Jump to content

Star Ocean 2's Ten Wise Men Archetype [Hilariously old customs re-writ]


Expelsword

Recommended Posts

I was bored, so I figured I'd take the only cards I ever really made and improve them. The Pop Culture section doesn't seem to exist anymore, and these things are impossible to find images for, so to Casual Written they go.

 

These were created way before PSCT, and I don't really know if I made the transition properly, but either way, their effects should be relatively clear. Don't focus on the wording too much.

 

The gist of them is that they are all JDs that require their Level - 1 other Wise Men to be in the Graveyard or banished to be summoned, though you can Special Summon the lesser ones with any card effect at all provided these conditions are met (flexible because a deck of 10+ JDs would otherwise never work, and not having a way to banish your own cards would make them total bricks. That said, being banished IS better for them).

 

In the Japanese version of the game, they are all named after the same seraphim as the Timelords, hence their bizarre Attributes, and have ATK and DEF scores equal to their Level x 500.

 

The Spells and Traps play off of their Field Spell (which slowly obliterates both decks) allowing them to recycle all kinds of effects, or perhaps steal some from the opponent.

 

[spoiler=Monsters]

{SON - 001} God's Ten Wise Men - Marsilio

Level 1/WATER/Warrior

500/500

This card cannot be Normal Set and its position cannot be changed by card effects. When this card is Normal Summoned, add 1 "The Crest of Annihilation" from your Deck to your hand. Your opponent takes all battle damage you would take from battles involving "God's Ten Wise Men" monsters you control.

 

The berserker of the group, he searches out the Field Spell because it's the fastest way to get going. His effect is made to offset the (relatively) pathetic stats of the weaker Wise Men.

 

{SON - 002} God's Ten Wise Men - Shigeo

Level 2/FIRE/Machine

1000/1000

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have a "God's Ten Wise Men" monsater with a different name in your Graveyard or Banish Zone. This card can attack your opponent directly. Once per turn, you can check all Set cards your opponent controls and select 1 of them. During this turn, the effects of cards with that name cannot be activated.

 

The most sadistic and creepily machine-like of all the Wise Men, he's famous for the lasers he fires at the slightest provacation, eliminating as many potential threats as possible (or murdering for fun),

 

{SON - 003} God's Ten Wise Men - Berle

Level 1/FIRE/Warrior

1500/1500

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have 2 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone. This face-up card cannot be destroyed by battle or card effects, and you take no damage from battles involving this card.

 

An honorable fighter, in game, he boasts an ability to make himself temporarily immune to all damage.

 

{SON - 004} God's Ten Wise Men - Nicolus

Level 4/EARTH/Spellcaster

2000/2000

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have 3 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone. When this card is Summoned, or when this card declares an attack, you can target 1 monster your opponent controls; change its battle position, and if you do, its effects are negated.

 

An information gatherer for the Wise Men, he's a jerk whose attacks love to throw a number of status effects on you. He and Jibril, and Ruprecht all fight you at the same time, so their effects go together well, if you can get them out together.

 

{SON - 005} God's Ten Wise Men - Ruprecht

Level 5/WIND/Warrior

2500/2500

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have 4 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone. When a "God's Ten Wise Men" monster you control attacks, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, when an opponent's monster declares an attack, you can change the attack target to another monster you control.

 

Polite but dangerous, this guy has a nasty habit of stunning you and just being all around annoying.

 

{SON - 006} God's Ten Wise Men - Jibril

Level 6/WIND/Spellcaster

3000/3000

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have 5 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone. When this card is Summoned, or when this card declares an attack, you can target 1 card on the field; banish that target, and if you do, this card cannot attack during this turn. When this card is removed from the field, choose as many of the cards banished by this effect as possible and return them to the field in the same position.

 

Another of the Wise Men's information unit. In the fight, Jibril has the distinct ability to steal your party members away from the battle. Naturally, this goes away if he is defeated. His effect is worded very strangely to avoid replays that would happen if you removed his target, but it's basically an improved Nicolus.

 

{SON - 007} God's Ten Wise Men - Decus

Level 7/FIRE/Spellcaster

3500/3500

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have 6 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone. Your opponent cannot Normal Summon monsters (but they can Normal Set), and monsters they control are changed to Defense Position. Negate the effects of Effect Monsters destroyed by battle with monsters you control.

