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0PxPz0

Yu-Gi-Oh: Domino Elementary [OOC/Accepting/Started]

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[spoiler='Setting] it's a new school year at Domino Elementary and the children of Class 104 have a plan. Over the summer one of the students, Aster Yutsu, has bragged about his older brother joining the middle school's Duel Team to everyone. Prompted by jealousy and annoyance a few of the kids decided to shut him up by setting up a battle royale-esque tournament, the winner gaining the claim of the best duelist in class. 

 

[spoiler=Guideline

YCM roleplay rules apply http://forum.yugiohcardmaker.net/topic/348886-welcome-to-the-ycm-roleplay-section-rules-thread/

Custom cards are encouraged.

Custom Sub-types are allowed but require pre-approval (PM me before posting your app), keep in mind anyone has the option to use a custom sub-type you introduce to the RP for the sake of balance.

master rule 4.

depending on how many people there are I may allow 2 characters per player (currently allowed)

 

 

[spoiler=Accepted Sub-Types

Negative (PM 0PxPz0 for details)

Hybrid (While not a sub-type has a unique mechanic, PM Tythe for details)

 

 

[spoiler=Rules of the Class 104 Grand Prix

the tournament will end after six weeks if there is no winner, the ultimate victor being the one with the most tokens

each participant starts with three tokens (little pieces of cardboard in various shapes and designs)

each week anyone without a token and the person with the least tokens will be eliminated

you cannot challenge someone with less tokens

you cannot refuse a challenge from someone with the same amount of tokens

on your birthday you can challenge any one person that cannot refuse

when a challenge occurs both duelists must agree on the amount of tokens wagered

 

 

[spoiler=Locations

[spoiler=Domino Elementarys

A school in Domino City and the main location

[spoiler=Classroom 104

A place to socialize with other students, trade and buy cards, and form strategies, however, any student caught performing these actions will have any cards involved confiscated and will be kept in during recess, losing their chance to duel in the process. it is also the location used for detention.

 

[spoiler=Playground

The “arena” so to speak where dueling takes place, only three dueling fields are available. Only accessible during recess.

 

[spoiler=Teachers Lounge

A place students are forbidden, only entered by those who seek to retrieve confiscated cards. anyone caught will be kept in during recess and receive Saturday detention.

 

 

[spoiler=Domino Central Park

Only available on Saturdays, a unique location that acts as both a secondary classroom and playground, with no threat of card confiscation and no duel limit.

 

 

 

[spoiler=Calander

all weeks start on Mondays and end on Saturdays, sundays exist but will be skipped unless an extra day is needed for a special event, Saturdays are in bold.

Week 1

September

9-10-11-12-13-14

Week 2

16-17-18-19-20-21

Week 3

23-24-25-26-27-28

Week 4

30-October 1-2-3-4-5

Week 5

7-8-9-10-11-12

Week 6

14-15-16-17-18-19

 

 

[spoiler=Non-Player Characters

All NPC's have a secret condition under which they absolutely will or will not accept duels as well as a condition for who they will challenge, once a condition is met it will be added to their miscellaneous info.

[spoiler=Miss Chara, Teacher of Class 104

Gender - Female

Age - Unknown

Birthday - Unknown

[spoiler=Appearanceaf8dfea572eaa2868e8f1f2e6633a17ca3aa0ebd 

Home Life - Unknown

 

Personality - Best described as a woman who loves her job, she often tries to find creative ways to engage her class. Despite being a duelist herself she swears by the school policy of no Duel Monsters during class time and has confiscated many a card throughout her career. students who choose to stay in during recess often find themselves with a better understanding of their deck after a conversation with Miss Chara.

 

Token Appearance - None

Deck - Unknown, there's a rumor that she once beat a student in only two turns.

​Misc. - Miss Chara is the chaperone of the school's creative writing club and encourages those with an artistic side.

 

 

[spoiler=Aster Yutsu, He Started It

Gender - Male

Age - 9

Birthday - December 5th

[spoiler=Appearance] Xanxus.full.935802.jpg 

Home Life - Aster lives with his older brother, referred to as Addy, and their mother. He loves making tag team decks with his brother that they test at the park.

 

Personality - not an overly confidant kid but not particularly shy, he loves nothing more than to show off his favorite archetype of stuffed animals. not the most popular kid in class, he accidentally (and unknowingly) started the event known as the "Class 104 Duel Grand Prix" with his constant bragging about his brother. none the less he intends to win the contest to prove how good a duelist he can be, even if he doesn't always believe it.

 

Token Appearance - a five point star colored with silver crayon

Deck - Toy Store, A deck focused on the "Nuigurumi" card, an archetype of monsters that reveal each other and get revealed to use their effects.

[spoiler=Custom Cards] 

[spoiler=Monsters]

Nuigurumi Draco

Fire

Dragon

Lvl 4

"Once per turn you can reveal a card from your hand or the top of your deck, destroy one moster your opponent controls and inflict 300 damage to your opponent. If this card is revealed from your hand or deck, gain 400 life points."

ATK 1300

DEF 1100

 

Nuigurumi Feli

Light

Beast

Lvl 2

"Once per turn you can reveal a card from your hand or the top of your deck, destroy one card on the field. If this card is revealed from your hand or deck, draw one card."

ATK 900

DEF 1000

 

Nuigurumi Leo

Light

Beast

Lvl 3

"Once per turn, during either players turn, you can reveal a card from your hand or the top of your deck, "Nuigurumi" monsters cannot be destroyed until the endphase. If this card is revealed from your hand or deck, special summon as many "Nuigurumi Leo" as possible from your hand and/or deck."

ATK 1100

DEF 700

 

Nuigurumi Lop

Wind

Beast/Tuner

Lvl 4

"You can reveal one "Nuirgurumi" monster from your hand or the top card of your deck, special summon this card. If this card is revealed from your hand or deck "Nuirgurumi" monsters can attack directly until the endphase."

ATK 200

DEF 1600

 

Nuigurumi Lupus

Dark

Beast

Lvl 2

"Once per turn you can reveal one card from your hand or the top of your deck, "Nuirgurumi" monsters you control gain 500 ATK and DEF. If this card is revealed from your hand or deck add one inflict 500 damage to your opponent."

ATK 500

DEF 500

 

Nuigurumi Pengu

Water

Winged-Beast

Lvl 1

"Once per turn, during either players turn, you can reveal one card from your hand or the top of your deck, change all monsters on the field to defense position. If this card is revealed from your hand or deck your opponent cannot attack "Nuirgurumi" monsters until their next endphase."

ATK 200

DEF 400

 

Nuigurumi Repta

Earth

Dinosuar

Lvl 4

"Once per turn you can reveal a card from your hand or the top of your deck, target one monster your opponent controls, it's ATK and DEF become 0 until the endphase (this is a quick effect). If this card is revealed from your hand or deck, banish one card from the your opponent controls or from yoru opponents graveyard."

ATK 1500

DEF 1200

 

Nuigurumi Ursa

Light

Beast

Lvl 4

"Once per turn, during either players turn, when a card or effect is activated that targets a "Nuirgurumi" monster you can reveal one card from your hand or the top of your deck, negate that activation and destroy that card. If this card is revealed from your hand or deck add one "Nuigurumi" card from your deck or graveyard to your hand."

ATK 300

DEF 1200

 

Nuigurumi Orcu

Water

Fish/Fusion

Lvl 4

"2 "Nuigurumi" monsters

This card must be Fusion Summoned with "Toy Box Fusion" and cannot be Special Summoned (from the extra deck) other ways. Once per turn you can reveal one "Nuigurumi" monster from your hand or reveal the top card of your deck, add one "Toy Box" Spell or Trap from your deck or graveyard to your hand."

ATK 1300

 

DEF 2600

 

Nuigurumi Serpa

Light

Reptile/Synchro

Lvl 8

"1 Tuner   1 or more "Nuigurumi" monsters

Once per turn you can reveal one card from your hand or the top of your deck this cards attack cannot be negated until the endphase. If this card would be destroyed you can discard one "Nuigurumi" monster, return this card to the extra deck."

