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Yu-Gi-Oh Tower of Babel Started/Accepting/OOC/PG-16


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Yeah I don't really know how those Xyz would actually get summoned in a competitive Gravekeeper deck. Though if they do I guess things would be tough.

Anywho I will meet everyone half way. I will start the RP but I will avoid moving into the main adventure. Does that sound good with everyone?

Sounds like a plan.
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Anywho I will meet everyone half way. I will start the RP but I will avoid moving into the main adventure. Does that sound good with everyone?

 

Yeah, that should be fine. Unless your RP-starting post makes us a bit too reliant on you, it'll at least stop the RP as a whole from going stagnant

 

Your story seems to be centered around getting the magician early on so all other problems stem from that one fact. Meaning if you fix it then all should be well.

 

OK, that's all I wanted to know. I'll go ahead and fix that.

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Been thinking of making a Midgard character, and now still deciding on the deck.

Though, speaking of decks, shouldn't it be better if the character apps actually listed the decklist for the characters, to prevent random asspulls or some sort?


Note that I HEAVILY advised that all duels have some semblance of forethought in them between the two parties. Meaning there shouldn't be any need to post a deck list.
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App should be fixed now..

 

I'll probably make my second character a Midgard as well, although the only thing I know at the moment is that she will in fact [acronym='well, "an" as in at least one']have an EBI in her deck[/acronym], and her avatar will be this:

 

Skybound Linewalker LV6

 

Fiend-type/DARK/Level 6/2400 ATK/1900 DEF

 

This card is also treated as a Winged-Beast-type monster while on the field or in the hand or Graveyard. If your opponent controls 2 or more monsters and you control no other monsters: You can Normal Summon an "Earthbound Immortal" monster without Tributing. While you control this face-up card. "Earthbound Immortal" monsters cannot be destroyed by their own effects. Once per turn, if an "Earthbound Immortal" monster you control is targeted by your opponent's card effect: You can discard 1 card; select a card your opponent controls as the new target for the card effect. During either player's End Phase, if this effect has resolved at least once: You can Tribute this card; Special Summon 1 "Skybound Linewalker LV8" from your hand, Deck or Graveyard.

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Actually, think I might do the same. I've even got the evolved form lined up for when my Midgard character hits Babylon:

 

Skybound Linewalker LV8

 

Fiend-type/DARK/Level 8/3100 ATK/2200 DEF

 

This card is also treated as a Winged-Beast-type monster while on the field or in the hand or Graveyard. If your opponent controls 2 or more monsters and you control no other monsters: You can Normal Summon an "Earthbound Immortal" monster to your side of the field without Tribute, or by Tributing the monsters your opponent controls for the Normal Summon if this card was Special Summoned by the effect of "Skybound Linewalker LV6". While you control this face-up card. "Earthbound Immortal" monsters cannot be destroyed by their own effects. Once per turn, if an "Earthbound Immortal" monster you control is targeted by your opponent's card effect: You can discard 1 card; select a card your opponent controls as the new target for the card effect. During either player's End Phase, if this effect has resolved at least once: You can Tribute this card; Special Summon 1 "Skybound Linewalker LV10" from your hand, Deck or Graveyard.

 

Also, I've renamed the original Skybound Linewalker into Skybound Linewalker LV6.

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[Spoiler=Elaic Caliesin]

Character: 

Username: Mugino Junko

Name: Elaic Caliesin

Age: 33

Gender: Male

Appearance: He sports a well-build body, and with his 195 cm height, his looks can intimidate a lot of people. His short black hair is messy, due to him rarely cared to do anything about it. His almond-colored eyes usually are the only soothing sight from him. He has thin-shaved moustache and beard, strengthening his image as a rugged, manly man.

 

Usually, he does not bother with shirt, and only wearing a jacket and a pair of brown jeans and his boots. For a more formal occasion, he wears a ragged white suit.

