Face McShooty Posted May 8, 2015 Report Share Posted May 8, 2015 So I've finished the first 3 mythological creatures cards of a decent sized list I made. The way I will do this is, I will group them based on who or where the myth orginated from. Looking at my list, the section that will have the most mythological creatures in it as of this post is Japan. I will also include entries about each creature in a spoiler underneath each effect. I hope you all enjoy these. [spoiler=Melanesian Mythology] [spoiler=Abaia] When your opponent attacks one of your monsters, you can Special Summon this card from your hand and change the attack target to this monster. As long as "Umi" is on the field, this monster cannot be destroyed by Battle. [/spoiler] [spoiler=About the Abaia] According to Melanesian mythology the Abaia is a type of large eel which dwells at the bottom of freshwater lakes in the Fiji, Solomon and Vanuatu Islands. The Abaia is said to consider all creatures in the lake its children and protects them furiously against anyone who would harm or disturb them. It is said that those who are foolish enough to try to catch the fish from a lake containing the Abaia are immediately overwhelmed by a large wave caused by the thrashing of the Abaia’s powerful tail. [/spoiler] [/spoiler] [spoiler=Aztec Mythology] [spoiler=Ahuizotl] If this monster battles a Warrior-Type monster, this monster cannot be destroyed by Battle. [/spoiler] [spoiler=About the Ahuizotl] The creature is described as dog-like, its waterproof fur often clumping up to create spikes. The ahuizotl has hands capable of manipulation and an additional hand on its tail. The ahuizotl is feared due to its liking for human flesh, especially nails, eyes, and teeth. It is said to live in or near the water and to use the hand on the end of its tail to snatch its prey, dragging the person into the depths to drown them. Victims of the ahuizotl, Aztec beliefs state, are destined for the paradise of the god Tlaloc. [/spoiler] [/spoiler] [spoiler=Akkadian Mythology] [spoiler=Aqrabuamelu AKA Scorpion Men] Once per turn, you can add 1 Beast-Warrior Type monster from your Deck to your Hand. If this monster is targeted for an attack, you can discard 1 Beast-Warrior Type monster to negate the attack and if you do; destroy the attacking monster. [/spoiler] [spoiler=About the Aqrabuamelu] They were first created by the Tiamat in order to wage war against the younger gods for the betrayal of her mate Apsu. In the Epic of Gilgamesh, they stand guard outside the gates of the sun god Shamash at the mountains of Mashu. These give entrance to Kurnugi, the land of darkness. The scorpion men open the doors for Shamash as he travels out each day, and close the doors after him when he returns to the underworld at night. They also warn travellers of the danger that lies beyond their post. Their heads touch the sky, their "terror is awesome" and their "glance is death". This meeting of Gilgameš, on his way to Ūta-napišti, with the Scorpion-folk guarding the entrance to the tunnel is described in Iškār Gilgāmeš, tablet IX, lines 47-81. [/spoiler] [/spoiler] [spoiler=Medieval Bestiary Mythology] [spoiler=Aspidochelone] When this card is Summoned, you can target 1 monster your opponent controls and send it to their hand. [/spoiler] [spoiler=About the Aspidochelone] According to the tradition of the Physiologus and medieval bestiaries, the aspidochelone is a fabled sea creature, variously described as a large whale or vast sea turtle, and a giant sea monster with huge spines on the ridge of its back. No matter what form it is, it is always described as being huge, often it is mistaken for an island and appears to be rocky, with crevices and valleys with trees and greenery and having sand dunes all over it. The name aspidochelone appears to be a compound word combining Greek aspis (which means either "asp" or "shield"), and chelone, the turtle. It rises to the surface from the depths of the sea, and entices unwitting sailors with its island appearance to make landfall on its huge shell and then the whale is able to pull them under the ocean, ship and all the people, drowning them. It also emits a sweet smell that lures fish into its trap where it then devours them. In the moralistic allegory of the Physiologus and bestiary tradition, the aspidochelone represents Satan, who deceives those whom he seeks to devour. [/spoiler] [spoiler=Forest Bull] As long as this monster is in face-up Defense Position, it cannot be destroyed by Battle, Card Effects, or Spell and Trap Cards. [/spoiler] [spoiler=About the Forest Bull] Forest Bull, also Ethiopian Bull and Ethiopian Forest Bull, is an animal from Medieval bestiaries. According to Pliny the Elder, they were a breed of ferocious, red cattle, twice as large as normal cattle, from Ethiopia. Their hides were believed to be able to withstand any weapon. Like the Yale, their horns could swivel in any direction. [/spoiler] [/spoiler] [spoiler=Welsh Mythology] [spoiler=Llamhigyn Y Dwr] As long as "Umi" is on the field, this card takes no Battle Damage involving a Warrior-Type monster and cannot be