ATK 2900

DEF 2000

 

Nuigurumi Chiro

Dark

Winged-Beast/Xyz

Rnk 3

"2 level 3 "Nuigurumi" monsters

Once per turn you can detach one Xyz material from this card, reveal one "Nuigurumi"monster from your hand or deck, this card gains that monsters effect until the endphase."

ATK 2200

DEF 1700

 

 

[spoiler=Spells/Traps]

Back in the Toy Box

Spell

 "Target one "Nuigurumi" monster you control, activate it's effect as if it had been revealed from your hand or deck then return that monster to the deck."

 

Toy Box Fusion

Spell

 "Reveal one Fusion Monster from your extra deck and cards from the top or bottom of your deck equal to the number of Materials for that revealed Fusion monster, if the revealed cards are monsters that can be used as Fusion Materials for that Fusion monster, Fusion summon that monster by sending those revealed cards to the graveyard, if not shuffle those revealed cards into the deck."

 

Toy Box Return

Spell

 "Target one "Nuigurumi" monster in your graveyard, place it on the bottom of your deck."

 

Tricky Toy Box

Quick-Play Spell

 "Reveal the top card from your deck then, if that card was a monster, Special Summon this card as a copy of that monster, if that card is a Spell or Trap send that card to the graveyard. This card is treated as a "Nuigurumi" monster while in a monster card zone."

 

Jack in the Toy Box

Counter Trap

 "When your opponent activates a monster effect or Spell/Trap card you can reveal one card from your hand or the top of your deck then, if that card is a "Nuigurumi" or "Toybox" card, negate that effect also set this card face-down instead of sending it to the graveyard afterwards. "

 

Bathed in Moonlight

Trap

 "Reveal one LIGHT monster from your hand, monsters cannot declare attacks and their effects are negated until the endphase."

 

 

Misc. Information - You may recognize this as a different version of Astra from my Twisted Fates RP, being exactly the age restriction for this RP along with both versions of my TF RP dying I figured I might as well use him here.

Orcu - Dive down deep and emerge from the depths of the toy chest! Nuigurumi Orcu!
Serpa - Slither and slink,  I Summon the cotton tailed snake, Nuigurumi Serpa appear!
Chiro - Wings of black velvet flutter out into the light! Nuigurumi Chiro come out and play!

 Speech color.

[spoiler=Theme 1 (Reach for the Stars)]  

[spoiler= Duel Theme (Fluff it up)] 

 

 

[spoiler=Alex Solomon, The Card Seller

Gender - Male

Age - 10 

Birthday - June 27th

[spoiler=Appearance] Ko-gil.full.1954202.jpg 

Home Life - Alex is an only child, due to this he never learned how to be nice or compromise with other kids but if there's a card you want chances are he has it. With the largest collection in the class and prides himself on having a large quantity of rare and powerful cards, getting him to part with them however may take some convincing.

 

Personality - Not a particularly nice kid, often in trouble for taking cards or disrupting class, Alex spends what little time he's not in trouble as the head of the trade circle of the class, usually tricking kids into giving him something far more valuable than what he offers.

 

Token Appearance - a shield painted gold

Deck - Kings Armory, using the "hundred kings" cards, Alex's deck summons strong level 6 monsters easily that only become stronger when equipped with one of their weapons.

[spoiler=Custom Cards] 

[spoiler=Monsters]

Weapon Horder

Earth

Lvl4

Warrior

ATK1500

DEF2200

"When this card is summoned add one equip spell from your deck or graveyard to your hand."

 

K20 - King of Iron

Earth

Lvl6

Warrior

ATK2300

DEF1800

"Once per turn you can add one equip spell card from your deck or graveyard to your hand. While this card is equipped with a "100 Kings Arsenal" spell card it can attack twice during your battlephase."

 

K40 - King of Doom

Dark

Lvl6

Warrior

ATK2300

DEF1800

"You can special summon this card from your hand by tributing one monster equipped with a "100 Kings Arsenal" spell card, equip this card with that spell card. This card gains 300 ATK for each equip spell card on the field. Once per turn you can destroy one equip spell card you control, this card can attack directly until the endphase."

 

K60 - King of Souls

Dark

Lvl6

Warrior

ATK2300

DEF1800

"Once per turn you can special summon one Warrior-type monster from your graveyard. Once per turn, while this card is equipped with a "100 Kings Arsenal", you can target one monster in your graveyard, special summon that target and equip it with one "100 Kings Arsenal" from your hand or graveyard. You can only use one effect of "K60 - King of Souls" per turn."

 

K80 - King of Stars

Light

Lvl6

Warrior

ATK2300

DEF1800

"During each players endphase inflict 200 damage to your opponent for each monster equipped with a "1oo Kings Arsenal" card. While this card is equipped with an equip spell card your opponent cannot attack other monsters you control"

 

K100 - Master of Kings

Earth

Lvl8

Warrior

ATK3000

DEF2400

"This card cannot be normal summoned/set. This card can only be summoned (from the hand) by the effect of "100 Kings Arsenal - Ritchious Spear". While this card is equipped with an equipped spell card it cannot be destroyed."

 

 

[spoiler=Spells/Traps]

Alter of Painless Summons

Field Spell

"Both players can normal summon/set level 5 and higher monsters without tribute but cannot special summon that turn if they do."

 

100 Kings Arsenal - Crusher Blade

Equip Spell

"If the equipped monster battles a monster with more ATK destroy that monster before the damage step. If this card is equipped to "K40 King of Doom" inflict 500 damage to your opponent when this effect is activated. "

 

100 Kings Arsenal - Ghost Crown

Equip Spell

"The equipped monster gains 100 ATK for each card in both players graveyards. If the equipped monster is "K60 - King of Souls" you can destroy this card, special summon one monster from either players graveyard. "

 

100 Kings Arsenal - Midnight Cloak

Equip Spell

"If the equipped monster would be destroyed by battle, banish this card and the attacking monster. During your standby phase you can equip one"K80 - King of Stars" with this removed from play card."

 

100 Kings Arsenal - Power Gauntlet

Equip Spell

"The equipped monster inflicts piercing damage if it attacks a defense position monster. Once per turn,f this card is equipped to "K20 - King of Iron", you can destroy one card your opponent controls."

 

100 Kings Arsenal - Richeous Spear

Equip Spell

"You can tribute a monster equipped with this card, special summon one "K100 - Master of Kings" from your hand and equip it with this card. While "K100 - Master of Kings" is equipped with this card it gains this effect "If this card inflict battle damage to your opponent (except by a direct attack) it gains ATK equal to have the damage."

 

100 Kings Arsenal - Spike Shield

Trap

"When your opponents monster declares an attack destroy the attacking monster and end the battlephase then, if you control "K40 - King of Doom" equip it with this card. If the equipped monster is attacked your opponent takes 500 damage. When your opponent declares an attack you can destroy this equipped card, negate that attack."

 

100 Kings Arsenal - Reaper Saber

Trap

"banish one card from your graveyard, destroy one monster your opponent controls then you can equip this card to one "K60 - King of Souls". If the equipped monster destroys a monster by battle, banish that monster."

 

100 Kings Arsenal - Moon Dagger

Counter Trap

"When your opponent activates a spell/trap card or monster effect, negate that effect and destroy that card. While this card is in your graveyard you can special summon one "K80 - King of Stars" from your hand, deck, or graveyard. if this equipped card would be destroyed banish it and destroy the equipped monster."

 

 

100 Kings Arsenal - Punisher Chain

Trap

"When your opponent declares an attack target one monster on the field, equip this card to that target. A monster equipped with this card has it's ATK and DEF becomes 0 and it's effects are negated. Neither player takes damage from a monster equipped with this card. If the equipped monster is "K20 - King of Iron" it cannot be destroyed by battle. "

 

100 Kings Arsenal - Glory Armor

Trap

"Activate when your opponents monster declares an attack, negate that attack and take damage equel to half the ATK of that monster then, if you control "K100 - Master of Kings" equip it with this card. A monster equipped with this card gains this effect "your opponent cannot attack other monsters you control."

 

 

Misc. Information - A character from a former Rp, i like his deck so i shaved off a few years and put him here. Alex serves the purpose of an in universe way for characters to add new cards to their decks once I've looked over them.

Speech color.

