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The Game of Eternity Set, [76/108] [Judgement Cometh (Stahlracher)]


Lord Smeagle

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[spoiler= [color=#8B4513]Stahlracher, The Steel Avengers![/color]]

 

 

Stahlracher is German for Steel Avenger. Why German? Because German is cool, of course (not to mention the angriest language I could think of.) The Stahlrachers are all DIVINE Machines, and they focus on counter-negation. Their effects activate when they are countered or negated.

 

 

Innummerable lives have been lost in the Game, with players dating back to before civilization as we know it existed. People, countries, even entire worlds are victims of betrayal, having been used as pawns in the Game.

 

 

The souls that linger in this world are bitter. Some do not know the scale on which they have been betrayed, or even that the Game exists, and rage against the living. Of those that do, some rage against the Game itself, becoming Faithless. Others, empowered by their pain, blessed by a being they call The Sealed Goddess, rage against the betrayers and deliver poetic justice.

 

 

Burning souls hidden within metal forms, they are Stahlracher, the Steel Avengers, the great equalizers. Betrayers flee before their judgement, but shall never halt their advance.

 

 

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Twice per turn, you may negate the activation and effect of a Spell or Trap Card your opponent controls. If this card only negates one effect during a turn, its ATK and DEF are halved until your next Standby Phase By halving this card's ATK until the End Phase, this card can attack twice per turn.

 

 

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This card's effect cannot be negated. Whenever the effect of a card or an attack is negated, place one Null Counter on this card. Once per turn, if a "Stahlracher" monster's attack is negated, you can remove one Null Counter from this card to have the selected monster gain 100 ATK for each Null Counter on this card, and that monster can attack again during this turn. You can remove 10 Null Counters from this card to Special Summon 1 "Hildegarde, The Sealed Goddess" from your hand or Deck.

 

 

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This card cannot be Normal Summoned. When a monster you control attacks and is destroyed by the effect of a Trap Card, or when your opponent negates the attack of a monster you control, you can Special Summon this card from your hand. When this card destroys a monster as a result of battle, change this card to Defense Position and draw 1 card from the bottom of your Deck.

 

 

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This card's effect cannot be negated. Once per turn, you may select 1 other monster on the field and treat one of the following effects as that monster's effect instead of this card's effect: +This card cannot attack unless it was on the field last turn and did not attack. +Battle Damage to your opponent from a battle involving this card becomes 0. +If this is the only card you control, your opponent can attack you directly. +You must discard one card from your hand to attack with this card. +You must pay 2000 Life Points to Tribute this card.

 

 

 

 

 

The Game of Eternity

 

 

For millenia, a mysterious cabal of wicked and ancient creatures - known collectively as the Daemon Game - have played for the fate of the entire universe. Centuries of study of the arcane laws of magic causes them to view the whole universe as a game board, and every living being as a pawn.

 

 

It is believed that in order to attain unlimited power, the Daemon Game must achieve the following:

 

 

1. Discover the forbidden secret of unlimited energy.

 

2. Destroy a powerful champion in pitched combat.

 

3. Gather seven pawns when the planets align.

 

 

Fortunately for us, God does indeed play dice. Enter the Divine Players - a noble and engimatic order of protectors that who thwart and misdirect the strategies of the Daemon Game.

 

 

A mysterious being known as The Adjudicator oversees The Game, and is believed to have created many of its rules. Occasionally, she will intervene in a physical form to enforce the rules of The Game. She is also a known enemy of The Forbidden One.

 

 

Though they do not understand the deeper machinations behind them, many mortal creatures have obtained great power by exploiting the rules of The Game. Armed with near-immortality and strange abilities, these beings are known collectively as Arcane Seekers. They are not organized, although they have been known to work together for short periods of time. More often, they become pawns of either side - or more rarely, both sides.

 

 

Now, a portal opened by one of Tobias's experiments has changed the game forever. An enigmatic race, once capable of dimensional travel but sealed behind a barrier for reasons unknown, has been released. Their society places the utmost importance on position and status. Their motives are completely opaque and their powers are strange, but their goals are extremely clear - expansion. To that end, they intend to play The Game, and play it well.