 

Personality:

He’s somewhat of a jerk to most of the people he interacted with, and shows little to no interest to interact with them in the first place. He acts like he’s the most experienced person when in a group, and will listen to no-one’s advice. His ego is also quite gigantic, and this pushed him several times to do several flashy acts to establish his image as a badass person.

 

He’s just putting his jerkass badass persona as a mask though, since he needed that image to intrigue potential clients to his service. In reality, he’s more laid back and friendly to people who actually know his true side. He admits that he sometimes withdraw himself from society when his ego started to take control of him.

 

Residence: Midgard

Occupation: Tower Escort and Bodyguard

Biography:

 

He was once a normal businessman in the baseline, living a relatively normal life with his wife and son. That changed when one day, when his wife and son suddenly left him for unknown reasons. 

 

He was very devastated by this, and he went deep into his depression, while slowly trying to wash away all his despair by drinking. One day, he decided to climb the tower as a method of suicide, he was actually scared to end his ow nlife by his own hands, so he hoped that the monsters in the tower would kill him.

 

Just as the monsters started to try devouring him, his avatar showed itself and proceed to tear them to pieces. The more suicidal he acted, the more brutal his avatar became, and it culminated with his own innate ability to surface. He then reached Midgard, and decided to stay there. Since the avatar voids all of his suicide attempts, Elaic decided to try starting up a new life, rather than futilely trying to kill himself.

 

Powers and Abilities: His ability is dinosaur transformation, meaning that he is capable of changing his body from that of a human to that of a half-dinosaur, fully fledged or partial form of it. While in his morph status he has an increased stamina, strength, speed and vision. He does not increase in size in the dinosaur form, not counting his tail.

 

Deck: Assault Dragons
Deck Description: Brutal beatdown, and also field control. Their focus is to efficiently brings out powerful bosses that can win games in itself, but lacked the actual means to swarm the field.
Custom Cards:

[spoiler=Assault Dragons]

 

Assault Dragon Egg

*1 Dinosaur/Effect EARTH 0/0

During each of your standby phase, if "Ancient Venerable Battlefield, Genesis Field" is face-up on the field, you can special summon this card from your graveyard. You can only control 1 "Assault Dragon Egg".


Brave Forerunner of the Assault Dragon
*1 Dinosaur/Tuner/Effect FIRE 1000/0
If this card is offered as a tribute for the Normal or Special summon of a Dinosaur-type monster, you can Special Summon this card from your graveyard to your side of the field during your next Main Phase 2. This effect of “Brave Forerunner of the Assault Dragon” can only be used once per turn. When this card is offered as a tribute by or for the effect of an “Assault Dragon” monster, add 1 “Assault Dragon” monster from your deck to your hand.

Assault Dragon Support, Ammoptera
*4 Dinosaur/Effect WIND 1500/1400
If you control an “Assault Dragon” monster, you can special summon this card from your hand. You can only summon “Assault Dragon Support, Ammoptera” this way once per turn. When this card is offered as a tribute by or for the summoning or the effect of a Dinosaur-type monster, select 1 Dinosaur-type monster you control. It gains 1000 ATK until the end phase, and when it destroys a monster by battle, you can draw 1 card.

Assault Dragon Support, Phase-Shift Pteryx
*4 Dinosaur/Effect WIND 0/2000
During either player’s turn, you can discard this card to have all “Assault Dragon” monsters you control be unaffected by the effect of your opponent’s card effects until the end phase.

Assault Dragon Support, Drive Iguanodon
*4 Dinosaur/Effect EARTH 1500/1300
When this card would be sent from the field to the graveyard, if you control a level 6 or higher “Assault Dragon” monster, you can discard 1 card instead. When a Dinosaur-type monster you control destroys a monster by battle, you can add 1 “Assault Dragon” monster from your graveyard to your hand.
 