[spoiler=Trade Theme (Come to Collect)]

 

[spoiler=Duel Theme (Royal Scuffle)]

 

 

 

[spoiler=Sota Ito, The Strategist

Gender - Male

Age - 9

Birthday - October 10th

[spoiler=Appearance] si_by_inkescher-dcqx14w.jpg 

Home Life - A kid obsessed with machines, his dream is to make the next great innovation in 3D dueling technology.

 

Personality - always trying to appear one step ahead, Sota act's like everything, including the tournament, is beneath him. during a duel he focuses on nothing but the field, often ignoring the fact that he's playing against a person, typically leading to his downfall. while not skilled at making decks himself he can easily pick apart an opponents strategy.

 

Token Appearance - black squares numbered one through three in green marker

Deck - Cursed reflection, a starter deck he bought, it focuses on filling the opponents field with useless monsters that only he can get rid of.

[spoiler=Custom Cards] 

[spoiler=Monsters]

Shrouded Angel

(Fairy/Negative/Dark/-4/1400/800)

 

"When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Negative monster with 1500 or less ATK from your Deck, in face-up Attack Position. This cards level is always treated as -4."

 

Mirror Fiend Damage Reflector

(Field/Negative/Light/-3/1300/1600)

"If an attack is declared against a "Mirror Fiend" monster, this card becomes the target. This card can only be destroyed by battle against a Negative monster. This cards level is treated as -3."

 

Mirror Fiend Doppel

(Field/Negative/Light/1/?/?)

"When this card is summoned target one monster your opponent controls, this card gains that monsters ATK, DEF, effect, Type and Attribute and it's level becomes equal to that monsters X-1. Each time a monster targeted by this cards effect gains ATK or DEF this card gains the same amount; if a monster targeted by this cards effect is destroyed, destroy this card."

 

Mirror Fiend Double Reflector

(Field/Negative/Light/-4/1900/1400)

"If you draw this card during your drawphase add it to your opponents hand. When this card is summoned (from the hand) your opponent can summon one Negative monster with an equal or higher level. This card can only attack and be attacked by a monster summoned by it's own effect, if this card leaves the field destroy a monster on the field summoned by this cards effect, if a monster summoned by this cards effect leaves the field destroy this card. This cards level is treated as -4."

 

Mirror Fiend Infinity Reflector

(Field/Negative/Light/-6/2100/1800)

"When this card is summoned, special summon as many "Infinite Mirror Tokens" (Light/Fiend/Negative/Level -2/ ATK 500/DEF 500) as possible to both players sides of the field, these tokens can only be tributed for a Negative monster. This cards level is treated as -6."

 

 

Mirror Fiend Magic Reflector

(Field/Negative/Light/-3/1000/1900)

"If your opponent activates a Spell/Trap card that targets a "Mirror Fiend" monster, this card becomes the target. This card cannot be destroyed by Spell/Trap card effects. This cards level is treated as -3."

 

Mirror Fiend Swapp

(Field/Negative/Light/-2/1300/1600)

"If you draw this card during your drawphase add it to your opponents hand. When this card is summoned if you are the original controller of this card, give control of this card to your opponent. While this card is on your side of the field and you are not the original controller, equip this card with a monster you control, this card gains that targets ATK and DEF but cannot attack until the equipped card is destroyed. This cards level is treated as -2."

 

Mirror Fiend Dragon

(Field/Negative/Light/-10/?/?)

"This card can only be summoned when a "Mirrored Dimension" on the field is destroyed (this is a quick effect). When this card is summoned activate one "Mirrors Curse" from your hand, deck, or graveyard. If this card attacks or is attacked your opponent takes any battle damage you would have taken. this card gains 1000 ATK each turn your opponent takes damage (max. 4000). This card can only be removed from the field by it's own effect. If "Mirrors Curse" is not on the field destroy this card. This cards level is treated as -10."

 

 

[spoiler=Spells/Traps]

Reverse Reborn

Quick-Play

"Target one Negative monster in your graveyard and one monster in your opponents graveyard whose combined Levels equals 0, Special Summon those monster"

 

 Mirrored Dimension

Field Spell

"If your opponent would summon a monster(s) with a positive level while both players control an equal amount of monsters or your opponent controls more monsters than you, you can special summon "Mirrored Token"s (Spellcaster-type/Light/Level -1/ATK 0/DEF 0) equal to the amount of monster(s) summoned. Negative monsters gain 500 ATK and DEF while this face-up card is on the field."

 

Mirror's Curse

Field Spell

This card can only be activated by the effect of "Mirror Fiend Dragon". While you control this face-up field spell all face-up monsters your opponent controls have their Level/Rank become equal to their current Level x-1. When a player summons a monster, except a Negative monster, they take 100 damage. Negative monsters (Except "Mirror Fiend Dragon) gain 1000 ATK and DEF.

 

Reverse Trap Hole

Trap

"When your opponent summons a monster with 1500 or more ATK, negate the summon and destroy that monster then add one "Negative" monster from your deck to your opponent's hand"

 

 

Misc. Information - Mirror Fiend Dragon - The accursed prison has been broken to release you! Reflect onto them my wrath, Mirror Fiend Dragon!

He serves the function of an informant, during class he can be spoken to about any previously met student to determine their deck's strategy

Speech color.

[spoiler=Duel Theme 1 (A Haunted Mirror)]

 

 

[spoiler=Duel Theme 2 (Hardwired)]

 

 

 

[spoiler=Elenor Saphri, Rich Kid

Gender - Female

Age - 10

Birthday - August 17th

[spoiler=Appearance] 1342116320057.jpg 

Home Life - A spoiled brat and the only child of the wealthy "Saphri" family, Elenor get's whatever she wants no matter what, especially when it comes to Duel Monsters, leading to an overinflated ego in her duel skills from her deck of rare and expensive cards.

 

Personality -  A known bully, she'll often mock other kids who's decks are made from cheap or weak cards and, while she tends to not instigate conflict, she loves thrashing classmates in duels to humiliate them. Elenor looks down on her fellow students, believing her parents money makes her better than them.

 

Token Appearance - A vaguely bat like wing covered in gold glitter

Deck - Unknown

 

Misc. Information - it was her idea to start a duel to make Aster look bad, easily convincing Alex with the offer of a rare card and the chance to "shut the big baby up", it was only after Sota joined that it became a complex tournament.

Speech color.

 

 

[spoiler=Luna Ermine, A Nature Lovin' Lad

Gender - Male

Age - 9

Birthday - April 4th

[spoiler=Appearance] large.jpg 

Home Life - Luna lives with his two sisters and dad, the often spend vacations camping, hiking, or other outdoors-y activities. once a month they have a family battle royal at the park dueling fields, meaning Luna works well with multiple opponents to play against each other. at the playground he's most easily found under a treewith white flowers, or a bridge over a stream when in the park.

 

Personality -  typically carefree and easy going, Luna's love for dueling is rivaled only by his love of the outdoors, making recess his favorite time of the school day (how controversial) while he'd rather hang out under his tree and watch the leaves he's always up for a duel if your the right kind of person.

 

Token Appearance - either a white butterfly or a moth

Deck - Unknown

 

Misc. Information - while he was annoyed by Asters bragging about his brother he didn't hold it aginst him much, the reason he agreed to help Elenor was that she promised to duel him if he beat Aster so bad he cried.

Speech color.

