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Diablo's Dance [1/X]


Umbra

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[spoiler=Halt Future! Kikoutei Ruueru Infiniti]

Fragile Core

Trap Card

Special Summon 1 Level 1 "Core" Machine-type monster from your hand, Deck or Graveyard. If it would be removed from the field, destroy it.

 

Rule Core

LIGHT

Machine

1 / 0 / 0

When this card is destroyed, Special Summon 1 each of "Ruuel Attack", "Ruuel Top", "Ruuel Guard", "Ruuel Carrier" and "Machine Emperor Ruuel Infinity" from your hand, Deck or Graveyard.

 

Ruuel Attack

LIGHT

Machine

1 / 900 / 400

If you do not control a face-up "Infinity" monster, destroy this card. If an "Infinity" monster you control destroys a monster by battle, inflict damage to your opponent equal to that monster's DEF.

 

Ruuel Top

LIGHT

Machine

1 / 500 / 500

If you do not control a face-up "Infinity" monster, destroy this card. Once per turn, during either player's turn, you can negate the activation of 1 Spell or Trap Card and return it to the top of it's owner's Deck.

 

Ruuel Guard

LIGHT

Machine

1 / 400 / 900

If you do not control a face-up "Infinity" monster, destroy this card. You can return this card you control to your hand to negate 1 attack.

 

Ruuel Carrier

LIGHT

Machine

1 / 600 / 600

If you do not control a face-up "Infinity" monster, destroy this card. When a "Ruuel" monster you control would be destroyed by a card effect, you can return this card to your hand instead.

 

Machine Emperor Ruuel Infinity

LIGHT

Machine

1 / 100 / 100

Other monsters you control cannot attack. Once per turn, you can equip 1 Synchro Monster your opponent controls to this card. This card gains ATK equal to the total ATK of monsters equipped to this card by its own effect, and the total ATK of all other "Wisel", "Skiel", and "Ruuel" monsters you control. When this card destroys a monster by battle, return that monster to the top of it's owner's Deck. When this card is destroyed, destroy all other monsters you control.

 

Ruuel U3

Continuous Trap

Once per turn, you can Tribute 1 "Ruuel" monster you control to Special Summon 1 monster with the same name + "3" from your hand, Deck or Graveyard. If you control 4 Level 3 "Ruuel" monsters, you can send this card to the Graveyard to activate 1 "Ruuel U5" from your hand, Deck or Graveyard.

 

Ruuel D3

Continuous Trap

When a Level 1 "Ruuel" monster you control is destroyed by battle, Special Summon 1 monster with the same name + "3" from your hand, Deck or Graveyard. If you control 4 Level 3 "Ruuel" monsters, you can send this card to the Graveyard to activate 1 "Ruuel D5" from your hand, Deck or Graveyard.

 

Ruuel Attack 3

LIGHT

Machine

3 / 1300 / 900

This card cannot be Special Summoned except by "Ruuel U3" or "Ruuel D3". If you do not control a face-up "Infinity" monster, destroy this card. Once per turn, you can skip your Battle Phase to destroy 1 monster your opponent controls and inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is higher.

 

Ruuel Top 3

LIGHT

Machine

3 / 800 / 800

This card cannot be Special Summoned except by "Ruuel U3" or "Ruuel D3". If you do not control a face-up "Infinity" monster, destroy this card. Once per turn, you can discard 1 card to select 1 card in your opponent's hand and return it to the top of their Deck.

 

Ruuel Guard 3

LIGHT

Machine

3 / 900 / 1300

This card cannot be Special Summoned except by "Ruuel U3" or "Ruuel D3". If you do not control a face-up "Infinity" monster, destroy this card. "Ruuel" monsters you control, except this card, canot be destroyed by battle.

 

Ruuel Carrier 3

LIGHT

Machine

3 / 900 / 900

This card cannot be Special Summoned except by "Ruuel U3" or "Ruuel D3". If you do not control a face-up "Infinity" monster, destroy this card. Once per turn, you can select a number of face-down cards your opponent controls up to the number of cards in your hand. The selected cards cannot be activated until the End Phase.

