I focused on using the Exodia cards as equip cards for a series of monsters called "-of the Forbidden Guardian", which I flavored as an Exodia-focused cult bent on utilizing its power by any means necessary, including siphoning power from its remains. In addition, I made 5 "new pieces" of Exodia: normal spells. This series of cards are meant to work with strengthening the Exodia bosses without directly fueling FTK strategies, so I made them as direct support for the Forbidden Guardian monsters as well as the bosses. Lore-wise, the names of these "new pieces" are based on Ancient Egyptian beliefs regarding a being's soul, or essence, in short making them pieces of Exodia's spirit rather than just Exodia's body.

    What inspired the deck? I made a DARK Machine monster inspired by Exodius which was meant more as like a meta tool, and that got me thinking about Exodia decks in general, as well as the extended lore and themes around the cards. I really like the designs of the extra boss monsters, I just wish they were more viable and that Exodia as a theme overall could do more than just stall or FTK. So, without further adue, let's dive into it.

     

    Spoiler

     

    Acolyte of the Forbidden Guardian
    DARK - Level 1
    Spellcaster/Effect

     You can Normal Summon 1 "Forbidden" DARK Spellcaster Monster in addition to your Normal Summon/Set per turn. (You can only gain this effect once per turn.) If this card is Normal or Special Summoned; Normal Monsters cannot be added from your GY to your hand for the rest of the turn, then you can equip 1 "Forbidden One" Normal Monster from your Deck to this card with this effect.
    ● The equipped monster gains 400 ATK and 600 DEF, and its name becomes "Acolyte of the Forbidden One". If this card would leave the field, except by a DARK Spellcaster Monster's effect, shuffle it into the Deck instead.
    ATK 800 | DEF 900

     

    Zealot of the Forbidden Guardian
    DARK - Level 2
    Spellcaster/Effect

    Once per turn; you can send 1 "Forbidden One" card from your Spell/Trap Zone to the GY, and if you do, add 1 card that mentions "Forbidden One" from your Deck to your Hand, except "Exodia, the Forbidden One". If this card is Normal or Special Summoned; Normal Monsters cannot be added from your GY to your hand for the rest of the turn, then you can equip 1 "Forbidden One" Normal Monster from your Deck to this card with this effect.
    ● The equipped monster gains 400 ATK and 600 DEF, and its name becomes "Zealot of the Forbidden One". If this card would leave the field, except by a DARK Spellcaster Monster's effect, shuffle it into the Deck instead.
    ATK 1000 | DEF 1100

     

    Templar of the Forbidden Guardian
    DARK - Level 3
    Spellcaster/Effect

    If your opponent activates a card or effect: You can send 1 "Forbidden One" card from your Spell/Trap Zone to the GY; negate that effect, and if you do, destroy that card. If this card is Normal or Special Summoned; Normal Monsters cannot be added from your GY to your hand for the rest of the turn, then you can equip 1 "Forbidden One" Normal Monster from your Deck to this card with this effect.
    ● The equipped monster gains 400 ATK and 600 DEF, and its name becomes "Templar of the Forbidden One". If this card would leave the field, except by a DARK Spellcaster Monster’s effect, shuffle it into the Deck instead.
    ATK 1200 | DEF 1300

     

    Avatar of the Forbidden Guardian
    DARK - Level 4
    Spellcaster/Effect

    Once per turn, while you have 2 or more "Forbidden One" monsters in your GY: You can send 1 "Forbidden One" card from your Spell/Trap Zone to the GY; add 1 "The Legendary Exodia Incarnate" and 1 "Obliterate!!!" from your Deck to your hand. If this card is Normal or Special Summoned: Normal Monsters cannot be added from your GY to your hand for the rest of the turn, then you can equip 1 "Forbidden One" Normal Monster from your Deck to this card with this effect.
    ● The equipped monster gains 400 ATK and 600 DEF, and its name becomes "Avatar of the Forbidden One". If this card would leave the field, except by a DARK Spellcaster Monster’s effect, shuffle it into the Deck instead.
    ATK 1400 | DEF 1500

     

    Necromancer of the Forbidden Guardian
    DARK - Level 5
    Spellcaster/Effect

    While you control 2 or more "Forbidden One" monsters, you can Special Summon this card from your hand. You can only Special Summon 1 "Necromancer of the Forbidden Guardian" this way per turn. Once per turn, while you have 2 or more "Forbidden One" monsters in your GY: You can send up to 1 each of "Exodia, the Forbidden One", "Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One" and "Left Arm of the Forbidden One" from your Deck to the GY, and if you do, send all other monsters you control to the GY and Special Summon 1 "Exodia Necross" from your hand, Deck, or GY, ignoring its Summoning Conditions. "Exodia Necross" Special Summoned by this effect cannot be targeted by card effects and gains 1000 ATK/DEF, and any monster it destroys by battle is banished at the end of the damage step. If this card is Normal or Special Summoned: Normal Monsters cannot be added from your GY to your hand for the rest of the turn, then you can equip 1 "Forbidden One" Normal Monster from your Deck to this card with this effect.
    ● The equipped monster gains 400 ATK and 600 DEF, and its name becomes "Avatar of the Forbidden One". If this card would leave the field, except by a DARK Spellcaster Monster’s effect, shuffle it into the Deck instead.
    ATK 1600 | DEF 1700

     

    Disciple of the Forbidden Guardian
    DARK - Level 7
    Spellcaster/Effect

    While you have 3 or more "Forbidden One" monsters in your GY, you can Special Summon this card from your hand. You can only Special Summon 1 "Disciple of the Forbidden Guardian" this way per turn. When you control 5 different "Forbidden One" cards equipped to this card by this card's effect, you win the Duel. This effect cannot be negated. While there are 5 or more "Forbidden One" monsters in your GY, this card is unaffected by your opponent's card effects. Once per turn (Quick Effect): You can equip 1 "Forbidden One" monster from your Deck or GY to this card with this effect.
    ● The equipped monster gains 400 ATK and 600 DEF, and its name becomes "Exodia Ren, the Forbidden One". If this card would leave the field, except by a DARK Spellcaster Monster’s effect, shuffle it into the Deck instead.

    ATK 1800 | DEF 2200

     


     

    Spoiler

     

    Secret Temple of the Forbidden One
    Field Spell

    When this card is activated: You can add 1 “Forbidden Guardian” monster or “Forbidden One” Normal Spell from your Deck to your hand. “Forbidden One” monsters you control gain 200 ATK and 300 DEF. You can target up to 2 “Forbidden One” cards in your GY; shuffle them into the Deck, then draw that many cards. You can only use each effect of “Secret Temple of the Forbidden One” once per turn. This card's name becomes "Secret Temple of the Forbidden Guardian" while in your GY.

     

    Presence of the Forbidden One
    Normal Spell

    While there are no other copies of “Presence of the Forbidden One” in your GY, this card is treated as a Normal Monster while in the GY (Spellcaster/DARK/Level 1/ATK 200/DEF 300), but cannot be Special Summoned or Set. Target 1 “Forbidden One” or “Forbidden Guardian” monster you control: Equip that target with 1 “Exodia, the Forbidden One” from your Deck or GY with this effect.
    ● The equipped monster gains 1000 ATK/DEF, and its name becomes “Chosen by the Forbidden One”. The equipped monster cannot be destroyed by card effects. If this card would leave the field, except by a DARK Spellcaster Monster’s effect, shuffle it into the Deck instead.

     

    Breath of the Forbidden One
    Normal Spell

    While there are no other copies of “Breath of the Forbidden One” in your GY, this card is treated as a Normal Monster while in the GY (Spellcaster/DARK/Level 1/ATK 200/DEF 300), but cannot be Special Summoned or Set. Target 1 “Forbidden Guardian” monster or 1 Level 4 or higher “Exodia” monster in your GY; you can either Special Summon that target, or add it to your hand.