 

 

[spoiler=[b]MOAR BACKSTOREE[/b]]

 

 

[spoiler=[b]Jetzia, The Unbound[/b]]

 

 

Legend tells of an rift in the 4th Boundary which opened in ancient times, drawing in inhabitants from many worlds including our own. In the crushing pressure of the Void, ordinary humans could not survive. Most were reduced to wraiths, nearly-mindless spectres knowing only hatred.

 

 

Trapped on the other side of the boundary when it was sealed, souls that still possessed enough humanity to do so rallied behind and empowered another such tortured soul, that of a mere human girl whose sheer strength of will alone allowed her to retain her sanity. In her own way she, too, played the game, growing wise over countless centuries, and powerful through the support of countless bitter souls.

 

 

In the guise of a benevolent, mysterious entity known only as Jetzia, she drew the interest of a wizard named Tobias, whose great wealth and knowledge gave would enable him to open the rift once more. Now unbound, she rages against the world who refused to bring her back from oblivion.

 

 

 

 

 

 

 

 

 

 

[spoiler= [color=#800000]New - THE FAITHLESS[/color]]

 

 

We do not play the Game. We are tired of playing and being played. We are tired of rules. We are tired of pawns.

 

 

For defying the Rules, we have been punished: we are cursed with strange and disturbing forms. This is a cruel fate that we abhor, but we will not submit to the Game.

 

 

We will defy your Rules. We will put an end to your Game forever, even if the world - indeed, all worlds - have to burn.

 

 

The Faithless are a new Subtype - cards which not only allow cheating, but encourage it. The Faithless defy the rules of The Game and even, occasionally, Yu-Gi-Oh itself.

 

 

When a Faithless monster "breaks the rules," they are removed with a Blackmark. Blackmarks are much the same as Counters, except that they can exist off the field and cannot be removed in the same ways as Counters. Monsters with Blackmarks cannot be summoned or returned to the Deck or Graveyard. If a player accumulates five Blackmarks, they immediately lose the Duel.

 

 

RULINGS: Faithless monster effects that activate without showing your opponent cannot be negated, since they are activated without your opponent's knowledge. The removal of a Faithless Monster with a Blackmark cannot be negated, as it is considered a cost for the monster's effect (even if the effect has already been activated multiple times). However, any other Faithless Monster's effect can be negated.

 

 

Some monsters have conditions that allow you to avoid the 'cost' if the 'cheating' is revealed in a certain way.

 

 

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During your Draw Phase, while this card is in your hand, you may draw 1 additional card without showing your opponent. Your opponent can object to this at any time. If they do, remove this card from the game with a Blackmark on it. (Cards with Blackmarks cannot be returned to play. If a player owns 5 or more cards with Blackmarks, they lose the Duel.)

 

 

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While this card is in your hand, once per turn, you can Set 1 other monster face-down without Tribute without showing your opponent. If that card is flipped-face up during your opponent's turn, reveal this card and remove it from the game with a Blackmark on it. (Cards with Blackmarks cannot be returned to play. If a player owns cards with 5 or more Blackmarks on them, that player loses the Duel.)

 

 

 

 

 

 

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When an effect activates that involves rolling a die, you can reveal this card from your hand before the roll. Apply the appropriate result based on the result:

 

1 or 4: Special Summon this card.

 

2 or 5: Special Summon one "Archfiend" card from your hand.

 

3 or 6: Remove this card from play.

 

Whenever your opponent tosses a coin and calls it wrong, you can inflict 800 damage to your opponent.

 

 

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When this card is Tribute Summoned, toss a coin and call it. If you call it right, at the beginning of your Battle Phase, you may look at all face-down Spell and Trap Cards your opponent controls. If Tails, this card's ATK becomes 3200, your opponent chooses the target of this card's attack, and if this is the only card you control, your opponent can attack your Life Points directly.