destroyed by Battle, except by Battle with a Fish-Type monster. [/spoiler] [spoiler=About the Llamhigyn Y Dwr] The Water Leaper, also known as Llamhigyn Y Dwr, is a creature from Welsh folklore that lived in swamps and ponds. It is described as a giant frog with a bat's wings instead of forelegs, no hind legs, and a long, lizard-like tail with a stinger at the end. It jumps across the water using its wings, hence its name. It was blamed for problems ranging from snapping fishing lines to eating livestock or even fishermen. [/spoiler] [/spoiler] [spoiler=Australian Aboriginal Mythology] [spoiler=Muldjewangk] If this monster is destroyed by Battle, during the next Standby Phase, the monster that destroyed this monster is destroyed and sent to the Graveyard and if it is; Special Summon this monster from the Graveyard. If this monster is Special Summoned this way, it's ATK becomes 2000. [/spoiler] [spoiler=About the Muldjewangk] The Muldjewangk is a water-creature in Australian Aboriginal mythology that inhabited the Murray River, particularly Lake Alexandrina. It was used as a deterrent for Aboriginal children who wished to play near the riverside after dark. Sometimes they are portrayed as evil merfolk (half man half fish), or times as a gargantuan monster. It is also inconsistent whether there are many of the creatures, or a single "The Muldjewangk". A legend tells of a monstrous Muldjewangk who once attacked a steamboat owned by European settlers. The captain saw two great hands grasping the hull of the boat so he grabbed his gun. Aboriginal elders on board warned the captain not to shoot, but their pleas fell on deaf ears. "You're going to suffer now" they warned. Soon later, the captain suffered from weeping red blisters all over his body, and took six months to die. The Muldjewangk pesters Ngurunderi (see Murray River) and his wives when they settle on the banks of Lake Alexandrina by wrecking their fishing nets. Large clumps of floating seaweed are said to hide Muldjewangks and are to be avoided. Large footprints have also been seen. Some elders now say the Muldjewangks no longer inhabit the river system. [/spoiler] [/spoiler] [spoiler=Japanese Mythology] [spoiler=Harionago] If this monster is attacked by a Warrior-Type monster, this monster cannot be destroyed by Battle and the attacking monster is destroyed after damage calculation. [/spoiler] [spoiler=About the Harionago] Harionago (Japanese: 針女子), also known as Harionna (Japanese: 針女), is a "frightening female ghoul" in Japanese mythology. Her name literally meaning "Barbed woman" the Harionago is said to be a "beautiful woman with extremely long hair tipped with thorn-like barbs," Her hair is under her "direct control, and she uses it to ensnare men." She is said to wander the roads of the Japanese prefecture of Ehime on the island of Shikoku. When she finds a "young man, she will laugh at him, and if the young man dares to laugh back, Harionago will drop her terrible, barbed hair and attack." [/spoiler] [/spoiler] [spoiler=Greek Mythology] [spoiler=Hekatonkheires] DARK Level 7 Fiend This monster can attack each monster your opponent controls, but it cannot attack directly. 2750/2350 [/spoiler] [spoiler=About the Hekatonkheires] The Hekatonkheires or Hecatonchires also called the Centimanes or Hundred-handers, were figures in an archaic stage of Greek mythology, three giants of incredible strength and ferocity that surpassed all of the Titans, whom they helped overthrow. Their name derives from the Greek ἑκατόν (hekaton; "hundred") and χείρ (kheir; "hand"), "each of them having a hundred hands and fifty heads" (Bibliotheca). Hesiod's Theogony (624, 639, 714, 734–35) reports that the three Hekatonkheires became the guards of the gates of Tartarus. In Virgil's Aeneid (10.566–67), in which Aeneas is likened to one of them (Briareos, known here as Aegaeon), they fought on the side of the Titans rather than the Olympians; in this, Virgil was following the lost Corinthian epic Titanomachy rather than the more familiar account in Hesiod. Other accounts make Briareos (or Aegaeon) one of the assailants of Olympus. After his defeat, he was buried under Mount Aetna (Callimachus, Hymn to Delos, 141). [/spoiler] [/spoiler] [spoiler=Brazilian Mythology] [spoiler=Headless Mule] This monster cannot be Normal Summoned or Set. This monster can only be Special Summoned by Tributing a Fairy-Type monster you control that attacked and destroyed an opponent's monster this turn. You cannot Special Summon this during the Battle Phase. When this card leaves the field, you can add the Fairy-Type monster you tributed to Special Summon this monster to your hand. [/spoiler] [spoiler=About the Headless Mule] The Headless Mule (Portuguese: mula sem cabeça, IPA: [ˈmulɐ ˈsẽ̞ȷ̃ kɐˈbesɐ]) is a character in Brazilian folklore. In most tales, it is the ghost of a woman that has been cursed by God for her sins (often said to be as concubinate or fornication with a priest within a church) and condemned to turn into a fire-spewing headless mule, galloping through the countryside from Thursday's sundown to Friday's sunrise. The myth