     

    Heart of the Forbidden One
    Normal Spell

    While there are no other copies of “Heart of the Forbidden One” in your GY, this card is treated as a Normal Monster while in the GY (Spellcaster/DARK/Level 1/ATK 200/DEF 300), but cannot be Special Summoned or Set. Target up to 5 “Forbidden One” cards in your GY with different names; shuffle them into the Deck, then apply the appropriate effect based on the number of cards shuffled.
    ● 1 or more: You gain 200 LP for each card shuffled.
    ● 3 or more: Draw 1 card.
    ● 5: Draw 1 card and send 1 “Forbidden One” monster from your Deck to your GY.

     

    Shadow of the Forbidden One
    Normal Spell

    While there are no other copies of “Shadow of the Forbidden One” in your GY, this card is treated as a Normal Monster while in the GY (Spellcaster/DARK/Level 1/ATK 200/DEF 300), but cannot be Special Summoned or Set. "Forbidden One" monsters you control gain 500 ATK/DEF for each "Forbidden One" monster in your GY and cannot be destroyed by battle or card effects, also each time a "Forbidden One" monster inflicts battle damage to your opponent, you can add 1 "Forbidden One" card from your GY to your hand. These changes last until the end of the next turn. You can only activate 1 "Shadow of the Forbidden One" per turn

     

    Power of the Forbidden One
    Normal Spell

    While there are no other copies of “Power of the Forbidden One” in your GY, this card is treated as a Normal Monster while in the GY (Spellcaster/DARK/Level 1/ATK 200/DEF 300), but cannot Special Summoned or Set. Send cards from your opponent’s field to the GY up to the number of “Forbidden One” monsters in your GY and inflict 200 damage to your opponent for each card sent. If there are 5 or more “Forbidden One” monsters in your GY, your opponent cannot activate cards or effects in response to this card’s activation. You can only activate 1 “Power of the Forbidden One” per turn.

     

     


  4. On 8/3/2023 at 10:42 PM, Sleepy said:

    Umm it isn't too bad but it sounds like a casual fun card.
    It is a nomi where I would thank the recycling of banished cards, but requiring at least 5 means you basically need Necroface or Pot of Desires to have gone through to reliable Summon this card in a serious environment, and Necroface is a bit more reliable for the refreshing banished bit.
    It gains some ATK but in that sense it is no Gren Maju, not that Gren Maju is all that amazing either, and granted that I get your card does slightly lesser versions of the effects because it is doing various of them in one single card, but I think this is a case in which it is more favorable to run the single-niche more specialized cards for each respective use.

    I do realize that the banishing effect is one that really makes it situational in which deck it's being used with. However, knowing that there are a number of well used cards (such as Desires or Snow) that set it up by itself make it pretty easy to get out onto the field. But, beyond that, its function would make it a very strong sideboard piece as against something like Runick you now have a single card that your opponent's entire gameplan is setting up or making stronger.

    As for the stat balancing, I had a lot of trouble with it admittedly. It's a hard balance to strike because you have cards like Desires or any of the various new Pot-of-cards that involve mass card banishing that could possibly bust this card wide open, though there is the avenue of adding in a clause for reducing or eliminating battle damage your opponent takes it's already a bit of a soupy card as it is.

    Overall, I have to admit I had a few too many ideas for this card. I wanted to make something a little Exodius-like but with a different spin, but the more I worked on it the more complex it got. It cultivated an archetype I designed later that I'm about to post, though, and I did have fun making it, but you're right in saying that this is more like 2 or 3 cards in one and being more focused in what it does would make it a more solid design.


  5. Icon of One Forbidden
    DARK - Level 10
    Machine/Effect

    Cannot be Normal Summoned/Set. Must be Special Summoned by shuffling all your banished cards (min. 5) into your Deck. You can only Special Summon 1 “Icon of One Forbidden” per turn. Cannot be destroyed by battle or card effects. This card gains 400 ATK/DEF for each of your face-down banished cards, and 200 ATK/DEF for each face-up banished card. Once per turn: You can discard up to 4 cards and banish them face-down; Banish a total number of cards equal to the number of cards discarded for this effect, up to 1 each from either GY and/or either field. During each End Phase, you can banish 1 “Forbidden One” monster from your hand, Deck, or GY face-down. You can tribute this card: add 5 face-down cards banished by this card’s effect to your hand.
    ATK ? | DEF ?

     

    I acknowledge how risky it is to make a card like this, but I also think it would be a very interesting tool to use, not just for Forbidden One decks but decks or side-boards in general.


  6. Machina Logisticolonel
    EARTH - Level 2
    Machine/Effect

    If you Normal Summon a Machine monster: You can Special Summon this card from your hand. You can only use 1 of the following effects of “Machine Logisticolonel” per turn, and only once that turn.
    ● Target 2 “Machina” monsters in your GY: banish them, and if you do, add 1 “Machina” card from your Deck to your hand.
    ● Shuffle 2 “Machina” cards in your hand to your Deck, and if you do, draw 2 cards.
    ATK 900 | DEF 0

     

    Machina Overwatch
    EARTH - Level 7
    Machine/Effect

    You can discard 1 other "Machina" monster; Special Summon this card from your hand or GY. If this card is Summoned from the GY by its own effect, banish it when it leaves the field. During your opponent’s turn, when a card or effect is activated (Quick Effect): You can target 1 Machine monster you control; Destroy that target and negate the effect. You can only use this effect of “Machina Overwatch” once per turn.
    ATK 1600 | DEF 2500

     

    Machina Supportrol
    EARTH - Level 10
    Machine/Union/Effect

    If this card is sent to the GY by a “Machina” card: You can Special Summon this card from your GY, but you can only Special Summon Machine monsters for the rest of the turn and banish this card when it leaves the field. You can only use this effect of “Machina Supportrol” once per turn. Once per turn, you can either: Target 1 monster you control; equip this card to that target OR: Unequip this card and Special Summon it. A monster equipped with this card gains 700 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
    ATK 1400 | DEF 2100

     

    Machina Gearquarters
    Field Spell

    If you would discard exactly 1 “Machina” monster to activate a “Machina” monster’s effect, you can send 1 “Machina” card from your Deck to your GY instead. You can only gain this effect of “Machina Gearquarters” once per turn. Once per turn: You can target 1 Machine monster you control; equip 1 appropriate “Machina” union monster from your hand or GY to that target.

     

    Machina Emergency Deployment
    Continuous Trap Card

    When this card is activated: You can Special Summon 1 “Machina” monster from your Deck whose Level is equal to or less than the number of monsters your opponent controls x2. “Machina” monsters you control gain 500 ATK/DEF. If a “Machina” monster you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 “Machina Emergency Deployment” per turn.


  7. But heed this warning! WARNING. desires are never fulfilled. Nor quenched! you will fail. Fail! FAIL. Fail. fail. like the rest of them. Like the rest of them! like the rest of them.

     

    Welcome to Digi-COM, the first unique archetype I've designed in years. This theme came out as one of the larger ones I've designed, as it required a number of cards in order to fully flesh out the concept that I had in mind for how this theme would function, but in a gameplay perspective this would also make it a theme where you are running a greater number of different cards at 1 or 2 apiece.

    Digi-COM is a DARK Machine Xyz theme, centered around rank 5 and 11. The theme is comprised of several components with their own sub-archetype name: Digi-COM, the "motherboard" cards, Digi-DRIVE, which are the components, Digi-WARE, which are the programs that are run, and Digi-FRAME, which are the final Xyz monsters that you compose. Gameplay is centered around using a Digi-COM card, typically with Digi-DRIVE monsters equipped to it, in order to perform an Xyz Summon of a Digi-FRAME (this Xyz Summon using the equipped cards as well). Your base Digi-FRAME monster, Peerless Cavalry, has no active effects of his own and, if summoned from the grave with no materials, could not do anything but simply be killed. However, through the COM, DRIVE, and WARE cards, when attached as materials, grant these Xyz monsters a wide variety of different bonuses and effects that can create some dangerous monsters. Your end game? Muster the sheer computing power necessary to create the Evolutionary Alkahest and begin analyzing, de-compiling, and destroying your opponent's deck from the inside out.