 

Decus is built for dangerous con combat and boasts flames with the intensity to melt mountains. His effect is based on forcing the opponent back from his sun-like presence.

 

{SON - 008} God's Ten Wise Men - Vesper

Level 8/EARTH/Warrior

4000/4000

Cannot be Normal Summoned/Set. You can Special Summon this card from your hand or with another card effect, but only if you have 7 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone. This card inflicts piercing damage. When this card inflicts Battle Damage to your opponent, gain LP equal to the damage inflicted.

 

In battle, Vesper is capable of inflicting major damage and draining your HP/MP for his own use. This is really the best analog I could make. He, as in the game, works well with Decus.

 

{SON - 009} God's Ten Wise Men - Cyril

Level 9/WIND/Spellcaster

4500/4500

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 8 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone, and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. When this card is Summoned, and during each of your End Phases, banish 1 card on the field. Card effects cannot be activated in response to this effect's activation. This card cannot attack your opponent directly.

 

Second in command and much harder to summon than the others, he's powerful but also a coward who aims to backstab the other Wise Men and take the universe for himself. This is why his effect can be used on any card. He can also banish himself to setup the last Wise Man, if you want.

 

{SON - 010} God's Ten Wise Men - Indalecio

Level 10/WATER/Spellcaster

5000/5000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 9 or more "God's Ten Wise Men" monsters with different names in your Graveyard or Banish Zone, and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. When Special Summoned, cards and effects cannot be activated. This card is unaffected by card effects that target it and it can attack all monsters your opponent controls once each.

 

In his base form, his effect is pretty generic. Of course it's going to kill your opponent (if they're somehow alive) very fast anyway. Unaffected vs. can't be targeted is a distinction made so that the Crest of Annihilation's banish effect cannot backfire on him.

 

{SON - 011} Filia - Maden of Israfil

Level 11/LIGHT/Ritual/Psychic

0/4750

You can only Ritual Summon this card with the effect of "Occult Angel Ritual", and it cannot be Special Summoned by other ways. This card cannot be used as Fusion Material unless it was properly Ritual Summoned. Once per turn during either player's turn, you can activate the effect of 1 banished Spell/Trap Card as this card's effect, and then return it to the Deck. This card is unaffected by other card effects which do not target it. When this card leaves the field, banish it.

 

Indalecio's daughter is an angelic arbiter of peace, and the limiter on his insane powers. Obviously,worthless for attacking, she instead returns cards from the never ending abyss and borrows their effects. She also has a protection effect that's, as far as I know, totally unique.

 

{SON - 012} Unlimited Gabriel Indalecio

Level 12/DIVINE/Fusion/????

5000/5000

"God's Ten Wise Men - Indalecio" + "Filia - Maiden of Israfil".
Must be Fusion Summoned by returning the above cards from your side of the field or your Banish Zone to the Deck (you do not use "Polymerization") and cannot be Summoned by other ways. This card's Fusion Summon cannot be negated. When this card is Summoned, activate 1 "The Crest of Annihilation" from your hand, Deck, Graveyard or Banish Zone then end your turn. Other cards and effects cannot be activated in response to this effect's activation. This card is unaffected by other card effects and cannot be prevented from attacking under any conditions. Once per chain, during either player's turn, you can activate the effect of a banished Spell/Trap Card as this card's effect and then return it to the Deck.

 

Admittedly, this one flies straight into the camp of absurdly overpowered, but it's really not that far off from how powerful he is. A straight combination of his materials' effects, he's content to sit there and let the universe collapse around him. (Unknown Type DOES appear in some games, and unstoppable attacks was a property of anime Ra).

 

 

 

[spoiler=Support]

{SON - 013} The Crest of Annihilation

Field Spell

This card's activation and effects cannot be negated, and it cannot be removed from the field (you cannot activate a new Field Spell Card). Cards sent to your Graveyard are banished instead. During the End Phase, the turn player banishes the top card of their Deck, then banishes an additional card for each "God's Ten Wise Men" monster that is banished. While you control a "God's Ten Wise Men" monster, you do not lose the Duel if you cannot draw a card from your Deck. If you control a Field Spell Card, you can discard this card from your hand to add 1 "God's Ten Wise Men" monster from your Deck to your hand. If this card is banished, except from the hand, target 1 card on the field; banish that target.