 

 

 

[spoiler=Accepted Characters

[spoiler=An Energetic Girl]
User: Arkas

Name: Rhea Granduchi
Gender: Female
Age: 10
Birthday: 25 August
[spoiler= Appearance]
xCR1DmC.jpg


Home Life: Rhea is an only child, and because of this eagerly awaits the moments she can spend playing with the other kids. Her parents a encourage her to keep contact with the others and for this purpose helped her buy the cards of her deck, but are a bit worried that she may get too competitive.
Personality: The living embodiment of headbutting a problem until it gives up (the head or the problem), Rhea is an energetic girl that willfully ignores the meaning of "giving up" At best she will turn around and attack from another angle, and for this reason even if always enthusiastic she can be a bit overwhelming at times. She welcomed the tournament with trepidation, never the class had such a big event, and it's the occasion to prove once and for all that she's the best!
Token Appearance: A grey seed with green lines.
[spoiler=Deck: Invincible Green Dragon]
Rhea uses a Deck focused on Metallarboreous-Type monsters.When she first went and bought a Yu-Gi-Oh booster, she choose the one with the image of a dragon on it, because of course she did, and remained greatly disappointed when she didn't pull a single dragon from it. After asking for advice to her relative Nereo that had come to visit, he decided to buy her one of each booster pack type and let her choose. After many unfruitful openings, she found a white, shining card with a green dragon on it! Yes, the card text said it wasn't a dragon, but that was of secondary importance for Rhea. So she started to collect as many cards of the same type as possible to make Deck with the dragon in, creating her metallarboreous Deck.
Metallarboreous is a type of monster and its members are seemingly unrelated to each other, they may be animals, tools or mythological beings, but all their artworks seems to be a mix between living plants and metallic machines. The type can be roughly divided in "seeds", groups of few cards, usually united by a theme and/or attribute, that work well together and can eventually interact with the other metallarboreous monsters, usually with the goal of summoning the seed-specific extra deck monster. The monsters have usually very good stats and straightforward but practical effects, and the deck in general is filled with battle-oriented effects and simple protection-removal options.
[spoiler=Custom cards]
[spoiler=Monsters]
Mechanical Sparrow
WIND - level 3
Metallarboreous/Effect
When this card is Summoned: Discard up to 2 card(s) from your hand, then Special summon from your Deck and/or GY any number of "Mechanical Sparrow" up to the number of card(s) discarded, and for the rest of this turn you cannot Summon monsters except Metallarboreous-type monsters.
ATK 300 / DEF 400 

Scyther #1
DARK - level 4
Metallarboreous/Effect
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card inflicts battle damage to your opponent: change it to Defense Position, then you can add 1 Metallarboreous-Type "Scyther" monster from your Deck to your hand.
ATK 1900 / DEF 0

Scyther #2
DARK - level 4
Metallarboreous/Effect
During either player's turn, if you control "Scyther #1", you can Special Summon this card (from your hand) but its effects are negated. You can Special Summon "Scyther #2" this way only once per turn. Once per turn you can: Special Summon 1 "Scyther #1" from your Deck, then have this card lose 1000 ATK, also you cannot Summon monsters for the rest of this turn except Metallarboreous-Type monsters.
ATK 1900 / DEF 0

Scyther #3
DARK - level 6
Metallarboreous/Effect
Halve this card ATK and DEF if you Tribute Summoned it using a non Metallarboreous-Type "Scyther" monster. During either player's turn: you can send this card from your hand or field to the GY; Apply 1 of the following effects.

  • Add 1 Metallarboreous-Type monster from your Deck to your hand, Except "Scyther #3".
  • Increase the ATK and DEF of 1 Metallarboreous-Type monster you control by 500.

You can use this effect of "Scyther #3" by sending it from the hand to the GY only once per duel.
ATK 2500 / DEF 2500

Multipurpose Joint "M"
FIRE - level 3
Metallarboreous/Effect
If this card is Normal Summoned: You can add 1 level 4 ""M"" monster from your Deck to your hand. Once per turn: You can Special Summon 1 level 4 ""M"" monster from your hand. You can use each effect of "Multipurpose Joint "M"" only once per turn.
ATK 1000 / DEF 1000

Woodhammer "M"
FIRE - level 4
Metallarboreous/Effect
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card inflicts battle damage to your opponent: change it to Defense Position, then you can add 1 ""M"" monster from your GY to your hand.
ATK 2000 / DEF 100

Woodanvil "M"
FIRE - level 4
Metallarboreous/Effect
If this card is Normal Summoned: Switch it to Defense Position. Your opponent cannot target Metallarboreous-Type monsters you control with card effects, except "Woodanvil "M"". During your opponent's Battle Phase, all of your opponent's monsters must attack this card if able.
ATK 100 / DEF 2300

Woodnail "M"
FIRE - level 4
Metallarboreous/Effect
If you control another ""M"" monster except "Woodnail "M"", you can either: Special Summon this card from your hand or GY OR (if this card is in your GY) Special Summon 1 other ""M"" monster from your hand. When the card Summoned by this effect would be sent to the GY, banish it instead. You can use this effect of "Woodnail "M"" only once per turn.
ATK 1400 / DEF 1400

Leaf Dragon
EARTH - level 4
Metallarboreous/Tuner/Effect
This card can attack your opponent directly. When this card attacks your opponent directly any Battle Damage it inflicts to your opponent is halved.
ATK 1800 / DEF 100

Willow Knife
EARTH - level 4
Metallarboreous/Union/Effect
Once per turn, you can either: Target 1 Metallarboreous-Type monster you control; equip this card (from your hand or field) to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 700 ATK and DEF, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead . If this card is sent to the GY while equipped to a monster: You can banish it; add 1 other Metallarboreous-Type monster from your GY to your hand except "Willow Knife". 
ATK 1400 / DEF 1400

Forest Krakenwolf
EARTH - level 4
Metallarboreous/Tuner/Effect
If this card is Normal Summoned: You can tribute this card, then Special Summon 1 level 4 or lower Metallarboreous-Type monster from your Deck. If this card is Special Summoned: You can target 1 Spell/Trap card on the field; Destroy it, then inflict 400 damage to your opponent.
ATK 1400 / DEF 1600

Scyllatree
WATER - level 4
Metallarboreous/Effect
If this card is Normal Summoned: You can discard 1 card, then add 1 "Charybdisplate" from your Deck to your hand. This card cannot attack dirrectly unless you control another Metallarboreous-Type monster
ATK 2100 / DEF 0

Charybdisplate
WATER - level 4
Metallarboreous/Effect
If this card is Normal Summoned: You can discard 1 card, then add 1 "Scyllatree" from your Deck to your hand, then change this card to defense position. Once per turn, this card cannot be destroyed by battle.
ATK 0 / DEF 2100


[spoiler=Extra Deck monsters]
Ligneous and Forged - Symplegades Rocks
WATER - level 9
Metallarboreous/Fusion/Effect
"Scyllatree" + "Charybdisplate"
Must be Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization") and discarding 1 card from your hand, and cannot be Special Summoned by other ways. Once per turn you can Tribute this card: destroy all cards on the field. 
ATK 3500 / DEF 3500

Liana Dragon
EARTH - level 8
Metallarboreous/Synchro/Effect
"Leaf Dragon" + "1 or more non-Tuner Metallarboreous-Type monsters"
You can Tribute this card and target 1 face-up card on the field; apply 1 of the following effects, depending on the type of card targeted.

  • Spell/Trap: Negate that card's effects until the end of this turn.
  • Monster: Have that monster lose ATK and DEF exactly equal to this card ATK and DEF respectively, until the end of this turn.

During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY. 
ATK 3200 / DEF 2000

Mega-Woodhammer "M"
FIRE - level 7
Metallarboreous/Fusion/Effect
"Multipurpose Joint "M"" + "Woodhammer "M""
Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). If this card attacks, negate your opponent's cards effects until the end of the Damage Step.
ATK 3000 / DEF 2000

Super-Woodanvil "M"
FIRE - level 7
Metallarboreous/Fusion/Effect
"Multipurpose Joint "M"" + "Woodanvil "M""
Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). This fusion Summoned card cannot be targeted by your opponent's Spell/Trap card effect. Once per turn, during your opponent's Main Phase 1, you can target one of your opponent's monster(s): This turn the targeted monster is changed in attack position, also it must attack this card if able.
ATK 2000 / DEF 3500

Giga-Woodnail "M"
FIRE - level 7
Metallarboreous/Fusion/Effect
"Multipurpose Joint "M"" + "Woodnail "M""
Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). During either player's turn (except during the damage step) you can: Change this face-up card battle position. Once per turn, during either player's turn: You can target 1 Metallarborous-Type monster you control; move that target to another of your Main Monster Zones. 
ATK 2500 / DEF 2500

Scyther King
DARK - level 7
Metallarboreous/Fusion/Effect
"Scyther #1" + "Scyther #2"
Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). This Fusion Summoned card is unaffected by the effects of your opponent's monsters with ATK less than or equal to this card. If this card attacked an opponent's monster, after damage calculation: Banish that opponent's monster. 
ATK 2800 / DEF 1800

