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Card Preview of Legacy of the Tormentor - Chapter XVI


Umbra

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This thread will preview some of the cards used in the Chapter XVI of my fan-fic Legacy of the Tormentor. Part of it will be the fabled Crimson Engine, part of it will reveal a set called Tormented Souls (no reference to the Tormentor here) with mystic powers.

 

Crimson Engine

 

This set focuses mainly around three Continuous Spell Cards and one Continuous Trap Card, along with monsters. However, storywise, the Crimson Engine has a different power.

 

First, I'll show you the Trap Card.

 

Nightmare Engine

Continuous Trap Card

You can only activate this card when you have at least 1 Continuous Spell or Trap Card on your side of the field. When this card is activated, select 1 Continuous Spell or Trap Card on your side of the field and place it underneath this card. This card gains the effect of all cards placed underneath this card. During each of your Standby Phases, select 1 Continuous Spell or Trap Card on your side of the field or in your hand and place it underneath this card. If this card is destroyed by a card effect, you can choose to destroy all cards placed underneath this card instead. Whenever you Special Summon a monster while this card is face-up on the field, inflict damage to your opponent's Life Points equal to half of the Summoned monster's ATK.

 

The Nightmare Engine is essential to the Crimson Engine deck, as it allows more Spell or Trap Cards to be played, while maintaining the effects of others. The three Continuous Spell Cards mentioned above summons Tokens during the Standby Phase. Tokens that are required to summon the Crimson Monsters, which I'll show you a few examples of:

 

Crimson Swordswoman

Monster Card

LIGHT

Warrior

4 / 1300 / 1100

This card can not be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 “Rose Token” on your side of the field. During your Main Phase, you can randomly discard 1 card from your opponent's hand. If you do, this card can not declare an attack until your next Battle Phase. If this card is sent to the Graveyard, remove it from play instead.

 

Crimson Elementalist

FIRE

Spellcaster

4 / 1500 / 1000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 “Rose Token” on your side of the field. You can remove 1 monster on your side of the field from play to increase the ATK of 1 monster on your side of the field by 1000 points until the end of this turn.

 

As you possibly can see, the Crimson monsters remove cards from play, either themselves or others as a main theme. Now, to the next set.

 

Tormented Souls

 

The Tormented Souls set focus around an endless ensemble of monsters, along with the Field Spell Torment's Realm. All Tormented Souls gain an extra effect when Torment's Realm is on the field. Here's a few examples.

 

Tormented Soul - Maximilian

Monster Card

DARK

Spellcaster

4 / 1900 / 0

When this card inflicts Battle Damage to your opponent's Life Points, place 1 Spell Counter on this card. (max.3) You can remove 3 Spell Counters from this card to select 1 Spell Card in your deck and add it to your hand. If “Torment's Realm” is face-up on your side of the field, this card gains the following effect:

- Whenever you activate a Spell Card, increase your Life Points by 700 points.

 

Torment's Realm

Field Spell Card

Whenever a “Tormented Soul” monster on your side of the field is attacked, you can return the attacked monster to your deck, and Special Summon 1 “Tormented Soul” monster from your deck with lower ATK than the attacked monster.

 

The ongoing theme here is to quickly recycle the Tormented Souls with Torment's Realm, summoning those with the effects you want. And as long as you only have Tormented Souls out, that's the only ones they can attack. If they don't want to attack your Tormented Souls, they can't attack at all.

 

Well, that concludes the preview for this chapter. See ya.

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Two very interesting themes. A central card that builds effects by placing other cards under itself, I like that a lot. The second theme of recycling through the deck with a weaker ATK monster, I like as well. Two very conceptually creative themes. Can't wait to see the rest.

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