     

    Spoiler

    Digi-COM Xystarch Terminus
    DARK - Level 11
    Machine/Effect

    If you control no monsters, you can Special Summon this card from your hand, but it cannot attack this turn. If this card is Normal or Special Summoned: You can add 1 “Digi-” card from your Deck to your hand. You can only use this effect of “Digi-COM Xystarch Terminus” once per turn. Once per turn: You can equip up to 2 “Digi-DRIVE” monsters from your hand or field to this card.
    ATK 2000 | DEF 2000

    Digi-COM Accelerator Terminus Xiphos
    DARK - Level 11
    Machine/Effect

    If you control no monsters, you can Special Summon this card from your hand, but it cannot attack this turn. If this card is Normal or Special Summoned: You can equip 1 “Digi-DRIVE” monster from your Deck to this card. You can only use this effect of “Digi-COM Accelerator Terminus Xiphos” once per turn. Once per turn (Quick Effect): You can equip 1 “Digi-DRIVE” monster from your hand or field to this card.
    ATK 2500 | DEF 2500


    Digi-COM Warlord Terminus Xyston
    DARK - Level 11
    Machine/Effect

    If you control no monsters, you can Special Summon this card from your hand, but it cannot attack this turn. If this card is Normal or Special Summoned: You can target 1 “Digi-” card in your GY; if it’s a “Digi-DRIVE” monster, you can equip it to this card, otherwise add it to your hand. You can only use this effect of “Digi-COM Warlord Terminus Xyston” once per turn. Once per turn: You can equip up to 2 “Digi-DRIVE” monsters from your hand to this card.
    ATK 3000 | DEF 3000


    Digi-DRIVE Command Precision Unit
    DARK - Level 5
    Machine/Effect

    If you control no monsters, or only “Digi-” monsters, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can add 1 “Digi-WARE” card from your Deck to your hand, and immediately after this effect resolves, activate it. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● The activation of this card’s effect(s) cannot be negated.
    ATK 1000 | DEF 1000

    Digi-DRIVE Pulsar Strike Unit

    DARK - Level 5
    Machine/Effect

    If you control a “Digi-” monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 “Digi-DRIVE” monster from your hand or GY. You can only use each effect of “Digi-DRIVE Pulsar Strike Unit” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● This card gains 1000 ATK/DEF.
    ATK 1000 | DEF 1000


    Digi-DRIVE Weaponized Core Sentinel
    DARK - Level 5
    Machine/Effect

    You can target 1 “Digi-” monster you control; equip this card, from your hand or field, to it. You can only use this effect of “Digi-DRIVE Weaponized Core Sentinel” once per turn. If a face-up “Digi-” monster would be destroyed by battle or card effect, you can send this equipped card to the GY instead. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● This card cannot be destroyed by card effects.
    ATK 1000 | DEF 1000

    Digi-DRIVE Goliath Power Unit

    DARK - Level 5
    Machine/Effect

    If you control no monsters, or only “Digi-” monsters, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 “Digi-DRIVE” monster from your Deck, but negate its effects. You can only use this effect of “Digi-DRIVE Goliath Power Unit” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● If this card attacks a Defense Position monster, inflict piercing battle damage.
    ATK 1000 | DEF 1000


    Digi-DRIVE Rapid Assault Machine
    DARK - Level 5
    Machine/Effect

    You can target 1 “Digi-” monster you control; equip this card, from your hand or field, to it. You can only use this effect of “Digi-DRIVE Rapid Assault Machine” once per turn.  Once per turn: You can send this equipped card to the GY; during each Battle Phase this turn, the “Digi-” monster that was equipped with this card can make 1 additional attack on a monster. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● This card can activate its effect(s) 1 additional time per turn.
    ATK 1000 | DEF 1000

    Digi-DRIVE Heavyload Dispatch Drone

    DARK - Level 5
    Machine/Effect

    If you control no monsters, or only “Digi-” monsters, you can Normal Summon this card without Tributing. You can Tribute this card and discard 1 card; add up to 2 “Digi-WARE” cards from your Deck or GY to your hand. You can only use this effect of “Digi-DRIVE Heavyload Dispatch Drone” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● This card can have 1 additional “Digi-WARE” card attached as material.
    ATK 1000 | DEF 1000

    Digi-DRIVE Secure Shipment Drone

    DARK - Level 5
    Machine/Effect

    If you control a “Digi-” monster: You can Special Summon this card from your hand. You can Tribute this card; add 1 “Digi-WARE” card from your Deck to your hand. You can only use each effect of “Digi-DRIVE Secure Shipment Drone” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● This card’s activated effect becomes a Quick Effect.
    ATK 1000 | DEF 1000

     

    Spoiler

    Digi-WARE Finance Executable
    Normal Spell
    Shuffle 1 “Digi-” monster from your hand into your Deck, and if you do, draw 1 card. During your Main Phase, except the turn this card was sent to the GY: You can target 1 “Digi-FRAME” monster you control; attach this card, from your hand or GY, to it as material. You can only use 1 “Digi-WARE Finance Executable” effect per turn, and only once that turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● Once per turn: You can shuffle 1 “Digi-” card from your GY into your Deck, then draw 1 card.

    Digi-WARE Market Executable
    Normal Spell

    Add 1 “Digi-” monster from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY: You can target 1 “Digi-FRAME” monster you control; attach this card, from your hand or GY, to it as material. You can only use 1 “Digi-WARE Market Executable” effect per turn, and only once that turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● Once per turn: You can add 1 “Digi-” card from your Deck to your hand, then shuffle 1 card from your hand into your Deck.

    Digi-WARE Max Performance Executable
    Quickplay Spell

    Target 1 “Digi-” monster you control; it gains ATK and DEF equal to the number of “Digi-” cards equipped to it x500 until the end of the turn, but send it to the GY at the end of the turn. During your Main Phase, except the turn this card was sent to the GY: You can target 1 “Digi-FRAME” monster you control; attach this card, from your hand or GY, to it as material. You can only use this effect of  “Digi-WARE Max Performance Executable” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● Once per turn: You can have this card gain 2500 ATK/DEF until the end of the turn, but destroy it at the end of the turn.

    Digi-WARE Reformat Executable
    Normal Trap

    Target 1 card your opponent controls; destroy it. During the Main Phase, except the turn this card was sent to the GY: You can target 1 “Digi-FRAME” monster you control; attach this card, from your GY, to it as material. You can only use this effect of  “Digi-WARE Reformat Executable” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● Once per turn: You can destroy up to 2 cards on the field.

    Digi-WARE Security Executable
    Counter Trap

    If your opponent activates a card or effect that would destroy a face-up “Digi-” monster you control; you can negate that effect, and if you do, destroy that card. During the Main Phase, except the turn this card was sent to the GY: You can target 1 “Digi-FRAME” monster you control; attach this card, from your GY, to it as material. You can only use this effect of  “Digi-WARE Security Executable” once per turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● Once per turn: You can target 1 face-up card your opponent controls; negate its effects, and if you do, until the end of this turn, this card is unaffected by the effects of your opponent’s cards with the same type as the target (Monster, Spell, Trap).