 

 

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During each player's Standby Phase, that player may summon one "Checker Token" (FIRE/Rock/LV1/500/500) in Attack Position. A "Checker Token" may only declare an attack on a monster in a column adjacent to the one it is in. When a Checker Token declares an attack on a monster, destroy that monster without applying Damage Calculation. Control of the "Checker Token" then switches to your opponent, and it must be place in the Card Zone of the monster it destroyed. When this card is removed from the field, destroy all "Checker Tokens" and inflict 300 damage for each token destroyed to their current controllers.

 

 

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Whenever a die is rolled because of a card effect, you can discard this card from your hand to change the result of the roll to any number 1 through 6. You take damage equal to the difference between the original roll and the new result x600. When a Fiend-Type monster battles, you can remove this card in your Graveyard from play and pay 600 Life Points to increase that monster's ATK by 600, until the End Phase.

 

 

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This card cannot be Special Summoned. Decrease this card's Level by 1 for each Fiend-Type monster you control while it is in your hand. Once per turn, you can roll a six-sided die. Your opponent must send cards from the top of their Deck equal to the result. If this card is selected as an attack target, your opponent must discard one card in their hand for each Fiend-Type monster you control.

 

 

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When this card is summoned, roll a six-sided die. Place Debt Counters on this card equal to the result. This card's ATK is equal to the number of Debt Counters on it x400. When this card destroys a monster as a result of battle, inflict 200 damage to your opponent for each Debt Counter on this card. When this card is destroyed, its controller takes 300 damage for each Debt Counter on it.

 

 

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If this card is Tributed or used for the Synchro Summon of a Fiend-Type monster, equip this card as an Equip Spell Card to that monster. If the selected monster would be destroyed, destroy this card instead. When the equipped monster attacks directly and inflicts Battle Damage, remove this card from play. During your next Standby Phase, inflict Direct Damage to your opponent equal to half the Battle Damage inflicted.

 

 

 

 

 

 

[spoiler=' [color=#00BFFF]Divine Players[/color] ']

 

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While this card is in Defense Position, your opponent cannot attack Attack Position monsters. When a monster your opponent controls declares an attack on an Attack Position monster, or an attack on your Life Points, you can Special Summon this card from your hand and flip a coin. If Heads, this card's DEF becomes twice the ATK of the attacking monster. If Tails, this card's Defense becomes half the ATK of the attacking monster.

 

 

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During either player's Standby Phase, you can choose to reveal your hand to your opponent. If you do this, increase the ATK and DEF of all LIGHT monsters you control by 200 for each card revealed, until the End Phase. If this card is destroyed while your hand is revealed, during your next Draw Phase, draw an additional card and show it to your opponent.

 

 

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When this card battles a monster of the appropriate element, apply the appropriate effect.

 

LIGHT/DARK: Negate the battle and draw 1 card.

 

FIRE: Your opponent takes 1000 damage.

 

WATER: The attacking monster attacks the monster in the zone directly to the right of their original target. If the zone is unoccupied, the attack becomes a direct attack.

 

WIND: Return both monsters to the owner's hands after Damage Calculation.

 

EARTH: The ATK and DEF of both monsters becomes 0 as long as they remain face-up on the field.

 

 

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Equip only to a LIGHT monster you control. Pick up cards from your opponent's Deck until you reveal a non-LIGHT monster. Remove that monster from play. The Attribute of the equipped monster becomes the Attribute of that monster. It is cannot be destroyed by battle with and is unaffected by the effects of monsters with the same Attribute. (All other cards are returned to the Deck, and the Deck is then shuffled). When this card is destroyed, you must send 1 card with the same Attribute as the removed monster from your hand or take 1500 damage.

 

 

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Whenever a card is Normal Summoned, flip a coin. If Heads, that card cannot be destroyed this turn. If Tails, halve that card's ATK. Whenever this card is sent from the field to the Graveyard, flip a coin. If Heads, activate one Equip Spell Card from your Deck. If Tails, skip your next Battle Phase.

