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The Mystery of Plot #13


senron

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I was looking at some old card and saw this one: [url="http://yugioh.wikia.com/wiki/The_13th_Grave"]http://yugioh.wikia..../The_13th_Grave[/url]. I thought the flavor text was an interesting mystery:"A zombie that appeared from plot #13 - an empty grave." So, I decided to build a set around that mystery.

Plot #13
Continuous Spell
Once per turn, select one level 3 or lower Zombie-type monster in your graveyard. Special summon that monster with its effect(s) negated.

The 14th Grave-The Second to Rise
DARK/Zombie
Level:3/ATK:1300/DEF:1000
Because a zombie rose from the empty grave, plot #13, was sealed. But the dead continued to rise - from empty graves.

Sealed Grave
Continuous Spell
You can only activate this card by sending one face-up 'Plot #13' from the field to the graveyard. As long as this card remains face-up on your side of the field, only Zombie-type monsters can be special summoned from the graveyard.

The 18th Grave-The One They Flee From
DARK/Zombie
LV:3/ATK:1400/DEF:1100
After several zombies rose out of empty graves, the owners of the cemetary sealed all the graves and abandoned the land. That still couldn't stop the Zombies.

Zombie-Isolating Wall
Field Spell
As long as this card remains face-up on your side of the field, Zombie-type monsters can't battle non-Zombie-type monsters and non-Zombie-type monsters can't battle Zombie-type monsters. Zombies gain 200 ATK and DEF.

The 21st Grave-The Reason For the Wall
DARK/Zombie
LV:3/ATK:1500/DEF:1200
When the zombies wouldn't stop, a wall was built to surround the cemetary and nearby land. It would keep the zombies at bay, for now.

Underground Pathways
Continuous Trap
As long as this card is face-up on your side of the field, Zombie-type monsters can't have their attacks negated by Field Spells and Continuous Spells.

The 29th Grave-The One Who Dug the Tunnels
DARK/ Zombie
3/1600/1300
The Zombies have begun to adapt. They've dug tunnels under the wall and some have managed to sneack off, others have killed the patrols set to guard the wall. The wall won't last forever.

Patrollers of the Wall
EARTH/Warrior
4/1500/1500
As long as this card remains face-up on your side of the field, your opponent can't destroy 'Zombie-Isolating Wall'.

Structural Collapse
Normal Spell
You can only activate this card by sending one face-up 'Zombie-Isolating Wall' and one face-up 'Underground Pathways' to the graveyard. Zombie-type monsters can't have their attacks negated until the end of you next turn.

The 37th Grave-The One Who Destroyed the Wall
DARK/Zombie
3/1700/1400
The zombies have adapted faster than anyone could imagine. They've destroyed the wall! Some have slipped away, but most stay at the cemetary, while their bretheren rise from the empty graves.

Plot #38
Continuous Spell
This card can only be activated while 'Zombie-Isolation Wall', 'Underground Pathways', and 'Structural Collapse' are in your graveyard while 'Plot #13' and 'Sealed Grave' are face-up on you side of the field. Send 'Plot #13' and 'Sealed Grave' from your side of the field to the graveyard. Once per turn, select one level 6 or lower Zombie-type monster in your graveyard. Special summon that monster to your side of the field with its effect(s) negated.

The 38th Grave-The One Who Leads
DARK/Zombie
6/2500/2000
This card can only be Special Summoned by the effect of 'Plot #38' and its own effect. When you control a face-up 'Plot #38' on your side of the field, you can Special Summon this monster from your hand but you cannot use the once per turn effect this turn.

The 39th Grave-The One Who Follows
DARK/Zombie
4/1800/1500
A leader has risen from the empty graves, it is leading the zombies. They have begun preparing for a large scale assault.

The 32nd Grave-The One Who Frightens
DARK/Zombie
3/1700/1400
Some zombies snuck away from the main group. They started harrassing nearby villages.

Frightened Villager
EARTH/Warrior
3/1700/1000
When this card battles a Zombie-type monster, it loses 200 ATK and DEF.

The 33rd Grave-The One Who Fights the Law
DARK/Zombie
3/1700/1400
The zombies that escaped are causeing large amounts of destruction to the nearby towns. The local law enforcement can't fight these things.

Small Town Law Enforcement Officer
EARTH/Warrior
4/1400/1100
This card gains 200 ATK and DEF when battleing DARK monsters.

The 34th Grave-The Hero Slayer
DARK/Zombie
Among the villages, would-be heroes have risen up to the zombies. Always with tragic results.

Local Hero
EARTH/ Warrior
4/1300/1000
This monster gains 300 ATK and DEF when attacked.

The 35th Grave-The One Who Isolates
DARK/Zombie
3/1700/1400
Not even the rank-and-file soldiers can fight these things one-on-one. We may yet lose this war.

Anti-Zombie Legionaire
EARTH/Warrior
4/1600/1300
This card gains 200 ATK for every other face-up monster on your side of the field while battleing Zombie-type monsters.

More to be added.

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[color=#800000]Heh. I like your inspiration. I was looking at that card and Skull Servant a few days ago. You may want to add a name to some of those monsters. Just being "# grave" makes them hard to differentiate imo. People may mix them up if its only number. Maybe something like " [Insert Name] of the # Grave" or "# Grave - [Insert Name]"[/color]

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[quote name='legendhiro' timestamp='1312913297' post='5427907']
i like it!
[/quote]
Thanks Legend!
[quote name='FF Fan' timestamp='1312913902' post='5427942']
I like it, but I feel you overused the # graves.
[/quote]
I hope giving them their own names helped, but I don't plan to make many more, just a couple more at most.
[quote name='Nine Breaker' timestamp='1312937715' post='5429090']
[color=#800000]Heh. I like your inspiration. I was looking at that card and Skull Servant a few days ago. You may want to add a name to some of those monsters. Just being "# grave" makes them hard to differentiate imo. People may mix them up if its only number. Maybe something like " [Insert Name] of the # Grave" or "# Grave - [Insert Name]"[/color]
[/quote]
Thanks. I like the idea. Alot. Thanks

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