     

    Spoiler

    Digi-DRIVE-EX MezzaCOM Terminus
    DARK - Rank 5
    Machine/Xyz/Effect

    2 Level 5 Machine Monsters
    If you control a “Digi-COM” monster: You can target that monster; equip this card and 1 “Digi-DRIVE” monster this card has a material to it. You can detach 2 materials from this card; Special Summon 1 “Digi-COM” monster from your Deck or GY, and if you do, equip this card to it. You can only use 1 “Digi-DRIVE MezzaCOM” effect per turn, and only once that turn. A “Digi-FRAME” Xyz Monster that has this card as material gains this effect:
    ● If this card is targeted for a “Digi-WARE” card’s effect, you can detach 1 “Digi-WARE” card this card has as material.
    ATK 1000 | DEF 1000

    Digi-COM-EX Hypothetical Prototype Terminus Xanadu

    DARK - Rank 5
    Machine/Xyz/Effect

    3+ Level 5 Machine Monsters
    Must be Xyz Summoned. This card cannot attack. You can attach 1 “Digi-DRIVE” monster from your Deck to this card as material. (Quick Effect): You can Special Summon from your Extra Deck, 1 “Digi-FRAME” Xyz Monster that requires a number of materials equal to the number of materials this card has, by using this card as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use each effect of “Digi-COM Hypothetical Prototype Terminus Xanadu” once per turn.
    ATK 3500 | DEF 3500

    Digi-FRAME Peerless Cavalry

    DARK - Rank 11
    Machine/Xyz/Effect

    3 Level 11 Monsters
    You can also Xyz Summon this card using 1 “Digi-COM” monster you control and 2 or more “Digi-DRIVE” cards equipped to it as material. This card’s original ATK and DEF are equal to the combined original ATK and DEF of all “Digi-COM” monsters it has as material. This card can only have 1 “Digi-WARE” card as material. If this card would be destroyed by battle or card effect, you can detach 1 “Digi-DRIVE” card it has as material instead.
    ATK ? | DEF ?

    Digi-FRAME-EX Multi-Force Commander

    DARK - Rank 11
    Machine/Xyz/Effect

    4 Level 11 Monsters
    You can only control 1 face-up “Digi-FRAME-EX” monster. You can also Xyz Summon this card using 1 “Digi-COM” monster you control and 3 or more “Digi-DRIVE” cards equipped to it as material. This card’s original ATK and DEF are equal to the combined ATK and DEF of all other “Digi-FRAME” monsters you control. If a “Digi-FRAME” monster you control activates an effect (Quick Effect): You can choose 1 “Digi-WARE” card this card has as material; replace that activated effect with the activated effect given by that “Digi-WARE” card to Xyz Monsters that have it as material.
    ATK ? | DEF ?

    Digi-FRAME-EX Black-Hat Infiltrator

    DARK - Rank 11
    Machine/Xyz/Effect

    4 Level 11 Monsters
    You can only control 1 face-up “Digi-FRAME-EX” monster. You can also Xyz Summon this card using 1 “Digi-COM” monster you control and 3 or more “Digi-DRIVE” cards equipped to it as material. This card’s original ATK and DEF are equal to the number of “Digi-” monsters this card has as materials x700. This card can only have 1 “Digi-WARE” card as material. Once per turn: You can target 1 Spell or Trap in your opponent’s GY; Detach any of your opponent’s Spells or Traps this card has material, then attach that target to this card as material. Once per turn (Quick Effect): You can choose 1 Spell or Trap this card has as material; this effect becomes that card’s effect when that card is activated.
    ATK ? | DEF ?

    Digi-WARE-EX Evolution Alkahest

    DARK - Rank 12
    Machine/Xyz/Effect

    5 Level 12 Monsters
    If you control 3 or more “Digi-FRAME” monsters each with 3 or more materials, you can Special Summon this card from your Extra Deck (this is treated as an Xyz Summon). Once per turn (Quick Effect): You can target 1 “Digi-FRAME” monster you control; attach this card to it as material. A “Digi-FRAME” Xyz Monster that has this card as material gains these effects:
    ● Once per turn (Quick Effect): You can attach up to 1 card each from your opponent’s field, GY, or that your opponent has banished, to this card as material.
    ● Negate the effects of all cards in your opponent’s possession with the same name as materials this card has, and if those cards are monsters, their ATK/DEF become 0.
    ATK 0 | DEF 0

     


  8. Who didn't see this coming?

    Manic Minotaur Modalohr
    Level 4 - EARTH

    Machine/Effect
    During your Main Phase or when your opponent’s monster declares an attack (Quick Effect); You can send 1 Spell/Trap on your field to the GY, and if you do, Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 2 EARTH Machine monsters you control with the same Level; Immediately after this effect resolves, Xyz Summon 1 Machine Xyz Monster using those targets. You can only use each effect of “Manic Minotaur Modalohr” once per turn.
    ATK 1800 | DEF 1000

    Based off the Modalohr railway system. While I wouldn't choose this card if I had to choose one to become real, I know deep down that this card has some really crazy possibilities, especially with Revolving Switchyard. The self-summon, however, I feel would give actual usability to the sent-to-grave effects that the Schedule cards possess.


    Tenacious Track Trailblazer
    Level 10 - EARTH

    Machine/Effect
    Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) while you control no monsters, but its original ATK/DEF become halved. You can send this card from your field to the GY; Special Summon 1 Level 4 EARTH Machine monster with 1800 or more ATK from your Deck, but you can only Special Summon Machine monsters for the rest of the turn. You can only use this effect of “Tenacious Track Trailblazer” once per turn.
    ATK 3600 | DEF 2000

    Based off of a Jordan Spreader, a type of train used to build track banks. This is the card where if I could only choose one of my customs to be real, it would be this card. The biggest weakness of Railway, and EARTH Machine for that matter, is an incredible reliance on their Normal Summon. Between Infinitrack Harvester, how Derricrane and Bullet Express rely on a previously established field, Machina Metalcruncher-- every single one of the cards that all 3 themes need to properly start a combo or play NEED a card that's Normal Summoned first, and in a gamestate where negation and disruption are rampant and easily played for cheap, having something that can allow you to start a play without completely screwing over all prospects in your turn are in high demand. Functionally, Trailblazer is a 1-card Rank 10 that does not use your Normal Summon and this makes the card incredibly strong. I understand this. I feel, however, that a good trade-off is that said Rank 10 you make lacks Bullet Express or Derricrane-- two cards that turn Number 81 from an average wall to a strong card. It's powerful, for sure, but the only cards it overshadows and renders obsolete are Night Express and Rainbow-- which, to be quite frank, are not difficult cards to render obsolete and kind of deserve it. The flavour of this card is supposed to depict it literally building the track for the Level 4 monster it summons.


    Prudent Schedule
    Quickplay Spell

    Special Summon 1 Level 10 EARTH Machine monster from your hand, and if you do, draw 1 card. If this set card is sent from the field to the GY: You can send 1 EARTH Machine monster from your Deck to the GY. You can only use each effect of “Punctual Schedule” once per turn.

    Another card in my set is additional support for the "Schedule" spells, and I felt having a third option really rounds them out. Again, another card that helps with starting plays and some versatility, though I wouldn't really say it's necessarily as strong as Urgent.


    Adamant Chopper Shunter
    Earth - BOTTOM LEFT

    Machine/Link/Effect
    If this card is Special Summoned: You can set 1 “Revolving Switchyard” or 1 “Schedule” Spell from your Deck or GY to your field. If a Machine Xyz Monster is Special Summoned to your field while this card is on the field or in the GY: You can target that monster; attach this card to that monster from your field or GY as material. You can only use each effect of “Adamant Chopper Shunter” once per turn. A Machine Xyz Monster with this card attached as material gains 300 ATK/DEF.
    ATK 750 | LINK-1

    Like Double Header, Chopper Shunter is based off of a Chopper Coupling and a Shunter Train. I feel like the set mechanic makes Special Schedule a bit better compared to these other two, though while I would run the other 2 closer to 3 each I would still only run 1-2 of Special. I like the material effect because it makes 81 a nice round 3500 don't worry about Gustav while also preventing the issue of "I use 81's effect now it's immune AND has even beefier stats" because this card's effect doesn't grant the effect, it's just a normal passive.