 

 

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[spoiler=' [color=#8B4513]Arcane Seekers[/color] ']

 

 

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Whenever the effect of an "Arcane Rule" spell resolves, roll a six-sided die. Inflict damage to your opponent's Life Points equal to the die roll x200. During your opponent's Standby Phase, reveal all Set cards you control to your opponent, then return them to their original position.

 

 

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You must return one "Arcane Rule" Spell Card from your Graveyard to your Deck to activate this card from your hand. When this card is equipped to an "Arcane Seeker" monster and you control a Nexus, increase the ATK and DEF of the equipped monster by 900. If this card is in the Graveyard during either player's Standby Phase, that player can remove 2 "Arcane Rule" Spell Cards in their Nexus Deck from play to add it to their hand.

 

 

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1 Tuner + 1 or more non-Tuner monsters

 

This card is not treated as a LIGHT monster while it is face-up on the field. When this card destroys a monster as a result of battle, this card's DEF becomes equal to the destroyed monster's ATK. Once per turn, you can switch this card's ATK and DEF. Whenever you would take damage, you can decrease this card's DEF by an amount equal to the damage you would have taken instead.

 

 

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Once during your turn, you can remove a Normal "Arcane Rule" Spell Card from your Nexus Deck to destroy one monster on the field, and place 1 Overcharge Counter on this card. You can remove 3 Overcharge Counters on this card and destroy 1 "Nexus" Spell Card you control to destroy all Spell and Trap Cards your opponent controls, and inflict 100 damage to your opponent for each "Arcane Rule" Spell Card in their Nexus Deck. If you do this, this card is changed to Defense Position, and its effect becomes "This card's Battle Position cannot be changed" as long as it remains on the field.

 

 

 

 

 

 

[spoiler=' [color=#FF0000]From Beyond the 4th Boundary...[/color] ']

 

 

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When this card is used for the Synchro Summon of a Synchro Monster, apply the appropriate effect based on the Rarity of the Synchro Summoned monster.

 

Rare: Destroy one Set card on the field.

 

Ultimate Rare: Draw 1 card.

 

Parallel Rare: The Synchro Summoned monster cannot be removed from the field until your next Standby Phase.

 

 

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(Fun With Photoshop)

(Fun With Photoshop)

 

 

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This card cannot be Summoned except by the effect of "Arcane Rule - Unbinding." All "4th Boundary" monsters are treated as Parallel Rare. When this card battles a monster, remove that monster from play after Damage Calculation. During your Standby Phase, you can remove this card from play. During your 2nd End Phase after activating this effect, if a player controls no monsters, reduce that player's Life Points to 0. Then, Special Summon this card.

 

 

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When a monster is destroyed as a result of battle, you can reveal this card in your hand to remove it from play. If the selected monster was of Ultimate Rare Rarity or higher, you can Special Summon this card from your hand during the End Phase. Monsters cannot be summoned from the Graveyard or out of play, except by their own effects. When this card destroys a monster as a result of battle, inflict 200 damage to your opponent for each period in that monster's Card Text.

 

 

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Apply the appropriate effect based on the Rarity of the equipped monster:

 

Common: Destroy this card.

 

Rare/Super Rare: Increase the ATK and DEF of the equipped monster by 500.

 

Ultra Rare: Increase the ATK of the equipped monster by 900. This card inflicts Piercing Damage

 

Secret Rare/Ultimate Rare: When the equipped monster battles, destroy the opposing monster without applying damage calculation.

 

Parallel Rare: Increase the ATK of all monsters you control by half the ATK of the equipped monster.

 

 

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This card cannot be Special Summoned. This card returns to your opponent's hand during the End Phase of a turn when it was Normal Summoned or flipped face-up. When this effect is activated, randomly select 1 card in your opponent's hand. If it is a non-Common Rarity Monster Card, Special Summon it to your side of the field.

 

 

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If all monsters used for this monster's Tribute Summon are Common monsters, you must offer 3 Tributes to summon it. You can Tribute Summon this card by offering one Secret Rare monster as Tribute. When your opponent activates a card that causes them to choose 1 effect and activate it, you may choose which effect is activated.

