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Breakwater Sails | The Aecorbis Saga | A New Set Sets Sail!


.Rai

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Gonna catch up on Yu-Gi-Oh! 24 and some other stuff while doing this.

[center][img]http://i44.tinypic.com/35n7pd0.jpg[/img]

Welcome to Aecorbis! Here, the world literally is your oyster, as, well, we're mainly water. If you're ever looking to be killed in a horrible accident involving oversized fish, or if you want to be marauded by rogue pirates, have fun! Word of warning: stay away from the random islands every so often. If they're empty, that's for a reason.[/center]

Aecorbis is home to 6 major groups, each aligned to the various resources of elemental power on the realm:[list]
[*][b]Marine creatures[/b]: It would make little sense on a world populated with water to not be diversely rich in marine life. Marine creatures are mostly aligned with WATER and FIRE, and live in the mineral-rich oceans of Aecorbis. Mechanics within these creatures include bouncing, simple destruction, and bouncing.
[*][b]Sailors and pirates[/b]: The humans of Aecorbis are nearly all mariners. Most choose to be freelance pirates due to the great amount of natural resources to take, but many also choose to become enlisted in the navy and patrol the oceans. All humans however possess natural sailing ability. Much of their power comes from simple firearms and burn/destruction. Pirates of this group have plunder-style effects, being able to draw cards regularly and disrupt the opponent. Pirates are predominantly WATER, while royal sailors are mainly in LIGHT.
[*][b]The Aerase[/b]: They are highly mysterious beings made of pure energy, and dwell like ghosts made of cloud in the high atmosphere of Aecorbis. They tap into the natural LIGHT and WIND energy of Aecorbis. In tropical season, when the air is low and humid, they often are found much lower to the watery surface where they'll lure seafarers to their watery doom. Others are more benevolent and act as guides. Some are capable of speech, others are not. It is not uncommon to find great swarms of them in certain areas. Common mechanics within the Aerase is very simple swarm and many defensive and evasive techniques.
[*][b]Jungle creatures[/b]: There are many islands on Aecorbis densely covered with jungle and rainforest. The biodiversity in these places is as great as in the oceans. It is rich in WIND and EARTH energies, and many birds; insects; plants; and large mammals are found here. Sailors often come to these forests to scavenge for resources or to pouch animals. The natural selection that has taken place has meant that these animals and plants do what they do best. They are experts in their own trade, and should not be taken lightly. Appearances are deceiving here. They have many expert swarm, beatdown and disruption techniques exclusive to these mysterious things.
[*][b]The Petramala[/b]: The Petramala are archaic deities that live on obscure islands on Aecorbis. They can be as big as a small rock to the size of a volcano, or larger. They are created from the essences of EARTH and FIRE on Aecorbis. It is common to see large Petramala to awake from their extremely long slumbers to quickly smash a fleet of galleons before returning to sleep. Whatever happens, the one thing you usually don't want to happen to you is to be in the rocky giant grasp of a Petramala. Their ancient origins have meant induced protection against magic and enchantments, while their sheer size is reminiscent of their slow but deadly impacts that they deal.
[*][b]Tribal people[/b]: Tribal people are the island-dwellers. They live in moderate isolation from the rest of the humans who become sailors to partake in simple tribal life. However, most of these tribes worship a variety of Petramala and are prone to giving sacrifices in the form of humans. Their ancient magics are very real, and potent effects are gained from these homicidal tributes. They are mostly located in FIRE and DARK energies, which they use to tap into the magic of Aecorbis.
[/list]
[b][u]Setlist[/u][/b]
- Unconfirmed amount of cards
- Introducing six major groups of Aecorbis, and the realm as a whole!
- Includes developer's notes on strategy, the backstory of Aecorbis, and many other things!

[spoiler=Developer's Extras (Under Construction)][/spoiler]

[spoiler=EN000-EN019]
[spoiler=BKWS - EN000] Aecorbis Leviathan
WATER/Sea Serpent-Type/Level 9/Effect/2800 ATK/2600 DEF
Return 2 face-up monsters you control to your hand; Special Summon this card (from your hand). While there is a Field Spell Card on the field, this card cannot be targeted or destroyed by the effects of Spell or Trap Cards. This card can attack twice during each of your Battle Phases. This card inflicts Piercing Damage. This card gains 300 ATK for each WATER or FIRE monster in your Graveyard. A monster that this card destroys as a result of battle is banished instead.[/spoiler]
[spoiler=BKWS - EN001] Bastion Turtle
WATER/Reptile-Type/Level 4/Effect/0 ATK/2000 DEF
You do not take any damage while "Bastion Turtle" is face-up on your side of the field. When this card is destroyed: You can Special Summon 1 "Bastion Turtle" from your hand and gain 2000 Life Points.[/spoiler]
[spoiler=BKWS - EN002] Blazing Coral Bulwarks
FIRE/Aqua-Type/Level 4/Effect/0 ATK/2200 DEF
When this card is flipped face-up: Draw 1 card and inflict 800 damage to your opponent. During either player's Damage Step, when a face-up WATER or FIRE monster you control battles: You can Tribute this face-up card; that monster gains 2200 DEF, until the End Phase.