    Dreadnought Dreadguard
    Rank 4 - FIRE
    Machine/Xyz/Effect

    2 Level 4 Machine monsters
    When your opponent activates a monster’s effect (Quick Effect): You can detach 1 material from this card; destroy that monster, and if you do, negate its activated effect. You can only use this effect of “Dreadnought Dreadguard” once per turn. At the end of a turn that this card destroyed an opponent’s monster with its effect: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)
    ATK 1000 | DEF 2200

    I knew if I was adding more Level 4 support that I needed to better validate the use of Level 4's in a Trains deck. I waffled on the design a lot until I settled on looking at Dreadnought Dreadnoid and decided to... validate some of its weirdness compared to everything else that supports R10 Machines. Dreadguard is the more defensive option, while also helping fill in that niche of disruption-style protection that the Trains lack. Having the destruction occur BEFORE negation was intentional-- I feel it's a small change that adds quite a bit of nuance to an otherwise mundane function on cards, and also reduces its potency enough to warrant being a 2-material R4, even if it requires machine materials. For some quick ruling-- for monster effects that activate in the hand or deck but do NOT have sending itself from those locations to the GY/banishment as a cost, this would work. But this effect will not work on effects that activate when banished/in the grave, or effects that would send the card to those locations as cost. Like handtraps.


    Superdreadnaught Rail Cannon Suppressor Seigfried
    Rank 10 - EARTH
    Machine/Xyz/Effect

    2 Level 10 monsters
    Once per turn (Quick Effect): You can detach 1 material from this card and choose 1 zone on the field; turn any face-up card in that zone face-down (Monsters are changed to Defense Position), and until the end of the next turn, cards cannot be activated or Summoned in that zone. Face-down cards in that zone cannot be activated in response to this effect's activation.
    ATK 2800 | DEF 2000

    Based off of another early-20th-century Krupp railway-based artillery platform the 38cm Seifried K. Again, EARTH Machine and Railway decks specifically lack hard in disruptive effects, but I wanted something that operated... differently. The flavour I worked with before refining my idea was an artillery shot that would literally destroy a Card Zone-- not necessarily the card IN the zone, but the zone itself. Forcing what is established there to go into hiding until the smoke clears. In the end, I was quite happy with the outcome of this card, and knowing the deck and how it operates even with my support a player couldn't deploy more than 2 of these on a field, tops. While the zone lock-out wouldn't matter as much as shutting down the cards in that zone already, it's worth noting that this card DOES work on field zones. Do with that information what you will.


  9. I've been playing a lot of Master Duel lately, and of course (to nobody's surprise I'm sure) my deck of choice has been EARTH Machine. As my ADHD hyper-focus on this game has returned, so, too, has a strong desire to see vacant niches within this archetype filled that I cannot ignore. Without further ado, these are 5 cards that I feel would really flesh out Infinitracks and boost them to be a properly competitive theme.
     

    Spoiler

    Infinitrack Ice Ranger
    Level 1 - EARTH
    Machine/Effect

    Cannot be used as a Synchro Material. If you control no monsters, or only “Infinitrack” monsters: You can Special Summon this card from your hand. If this card is Tributed for an “Infinitrack” card’s effect: You can declare a Level from 1-5; Special Summon this card from your GY, and if you do, its Level becomes that declared Level, but banish this card if it leaves the field or would be sent to the GY as an Xyz Material. You can only use each effect of “Infinitrack Ice Ranger” once per turn.
    ATK 800 | DEF 500

    Based off of tracked arctic exploration vehicles, this card fills a niche that I feel is the most dire for Infinitracks to have filled: a combo starter that isn't a Normal Summon. While it doesn't search like a Harvester or combine levels on its own, I feel like a card of this function would greatly improve the deck's base consistency, ability to play through even the most common and simple disruptions, and give a starting move that isn't the same card or the same play every time, without being in itself a one-card combo. Really, with this deck, designing another one-card combo like Harvester that's also a self-summon would be utterly insane, though this card is already quite strong in all honesty.


    Infinitrack Land Ridger
    Level 3 - EARTH
    Machine/Effect

    If an EARTH Machine monster is Tributed, or banished face-up: You can Special Summon this card from the GY (if it was there when the monster was Tributed or banished) or hand (even if not), but banish it when it leaves the field. You can only use this effect of "Infinitrack Land Ridger" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.
    ● If this card attacks a Defense Position monster, inflict piercing battle damage.
    ATK 1200 | DEF 500

    Based off the humble farm plough. Land Ridger is, again, simply meant to add more options for reaching various levels in the Infinitrack theme and even out the main monster line. There's a lot in the Level 5 department, and I think branching out would help really round out the options between micro-engines and more pure decks. I copied the mechanics from Road Roller to help better balance out the use of mechanics in the theme.


    Infinitrack Crawler Carrier
    Level 6 - EARTH
    Machine/Effect

    If you Normal Summon an EARTH Machine monster: You can Special Summon this card from your hand in Defense Position, and if you do, you can Tribute 1 other Machine monster you control, otherwise this card's original Level becomes 2. You can target up to 2 other Machine monsters you control; the Levels of those monster(s) and this card become the combined original Levels of the first target and this card, until the end of this turn. You can only use each effect of Infinitrack Crawler Carrier once per turn.
    ATK 2500 | DEF 500

    Based off of articulated tracked transports that have trailers. Deep down I knew I kind of wanted a Level 6 monster, but I didn't quite know how to best implement the card or what it would do to add something new to the table. One thing I did to set this card apart from the other level copiers is to add the ability to create triple-material monsters, to grant an in-theme way of summoning Giga Platform without using its Rank-Up effect, but also to expand the potential toolbox of monsters this theme can create.


    Infinitrack Kujata
    EARTH - Bottom Left
    Machine/Link/Effect

    1 non-Link "Infinitrack" monster
    If this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to that monster as material. You can only use this effect of "Infinitrack Kujata" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.
    ● This card gains 900 ATK/DEF.
    ATK 900 | LINK-1
    Not based on anything in particular. This card is, honestly, a bit of a shameless Goliath copy, but also something that the deck would be happy to have in all honesty. Could this card not exist and the theme be fine for it? Yeah. Can I leave a mechanic or idea that doesn't feel properly fleshed out well enough alone for the sake of simplicity? Probably not. I went with a stat boost, 900 specifically because that brings Mountain Smasher and Earth Slicer into nice, big, round numbers, but I felt full battle protection would be a bit much considering some cards that this could end up being used on.


    Infinitrack Gilgamesh
    EARTH - Left | Right
    Machine/Link/Effect

    2 EARTH Machine monsters
    (Quick Effect): You can target 2 “Infinitrack” monsters in your GY; Special Summon in face-up Defense Position, from your Extra Deck, 1 EARTH Machine Xyz Monster whose Rank equals the combined Level of the targeted monsters using this face-up card you control as material. (This is treated as an Xyz Summon.) You can only use this effect of “Infinitrack Gilgamesh” once per turn. If an EARTH Machine Xyz Monster has this card as material, its effect(s) that are activated by detaching its material(s) become Quick Effects.
    ATK 1000 | LINK-2

    To be perfectly honest, I do not know what this card would look like as it's not based off of any real-world vehicle. I figure it would be some sort of abstract construction/utility vehicle. Anyways, while I've looked through the current roster of EARTH Machine Xyz Monsters, I do realize this isn't the most future-proofed card as it makes summoning out what would otherwise be a difficult to summon boss monster quite easily. But, this isn't a real card so also what the hey, if it were and I had any sort of say in cards that were made I know this card could easily be designed around without ruining the functionality of future cards. The intent in this card was to add some additional versatility and expand upon the "Link and Xyz Summoning" aspect of Infinitracks, which I feel is under-utilized. This would help turns feel less rail-roaded (lol) into certain options and with even tight resources you could still do a bit more. As for the quick-effect changing effect, I thought a Quick Effect Gustav could be funny.


    Infinitrack Fortress Megaggressor
    EARTH - Down-Left | Down-Right
    Machine/Link/Effect

    2 Machine Xyz Monsters
    This card gains ATK equal to the number of materials attached to the Xyz Monsters used as Link Materials for this card's Link Summon x1000. Cannot be targeted or destroyed by monster effects, except by the effects of Xyz Monsters. (Quick Effect): You can detach 1 material from an Xyz Monster you control and target 1 face-up card your opponent controls; negate its effects, and if you do, banish that target. You can only use this effect of "Infinitrack Fortress Megaggressor" once per turn.

