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By Skaia
[Super fancy Logo whoa oh my god how does he do it]
Premise
Rules
General Plot
Setting
Terminology
Gameplay
App
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By Skaia
Dragon Sign
OOC Thread
It had been the end in one way or another. Stabbed. Smashed. Poisoned. Burned. Shot. Though it had come in all shapes and forms the end had come to you in one way or another. And there was little waiting for you on the other side.
Simply the ever present sensation of floating. Drifting. Sinking.
You try to hear. You try to feel. You try to think. But there is little to make sense of, little to understand, and nothing that you can fully comprehend. Time presses on but you can not figure out how long this goes on for. An eternity? An instant?
As you drift in this oblivion a voice speaks to you. Perhaps you speak back to it. But you cannot decipher its words nor meaning, and thus any reply you might have made can be equally as understood. Yet, the voice continues. And it finishes. You begin moving. Rushing. Rising. And then -
BGM
Bong. Bong. Bong
The ringing of loud bells echoed throughout the ancient church, signaling that it was time to awaken to all those who had found themselves in it. Those individuals found themselves resting, sitting, in a wooden pew. The seats were all scattered about the floor, not lined up in any particular order though all facing forward. Once they opened their eyes they would be able to take note of several features of the building. One, the floor. Old, dark and wooden, same as the pews, with clumps of large, thick grass scattered about. Second the walls, shimmering as the light reflected off of the multicolored agate stone that made them up. Third, the stained glass window ahead of them.
The window ahead of them looked as if sunlight were flooding through it, shining downward into the room. And bizarrely so too did the other six windows, three on either side, in the room. Each had a blue background to it and each depicted some sort of creature or object.
To the left; a white bird with the edges of its wings shining like a prism, a gray wolf with arcs of yellow on and around it, and a purple orca with black where one would expect white.
To the right; a tree with brown trunk and green leaves, a silver gear with lines of green converging onto its center, and a black stone with cracks of red.
In the center at the head of the room it depicted a serpentine creature with antlers protruding from its head, coiled around a golden orb with a black center.
The final thing to note was there were no other rooms in this small building. And were they to look backward, they would see no door they could've entered from.
OOC
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By Skaia
OOC
May 1st, Sunday, 3:13 PM
Though the forecast was showing it would be a dark and stormy night, the skies seemed to only be overcast at the present mid-day time. And yet in spite of these bleak looking skies it did little to abate the activities and excitement of the people of Camellia. Though the big city didn't know much in way of rest today was especially abuzz with activity as the people had all filed into the new - several year old - Aspect Stadium, the main hub for all things Blue Rose would be broadcast. The reason was simple. Today was a day for introductions, for promotion and for showcasing. Each and every duelist partaking in the Blue Rose tournament had been called to the new - though in reality five year old - Aspect Stadium; the building where all duels for Blue Rose would be held. All thirty two of them were to listen to the announcer for the event tell them all that was expected for the tournament. The rules, code of conduct, the long and storied tradition and history of the both the tournament and the sport. And finally for the viewers at home a short introduction of each of the players, simply stating all of their names, decks and what province they were representing. When all was said and done, the group was dismissed from the tournament hall and free to go about their business.
Upon exiting the stadium proper, they would see a crowd of people who had all been waiting for them, some fans of the sport and some reporters and journalists looking to interview the duelists. Naturally some of the participants were more popular than others, last year's third place being swarmed the moment that she had left the building, and they would deal with their fans and crowds in their own way. The group of tournament participants would be able to spend the rest of their free time however they wished for the day, knowing full well that tomorrow was the start of the games proper.
Iris, for her part, didn't particularly feel in the mood to do any press for herself as well. Smiling and waving to all the people who had called out to her, Iris merely continued her way forward and managed to get past all of them. Looking up to the sky the girl frowned, thinking that the gray skies wasn't the best of omens for the coming tournament. Not to mention it was neither sunny nor raining, making her ever present parasol nothing more than a fashionable accessory. Sighing to herself, the girl continued to walk into the unfamiliar city proper, thinking that surely there was something to pass the time with.
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By Princess Raven
So... Most people won't know this about me, but generally when I play this sacred card game we all love so much, I have a tendency to place my cards in the center of my field first. My brother on the other hand, tended to place his cards on the right side of his field. This always bugged me as a kid, becuz I couldnt figure out which way was correct.. or if neither were. To remedy this, I had thought up the idea of an archetype that forces the player to think strategically about where exactly they play their cards, as it could seriously impact the duel - for better, or for worse. Problem was, I never knew how to word the effects, since cards like "Which Starling" and all of the "Mekk-Knight" cards hadnt even been a twinkle in anyone's eyes yet. But now, my friends.. Now, after many years of having this concept and a rather poorly thought out and rushed attempt about a year ago, I can proudly say that I'm not only giving this dream concept of mine another shot, but that I've decided to go ahead and revamp my old attempt, by making changes to the old designs and attempting to make them quite a bit more thought out.
Here's the basic idea, at it's simplest:
WATER Psychic Ritual Archetype, based on humanoid slime creatures, that focuses heavily on the strategic and careful placement of its own cards in order to properly utilize the versatility of its abilities. The lower Level "fodder" monsters have a certain effect they can earn depending on which of these three MMZs theyre in: Center, Leftmost, and Rightmost. They also have a bit of a floating effect on destruction involving an opponent's card, becuz I was having major issues with being forced to end my turn cuz I got negated merely once. Plus, theyre slimes. They aint particularly easy to kill. The Bigger, Bossier, Ritual monsters of the archetype focus on disruptive effects on summon with column play, they give buffs or get abilities when there is an archetypal monster in an adjacent MMZ to them, and some gain an additional effect if there is a Spell/Trap card in the adjacent space below them.