Mechanical Eagle
WIND - level 6

Metallarboreous/Fusion/Effect
"Mechanical Sparrow" + "Mechanical Sparrow" + "Mechanical Sparrow"
Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). You can target 1 monster your opponent controls and have this Fusion Summoned card lose exactly 1000 ATK; Destroy that target, then move this card to another of your Main Monster Zones. During your main phase: You can banish 1 "Mechanical Sparrow" from your GY; Special Summon this cardt that is banished or in your GY.
ATK 2600 / DEF 2300


[spoiler=Spells/Traps]
Double Dark Blade
Equip Spell

Equip Only to a Metallarboreous-Type monster: It gains 500 ATK and DEF and can make up to 2 attacks on monsters each Battle Phase. If the equipped monster would leave the field, by battle or because of an opponent's card effect: destroy this card instead. If this face-up card on the field is destroyed by another card's effect and sent to the GY: You can add 1 Metallarboreous-Type monster from your Deck to your hand.
Lymphatic Enhancer
Equip Spell

Equip Only to a Metallarboreous-Type monster: It gains 500 ATK and DEF, also negate the effects of a monster destroyed by battle with the equipped monster. If the equipped monster would be destroyed by battle or by an opponent's card effect: destroy this card instead. If this face-up card on the field is sent to the GY: You can add 1 Spell/Trap card that specifically mentions the "Metallarboreous" Type in its card text from your Deck to your hand.

Foundry Tree
Field Spell

Metallarboreous-Type monsters you control gains 500 ATK and DEF. When you activate this card: Place 1 "Metalseed counter" on it. Every time a Metallarboreous-Type monster is Normal Summoned: Place 1 "Metalseed couter" on this card. If this card and/or Metallarboreous-Type monster(s) you control would be destroyed by battle or card effect, you can remove 1 "Metalseed counter" for each of those card(s) instead. Once per turn: You can remove 1 "Metalseed counter" from this card; Send 1 card from your hand to the GY, then shuffle 3 Metallarboreous-Type monsters from your GY into the Deck and Draw 1 card.

Molten Metal Lance
Spell
Target 1 monster on the field; Destroy that target, then banish 1 Metallarboreous-Type monster friom your GY.

Colossal Growth
Spell
Draw 3 cards. For the rest of the turn after you activated this card you cannot add card to your hand, also you cannot Summon monsters except Metallarboreous-Type monsters. During the End Phase of the turn you activated this card: Shuffle your hand back into the Deck.

Metalliferous Fossil Germination
Ritual Spell
This card is used for the Ritual Summon of "Metallosaurus". Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. then Ritual Summon 1 "Metallosaurus" from your hand, Deck or GY. If you Ritual Summon from your Deck or GY the Tributed monster(s) must be Metallarboreous-Type monster(s).

Iron Forest's Wave
Trap

Target Spell/Trap card(s) on the field up to the number of Metallarboreous-Type monsters you control+1; Destroy those targets. If when you activated this card you did not target a number of cards exactly equal to the number of Metallarboreous-Type monsters you control+1 your opponent cannot activate the targeted card(s) in response to this card's activation.

Titanium Sprout
Trap
Target 1 Metallarboreous-Type monster in your GY; Special Summon that target, then, if you do, you can shuffle up to 1 banished Metallarboreous-Type monster back into your Deck.

Dead Seed Shield
Trap

When your opponent's monster attacks you directly, OR when an opponent's monster attacks a Metallarboreous-Type monster you control: Negate the attack, the Resolve 1 of the following effects.

  • Your opponent cannot decalre an attack for the rest of this turn.
  • Special Summon 1 "Metalseed Token" (Metallarboreous-Type/EARTH/Level 4/ATK 0/DEF0), then gain LP equal to the ATK of the attacking monster.

 

 


Misc. Information: Her favorite (and first) card of the Deck is "Liana Dragon", she will try to summon it as soon as possible, and will get mad if it eventually gets destroyed.
Rhea likes to loudly call her monsters attacks and extra deck summons, but not always remembers what she used the last time and ends up improvising. She will deny these lapses till the very end however.
She's currently searching for the ultimate boss monster of the metallarboreous Deck, a ritual monster of which she already has the ritual spell, but so rare that not even the card seller of class 104 managed to find it yet.
She's a not-so-close but not-so-far away relative of a character I used in another Yu-Gi-Oh RP, sadly dead (the RP, not he character).
Music theme: 


 

[spoiler=Ciao Babe (not really)]

Name Aria Kozuichi

Gender Female

Age - 10

Birthday - May 1st

Appearance - [spoiler=Picture]awesome-digital-art-volume-10-sublime99-

Home Life - Her mother moved to America when she was still young for reasons never told to her. Her father doesn't like to talk about it much. Her father has a massive astronomy collection from when he was younger, he was always a geek for the stars. Although his actual job as a secretary for a law firm doesn't quite live hope to his hopes and dreams, he still pursues and shares his passion with his daughter, Aria. Back in 3rd grade, she snuck into her father's Astronomy room at night to play around with the Telescope. She eventually fell asleep and dreamt(?) of aliens abducting her. Everything from the event is fuzzy to her but she remembers one thing very clearly - Duel Monsters. She is convinced that by becoming a Duel Monsters champion, she will meet the aliens again. 

Personality Pretty quiet and reserved, but awfully curious about everything around her. She really only shows excitement for 2 subjects, Aliens and Dueling. Shes also a big fat daddy's girl.

Token Appearance - Moon Crescent drawn and filled in with pink Sharpie

Deck - "I Believe!" Focusing around the "Graydle" archetype, she works on stealing the opponents monsters and using them against 'em. 

[spoiler=Custom Cards]Graydle Warrior

WATER
LV 3
Aqua / Effect
2000 / 0
When this monster declares an attack: Add 1 "Graydle" card from your Deck to your hand.
When this card is destroyed by battle and sent to the GY: You can Special Summon 1
"Graydle" monster from your Deck, except "Graydle Warrior".

 


Graydle Jam
WATER
LV 5
Aqua / Tuner / Effect
0 / 2000
If this card is in your hand or GY and a "Graydle" monster you control is destroyed: You
can Special Summon this card, but banish it when it leaves the field. You can only
activate this effect of "Graydle Jam" once per turn.

Graydle Mothership
WATER
LINK-2
Bottom, Right
Aqua / Link / Effect
2000
2 Aqua monsters
When this card is Link Summoned, you can Special Summon 1 "Graydle" monster from your GY
to 1 Zone this card points to. "Graydle" cards you control cannot be targeted with card
effects your opponent controls. If this card is destroyed by battle or by card effect
and sent to the GY: You can target 1 other WATER monster in your GY; Special Summon it.
You can only activate each effect of "Graydle Mothership" once per turn.
 
Graydle Reform
Quickplay Spell
Special Summon 1 "Graydle" monster from your GY. You can only activate 1 "Graydle Reform"
per turn.

Misc. Information - "New life born within a star, reach this planet from a far. Come to help me win this fight; fear my morphing Parasite! Synchro Summon! Take form, Graydle Dragon!"
[spoiler= Duel Theme]

 

 

[spoiler=Jacob Tor]
User - Tinkerer
 
Gender - Male
 
Age - 10
 
Birthday - 14 April
 
Appearance - Black kid of average height and large green eyes.  He has close-cropped black hair that always seems to stand on end.  He is often dressed up in a button-down or polo shirt and jeans.
 
Home Life - The youngest child with two older sisters, Jacob is often treated as the baby by everyone in his house except his father.  His father - a stern, straight-laced and highly successful businessman - demands excellence from all his children, so when Jacob expressed interest in Duel Monsters, his father expressed that Jacob should aim to be the best.  While Jacob's sisters do play, Jacob really only gets "practice" at school.
 
Personality - Polite and soft-spoken, Jacob is usually quite reserved, especially for a kid his age.  He gets easily frustrated when things aren't going his way and though he usually expresses this in action rather than words, he can be amusingly blunt when told to express himself.
When he plays duel monsters, though, he seems to change slightly, become even more detached.  He had started playing at a younger age than most of his classmates, but because of his father's pushes, the game lost its air of fun.  He doesn't get frustrated at a loss and instead, to most people's bemusement, he often seen smiling after a loss - before playing again and trouncing the unlucky opponent.
 