    ATK 500 | LINK-2
    Something to, again, add more boss monsters to the theme and round out its balance of "Link and Xyz interactions". I felt like a Link 2 boss could be good, and while Megaclops has a role in oppressively shifting the balance in field presence and advantage, Megaggressor acts as more of a disruptive option, with an ability to be potentially stronger in the ATK department depending on how much effort you put into summoning it, but overall a bit easier to get rid of.


    Infinitrack Mighty Hauler
    Rank 3 - EARTH
    Machine/Xyz/Effect

    2 Level 3 monsters
    When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Mighty Hauler" once per turn.
    ● You can detach 1 material from this card: Special Summon 1 Rank 9 or lower "Infinitrack" Xyz Monster from your Extra Deck in Defense Position.
    ● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
    ATK 2100 | DEF 1400

    Based off of a tracked cargo vehicle, Mighty Hauler is what I decided upon to work as a Rank 3. Since I designed the Level 1 to not be a level combiner like Harvester or Anchor Drill, this would be the Xyz that would work if you were to use on Harvester's effect on Ice Ranger. To help diversify the Infinitrack extra-deck, I expanded on its engine and combo options by adding this card. My initial idea was a simple grave summon, but the more I thought about the theme and its cards and especially Fortress Megaclops, I realized that the deck needed something to help facilitate that card's summon. As such, I came up with the idea of this card being able to summon an Infinitrack Xyz from the Extra Deck, but without negating its effects. However, providing it with no materials and making in defense position works with having to choose between using it as an attack piece and gaining a material using its own effect, or using the spell card to activate it immediately.


    Infinitrack Giga Platform
    Rank 11 - EARTH
    Machine/Xyz/Effect

    3 Level 11 monsters
    Once per turn, you can also Xyz Summon “Infinitrack Giga Platform” using 1 Rank 9 or lower “Infinitrack” Xyz Monster you control with 3 or more materials as material. (Transfer its materials to this card.) You can only use one of the following effects of "Infinitrack Giga Platform" per turn, and only once that turn.
    ● You can detach any number of materials from this card, then target that many cards that are banished; shuffle them into the Deck, and if you do, inflict 300 damage to your opponent for each card, then if you detached an opponent’s card to activate this effect, inflict an additional 300 damage to your opponent for each target.
    ● (Quick Effect): Target 1 card in either GY; attach it to this card.
    ATK: 3300 | DEF: 4200

    Based off a mobile launch platform, this card is meant to fulfill a recycling and boss niche that the theme lacks all on its own. With both its effect and summoning mechanic, I wanted to put additional focus onto the baked mechanic that all Infinitrack Xyz's have in their ability to attach monsters they kill as materials. However, with this card, I broke a couple molds with the Xyz monster patterns for this theme in that it has no self-summoning effect from the grave, and can only use one of its primary effects per turn. Still, I feel like both of this card's effects could be potentially quite dangerous in a duel without being overtly oppressive or boring.


    Retread Refit
    Continuous Trap

    When this card is activated: You can add 1 “Infinitrack” monster from your GY to your hand, and if that monster was a Link or Xyz Monster, draw 1 card. Once per turn: You can target 1 Machine Xyz Monster you control, then activate 1 of these effects;
    ● Attach this card, or 1 "Infinitrack" card from your GY, to that it as material.
    ● Change its battle position.
    You can only activate 1 “Retread Refit” per turn.

    An additional support card that I feel would fully tie together the Spell/Trap line-up for the archetype. Retread Refit is meant to, in a flavor sense, be about repairing / restoring damaged, junked or scrapped vehicles. I chose the draw 1 card for the Extra Deck recycle to help balance out that strategic choice of recycling Extra Deck options without missing out on the additional card advantage that pulling a main-deck monster from the Graveyard would provide. The other effects are meant to place the card in line with how Heavy Forward functions, with the additional grave attach being something to help improve this card despite it being a continuous trap. Of course, the choice of being a continuous trap being one to help prevent the deck from being an incredibly fast and hard combo deck. Granted, having it be easily searched would make that quite a problem.


     

    The intention of these designs is to help make the deck into something that can, honestly, compete with higher tier power levels in the current modern game. At least, in terms of a Master Duel sense. I really only say that because I haven't played the full up-to-date formats in a couple years. Another intention is help improve the deck so that more built varieties can be made. At the moment, a pure Infinitrack Deck feels neither viable nor practical to make, and the only proper iterations are always combined with other themes and archetypes. Not that combining is necessarily a bad thing, but I think that having the ability to create a more pure build of the deck and adding more options to how a theme is built and played is never a bad thing.


  10. 58 minutes ago, LordCowCow said:

    Am curious what prompted you to return?

    Genuinely not sure. I left because, at the time, I had burnt out of YGO card ideas, I had larger projects to pursue that left zero mental space for roleplaying, and the community was permitting a few too many problematic ideologies to remain present and prominent (this was four years ago, so I'm not saying this to drop shade on anything in the present). I dunno, there were a number of reasons that I decided it was time to say goodbye. But more recently, it was just one of those prompted ideas of like "hey remember that community? I wonder what they're up to?" and deciding to pop in and check it out.

    I'd do it at the YCM forum too, except there are zero active names there I recognize anymore.


  11. 0e12fac930.jpg

    Monsters

    🟠🟠🟠 Maxx "C"
    🟠🟠🟠 Infinitrack Harvester
    🟠🟠✖️ Ash Blossom & Joyous Spring
    🟠✖️✖️ Flying Pegasus Railroad Stampede
    🟠✖️✖️ Infinitrack Anchor Drill
    🟠🟠✖️ Infinitrack Trencher
    🟠✖️✖️ Infinitrack Tunneler
    🟠🟠🟠 Infinitrack Brutal Dozer
    🟠🟠✖️ Machina Fortress
    🟠🟠🟠 Machina Metalcruncher
    🟠🟠🟠 Heavy Freight Train Derricrane
    🟠✖️✖️ Super Express Bullet Train
    🟠✖️✖️ Machina Citadel

    Spells and Traps

    🟢🟢🟢 Revolving Switchyard
    🟢🟢🟢 Heavy Forward
    🟢🟢✖️ Designator from the Grave
    🟣🟣🟣 Machina Overdrive

    Extra Deck

    Heavy Armored Train Ironwolf
    Infinitrack River Stormer
    Number 11: Big Eye
    Phantom Fortress Enterblathnir
    Infinitrack Earth Slicer
    Superdreadnought Rail Cannon Gustav Max
    Number C9: Chaos Dyson Sphere
    Number 81: Superdreadnought Rail Cannon Super Dora (x2)
    Number 35: Ravenous Tarantula
    Superdreadnought Rail Cannon Juggernaut Liebe
    Number 77: The Seven Sins
    Infinitrack Goliath
    Qliphort Genius
    Double Headed Anger Knuckle
     

     

    I haven't played this game in like a year lol. I remember it came out, I went pretty hard, and then Destiny 2: The Witch Queen came out and that diverted so much of my attention I didn't go back. Anyways, this deck got me into Plat back when Plat was the highest rank. That meta was pretty rough, Eldlitch was a fuckin' pain to play against but I remember this deck having a very strong match-up because of its ability to play well around some common floodgates, as well as having some ridiculous recycling power between Machina Overdrive and Infinitrack Tunneler. If any deck's strategy revolved around a war of attrition into the late-game, it had a real bad time against this one because of the big heavy-hitters that it could just keep recycling and pumping back out.