 

 

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If you do not control a "4th Boundary" monster in Defense Position, destroy this card. As long as you control this card, your opponent must play with their Deck upside down. During your opponent's Standby Phase, you can send this card to the Graveyard to add the top card of your opponent's Deck to your hand.

 

 

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[spoiler=' [b]Other[/b] ']

 

 

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Whenever a player summons a monster, that player chooses 1 card in their opponent's hand and reveals it. Whenever a player sets a monster, that player may return 1 card in their hand that is revealed to their Deck to draw 1 card. If a player's entire hand is revealed in this way, that player takes 300 damage for each card in their hand, and this card is removed from play. While this card is removed from play by its own effect, that player must continue to play with their hand revealed. If that player has no cards in their hand, return this removed from play card to the bottom of the owner's Deck.

 

 

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Apply the appropriate effect(s) when the appropriate counters are on "The Game of Eternity:"

 

Bronze Counter: Destroy exactly 7 cards on the field, take 700 damage, and send 7 cards from the top of your Deck to the Graveyard. Any damage inflicted to your opponent's Life Points this turn is halved.

 

Silver Counter: Special Summon 1 "Argentlaw Token" (DARK/Fiend/LV8/3000/3000) to your side of the field. It cannot attack this turn.

 

Gold Counter: Whenever your monsters battle this turn, destroy the opposing monster(s) without applying Damage Calculation.

 

 

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When this card is activated, remove it from play. Your opponent then removes the bottom card of their deck from play, and it is treated as a copy of this card. Whenever you trigger an infinite loop, remove all cards involved in that loop from play and place a Gold Counter on this card. Whenever you destroy a monster with more than 2600 ATK by battle, remove that monster from play and place a Silver Counter on this card. Whenever you control exactly 7 face-up cards during your Standby Phase, place a Bronze Counter on this card. While there is a Gold Counter, a Silver Counter and a Bronze Counter on this card, the ATK of all monsters you control is infinite. If the original activator of this card forfeits the Duel, they lose the Match.

 

 

(RULINGS: Counters are placed on the card while it is removed from play. Counters cannot be removed unless the card is returned to the Deck, hand or Graveyard in some way. If you activate "The Game Of Eternity," your opponent can still forfeit and only lose the Duel (since they did not "activate" their copy of the card), but if you forfeit, you lose the match.)

 

 

 

 

 

 

[spoiler=' [color=#98FB98]Arcane Rules[/color] ']

 

 

Arcane Rules are Spell Cards that go in the Nexus Deck. The Nexus Deck consists of 0 or 10 cards. Arcane Rules are orange and blue.

 

 

Continuous Arcane Rules are active as long as they are in the Nexus Deck and you control a "Nexus" Spell Card. Keep in mind that these rules are not optional, but you can remove them with other cards or by destroying your own "Nexus" Spell Card.

 

 

Normal Arcane Rules can be activated during your turn as long as you control a "Nexus" Spell Card. After activation, they are sent to the Graveyard.

 

 

Quick-Play Arcane Rules can be activated any time you control a "Nexus" Spell Card. After activation, they are sent to the Graveyard.

 

 

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Whenever an "Arcane Seeker" monster is summoned, roll a six-sided die and apply the appropriate effect:

 

1-2: The summoned monster is treated as a "Divine Player" monster.

 

3: Draw 1 card.

 

4-5: The summoned monster is treated as a "Daemon Game" monster.

 

6: Destroy the summoned monster.

 

 

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When a monster's ATK becomes twice its original ATK or higher, roll a six-sided die and activate the appropriate effect based on the result:

 

1-2: Inflict damage equal to the selected monster's original ATK to both players.

 

3-4: Destroy the selected monster.

 

5-6: The selected monster cannot be targeted by card effects. If the selected monster's attack increases or decreases, destroy it.

 

 

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Img Credit: Google, shirotsuki of DA, Jay Kazin's image gallery, epilogue.net, Patrick Collins (burnthepencil.com) and Photoshop

 

Notable Notes: Card names are mostly in Italian.

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