[i]"The coral of Aecorbis is often sold for massive prices not as an ornament, but as one of the most potent firearms ammo sailors can buy."[/i][/spoiler]
[spoiler=BKWS - EN003] Burning Plankton
WATER/Fish-Type/Level 1/Effect/0 ATK/0 DEF
Discard this card and banish 1 FIRE monster in your Graveyard; draw 1 card. Discard this card and banish 2 FIRE monsters in your Graveyard; draw 1 card and inflict 1300 damage to your opponent.[/spoiler]
[spoiler=BKWS - EN004] Calmsea Lilies
WATER/Plant-Type/Level 2/Effect/500 ATK/500 DEF
When this card is Normal Summoned: You can change this card to Defense Position; draw 1 card for each "Calmsea Lilies" you control.[/spoiler]
[spoiler=BKWS - EN005] Coldfire Jelly
WATER/Aqua-Type/Level 4/Effect/1900 ATK/1300 DEF
During your Standby Phase: You can change 1 monster you control to face-up Defense Position; this card can attack once more in addition to its normal attack during your next Battle Phase. If this card inflicts Battle Damage, both players take 500 damage.[/spoiler]
[spoiler=BKWS - EN006] Gasperlung
FIRE/Fish-Type/Level 7/Effect/2700 ATK/1600 DEF
You can Normal Summon this card with 1 Tribute. If you do, it cannot attack or be used as a Synchro Material Monster or an Xyz Material, and is destroyed at the End Phase. When this card is Normal Summoned: Look at the top 2 cards of your Deck; add 1 of them to your hand and return the other to the top or bottom of your Deck. You can then shuffle your Deck.

[i]"Gasperlungs are among one of the most unstable of fish. Sometimes, they are born prematurely which cuts their life span in half. They are still highly revered by many island clans, due to their apparent ability to predict the future."[/i][/spoiler]
[spoiler=BKWS - EN007] Seasnapper
WATER/Fish-Type/Level 5/Effect/2200 ATK/1100 DEF
You can Normal Summon this card without Tributing. If you do, it cannot attack or be used as a Synchro Material Monster or an Xyz Material, and is destroyed at the End Phase. When this card is Normal Summoned: Return 1 card on the field to its owner's hand.[/spoiler]
[spoiler=BKWS - EN008] Mindstormfish
WATER/Fish-Type/Level 3/Effect/1200 ATK/0 DEF
FLIP: Look at the top 5 cards of your Deck; add 1 of them to your hand and banish the others. Then, shuffle your Deck.[/spoiler]
[spoiler=BKWS - EN009] Opal Seaghasts
WATER/Zombie-Type/Level 6/Effect/2200 ATK/2200 DEF
Once per turn, activate one of the following effects: • Gain 1100 Life Points. • Inflict 1100 damage to your opponent. • Once, during your opponent's next turn, if this card would be destroyed, it is not.

[i]"Oh, ghosts of the sea, why do you call to me? I'm busy with rum and a darn long life!" ~ Extract from traditional Aecorbis sea shanty[/i][/spoiler]
[spoiler=BKWS - EN010] Searsquid
FIRE/Aqua-Type/Level 3/Effect/1200 ATK/1100 DEF
If this card is destroyed: Target 1 monster your opponent controls; return it to its owner's hand and inflict damage equal to its Level x 100 to your opponent.[/spoiler]
[spoiler=BKWS - EN011] Wispiarbii
FIRE/Aqua-Type/Level 8/Effect/2800 ATK/2800 DEF
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) while you have 8 or more WATER or FIRE monsters in your Graveyard and/or field. You can destroy this card during your End Phase. When this card is destroyed: Return up to 8 cards on the field to their owners' hands. Both players then draw cards until they have 8 cards in their hand then return 4 cards from their hand to their Decks. Then, shuffle both players' Decks.[/spoiler]
[spoiler=BKWS - EN012] Cortex Drain
Quick-Play Spell Card
Banish 3 WATER or FIRE monsters in your Graveyard; both players send the top 3 cards of their Deck to their Graveyard then discard 1 card from their hand.[/spoiler]
[spoiler=BKWS - EN013] Liberty Fin Strike
Quick-Play Spell Card
Banish 1 WATER monster from your hand; draw 2 cards. Banish this card from your Graveyard while you control a FIRE monster; Return 1 monster on the field to its owner's hand.[/spoiler]
[spoiler=BKWS - EN014] Steamroll
Normal Spell Card
Change control of 1 Level 4 or higher WATER or FIRE monster you control; destroy up to 2 cards on the field.[/spoiler]
[spoiler=BKWS - EN015] Whirlwalk
Quick-Play Spell Card
Both players target 1 monster they control; return them to their owners' hands.