    Another thing is I can't really call this a Trains deck since the Trains engine is really just teched in at this point, and it has about equal parts Machina to Infinitrack, so it's kind of just a pure Earth Machine Deck as they come. Preferred opening monsters were Harvester or Metalcruncher, which let it kick off a combo I don't even mostly remember, but I do remember that the average decent turn 1 field was Number 81 with Machina Citadel, and if I'm in a sittin' pretty position I have Revolving Switchyard on the field and 1 Overdrive set. The blind set cards always spook people, but if Dora has a Derricrane I got a big 3200/4000 beatstick with a pseudo-QP target-1-pop that becomes super-immune after, which then means I can use Citadel's effect on Dora for a QP opponent field wipe without having to destroy any of my monsters. It was decently nasty, but not like "Number 81 and VFD" nasty. RIP.

    Anyways, main strengths of this deck were its sheer lasting power (could just keep trucking into a late game and take so many hits with an ability to recover) as well as having an Xyz toolbox that let it answer like, 90% of threats which was great in a game with no side-decking or match mechanics. Remember to like, comment, and subscribe.

     


  12. b567d7df10.jpg

    Monsters

    Super Express Bullet Liner - x3
    Heavy Freight Train Derricrane - x3
    Machina Metalcrunch - x2
    Infinitrack Tunneller - x1
    Infinitrack Trencher - x1
    Infinitrack Brutal Dozer - x3
    Symphonic Warrior Miccs - x1
    Flying Pegasus Railroad Stampede - x3
    Infinitrack Anchor Drill - x3
    Symphonic Warrior Guitaar - x3
    Infinitrack Harvester - x3

    Spells and Traps

    Revolving Switchyard - x3
    Urgent Schedule - x3
    Instant Fusion - x3
    Heavy Forward - x3
    Machina Overdrive - x2

    Extra Deck

    Pair Cycroid - x1
    Infinitrack Goliath - x2
    Infinitrack Fortress Megaclops - x1
    Gear Gigant X - x1
    Gagagaga Magician - x1
    Infinitrack Riverstorm - x2
    Number 11: Big Eye - x1
    True King of All Calamities - x1
    Infinitrack Earthshaker - x1
    Superdreadnought Rail Cannon Gustav Max - x1
    Number 81: Superdreadnought Rail Cannon Super Dora - x1
    Number 35: Ravenous Tarantula - x1
    Number 77: The Seven Sins - x1


    Some fun facts about the deck: - summoning Seven Sins with 2 level 12 monsters via the level 2 Infinitrack and a Level 10 monster is spicy. Opening Number 81 + True King of All Calamities is just nasty. Yes I would like to get rid of the Symphonics. No I don't know what to replace them with that would work towards a strong and consistent engine.


  13. Tora Mori

    Tora found herself standing in line with the others at their first actual briefing. On the outside, she stood stock still and attentive. On the inside, she couldn't move, partially being stuck there, frozen in fear, and partially because of the terrible sleep she had had the night before that left her brain in a very simplified and poorly functioning state. There they were, being given their first assignment and Tora had only managed to successfully summon her duel dragon a few times, and that was only because the testers had set up the field conditions just right so she could actually get the opportunity to do so.

    "Let's talk about Turbo first. We're planning on sending Shannon, Jet, Tora, and Zirco there. The area is normally well guarded, as we have the current duel champ living there, but since his master, Jack Atlas, has disappeared, Kyouji hasn't been keeping an eye on the area. He won't even return our calls, the poor thing. So, we'll have you four check the area out, and if you meet Kyouji, try to talk some sense into him. I'd say duel him but... Well, I don't think that's a duel any of you could win right now."

    Well, the saving grace is that at least they would be territory that's familiar to Tora.

     


    Gil drove the team to the city, but that was as far as they went with the truck. After that, the back was opened and their D-Wheels were given the signal to drive off. Zirco was the first to jump on his and rev right out of the gate.

    "Well, hopefully he's able to find Kyouji and beat him in a duel before we get there, right?" Tora asked the remaining teammates with a nervous smile as she started up her own D-Wheel and drove out the gate with the others.

     

     


  14. Tora Mori

    After spending time riding, Tora had given Gil an earful for a lifetime. After that, she didn't do much of anything else. Dinner came and pass, but she was too tired and sore to make much of conversation. Then, she had retired to what would be her dorm. However, Tora couldn't quite fall asleep. Just outside the bedrooms there was a small common room connected. It really wasn't much of anything-- a particle-board table, a small counter with a sink, a mini fridge, and a microwave, and a few wooden chairs with an uncomfortable couch tucked away at the far end.

    At the table, Tora had her brother's deck spread out across the table, and she sat their with her head cradled in her hands, just trying to make sense of it all. She had seen her brother duel a hundred times over, and each time the moves just... made sense. When he did his turn, there was no question whether he had made the right move or not. Sure at first some people would doubt his decisions, but when the duel would play out all doubt would be gone in an instant. He knew just the right moves to make at the right time, even those that didn't seem obvious at all. Some people accused him of cheating, but there was never any evidence beyond just him making a good move. If they ever lucked out with an interview, he would always tell them the same thing: "I never plan these things out. I just run with my gut and my gut hasn't been wrong yet!"

    But Tora didn't have his gut instinct, and every one of the card's effects and implications were just another language to her. What would he say to new duelists that didn't have quite a grasp at the game yet?

    "First, you need to know your deck. Every card, inside and out. And I don't mean memorize their effects word for word, nobody has time for that. I mean, well it's hard to say... it's like... building a relationship with your deck. You gotta spend time with it, you gotta know it, what it likes to do, what it hates to do, you know maybe take it out for dinner every once and while." Sometimes people laughed at that joke, but it often fell flat.

    But Tora knew the deck. It was her brother's deck, why shouldn't she know it? So why wasn't any of this easy?! It should be! Finding itself in the middle of the spread of the cards was her duel dragon, Mach Accel Dragon. She had yet to summon it any practice sessions. It wasn't a matter of not knowing how to Synchro Summon, she knew how to do that. The problem was partially her brother's deck and getting the levels of the monsters to add up just right. He always knew how to do it and whenever the field came together for a synchro summon it was like poetry in motion. But not for her. Every time she tried the total levels would be either too high or too low and she would be forced to start over.

    And when she did get close to summoning it, there would be this overwhelming feeling in her mind and her symbol would start to burn. When Zirco summoned his Duel Dragon he made it look so effortless, what was with that?! Tora gingerly picked up the card and looked it over. Her eyes seemed drawn to it and there was a little tingle in her fingers, but she couldn't tell if that was her mind playing tricks on her, or the card itself. Every time she looked at this card it felt like it was trying to tell her something, but she could never figure it out, and the harder she tried the worse her confusion got.

    Tora let out a sigh and put the card back on the table. She would continue to stare at her cards well into the night before falling asleep at the table, dreams riddled with card effects and failed combos.


  15. Rosha

    "Funny thing is some prisons where I'm from have larger cells than this."

    "That's absurd, why would you waste so much space?!" Rosha said, with a look of confusion written on her face. "Some of our villages don't even give them cells! They would just hang them high in the air. Not many people want to risk falling to the ground, and usually the Kyrriks like to prowl around below."

    Kelsey, however, was just looking at her phone, and Rosha only noticed too late that her roommate was likely not listening.

    "Oh, Houses. Right. Well, I kinda wasn't paying a whole lot of attention. But I'm here to be a mech pilot so I guess best bet is to go with the military looking one. Bet I'd get along with Mr. Roboto though; seems a lot more fun than the girl. How bout you?" Rosha opened her mouth to answer, but Kelsey snapped her finger suddenly. "Actually, before you answer that, my friend's at a burger place near here do you wanna come with me to check it out?"

    Rosha looked at Kelsey with her mouth agape, unsure whether to express her frustration with Kelsey's rudeness or to express her confusion with what a "burger" was. The word didn't translate very well, and Rosha quickly looked up what it was on her own phone, and after getting lost for a moment on the device she finally found the page, but the explanation was even more confusing. What was beef? Oh, okay the meat from a "cow", but what was a cow? Oooooh, okay, so a cow is a fatty livestock mammal native to earth. Large, bulky, feeds on vegetables, mostly defenseless. So that meat was... cooked? Why would anyone cook perfectly good--

    Rosha looked up from her quick fact search only to find that Kelsey had already left the room. Rosha's face slowly contorted into a fierce glare as she growled loudly. "I wonder if all humans are so disgustingly rude," Rosha hissed under her breath. "Whatever. She can waste her time all she wants. I came here to be the best pilot."