Assault Dragon Frontline Attacker, Strike Raptor
*4 Dinosaur/Effect FIRE 1800/0
When this card is Normal Summoned, if you control no other monster, you can special summon 1 level 4 or lower “Assault Dragon” monster from your hand. After this card attacks or is attacked, you can tribute this card and discard 1 card to tribute summon 1 level 6 or higher “Assault Dragon” monster from your hand as an additional Normal Summon.

Assault Dragon Artillery Unit, Legend Raptor
*6 Dinosaur/Effect FIRE 2400/0
When this card is tribute summoned by tributing a Dinosaur-type monster, destroy 1 card on the field. Once per turn, you can tribute 1 Dinosaur-type monster and discard 1 “Assault Dragon” card to have this card gains the following effect until the end phase: *This card battles with all of your opponent’s monster once each.

Assault Dragon Conqueror, Tyranno Providence
*8 Dinosaur/Effect FIRE 3000/0
You can tribute summon this card by using 1 "Assault Dragon" monster. When this card declares an attack, draw 1 card and reveal it. If it’s an “Assault Dragon” monster, banish 1 face-up card on the field. Once per battle phase, when this card destroys a monster by battle, you can tribute 1 Dinosaur-type monster you control to have this card attack again once in a row.
 
Ancient Dragon of Tragic Endings, Requiem Tyranno
*9 Dragon/Synchro/Effect DARK 3500/0
1 Tuner + “Assault Dragon Conqueror, Tyranno Providence”
When this card is summoned, tribute all other monster you control. This card is also treated as a Dinosaur-type “Assault Dragon” monster. You cannot summon another monster as long as this card is face-up on the field. When this card declares an attack, discard 1 “Assault Dragon” monster to draw 2 cards and reveal it. For each “Assault Dragon” monsters revealed, you can destroy 1 card on the field. During the end of the battle, if your opponent still controls a monster, you can discard 3 cards to have this unit attacks once again in a row. This effect of “Ancient Dragon of Tragic Endings, Requiem Tyranno” can only be activated once per turn.

Ancient Venerable Battlefield, Genesis Field
Field Spell Card
When this card is activated, add 1 “Assault Dragon” monster from your deck to your hand. When an “Assault Dragon” monster attacked a monster, it gains 500 ATK during the battle and your opponent cannot activate card effects until the end of the battle. You can normal summon an "Assault Dragon" monster as an additional Normal Summon during your Main Phase 1 if control no non Dinosaur-type monster.

Assault Impulse
Spell Card
Discard 1 card. Send 1 Dinosaur-type monster from your deck to the graveyard, and then add 1 “Assault Dragon” monster from your deck to your hand.

 

(Footnote: Deck contains 3x Fossil Dig, 3x Dark Bribe, and 3x Safe Zone)
Avatar

Avatar: Assault Dragon Artillery Unit, Legend Raptor.

Avatar Personality: It does not talk much, and prefers blasting its enemy to smithereens instead. Has a somewhat strained relationship with Elaic, but will be ready to help him anytime, as long as he respect it. Its only actual concern is self-preservation though, and it only helped and saved Elaic from all his suicide attempts since its life is dependent on him.

 

Avatar Abilities: It has the ability to change form from a normal, mechanical dinosaur into its siege mode, armed with loads of cannons in its back, ready to fire at any time. It has reduced mobility in this form, and takes a good while to attack, but it can devastate most opponent easily.[/spoiler]

 

The deck is truly inspired by Tachikaze from CF!V.

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Guys, don't go too overboard with the CF!V, otherwise it's now CF!V Tower of Babel.

Speaking of which, is my custom cards fine?