Token Appearance - Jacob has 3 tokens that are all siver circles each with a unique marking.  One has a traced red and orange fire symbol, one has a traced blue and white water droplet, and the third has a traced yellow thunderbolt.
 
Deck
[spoiler Triple Power Destruction!]
A deck focused around the underwhelming but oversupported "hybrid" type.  The "hybrid" type is more of a mechanic than a type; basically, the card is every monster type at once (as explored in the irl Monster League Battle Pack).  Because of this, they can use every powerful type-specific card (RotA, Limiter Removal, Mezuki, etc.).  Problem?  Most things of the hybrid type are Normal monsters or have effects that go -1 or more.  Jacob uses the versitility of the hybrid monsters to help summon his three big bosses.
 

[spoiler=Boss cards]
Zanathos, Patron of Thunder
LIGHT 7*
Spellcaster/Synchro/Effect
1 Thunder Tuner + 1+ non-Tuner monsters
This card is also always treated as a Thunder monster. Once per turn (Quick Effect): you can banish 1 Aqua monster from your GY and target 1 Spell/Trap on the field; negate that target's effects until the End Phase. Once per turn (Quick Effect): you can banish 1 Pyro monster from your GY and target 1 monster on the fiels; negate that target's effects, also halve that monster's ATK until the End Phase. This card gains 100 ATK and DEF for each Thunder monster in the GY.
2500/2000

Nero, the Aqua Madoor
WATER 7*
Spellcaster/Synchro/Effect
1 Aqua Tuner + 1+ non-Tuner monsters
This card is also always treated as an Aqua monster. Once per turn (Quick Effect): you can banish 1 Thunder monster from your GY; this card cannot be targeted by card effects. Once per turn (Quick Effect): you can banish 1 Pyro monster from your GY; this card cannot be destroyed by card effects. If you have an Aqua monster in the GY: This card can declare an attack while in defense position. If it does, apply its DEF for damage calculation.
2000/3000

Braisqie, the Matron of Heat
FIRE 7*
Spellcaster/Synchro/Effect
1 Pyro Tuner + 1+ non-Tuner monsters
This card is also always treated as a Pyro monster. Once per turn (Quick Effect): you can banish 1 Thunder monster from your GY and target 1 face-up monster; destroy that target. Once per turn (Quick Effect): you can banish 1 Aqua monster from your GY and target 1 Spell/Trap on the field; destroy that target. Once per turn, during the End Phase: Inflict 100 damage x the number of Pyro monsters in your GY.
2850/200

 
Misc. Information - His trio of bosses are 3 Level 7 Spellcaster Synchros that were considered garbage before the hybrid type.  Of the three, "Zanathos, Patron of Thunder" is his favorite with its shocking "Infinite Thunderbolts!" attack.  "Nero, the Aqua Madoor" is his second favorite with its cool "Absolute Zero!" move.  Finally, "Braisqie, the Matron of Heat" is his third favorite with her hot "Plasma Melting!" ability.  Besides his trio of boss monsters, his favorite card is his Secret Rare 4D-Kuriboh and its awesome power "Prism Block!".
 
Jacob has been trying to get his hands on "Sorcerer of Dark Magic" for months now.  Because his three bosses are Spellcasters and his deck can output (Hybrid) "Spellcasters" pretty easily, he always wanted to build a deck to summon the master magician.

 

 

 

[spoiler=Antonio LeBaron]
User: Tinkerer

Gender: Male

Age - 9

Birthday - October 9

Appearance - One of the tallest students in the class with a creamy complexion and a very even build. He has shoulder-length straight brown hair with golden tips on the end. He has sparkling green eyes and often wears white.

Home Life - Twin brother of Horatio LeBaron. He's known as the dynamic wisecracker and mischief-maker of the two and is often seen skateboarding and scootering everywhere. The twins' parents each hold mid-to-high end jobs so the boys are often tutored, picked up, and watched over by their nanny. The twins get along surprisingly well with each other despite the fact they are often called opposite twins (due to very different builds and personalities).

[spoiler=Personality]
Antonio is often enthusiastic and charismatic with a penchant for talking his way into people's good books. He generally likes to get along with people, but he isn't above holding grudges, especially if someone else is getting the attention he "rightfully" deserves. He is described way more often as "clever" or "witty" than he is "smart". He usually goes to his twin for recommendations regarding actually planning things out.
Overall, he's only into dueling as a means of staying in the conversational loop. He likes the game, but doesn't follow it like some of his other classmates. While some kids like to duel out their problems, Antonio would rather talk and convince others through words. Of course, he wouldn't say no to a good duel, and (though he doesn't expect to win the tourney), he feels winning the tourney might secure his social standing among his peers permanently.



Token Appearance - Gold everywhere. Horatio came up with the designs and Antonio made it shiny.

[spoiler=Deck]No deck name. Antonio's original deck was a mishmash of beatdown cards with a few powerful removal cards (all cards irl). However, for the tournament, Horatio let him borrow his Alien deck. This one uses the Alien archetype as the core with lots of spells, traps, and a few other monsters to support the deck. Antonio doesn't really strategize with it and mostly likes using A-Counter beatdown over using the variety of tactics Aliens can use. He often goes into the Extra Deck to Summon King of the Feral Imps and Gol'gar but the rest of his Extra isn't really the core of his [very lacking] "strategy".



Misc. Information
- He already knows a bit about almost everyone in class.
- Several of the girls in the last class had a crush on him. Toward the end of the year, he had begun acting as classroom matchmaker and getting favors from some of the other boys to "hook them up" with certain girls.
- He loves ancient, extinct creatures. His favorite card is his only 1 Paleozoic Olenoides. If he could, he'd like to get his hands on more of 'em.
- His family has a dog, a cat, and an aquarium with several fish.
- Horatio is NOT in class 104.

 

 

[spoiler=An Optimistic Choild]

Name: Amaryllis (Riley) Jaden Johnson Evalon

 

User: Raven Evalon

Gender: Female

Age: 9

Birthday: October 12th

Appearance: She stands at a decent 3-foot-5, and weighs a good 70 lbs. Her frame is small, like she doesn't eat much. She has pale white skin, the kind you would get if you rarely ever left the house, and her long, straight hair is naturally a blonde color, though she dyed the tips to be a light purple color. Her eyes match the purple tips of her hair quite nicely, being naturally a lavender color, and she has some decent sized eyelashes. Her outfit of choice, is a black crop top, with a skin tight, red half sleeve undershirt, ripped black tights, and a pair of blue jean short-shorts. She will often have a little baret in her hair, made of silver, and wears a silver band around her right arm, that was given to her by her best friend. The black crop top, also has a purple Kuriboh embroidered on the front of it. She is also often seen without shoes or socks, and her feet are usually black with debris from outside sidewalks and roads.

Home Life: Riley's home life is not the best of situations. She lives in a trailer, with her Step Mother and her Father. You see, her father is drunk at all times, and that leads him to be very cruel to her. Whether it take the form of physical abuse, name calling, or even cruel and unusual punishments. On top of this, her mother died while giving birth to her, and her step mother is gone away at almost all hours of the day, working. Because of this, Riley has learned to be more independent than most other kids her age, learning first hand that life isn't easy. She travels about 2 miles on foot to and from school everyday to go back to the trailer, and usually takes off again for another mile to her Stepmother's place of work to escape her father. Her experience out in the real world however, does not mean she is like an adult. Since she is only 9, she still hasn't fully grasped the ideologies and concepts of most of the things in the world, and since she and her family are so poor, she is prone to stealing food or things out of desperation. This is why she looks so frail. She prefers not to wear shoes or socks, as they make it hard for her to run, which is something she enjoys a lot. Her Stepmother and her have an unbreakable bond, and she is the one who gave Riley her first cards, out of pity for her.

Personality: Riley is an optimistic gal. You would think that her having such a horrible life would make her exactly the opposite, but instead, she has been blessed with her Mother's positive outlook on things. Even when facing her Father's abuse, or even looking at things that happen to her, she always has a cheery disposition and a mental attitude that says "Everything will work out". Despite this attitude to her, she is very introverted, and doesn't make friends easily.