has several variations concerning the sin that turned the cursed woman into the monster: necrophagy, infanticide, sacrilege against the church, fornication, etc. [/spoiler] [/spoiler] [spoiler=Orcadian Mythology] [spoiler=Nuckelavee] If your opponent controls a Plant-Type or a Beast-Type monster, you take no battle damage in battles with this card and if this card battles a Plant-Type or a Beast-Type monster, that monster is destroyed after damage calculation. [/spoiler] [spoiler=About the Nuckelavee] The nuckelavee, or nuckalavee, is a horse-like demon from Orcadian mythology that combines equine and human elements. Originating in Northern folklore and the most horrible of all the demons of the Scottish islands, its name may be a progenitor of that by which Satan is sometimes known, Old Nick. The nuckelavee's breath can wilt crops and sicken livestock, and the creature was held responsible for droughts and epidemics on land despite its being predominantly a sea-dweller. A graphic first-hand description of the nuckelavee as it appears on land was given by an islander who claimed to have had a confrontation with it, but accounts describing the details of the creature's appearance are inconsistent. In common with many other sea monsters it is unable to tolerate fresh water, therefore those it is pursuing have only to cross a river or stream to be rid of it. The nuckelavee is kept in confinement during the summer months by the Mither o' the Sea, an ancient Orcadian divine and the only one able to control it. Orcadian folklore had a strong Scandinavian influence, and it may be that the nuckelavee is a composite of a water horse from Celtic mythology and a creature imported by the Norsemen. As with similar malevolent entities such as the kelpie, it offered an explanation for incidents that simple islanders could not otherwise understand. [/spoiler] [/spoiler] [spoiler=Arabian Mythology] [spoiler=Ifrit] This monster cannot be destroyed by battle, except by a Spellcaster-Type monster. [/spoiler] [spoiler=About the Ifrit] The Ifrits are in a class of infernal Jinn noted for their strength and cunning. An ifrit is an enormous winged creature of fire, either male or female, who lives underground and frequents ruins. Ifrits live in a society structured along ancient Arab tribal lines, complete with kings, tribes and clans. They generally marry one another, but they can also marry humans. While ordinary weapons and forces have no power over them, they are susceptible to magic, which humans can use to kill them or to capture and enslave them. As with the jinn, an ifrit may be either a believer or an unbeliever, good or evil, but it is most often depicted as a wicked and ruthless being. [/spoiler] [/spoiler] [spoiler=Southern African Mythology] [spoiler=Impundulu] Once per turn, you can discard 1 card to target 1 card your opponent controls of the same type you discarded and destroy that card. Your opponent cannot activate any cards in response to the activation of this effect. [/spoiler] [spoiler=About the Impundulu] The lightning bird or impundulu or thekwane (or izulu, inyoni yezulu) is a mythological creature in the folklore of the tribes of South Africa including the Pondo, the Zulu and the Xhosa. The impundulu (which translates as "lightning bird") takes the form of a black and white bird, the size of a person, which is said to summon thunder and lightning with its wings and talons. It is a vampiric creature associated with witchcraft, often the servant or familiar of a witch or witch doctor, which attacks the witch's enemies. It is said to have an insatiable appetite for blood. Sometimes it takes the form of a beautiful young man who seduces women. The fat of the bird is believed to be of significance either as the fuel that the bird sets on fire when it throws down a lightning strike or as a component in valuable traditional medicine. The fat is believed to be procured by catching the bird at the moment when the lightning strikes the ground, or by digging the bird up from an underground cavity at the spot. The bird is furthermore believed to lay a large egg underground at the location of the lightning strike. This may be a good or bad omen that may require digging to procure or dispose of the eggs. This creature has another similarity to vampires, it is said that the lightning bird is immortal, because it outlives its masters. Legend recounts that the bird is passed down in a witch’s family from mother to daughter, doing the bidding of its owner, and the impundulu has only one known weakness. The lightning bird is impervious to gunshots or stabbing, you cannot poison it or drown it, but it is said that the creature can be destroyed by fire. [/spoiler] [/spoiler] [spoiler=Irish Mythology] [spoiler=Dullahan (credit goes to UnendingEmpire for the effect)] This card cannot be destroyed by battle. After damage calculation, destroy any monster this card battles. [/spoiler] [spoiler=About the Dullahan] The dullahan is a headless rider, usually on a black horse who carries his or her own head under one arm. The head's eyes are small, black, and constantly dart