It was going to be...lol I just thought a yugioh RP would be easier to explain lol

As a whole I don't fun them problematic. The freeness of the one star tuner is a tad frightening but like I said before duels will be discussed before hand so I don't have a problem with it.
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Character:
Username: Admiral_Stalfos19
Name: Col. Holly Robinson
Age: 26
Gender: Female
Appearance: Over the course of hopping from time anomaly to time anomaly across the multiverse in her last two years, a lot of Col. Robinson's physical features have been dialed back significantly. For starters, she isn't as tall as she used to be, albeit still at a beyond average 6' 0" in height, and her muscle density has been significantly reduced. Her hair, although technically still classed as long, is much shorter too, and now appears to have adopted a vibrant sheen of blonde rather than the shabby grey that she was used to. Col. Robinson's eyes now shine a beautiful emerald green, although they still remain soulless as always. Equipped on her person are a Duel Anchor that shoots a neon green light, a combination of fragmentation and flash grenades and the trademark ZF-1 assault rifle which is slung over her back.
[spoiler=PIC:]sample_3711dcaf0101cc22a9ede92a832ae7238[/spoiler]
Personality: Col. Robinson has always been known for her "strictly business" persona, but now that she's no longer affiliated with the Negative Numbers, she's safe to reach deeper into her own emotions, which she does every now and then. She rarely shows any extremities in her emotions to anyone though, and is still more than capable of making decisions on pure logic. However, Col. Robinson has recently discovered that she has amnesia, and can't remember important events in her career as a result. She doesn't remember having been discharged for her actions back in the Negative Number era, for example, and couldn't do so for the life of her. And although she knows damn well that she was briefed about the time anomaly that she's meant to stop, she only remembers that she has to climb to the top of The Tower of Babel in order to stop it, having forgotten most of the other details. But she does know that she has a limited amount of time before this anomaly proceeds uninterrupted, and such refuses to give herself much of a break from climbing floors one at a time. And to be honest, she has little reason to, given the progress she already made.

 

Despite all the things that have changed about Col. Robinson, some things always remain the same. Her Australian accent and mannerisms are one of them, and another is that she likes to pick at threads with her body when she gives herself the chance. She's annoyed about no longer being as physically imposing as she once was, and even more so that out of all the parts of her body that shrunk during her two years of time hopping, her breasts had to be the parts that grew instead. She also tends to talk about men in an overall negative light, if she does at all. Still, Col. Robinson knows better than to make public complaints.
Residence: Midgard
Occupation: Neighborhood Watch Soldier
Biography: As with all soldiers, Col. Holly Robinson began her career as a private, and worked her way up. She first worked under the command of Brdg. Dwight Castle in Detroit, during the Orichalcos era, and she was stationed in Detroit. Pvt. Robinson then quickly became Cpl. Robinson prior to the capture of the Duel Arcadia Headquarters, and then Sgt. Robinson just before being recruited for full-scale assault of the Legendary Dragon wielders. Unfortunately, the assault was a mission failure as Brdg. Castle had badly underestimated the trio and paid the price, to an extent, with manpower. Sgt. Robinson however, wasn't one of the helicopter pilots to lose her life, and in truth was the first to back out of this, stupid in her opinion, kamikaze raid. Ironically, this caused the woman that would've otherwise killed her, an ironclad-at-the-time Aztec by the name of Yuri Kanzen, to miss and almost fall to her doom; and the other helicopter pilots took this as their cue to retreat. Brdg. Castle got angry at the entire squadron for failing to kill the three Legendary Dragon users, but Sgt. Robinson, having been pissed off with him, quickly informed the Comm. Cincinnatus Foster about the entire incident, in exchange for a promotion to Lt. AND the chance to switch task force. Punishment from Comm. Foster with swift, resulting in Brdg. Castle being left behind tied to a chair, while the other soldiers, including Lt. Robinson, organized a defensive perimeter around Detroit.