[i]"Only the most skilled are able to master the roiling waters of Aecorbis. And they were all killed long ago."[/i][/spoiler]
[spoiler=BKWS - EN016] Blade Scale Swipe
Normal Trap Card
Activate this card by destroying 1 WATER or FIRE monster you control. Your opponent shuffles 2 cards from his/her hand to their Deck.[/spoiler]
[spoiler=BKWS - EN017] Fin Charms
Counter Trap Card
Activate only while you control a Fish-Type monster. Negate the activation of a Spell or Trap Card, or an Effect Monster's effect, and destroy it. Skip your next Battle Phase.[/spoiler]
[spoiler=BKWS - EN018] Thalassophobia
Continuous Trap Card
If a WATER monster you control inflicts Battle Damage to your opponent: Neither player can activate the effects of non-WATER monster they control during their next turn.[/spoiler]
[spoiler=BKWS - EN019] Tide Wane
Normal Trap Card
When a non-WATER monster is Summoned: Banish it until your opponent's next Standby Phase. When it returns to the field, its ATK and DEF are halved.[/spoiler][/spoiler]
[spoiler=EN020-EN039][spoiler=BKWS - EN020]Anguished Souls of the Lost
WATER/Zombie-Type/Level 6/Effect/2000 ATK/1800 DEF
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 WATER monster in your Graveyard. All monsters your opponent controls lose 500 ATK during their Battle Phase only. When this card is destroyed: Banish up to 2 cards in your opponent's Graveyard.[/spoiler]
[spoiler=BKWS - EN021]Bounty Captain
WATER/Warrior-Type/Level 4/Effect/1800 ATK/1700 DEF
When this card is Summoned: Flip a coin; if the result was heads, draw 1 card. This card gains 200 ATK if you have 4 or more cards in your hand.[/spoiler]
[spoiler=BKWS - EN022]Carajo Sailor
LIGHT/Warrior-Type/Level 4/Effect/0 ATK/2000 DEF
Once per turn: You can look at 1 of the cards in your opponent's hand or a Set card on the field. When this card is destroyed: Add 1 Level 4 LIGHT Warrior-Type monster from your Deck to your hand. It cannot be Summoned during your next turn.[/spoiler]
[spoiler=BKWS - EN023]Deck Swabbers
WATER/Warrior-Type/Level 4/Effect/1900 ATK/1200 DEF
When a monster activates an effect: You can Tribute this card; negate its effect until your opponent's next Standby Phase. While this card is in your Graveyard: All monsters you control gain 100 ATK and 300 DEF.[/spoiler]
[spoiler=BKWS - EN024]Mariner Connoisseur
LIGHT/Warrior-Type/Level 4/Effect/1200 ATK/1900 DEF
When a monster activates an effect: You can Tribute this card; negate its effect until your opponent's next Standby Phase. While this card is in your Graveyard: All monsters you control gain 300 ATK and 100 DEF.[/spoiler]
[spoiler=BKWS - EN025]Pirate Lass
WATER/Warrior-Type/Level 4/Effect/1500 ATK/1600 DEF
When this card battles your opponent's monster, after damage calculation: You can banish the opponent's monster and this card.