about like flies, while the mouth is constantly in a hideous grin that touches both sides of the head. The flesh of the head is said to have the color and consistency of moldy cheese. The dullahan uses the spine of a human corpse for a whip, and their wagon is adorned with funereal objects (e.g. candles in skulls to light the way, the spokes of the wheels are made from thigh bones, the wagon's covering made from a worm-chewed pall or dried human skin). When the dullahan stops riding, that is where a person is due to die. The dullahan calls out their name, at which point they immediately perish. [/spoiler] [/spoiler] [spoiler=Guaranï Mythology] [spoiler=Moñái] Once per turn, if your opponent has an Equip Spell card on one of their monsters, you can change the target of the Equip Spell card to this card. If this card would be destroyed by battle, destroy the equipped card instead. Any Equip Spell cards sent to the Graveyard by this effect cannot be added to the Hand or Deck. [/spoiler] [spoiler=About the Moñái] Moñái is the third son of Tau and Kerana and one of the seven legendary monsters of Guaraní mythology. This creature has an enormous serpent-like body with two straight, colorful horns over its head, which serve as antennae. His dominions are the open fields. He can climb trees with ease and slide down to hunt the birds on whom he feeds and dominates with the hypnotic power of his antennas. Because of this he is called "the lord of the air". Moñái is fond of stealing and hiding the products of his misdeeds in a cave. His continuous robbing and raiding in the villages provoked great discord among the people as they all accuse each other for the robberies and mysterious "disappearances" of their belongings. The townspeople joined to put an end to Moñái's misdeeds and those of his brothers. The beautiful Porâsý offered herself to carry out this mission. She convinced Moñái that she had fallen in love with him and that before they celebrated their wedding she wanted to meet his brothers. Moñái left her in the care of Teju Jagua and left to search for the rest of his brothers: Mbói Tu'i, Yasy Yateré, Kurupí, Luisón, and Ao Ao. When he finally brought them all they began the wedding rituals. The brothers exchanged the drinks freely and quickly became completely drunk. It was in this moment that Porâsý attempted to escape from the cave which was closed off by a huge stone. Moñái prevented her from leaving and threw her back into the cave. Porâsý screamed to alarm the people who were waiting outside. Knowing that she was lost she ordered the people to burn the cave, even with her inside. While this killed Porasy herself, it also successfully destroyed Tau and Kerana's cursed descendants, including Moñai itself. In return for the sacrifice of Porâsý, the gods lifted her soul and changed it into a small but intense point of light. Since then, the gods destined the spirit of Porasy to light up the aurora. [/spoiler] [/spoiler] Link to comment Share on other sites More sharing options...
Face McShooty Posted May 8, 2015 Author Report Share Posted May 8, 2015 EDIT: Aspidochelone added, will add 1 or 2 more later today Llamhigyn Y Dwr and Muldjewangk added Link to comment Share on other sites More sharing options...
Face McShooty Posted May 9, 2015 Author Report Share Posted May 9, 2015 Forest Bull (Medieval Bestiary), Harionago (Japanese), and Hekatonkheires (Greek) added. I had to make Hekatonkheires a written card, the card maker just gave me the img /img part, not the actual card Link to comment Share on other sites More sharing options...
Lord Bard Posted May 10, 2015 Report Share Posted May 10, 2015 I like the idea about combining them into a set, even tho i am not familiar with all of those, i can say something about Celtic Mythology. That wyrmish dragon that eats fishermans and can leave underwater. The thing is that you could add him an effect that has a escape potential since its stats are low. Something like If you have 3 or less cards in your hand during your opponent's Main Phase1; You can return this card from your Graveyard(Field) to your hand. Since it has a potential, i mean its a fish with wings, it can leave on the air and in the water. And one more thing, i'd like to see that you use appeariance of the god/deity as an effect base, it can be done but gj focusing on their story. Looking forward to seeing more of Welsh and Japanese monsters. :D Link to comment Share on other sites More sharing options...
Face McShooty Posted May 10, 2015 Author Report Share Posted May 10, 2015 I will take that in to consideration, and I have 1 or 2 more for the Welsh and like 3 or 4 for Japanese, will continue to look for more and I will take recommendations on creatures as well Link to comment Share on other sites More sharing options...
Face McShooty Posted May 12, 2015 Author Report Share Posted May 12, 2015 Headless Mule (Brazilian), Nuckelavee (Orcadian), Ifrit (Arabian), Impundulu (Southern African), Dullahan (Irish) and Moñái (Guaraní) added! Link to comment Share on other sites More sharing options...
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