 

Shortly after the Orichalcos event was over, the Neighborhood Watch foundation was founded, and since then, Lt. Robinson had been involved in stopping many time anomalies across the multiverse. The most recent one she stopped was the time anomaly involving the Negative Numbers, in which era was the beginning of what should've been the end of her career. She was given a Duel Flyer, a helicopter which had the equipment necessary to allow the pilot to engage in Turbo Duels with the rider of a Duel Runner, and had on-board a more powerful Duel Anchor specifically to trap Duel Runners. Lt. Robinson was keen for a test flight, but during it, the Negative Number that she had in her Deck possessed her into chasing another one that it had sensed. This in turn caused the Turbo Duelist and his passenger to die when her Duel Flyer ran out of fuel and crashed into the Duel Runner. Lt. Robinson tried to explain herself when she was summoned back to base and into Comm. Foster's office, but Comm. Foster had none of it, and dishonorably discharged her on the act of reckless endangerment. Again, that should have been the end of Lt. Robinson's career, but she pushed on.

 

The minute she got her Duel Flyer fixed, Lt. Robinson was walking nearby a school when all of a sudden, an explosion went off at the school grounds. She first assumed it was merely a science experiment gone wrong, but then her Negative Number, Number -75: Malefic Scourge Dragon, sensed another Negative Number. Lt. Robinson was only meant to be looking for Number -89: Bacterian Overlord as that was the cause of the time anomaly, but since she was so pissed off at Malefic Scourge, she decided that she'd have this culprit's Negative Number destroyed, and thus tried to arrest him. The culprit tried to say that it was merely an illusion, but Lt. Robinson saw straight through that and, even though her attempt to subdue him with her Duel Anchor didn't work, challenged him to a duel... which got interrupted the moment she saw two children that may have been the son and daughter of the two riders she killed that day. These two children were soon captured by a separate military task force, which Lt. Robinson found out the hard way that she couldn't command. However, with her strong sense of justice as an ex-Neighborhood Watch soldier, Lt. Robinson rescued the two children. She initially wanted the two Negative Numbers they had between them in return, but, after hearing why she wanted them, the children managed to convince her that there are some good Negative Numbers out there, which enticed her to get back to hunting for Bacterian Overlord. It was eventually revealed that the squad leader of the task force, Roland, had Bacterian Overlord, but Lt. Robinson quickly dueled him into submission and destroyed the Negative Number. Finally, Lt. Robinson returned to check in the mission even though she knew she was discharged... or at least should've remembered.

 

However, it was when the receptionist told her that she couldn't find any information on her that Lt. Robinson discovered that she had complete amnesia of Comm. Foster's discharge. With none of the soldiers able to verify this since it was a face to face confrontation, and with Comm. Foster away sorting out his own, much grander time anomaly, the receptionist assumed that there was a bug in the system and restored all the information. The receptionist was about to put in Lt. Robinson as the name, but the soldier in question insisted she put in Capt. instead, feeling as though she earned the promotion. Now, back into the force unbeknownst to Comm. Foster, Capt. Robinson participated in a hundred more missions under the supervision of Brdg. Ethan Hamachi, until she got from Capt. to Maj. and then to Col. It wasn't until she got that last promotion that Brdg. Hamachi trusted Col. Robinson with handling a time anomaly back in her hometown of Detroit. She and several others were briefed on a time anomaly among the Tower of Babel, which had to be fully climbed before they could stop it. Because of the danger involved, a full squad of 8 Colonels, including Col. Robinson, was assigned to climb the Tower, and all the soldiers were equipped with fragmentation and flash grenades as well as the trademark ZF-1 assault rifle.

 

Unfortunately, even though the entire squadron broke past The Belt-line without the slightest of problems, Col. Robinson was separated from the rest of the squad after climbing 50 floors. Some of the squadron had stayed behind her to help some of the less competent climbers of the Tower of Babel, whereas others proceeded headed of Col. Robinson with the primary focus of getting to the time anomaly. Col. Robinson was quick to inform Brdg. Hamachi of the issue, and she got conformation that one of the ones that had gone ahead had received the order to go back to fetch her. But there was no sign of this soldier, even as Col. Robinson continued climbing. Now, though, she resides at Floor 120 trying to converse with the Avatar she recently acquired at that floor, as well as reloading and restocking on explosives... and trying to get a hold of Brdg. Hamachi again. Skybound Linewalker remains silent, however, although he remains vigilant for duelists or attacking monsters for Col. Robinson.