 

Once invoked, the Crest of Annihilaton cannot be halted, and the universe heads ceaselessly towards destruction. It functions as a one sided Macro Cosmos for the Wise Men, letting them set off the supporting effects of their other cards, but also mills the decks at a more and more alarming rate as the game goes on. It searches the Wise Men out because otherwise having more than one would be pretty useless, and they need some sort of internal consistency.

 

{SON - 014} Occult Angel Ritual

Ritual Spell

Return 11 banished cards to the Deck(s) to Special Summon 1 "Filia - Maiden of Israfil" from your hand, Graveyard, or Banished Zone.
If this card is sent to the Graveyard, banish it. Instead of conducting your normal draw, you can activate the effect of this banished card and turn it facedown.

 

Due to the nature of cards disappearing from the deck, drawing this to play it isn't the most likely thing in the world, but maybe the second effect is unnecessary, since they do have ways of getting to a banished Spell. While the Wise Men could easily reach Level 11 in tributes, I thought making the cost play out this way was much more interesting.

 

{SON - 015} Quadratic Key

Normal Spell

To activate this card, you must control 2 or more "God's Ten Wise Men" monsters with different names, or reveal 2 "God's Ten Wise Men" monsters with different names in your hand. Add one of the following cards from your Deck to your hand: "Quadratic Sphere", "Secret Files", "Occult Angel Ritual", "Forbidden Heraldry Weapon Research", or "Escape from Eternity Space". If this card is banished, except from the field, you can activate the effect of 1 banished Trap Card as this card's effect and return it to the Deck.

 

The literal key to the Wise Men's plan, it ties all the other support together. When it's banished (usually by the Crest of Annihilation), it copies a banished Trap. Admittedly, kind of lazy card design, but I couldn't think of much else to do.

 

{SON - 016} Quadratic Sphere

Quickplay Spell

This card can only be activated if you control a "God's Ten Wise Men" monster. During this turn, monsters on the field are unaffected by card effects (except the effects of "God's Ten Wise Men" monsters). If this card is banished, except from the field, you can return 1 monster on the field to the top of the Deck.

 

The meteorite that set the Wise Men's return in motion, it has the effect of superpowering all monsters; a crazy Forbidden Lance.

 

{SON - 017} Secret Files

Quickplay Spell

Banish 1 "God's Ten Wise Men" monster from your hand or Graveyard. Draw 2 cards. If this card is banished, except from the field, you can activate the effect of 1 banished Trap Card as this card's effect and return it to the Deck.

 

The files that contain the true history of the Wise Men's exploits. Pretty generic drawpower. Every archetype should have some, right?

 

{SON - 018} Forbidden Heraldry Weapon Research

Continuous Trap

Once per turn, during your turn, if you control no monsters you can add 1 of your banished "God's Ten Wise Men" monsters to your hand. If this card is banished, except from the field, you can activate the effect of 1 banished Spell Card as this card's effect and return it to the Deck.

 

The research that brought the Wise Men into existence in the first place. Banish recursion because you're kind of bad off if they're all banished. D.D.R. only carries you so far.

 

{SON - 019} Escape From Eternity Space

Counter Trap

Add 1 banished card to your hand, then you can discard 1 card and Special Summon 1 "God's Ten Wise Men" monster from your Banish Zone, ignoring the summoning conditions, If you have 10 different 'God's Ten Wise Men" monsters banished when you activate this card, add all banished cards to your hand and discard any number of cards instead. If this card is banished, except from the field, you can activate the effect of 1 banished Spell Card as this card's effect and return it to the Deck.

 

Following their first attempt to dominate the universe, the Wise Men were sealed into Eternity Space. A dimension from which there is no exit. It's inconceivable that they could escape it, and yet, they do somehow.

I forget how rules on ignoring the summoning conditions work, since Tewart's an idiot, and everything he says makes no sense anyway, but I believe you cannot use this on Cyril and Indalecio. If all 10 decide to escape at the same time, you essentially Enter the Infinite both decks, but in theory, they should have already won.

 

 

 

tl;dr: Interesting characters with crazy backstory. deck full of JDs copying the effects of banished cards. A couple are probably way too strong, but I hope you enjoyed them at least a little. I thought it was an interesting concept.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...