    Rosha stretched out and, still in her casual fatigues, exited her dorm and made her way to the exterior of the building. Finally being on solid land with real gravity meant that she could finally cut loose around the property, and that was exactly what she intended. Afterwards, she would find the "military-looking one". If she wanted to be the best pilot, then she needed to get a jump on making a good first impression.

     


  16. Rosha

    "Oh, Rosha." Kelsey grinned at Rosha. Her grin wavered for a moment. "What, something the matter?" She said, sounding a bit frustrated herself and shook her head. "No, never mind, we're gonna be stuck together for a while so, uh..." She stuck her hand out towards the much smaller girl, for a handshake. "Whatever beef either of us has doesn't matter from here on out alright? This place looks kinda lame don't it? Maybe we could get an arcade game in here sometime."

    Rosha looked at the hand for a moment, a hint of confusion in her gaze. "Oh right, that human thing," She said and grasped the hand for the shake, though her grip was unpracticed and awkward. "I suppose you're right, though I'll probably be too busy training to be the best pilot for games anymore." Rosha swung off the hanging bar, but with how small their dorm was she didn't have much room to stick any sort of landed and ended landing on the bed with her rear. Considering the rather cement-like texture of the mattress, this wasn't a terribly pleasant experience. "And once more, I agree. I'm used to much more open spaces for sleeping than this! What is this, a prison?! Anyways, did you decide on a house in that party back there?"


  17. Aria

    As the two of them made their way down the hallways, Masaru was the first one to start talking. “Hey, your face is really red. Are you sure you’re not getting sick? We can probably still go back and ask the doc--oh wait you’re not sick, you’re blushing, right?”

    Aria started to say multiple different sentences, but found herself unable to actually say anything. Ultimately all she could do was realize that she was still holding Masaru's arm and abruptly let go and pull her arm in.

    He nodded sagely. “No worries. The doc was just havin’ some fun with us. Promise I’m not gonna make it weird or anything.” 

    Aria took in a deep breath and let out a sigh. The red faded from her face a bit, though it was still tinged pink a bit. "Th-thanks. I'm not great with... those kinda jokes, or whatever."

    For a moment, there was a silence as the two of them continued through the hospital. “So… scared of needles huh?” Masaru chuckled. “You mighta noticed but can’t say I care for them myself. They didn’t used to bother me but, well…” the metal of his arm rang out softly as he rapped his knuckles against it, “lose your arm and you get a lot more nervous about letting any sort of sharp metal things near you.”

    "Yeah I don't... like 'em, but not really for the same reason, obviously," Aria laughed a little, before realizing the insensitivity of her joke and swallowed it back. "No, I'm just... really bad with the blood stuff. It's kind of a long story, though." Secretly, she hoped that she could leave it at that. "It's no big deal though, I'm doin' just fine so far!"


  18. Itsuki

    After the rather uncomfortable moment at the ice cream store, school life had returned to normal for the next few days. With each day that they didn't go through with quirk training, Itsuki had grown comfortable assuming that it probably wasn't going to happen at all. Yet, after those few days he would find himself incredibly disappointed.

    "Alright you bums!  I know you're all excited for what I have in store for you today!"  Ms. Hitotsume started writing on the board in rather large letters.  When she was done, it read 'Extreme Quirk Testing'. Itsuki felt his heart sink into the pit of his stomach. "I've only gotten a taste of your quirks, and how they function!  But today, I want to see you go all out!  So let's go!"

    The students followed their teacher to a building just outside the main classrooms. Inside and out it was stark white and very simple in its design. The moment they walked through the doorway all sound from the outside was cut out, and Itsuki found he could hear the breathing and movements around him to an unsettling degree. "Here we have the Training Facility!  Virtually indestructible rooms where we can simulate many different scenarios!  State of the art technology, all at my disposal to tortur-I mean train you!"  Ms. Hitotsume said. "Now please select a room, and we'll get started with how far we can push your quirks!"  

    "She just said torture, did anyone just hear torture?" Itsuki asked the other students, but everyone was already very gung-ho about what they could accomplish in these supposedly indestructible rooms. "Are you kidding me right now?!"

    It didn't matter, though. The other students were so excited to flex the full strength of their quirks that nobody cared how unpleasant it would be. Itsuki knew his quirk pretty well. He knew it wasn't a matter of muscles, or anything like a resistance that can be trained. Itsuki was sure that the room didn't need to be indestructible at all for him, but what if it needed to be indestructible for the tests. Itsuki kept this in the back of his mind as he entered the next available room.


  19. Itsuki

    "My couch is always open..."  Ms. Hitotsume said, leaning into Itsuki closer. "These make for a pretty good pillow you know?  You can rely on your tea-cher." She then laughed.  "Well?  Is your heart throbbing yet?!" 

    Itsuki sat there in stunned silence, the spoonful of ice-cream that he was about eat now running down the side of his face.

    "In all honesty, Itsuki...I can make arrangements any time you want...so please don't hesitate to ask for help."  She shoveled in another scoop of ice cream.  "It's what we heroes do best, right?"  

    "I think I need an adult..." Itsuki muttered as he attempted to wipe the ice cream from his face, missing his mark in the process.

    By the time Itsuki managed to snap out of his stupor, he noticed that Ms. Hitotsume was still talking. "...Quirks are like muscles...if you know how to work it out, it'll get stronger.  You'll be able to control it better! Which is what we're gonna work on with you losers next!"

    That shouldn't be too bad, Itsuki thought to himself. It's not like my quirk's one of those super-strength ones or whatever. It probably won't be anything too physical or difficult. Itsuki then thought more about his quirk, and almost inhaled his spoon as he realized what his quirk exercise was going to be like.

    "Haha, well hoo wee too bad some of us have quirks that can't really get better am I right my lads?" Itsuki laughed nervously, though he knew deep down that he wasn't kidding anyone. The problem with his quirk was that not only did making a barrier in itself require focus, he also needed to maintain a very accurate and consistent mental image of the shape, size, and position of the barrier. If Ms. Hitotsume intended for him to eventually reach the stage of being able to maintain complex shapes with ease, he could only imagine the kind of mental strain he was going to be put under. Just the thought of the headaches alone made Itsuki wish his quirk was something as simple as just working out.

     


  20. Aria

    “She’s right, Doc,” Masaru had said. “We’re just friends. I don’t really understand how this ‘technology’ tree of magic works, really, and Aria is just an awesome person who agreed to help me figure stuff out.” He smiled at her. “Really appreciate it by the way. Good to know I didn’t accidentally get you sick.” While Aria would be lying if she said that the mention of being just friends hadn't stung a little, she knew that he was right. They had only known her for a couple of days, so what more could it be?

    Nonetheless, Masaru expressed the same discomfort towards needles that Aria had, and this prompted a laugh from the doctor. "Apologies, I don't mean to be rude. It's just so fascinating to me how something so small can scare so many." He glanced at the needles. "I'm sure you two have seen much more frightening things in the past. But, I suppose, everyone has something."

    "Honestly does anyone like them?" Aria muttered to herself. Regardless, he asked for Masaru's arm and gave him the medicine. As he finished up some paperwork, the doctor was soon seeing them on their way.

    "By the way if either of you see Angela make sure she's not doing anything dangerous again. While this city is relatively safe there are still dangerous places and that girl seems to find them all."

    "Will do!" Aria said.

    The doctor hesitated a moment before, with the same cheeky grin as before, finished "Have fun with your date."

    Aria's face turned a bright red once again and she grabbed Masaru's metal arm, dragging him towards the door. "Alright well we'll be on our way thanks for everything have a good day!"

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