 

Deck: Spellbound Silence

 

Deck Info: Spellbound Silence is a deck that features the "Spellbook" spell cards and "Prophecy" monsters, made by Konami. It also boasts "Silent Magician" and "Silent Magician LV 8" as it's boss monsters. This deck can do a lot of things by the power of the spellbooks, so watch out!

 

Custom Cards: 

 

None yet, but I will be making some here soon. However, the customs I make will not be in her original decklist, they will be cards she can obtain later.

 

[spoiler=Custom Support WIP]

Spellbook of Vanity

Normal Spell

Once per turn, if you control a Spellcaster monster: you can choose a number from 1 to 8; change the Level of all Spellcaster monsters you control to the selected number. If this card is in your GY (Quick Effect): you can shuffle this card into your Deck; target 1 Spellcaster monster you control; the selected target is treated as a Tuner until the End Phase.

 

Silent Magician of Prophecy

LIGHT - Level 4 - Spellcaster/Pendulum/Effect - 1000/1000

Scale: 8

PE: Your opponent cannot activate Spell cards as long as you control a Spellcaster monster. When a "Spellbook" Spell card is activated: place 1 Spell Counter on this card. Once per turn (Quick Effect): you can remove 3 Spell Counters from this card; destroy 1 card your opponent controls.

ME: This card gains 500 ATK for each card in your hand. When this card is Summoned, you can add 1 "Prophecy" monster, "Spellbook" Spell card, or "Silent Magician" monster from your Deck or GY to you hand. You can only activate this effect of "Silent Magician of Prophecy" once per turn. If this card is destroyed, you can place it in your Pendulum Zone.

 

Summoner of Prophetic Origin

DARK - Level 7 - Spellcaster/Pendulum/Effect - 2300/1300

Scale: 2

PE: Special Summoned Spellcaster monsters you control are unaffected by your opponent's Trap Effects. Once per turn, when a Spellcaster monster is Special Summoned, you can activate 1 of the following effects:

- Draw 1 card

- Add 1 "Spellbook" Spell card or 1 "Prophecy" monster from your Deck or GY to your hand.

ME: (This card is always treated as a "Prophecy" monster.)

If you control a "Prophecy" monster, "Spellbook Star Hall", or "The Grand Spellbook Tower": you can Special Summon this card from your hand. You can target 1 "Prophecy" monster or 1 "Spellbook" Spell card in your GY; shuffle the target into the Deck, and if you do, Special Summon 1 "Prophecy" monster from your Deck, except "World of Prophecy". You can only use each effect of "Summoner of Prophetic Origin" once per turn. When this card is destroyed, you can place it in your Pendulum Zone.

 

Spellbook of Truth

Normal Spell

If you control a Spellcaster monster: you can reveal 2 "Spellbook" cards from your hand; declare 1 Card Type (Monster, Spell, or Trap): your opponent then reveals their hand, and destroys all cards of the declared type in their hand. You can only activate 1 "Spellbook of Truth" per turn.

 

[spoiler=Decklist]

1 "World of Prophecy"

1 "Silent Magician LV 8"

1 "High Priestess of Prophecy"

3 "Performage Hat Tricker"

3 "Silent Magician"

3 "Spellbook Magician of Prophecy"

3 "Temperance of Prophecy"

2 "Breaker the Magical Warrior"

2 "Acrobatic Magician"

2 "Xiangsheng Magician"

2 "Witch of the Black Rose"

2 "Frequency Magician"

 

3 "Spellbook of Knowledge"

3 "Spellbook of Power"

3 "Spellbook of Secrets"

3 "Spellbook Star Hall"

2 "Spellbook of the Master"

2 "Spellbook of Wisdom"

2 "Spellbook of Fate"

2 "The Grand Spellbook Tower"

1 "Spellbook of Eternity"

1 "Spellbook of Life"

 

3 "Solemn Strike"

1 "Magicalize Fusion"

1 "Future Fusion"

 

EXTRA DECK:

 

1 "Alchemic Magician"

1 "Crowley, the Origin of Prophecy"

1 "Tempest Magician"

1 "Quintet Magician"

1 "Akashic Magician"

1 "Summon Sorcerer"

1 "Arcanite Magician"

1 "Explosive Magician"

Misc. Info: Can't really think of anything, other than her reasoning for wanting to be in the tournament. The reason she wants to be in the tournament, is not for the glory, or the prize or anything. You see, her mother gave her these cards, with the idea behind them being that maybe it would help her make new friends. And so that is her true reasoning for participating. She'll give it her all, but to her, it doesn't matter if she wins or loses, as her goal is to have fun, and meet new people.

 

[spoiler=Irene]

User - Fearen
 
Gender - Female
 
Age - 10
 
Birthday - 9/5
 
Appearance - She's a bit taller than most of her peers and has dark brown eyes which give off an intense aura. She has shaggy black hair which is often unkempt and wild. She typically wears comfortable shorts and a t-shirt that are easy for her to move around in.
 
Home Life -Irene lives with her two older brothers and their father. She likes building decks with lots of ways to destroy the giant boss monsters her brothers throw at her.
 
Personality - Irene is quiet and serious, always seeming to be observing her surroundings intently. When she does speak, she does so directly and doesn't mince her words. This can lead to her seeming a bit standoffish and mean at times, but she genuinely does care for those she's close to.
 
Token Appearance - Irene has 3 tokens that look like shooting stars.
 
Deck - Flint Lock, a deck made of cards from an old arcade game her father liked. It focuses on equipping monsters with Flint to lock them down and destroy them.

 

[spoiler=Custom Cards]I added Flint Lock, Flint, and Flint Missile to the custom cards with updated card text.[spoiler=Monsters]Flint Lock

Light

Level 4

Machine

ATK: 1500

DEF: 800

Once per turn: You can target 1 face-up "Flint"; equip that target to this card. You can target 1 "Flint" equipped to this card and 1 other appropriate monster on the field; equip that "Flint" to that appropriate monster. While this card is equipped with "Flint", it is unaffected by "Flint" and cannot be destroyed by battle.

 

Flint Lock #2

Light

Level 4

Machine

ATK: 1500

DEF: 800

If this card is Normal or Special Summoned: You can add 1 "Flint" from your Deck to your hand. Once per turn (Quick Effect): You can target 1 face-up "Flint" and 1 appropriate monster on the field; equip that "Flint" to that appropriate monster. While this card is equipped with "Flint" it is unaffected by other card's effects.

[spoiler=Spells]Flint

Equip

The equipped monster loses 300 ATK and cannot change its Battle Position or attack. If the equipped monster is destroyed: Target 1 face-up monster on the field; equip this card to that target.

 

Flint Arm

Quick

Target 1 face-up monster on the field; Equip 1 "Flint" from your Deck or GY to that target. After this card resolves, you can shuffle it into the Deck instead of sending it to the GY.

 

Flint Capsule

Quick

Set 1 "Flint" Quick-Play Spell Card from your Deck to your Spell & Trap Card Zone. After this card resolves, you can shuffle it into the Deck instead of sending it to the GY.

 

Flint Laser

Quick

If you control a face-up "Flint Lock" monster equipped with "Flint", banish 1 card on the field. After this card resolves, you can shuffle it into the Deck instead of sending it to the GY.

 

Flint Missile

Quick

Destroy 1 monster equipped with "Flint". After this card resolves, you can shuffle it into the Deck instead of sending it to the GY.

 

Player 2 - Start!

Normal

If you control a face up "Flint Lock", Special Summon "Flint Lock #2" from your Deck or GY.

 

Planet E-Square

Field

The effects of monsters equipped with Equip Cards are negated, except "Flint Lock" monsters. Monsters equipped with "Flint" cannot be tributed and cannot be used as a Fusion, Synchro, Xyz, or Link Material for a Summon. If a Spell or Trap Card(s) you control would be destroyed by a card effect, you can shuffle 1 card from your hand into the Deck instead.

[spoiler=Traps]Charge the Enemy!

Continuous

When this card is activated: You can Special Summon 1 "Flint Lock" monster from your Deck or GY. Once per turn, during the End Phase: You can draw 1 card for each "Flint" Quick-Play Spell Card with a different name that you activated this turn.

 

Speed Up!