Powers and Abilities: Even though she lost more than her fair share of muscle density, Col. Robinson is still a physically stronger woman than most men can ever give her credit for. She's also rather innovative, to the point that where weapons and equipment fail alone, her ingenuity will more often than not shine through. However, her true power lies in her psionic gift in which she acquired during her course of time hopping. Col. Robinson can use her psionic gift to mentally damage monsters that can stand up to her physical blows. Without Skybound Linewalker's presence though, she has difficulty breaking through monsters with sturdy mental defense. And the stronger those mental defenses of the monster, the more splitting a headache Col. Robinson receives after the attempt to break through.
Deck: Blackwing Harpies
Deck Description: Col. Robinson also wields a total of 3 Earthbound Immortals in her Deck with which to punch holes into her opponent's Life Points, and as such, she'll focus on getting them out first; they are Aslla piscu, Huacachina Kon and Wiraqocha Rasca. The latter one is often Special Summoned by the effect of Black Egg Nest, only to be Swallow's Nested into either of the former two. Another option would be to get her Skybound Linewalker out, and try to level him up to LV10.
Custom Cards:
[spoiler=Skybound Linewalker LV6]Fiend-type/DARK/Level 6/2300 ATK/1900 DEF

 

This card is also treated as a Winged-Beast-type monster while on the field or in the hand or Graveyard. If your opponent controls 2 or more monsters and you control no other monsters: You can Normal Summon an "Earthbound Immortal" monster without Tributing. While you control this face-up card: "Earthbound Immortal" monsters cannot be destroyed by their own effects. During either player's turn, if an "Earthbound Immortal" monster you control is targeted by your opponent's card effect: You can discard 1 card; select a card your opponent controls as the new target for the card effect. You must control this face-up card to activate and resolve this effect, and it can only be activated once per turn. During either player's End Phase, if this card destroyed a monster by battle: You can Tribute this card; Special Summon 1 "Skybound Linewalker LV8" from your hand, Deck or Graveyard.[/spoiler][spoiler=Skybound Linewalker LV8]Fiend-type/DARK/Level 8/3100 ATK/2300 DEF

 

Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "Skybound Linewalker LV6", and cannot be Summoned by other ways. This card is also treated as a Winged-Beast-type monster while on the field or in the hand or Graveyard. Once per turn: You can discard this card; Special Summon a "Skybound Linewalker LV6" from your Banished Zone. If your opponent controls 2 or more monsters and you control no other monsters: You can Tribute 2 monsters your opponent controls for the Tribute Summon of an "Earthbound Immortal" monster in your hand. While you control this face-up card: "Earthbound Immortal" monsters cannot be destroyed by their own effects. During either player's turn, if an "Earthbound Immortal" monster you control is targeted by your opponent's card effect: You can discard 1 card; select a card your opponent controls as the new target for the card effect. You must control this face-up card to activate and resolve this effect, and it can only be activated once per turn. During either player's End Phase, if if this card destroyed at least 2 monsters by battle while face-up on the field: You can Tribute this card; Special Summon 1 "Skybound Linewalker LV10" from your hand, Deck or Graveyard.[/spoiler][spoiler=Skybound Linewalker LV10]Fiend-type/DARK/Level 10/3700 ATK/2900 DEF

 

Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "Skybound Linewalker LV8", and cannot be Summoned by other ways. This card is also treated as a Winged-Beast-type monster while on the field or in the hand or Graveyard. Once per turn: You can discard this card; return all banished "Skybound Linewalker" cards to their owner's Decks and shuffle them. When you do: Draw 1 card. If this card is the only monster you control: You can Special Summon 1 "Earthbound Immortal" monster from your hand, Deck or Graveyard OR Tribute 2 monsters your opponent controls for the Tribute Summon of an "Earthbound Immortal" monster in your hand. While you control this face-up card: "Earthbound Immortal" monsters cannot be destroyed by their own effects. During either player's turn, if your opponent activates a card effect while you control both this card and a face-up "Earthbound Immortal" monster: You can discard the following number of cards to activate the appropriate effect. You can only activate each effect once per turn:

1 card: Negate that effect and destroy the card.