 

Ruuel U5

Continuous Trap

This card cannot be activated except by "Ruuel U3". Once per turn, you can activate 1 of the following effects:

• Send 1 "Ruuel Attack 3" you control to the Graveyard. Special Summon 1 "Ruuel Attack 5" from your hand, Deck or Graveyard.

• Send 1 "Ruuel Top 3" you control to the Graveyard. Special Summon 1 "Ruuel Top 5" from your hand, Deck or Graveyard.

• Send 1 "Ruuel Guard 3" you control to the Graveyard. Special Summon 1 "Ruuel Guard 5" from your hand, Deck or Graveyard.

• Send 1 "Ruuel Carrier 3" you control to the Graveyard. Special Summon 1 "Ruuel Carrier 5" from your hand, Deck or Graveyard.

 

Ruuel D5

Continuous Trap

This card cannot be activated except by "Ruuel D3". When a Level 3 "Ruuel" monster is removed from the field by your opponent, activate 1 of the following effects, depending on the card's name:

"Ruuel Attack 3": Special Summon 1 "Ruuel Attack 5" from your hand, Deck or Graveyard.

"Ruuel Top 3": Special Summon 1 "Ruuel Top 5" from your hand, Deck or Graveyard.

"Ruuel Guard 3": Special Summon 1 "Ruuel Guard 5" from your hand, Deck or Graveyard.

"Ruuel Carrier 3": Special Summon 1 "Ruuel Carrier 5" from your hand, Deck or Graveyard.

 

Ruuel Attack 5

LIGHT

Machine

5 / 1700 / 1300

This card cannot be Special Summoned except by "Ruuel U5" or "Ruuel D5". If you do not control a face-up "Infinity" monster, destroy this card. "Infinity" monsters you control can attack each monster your opponent controls once per Battle Phase.

 

Ruuel Top 5

LIGHT

Machine

5 / 1100 / 1100

This card cannot be Special Summoned except by "Ruuel U5" or "Ruuel D5". If you do not control a face-up "Infinity" monster, destroy this card. Your opponent must play with their hand revealed, and must pay 600 Life Points to activate Set cards.

 

Ruuel Guard 5

LIGHT

Machine

5 / 1300 / 1700

This card cannot be Special Summoned except by "Ruuel U5" or "Ruuel D5". If you do not control a face-up "Infinity" monster, destroy this card. When a "Ruuel" monster would be removed from the field by your opponent, you can return 1 card you control or in your hand to your Deck instead.

 

Ruuel Carrier 5

LIGHT

Machine

5 / 1200 / 1200

This card cannot be Special Summoned except by "Ruuel U5" or "Ruuel D5". If you do not control a face-up "Infinity" monster, destroy this card. You can discard any number of cards to select the same amount of cards your opponent controls and return them to the top of their owner's Decks in any order.

 

Supreme Ruuel Infinity-Armor X

LIGHT

Machine / Fusion

10 / 5300 / 5300

"Ruuel Attack 5" + "Ruuel Top 5" + "Ruuel Guard 5" + "Ruuel Carrier 5"

This card cannot be Special Summoned from the Extra Deck except by returning the above cards you control to your hand. "Infinity" monsters you control are unaffected by your opponent's card effects, and can attack your opponent directly. Any card that is removed from your opponent's field is returned to the top of their Deck instead.

 

Limit Break

Spell Card

Tribute 1 "Wisel", "Skiel", or "Ruuel" monster you control. Special Summon 1 "Infinity" monster from your hand, Deck or Graveyard. After activation, this card becomes a Continuous Spell Card with the following effect:

• "Infinity" monsters you control are unaffected by the effects of other "Infinity" monsters you control.

 

Reverse of Evolution

Counter Trap

Activate only when your opponent Synchro Summons a Synchro Monster. Negate the Summon, return the Synchro Monster to your opponent's Extra Deck, and increase your Life Points by the returned monster's Level x 400.

 

Future Barrier

Continuous Trap

Neither player can Synchro Summon Synchro Monsters. During each of your Standby Phases, pay 800 Life Points or destroy this card.