Now that the basic summary is out of the way, without further ado, the "Protean" archetype:
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Main Deck Monsters
Cerulean Protean
WATER - Level 3 - Psychic/Effect - 800/1300
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: Increase this card's Level by 1.
● Leftmost: Once per turn; you can Special Summon 1 Level 4 or lower "Protean" monster from your GY.
● Center: Once per turn, you can shuffle 1 "Protean" card from your GY into your Deck, then draw 1 card.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Cerulean Protean". You can only use this effect of "Cerulean Protean" once per turn.
Lavender Protean
WATER - Level 3 - Psychic/Effect - 1000/1000
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: Once per turn, you can Special Summon 1 Level 4 or lower "Protean" monster from your hand.
● Leftmost: Once per turn, when a Ritual Spell is activated; you can draw 1 card.
● Center: Psychic monsters you control cannot be targeted by your opponent's card effects.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Lavender Protean". You can only use this effect of "Lavender Protean" once per turn.
Seafoam Protean
WATER - Level 4 - Psychic/Effect - 1300/1200
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: All Ritual Monsters you control gain 500 ATK.
● Leftmost: You can reveal 1 "Protean" Ritual Monster in your hand; Special Summon 1 "Protean" monster from your Deck whose Level is equal to the difference between this card's and the revealed card's Level. You can only use this effect of "Seafoam Protean" once per turn.
● Center: Once per turn, you can banish 1 "Protean" monster from your GY; this card's Level becomes the banished monster's Level.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Seafoam Protean". You can only use this effect of "Seafoam Protean" once per turn.
Vermillion Protean
WATER - Level 4 - Psychic/Effect - 1400/1100
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: If you activate a Ritual Spell, or if a Ritual monster's effect is activated; your opponent cannot activate cards or effects in response.
● Leftmost: Once per turn; you can send 1 "Protean" monster from your Deck to the GY.
● Center: During your Main Phase; you can add 1 "Protean" Spell/Trap card from your Deck to your hand. You can only use this effect of "Protean Lavender" once per turn.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Vermillion Protean". You can only use this effect of "Vermillion Protean" once per turn.
Magenta Protean
WATER - Level 6 - Psychic/Ritual/Effect - 1000/2000
You can Ritual Summon this card with any "Protean" Ritual Spell. If this card is Ritual Summoned: destroy all cards your opponent controls that share a column with this card. If a monster in a Main Monster Zone adjacent to this card would be Tributed for the Ritual Summon of a "Protean" monster: you can treat that monster as all the necessary Tributes for the Ritual Summon.
Scarlet Protean
WATER - Level 7 - Psychic/Ritual/Effect - 2500/2400
You can Ritual Summon this card with any "Protean" Ritual Spell. When this card is Ritual Summoned, return all cards your opponent controls that share a column with this card to their hand. Once per turn: you can target 1 monster your opponent controls; Psychic monsters in Monster Zones adjacent to this card gain half the targeted monster's ATK until the End Phase. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: this card can attack twice per Battle Phase.
Silver Protean
WATER - Level 8 - Psychic/Ritual/Effect - 3000/2300
This card can be Ritual Summoned with any "Protean" Ritual Spell. If this card is Ritual Summoned: You can banish all cards your opponent controls in this cards column. Monsters in Main Monster Zones adjacent to this card cannot be destroyed by battle or your opponent's card effects. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: once per turn, you can destroy all Special Summoned monsters your opponent controls with original ATK less than or equal to this card's current ATK.
Spells and Traps
Protean Arcane Torrent
Continuous Spell
If this card is activated: You can add 1 "Protean" monster from your Deck to your hand. Once per turn: You can activate 1 of the following effects:
● Move 1 "Protean" monster you control to another of your Main Monster Zones.
● Switch the locations of 2 "Protean" monsters in your Main Monster Zones.
You can only activate 1 "Protean Arcane Torrent" per turn.
Riverbed of the Proteans
Field Spell
When this card is activated: you can add 1 "Protean" card from your Deck or GY to your hand. You can only use this effect of "Riverbed of the Proteans" once per turn. Psychic Ritual Monsters you control gain 500 ATK and DEF, and cannot be targeted or destroyed by your opponent's card effects.
Protean Metamorphosis
Ritual Spell
This card can be used to Ritual Summon any "Protean" Ritual monster from your hand or GY. You must also Tribute monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. If this card is in your GY: you can Tribute 1 "Protean" monster you control; add this card to your hand.
Protean Emergency Morph
Continuous Trap
When your opponent declares an attack, or when your opponent targets a monster(s) with a card effect: you can reveal 1 Ritual monster in your hand; Tribute from your hand and/or field monsters whose total Levels equal or exceed the revealed monster's, then Special Summon the revealed monster (This Special Summon is always treated as a Ritual Summon). Once per turn, you can banish this card from your GY; "Protean" monsters you control cannot be destroyed by battle this turn. You can only use each effect of "Protean Emergency Morph" once per turn.
Extra Deck Monsters
Rainbow Protean
WATER - Rating 2 - Psychic/Link/Effect - 1300/2
Link Markers: South, Southeast
2 "Protean" monsters
If this card is Link Summoned: you can add 1 "Protean" Ritual Monster from your Deck to your hand, then immediately after this effect resolves, you can Ritual Summon it to a Zone this card points to, by Tributing monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual Monster. Ritual Monsters this card points to gain 500 ATK and DEF.
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Whew! That was a lot.. Please feel free to critique these and give inputs on what needs nerfed, what needs boosted, etc. But as of the current moment, I feel pretty good about the way this turned out!~ P.S. I dont have a clue how to utilize spoilers in this format, so sorry for the wall of text..
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