2 cards: That effect resolves as if you had activated the card.[/spoiler][spoiler=Earthbound Immortal Huacachina Kon]Winged Beast-type/DARK/Level 10/2700 ATK/2300 DEF

 

There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell on the field: Destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. During your End Phase: You can target and destroy Spell or Trap Cards your opponent controls, up to the number of times you Special Summoned a monster(s) this turn. When you do: Inflict 400 damage to your opponent for each card destroyed by this effect.[/spoiler][spoiler=Black Egg Nest]Field Spell Card

 

Each time a card effect is activated in response to the Summon of a "Blackwing" monster: Place Egg Counters on this card equal to half the Level of the monster that would be Summoned (rounded up, max. 12). If your opponent activates a Field Spell Card, or targets this card with a card effect: You can remove 1 Egg Counter from this card, negate the card's effect and destroy the card. You can remove any number of Egg Counters from this card; Special Summon 1 DARK Winged Beast-type monster from your hand, Deck or Graveyard, whose original ATK and DEF are both equal to or less than 400 x the number of Egg Counters removed.[/spoiler][spoiler=Harpie's Quick-Sweeping Feather Duster]Quick-Play Spell Card

 

Activate only during your Standby Phase, if you control a face-up "Harpie" monster. (You can still activate this card even if you draw it during the same turn's Draw Phase.) Destroy all Spell and Trap cards your opponent controls. You cannot Special Summon during the turn you activate this effect. After it resolves, if the number of cards you control outnumber your opponent's: You cannot conduct your Battle Phase this turn.[/spoiler][spoiler=Ambush of the Harpie Sisters]Normal Trap Card

 

Activate when a Level 8 or higher monster you control is destroyed and sent to the Graveyard. Special Summon any number of "Harpie" monsters from your Deck, whose combined Levels are lower than or equal to the Level of the destroyed monster. When you do: Activate either of the following effects:

Destroy monsters your opponent controls, up to the number of monsters you Special Summoned this way.

Inflict damage to your opponent equal to the ATK of the monster with the highest ATK among those Special Summoned this way.[/spoiler][spoiler=Flash Xyz]Normal Trap Card

 

Target 2 or more monsters you control that have the same Level. Xyz Summon an appropriate Xyz Monster from your Extra Deck, using the targets as Xyz Material. If this card was activated in response to either an attack or an opponent's card effect: Negate the attack or effect, and attach the card to the Summoned Xyz Monster as an additional Xyz Material.[/spoiler]
Avatar
 
Avatar: Skybound Linewalker LV6
Midgard
Avatar Personality: N/A
Avatar Abilities: It amplifies the psionic powers that Col. Robinson has, to the point where she can further mentally damage monsters or even control the minds of ones that are weak enough. DARK Attribute monsters are immune to being controlled, and high level (L10+) or high ranked (R8+) have heavily fortified mental defenses.

 

Once it evolves, Skybound Linewalker can also enable Col. Robinson to partially summon Aslla piscu, and sacrifice the souls of the monsters that it soars over. It's difficult to direct which souls to sacrifice however, as shown by the heavy strain on Col. Robinson's mind as she tries to fight Aslla piscu's natural instinct to sacrifice everything. Aslla piscu is unsummoned after 30 seconds of service, and Col. Robinson is literally exhausted afterwards.

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