 

Heresy Brand

Trap Card

Select 1 monster your opponent controls. It is treated as a Synchro Monster while it is face-up on the field.

 

Ruuel Central

LIGHT

Machine

1 / 0 / 0

If you control 5 "Ruuel" monsters, you can send this card in your hand or Deck to the Graveyard. While this card is in your Graveyard, all "Infinity" monsters you control gain the effect(s) of all monsters equipped to them.

 

 

 

Possibly more sets to come.

 

Thoughts / Questions / Comments?

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Guest Ixigo

A little late to the dance, so to speak, but oh well.

 

Fragile Core: So simple, yet so effective. It wouldn't make it in the anime, probably, since it's just so damn good. But a good idea for an actual TCG card when the Kikoutei get released.

 

Rule Core: Mneh. I don't really like the name you chose for that. Same goes for all the components, Ruuel just doesn't roll off the tongue.

 

I think Carrier may be a bit strong. I suggest making it be able to sacrifice itself to stop other Ruuel monsters from being destroyed by card effects. Ruuel Guard is also weird, doesn't it mean that your opponent can't attack you? Since you can just keep bringing this card out every turn.

 

The second set is much more interesting, I like your ideas there. Needing the Trap cards to be brought out makes them more balanced.

 

The wording on U5 is a little strange. Does it mean that you only pay 800 Life Points when you first flip the card up to activate it, and then can use it for free each turn? Or was this:

 

If this card is not activated by "Ruuel U5"

 

Supposed to be:

 

If this card is not activated by "Ruuel U3"

 

The third set of components is particularly nasty, but I like how they lose some of their old effects in favor of different ones, instead of a direct upgrade.

 

Not too sure about the whole fusion thing. It just doesn't seem that's how the Infinities work, they have one central monster that becomes stronger as its opponents are upgraded, not merge them all into one super-thingy.

 

I need some insight on how Limit Break works. Is it supposed to bring out more than one Kikoutei at a time? And protect them from being destroyed if one of them is destroyed? It's rather meh-ish either way, it's just that I can't see the Kikoutei being used together rather than individually. Well, maybe I'm wrong.

 

Reverse of Evolution and Future Barrier both seem rather counter-productive. You want your opponent to bring out Synchro monsters if you're using the Kikoutei. Heresy Brand is an excellent card. Though I suggest making it a Trap so that it becomes usable in Riding Duels, if you're thinking about keeping your cards anime-styled.

 

Ruuel Central is interesting. I like it.

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Since everyone in the anime has god-given first hands anyhow, Fragile Core wouldn't even be needed. >_>

 

Changed Guard and Carrier a bit. Heresy Brand is now a Trap.

 

And yes, I meant for U5 to work that way. Changed them, though.

 

Parts combining into something larger? That's what I read from the Kikoutei. I know it's somewhat irrational, but it's what I decided to do.

 

And yes, I meant for Limit Break to easily allow multiple Infinities to be out at the same time, while also supporting Supreme-Armor and giving them a bit more damage potential. From the effect we know, it's rather obvious that they will be used together eventually.

 

The point of the set was Anti-Synchro - the Kikoutei was simply a large part of it.

 

The next set will be Anti-Swarm By Swarm.

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Guest Ixigo

Well, yeah.

 

Carrier and Guard are much better now, as is U5.

 

Yeah, about the parts thing, I meant that the point was that they remain individual monsters rather than combining via Synchro / Fusion / whatever. And as one part becomes stronger, so does the whole. Having a fusion for them is a bit counter-intuitive to the concept, the way I see it.

 

Do you mean the "and the total ATK of all other "Wisel", "Skiel", and "?" monsters you control." clause in the Infinity monster effects (as opposed to specifying their own parts)? Perhaps. I don't believe we have anything truly set-in-stone on those cards as well so it just might be an oversight / mistake or whatever. But if they're all used at the same time it'd be damn powerful, I mean each of them would have upwards of 6000+ attack, and that's just before any upgrades or Synchro absorptions.

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