"She is a woman recruited by pirates with an unknown past and a deadly aim."[/spoiler]
[spoiler=BKWS - EN026]Royal Seafare Captain
LIGHT/Warrior-Type/Level 4/Effect/1900 ATK/1700 DEF
Once per turn, when your opponent would add a card(s) from their Deck to their hand outside of his/her Draw Phase: You can discard that card and draw 1 card unless your opponent pays 500 Life Points.[/spoiler]
[spoiler=BKWS - EN027]Treasure Hoarder
LIGHT/Warrior-Type/Level 4/800 ATK/2100 DEF
When this card is Normal Summoned: Change it to Defense Position. Once per turn: You can target 1 Continuous Spell Card with "Treasure" in its name; add it to your hand.[/spoiler]
[spoiler=BKWS - EN028]Tribal Seablower
WATER/Warrior-Type/Level 4/Effect/500 ATK/1800 DEF
When this card is Summoned: Special Summon 1 Level 4 or lower Warrior-Type monster from your hand and gain 500 Life Points. Once per turn: You can Tribute 1 monster you control and draw 1 card.[/spoiler]
[spoiler=BKWS - EN029]Bird's Nest
Normal Spell Card
Send the top 4 cards of your Deck to the Graveyard. Add 1 Field Spell Card from your Deck to your hand.[/spoiler]
[spoiler=BKWS - EN030]Board And Plunder!
Quick-Play Spell Card
Activate only while you control exactly 3 WATER or LIGHT Warrior-Type monsters. Gain control of 1 of your opponent's monsters and draw 1 card. Your opponent can discard 2 cards from his/her hand to negate this card's effect. If they do, they take 1000 damage.[/spoiler]
[spoiler=BKWS - EN031]Bombarder's Cannon
Continuous Spell Card
During your Standby Phase: You can place 1 Ammo Counter (max. 12) on this card. Remove all Ammo Counters from this card; inflict 800 damage to your opponent for each Ammo Counter on this card. If you removed 2 or less Ammo Counters: Your opponent draws 1 card. If you removed 5 or more Ammo Counters: You can add 1 WATER Warrior-Type monster from your Deck to your hand.[/spoiler]
[spoiler=BKWS - EN032]Blinding Treasures
Continuous Spell Card
Activate this card only while you control a LIGHT or WATER Warrior-Type monster. Each monster your opponent controls loses 50 ATK and DEF for each card in your Graveyard. Banish 2 cards from your Graveyard; send cards from the top of your opponent's Deck to the Graveyard for each card they control. When this card is sent to the Graveyard: Draw 1 card.[/spoiler]
[spoiler=BKWS - EN033]Cursed Treasures
Continuous Spell Card
All LIGHT and WATER Warrior-Type monsters on your side of the field or in the Graveyard become DARK monsters. Both players' hand limit become 4. When this card is sent to the Graveyard: Send the top card of your opponent's Deck to the Graveyard and draw 1 card.[/spoiler]
[spoiler=BKWS - EN034]Enchanted Treasures
Continuous Spell Card
Once per turn: You can Special Summon 1 Level 4 LIGHT or WATER Warrior-Type monster from your hand. Your opponent cannot draw cards outside of his/her Draw Phase and monsters you control cannot be destroyed by effects that do not target. During each of your End Phases: Send the top 4 cards of both players' Decks to the Graveyard. When this card is sent to the Graveyard: Draw 1 card.[/spoiler]
[spoiler=BKWS - EN035]Mariner's Blunderbuss
Equip Spell Card
Equip only to a WATER or LIGHT Warrior-Type monster. The equipped monster inflicts Piercing Damage and gains 400 ATK. When this card is sent to the Graveyard: Destroy 1 monster your opponent controls.[/spoiler]
[spoiler=BKWS - EN036]Port Maris
Field Spell Card
Once per turn, activate 1 of these effects: • Shuffle 1 monster you control to your Deck; draw 1 card. • Send the top 3 cards of your Deck and discard 1 card; draw 1 card. • Both players draw 1 card.

"Port Maris is the largest port on Aecorbis. It is home to the largest export and import business as well, and thrives from an advanced economy. It is subject to plundering due to this however, and many pirates can be seen dwelling here."[/spoiler]
[spoiler=BKWS - EN037]Twin Pistols
Equip Spell Card
Equip only to a WATER or LIGHT Warrior-Type monster. Twice per turn, you can inflict 200 damage to your opponent. When this card is sent to the Graveyard: Destroy 1 monster your opponent controls.[/spoiler]
[spoiler=BKWS - EN038]Turmoiling Seas
Field Spell Card
Warrior, Fish, Sea Serpent and Aqua-Type monsters gain 300 ATK and DEF. Each time a non-WATER monster is Summoned: Both players can draw 1 card then shuffle 1 card into their Decks. Destroy this card: Activate 1 "Turmoiling Seas" from your Deck or send the top 5 cards of both players' Decks to the Graveyard.[/spoiler]
[spoiler=BKWS - EN039]Mutiny
Counter Trap Card
Negate the activation of a card that would destroy 1 or more cards on the field then Special Summon 1 Level 4 WATER or LIGHT Warrior-Type monster from your hand. During your End Phase, take 3000 damage.[/spoiler][/spoiler]

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[quote name='TheFinalFan' timestamp='1329269028' post='5817366']
Cool!
This is sort of like a Magic set, containing the story of a world within a set of cards!
Very interesting idea!
Is this a community thread?
[/quote]

Kind of, and kind of not. For now, I guess avoid contributing to the 5 groups that I haven't started yet since the themes are vaguely unknown.

But you can contribute what you like to the groups that have been posted partially. So you could post things for the marine creatures, and I'll either put it as part of the official set, or put it in another spoiler for community submitted cards. Depends on how much I like it <3

And, yep, inspired a lot by Magic.

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