Continuous

Once per turn: You can target 1 "Flint Lock" monster in your GY; Special Summon it. Once per turn: You can shuffle 1 "Flint" from your GY or face-up on your side of the field into the Deck; Set 1 "Flint" Quick-Play Spell Card from your Deck to your Spell & Trap Card Zone. That Set card can be activated during this turn.

 

 

 

[spoiler=Deck List]3 Flint Lock

3 Flint Lock #2

1 Honest

 

3 Flint

3 Flint Arm

3 Flint Capsule

3 Flint Laser

3 Flint Missile

3 Planet E-Square

2 Player 2 - Start!

2 Terraforming

1 Galaxy Cyclone

1 Mystical Space Typhoon

1 Limiter Removal

1 Iron Draw

1 Iron Call

 

3 Charge the Enemy!

3 Speed Up!

 

 

Misc. Information - Irene is intense when she duels as she is most times. Her deck doesn't yet have a boss monster and focuses on whittling enemies down with her "Flint Lock" monsters.

 

Flint Shot - The ability of her Flint Locks to launch Flint

Shadow Laser - When she uses Flint Laser

 

Duel Theme - https://www.youtube.com/watch?v=1xr6HctqK6g

 

 

 

[spoiler=Application

Name

Gender

Age - limited to 9 & 10 (keep in mind you can only claim a birthday duel if your character starts at 9)

Birthday - day/month

Appearance - image or description

Home Life - due to the lighter tone or the RP, young characters, and similar situation most characters are in (that of fourth grade kids in the same class) Backstory has been replaced with Home Life, put any relevant Background info here.

Personality

Token Appearance - optional

Deck - a deck name (kids like to give things "cool" names don't they?), a summary of it's strategy, and custom cards in spoiler if any.

Misc. Information - E.g. theme music, favorite cards, monster attack and effect names, summoning chants, anything else interesting

 

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I haven't worked out all the details yet but I thought it might be a fun (and most likely short) idea to do a yugioh RP set in an elementary school where all the kids in a class have their own little duel monsters tournament, no real stakes or anything, just a bunch of kids enjoying a game. Who knows, if it goes well I might do a second arc of a school wide tournament set up by the principle or something, anyway thoughts? I just wanted something light and fun.

It's not fun or intriguing enough to warrant people wanting to join. Maybe provide more information.

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It's not fun or intriguing enough to warrant people wanting to join. Maybe provide more information.

speak for yourself mate.

 

Having said that, more information would be much appreciated. And perhaps a clarification as to why elementary school specifically? Is it to differentiate the RP from Skies, which takes place in a high school? In that case, why not a college?

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speak for yourself mate.

He did not presented the RP in a manner that would intrigue or raise curiosity that would get people want to join. He has to paint to world, the adventure, the mystery and etc. of the RP. He can most certainly try again.

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He did not presented the RP in a manner that would intrigue or raise curiosity that would get people want to join. He has to paint to world, the adventure, the mystery and etc. of the RP. He can most certainly try again.

That's not for you to decide tbh.

 

Interest Checks are meant to be short to get a feel for what people would want. Then it turns into the OOC which provides more information.

 

The purpose of this thread is to determine if the basic premise is something people would enjoy. And they can certainly just answer any additional questions someone would have.

 

Anyway, I do think a more casual and light tone for a YGO RP could be something that the site is lacking atm

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speak for yourself mate.

 

Having said that, more information would be much appreciated. And perhaps a clarification as to why elementary school specifically? Is it to differentiate the RP from Skies, which takes place in a high school? In that case, why not a college?

I just went with elementary as a first thought, due to the low stakes environment I'm going for the highest I'd be willing to go would be maybe 7th or 8th grade and that's a big maybe, the point over all is just to be some kids how like duel monsters having their own little tournament, if the novelty wears off I could always introduce an actual threat later on. I guess if elementary age kids are to limiting I could raise the age limit to the previously mentioned middle school range

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Question: are we in America or Japan?

Japanica, that is to say it doesn't matter out of universe because it (most likely) wouldn't matter in universe to the characters. I could change the city name if you'd like, it's more just a place holder anyway

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here's the draft of the OOC, please mention any issues you find

Ok, few questions.

 

1. Given the low-level stakes and the age of the duelists, am I correct in assuming that the ceiling and plays of the deck should be appropriately simple? (e.g. summon/set one or two monsters, set a card, pass, as an excellent turn one?)

 

2. The six weeks of tournament are in-game right? Exactly from which day/month to which day/month would be the tournament?

 

3. The outcome of the duels is decided by pure rp, or something else?

 

4. Lastly, personal opinion, I think it would be better to increase the starting tokens from two to three.

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Ok, few questions.

 

1. Given the low-level stakes and the age of the duelists, am I correct in assuming that the ceiling and plays of the deck should be appropriately simple? (e.g. summon/set one or two monsters, set a card, pass, as an excellent turn one?)

 

2. The six weeks of tournament are in-game right? Exactly from which day/month to which day/month would be the tournament?

 

3. The outcome of the duels is decided by pure rp, or something else?

 

4. Lastly, personal opinion, I think it would be better to increase the starting tokens from two to three.

some of these were sort of going to be addressed once the final OOC is ready (almost done btw) but I'll answer  to the best of my ability at the moment

1 while i don't want you to hold yourself back yes, simple strategies would align with your character better, this doesn't necessarily mean simple plays though

2 the time limit is in universe and will be kept track of on a "calander" of sorts in the OOC, I will announce the start of a new week on the IC thread with a chapter title though

3 that's up to the participants unless facing an NPC, in which case, unless I tell you how i want it to go for story purposes, it'll be post by post

4 duly noted, tokens can easily be changed to three in the final version

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and the OOC is up, new features include the tournament calander and a list of NPC's you might encounter, and a list of usable custom sub-types

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Ok, so here's the app.

 

[spoiler=An energetic girl]

Name: Rhea Granduchi

Gender: Female

Age: 10

Birthday: 25 August

[spoiler= Appearance]

xCR1DmC.jpg

 

 

Home Life: Rhea is an only child, and because of this eagerly awaits the moments she can spend playing with the other kids. Her parents a encourage her to keep contact with the others and for this purpose helped her buy the cards of her deck, but are a bit worried that she may get too competitive.

Personality: The living embodiment of headbutting a problem until it gives up (the head or the problem), Rhea is an energetic girl that willfully ignores the meaning of "giving up" At best she will turn around and attack from another angle, and for this reason even if always enthusiastic she can be a bit overwhelming at times. She welcomed the tournament with trepidation, never the class had such a big event, and it's the occasion to prove once and for all that she's the best!

Token Appearance: A grey seed with green lines.

[spoiler=Deck: Invincible Green Dragon]

Rhea uses a Deck focused on Metallarboreous-Type monsters.When she first went on and bought a Duel Monster booster, she choosed the one with the image of a dragon on it, because of course she did, and remained greatly disappointed when she didn't pull a single dragon from it. After asking for advice to her relative Nereo that had come to visit, he decided to buy her one of each booster pack type and let her choose. After many unfruitful openings, she found a white, shining card with a green dragon on it! Yes, the card text said it wasn't a dragon, but that was of secondary importance for Rhea. So she started to collect as many cards of the same type as possible to make Deck with the dragon in, creating her metallarboreous Deck.

Metallarboreous is a type of monster and its members are seemingly unrelated to each other, they may be animals, tools or mythological beings, but all their artworks seems to be a mix between living plants and metallic machines. The type can be roughly divided in "seeds", groups of few cards, usually united by a theme and/or attribute, that work well together and can eventually interact with the other metallarboreous monsters, usually with the goal of summoning the seed-specific extra deck monster. The monsters have usually very good stats and straightforward but practical effects, and the deck in general is filled with battle-oriented effects and simple protection-removal options.

[spoiler=Custom cards]

[spoiler=Monsters]

Mechanical Sparrow

WIND - level 3

Metallarboreous/Effect

When this card is Summoned: Discard up to 2 card(s) from your hand, then Special summon from your Deck and/or GY any number of "Mechanical Sparrow" up to the number of card(s) discarded, and for the rest of this turn you cannot Summon monsters except Metallarboreous-type monsters.

ATK 300 / DEF 400

 

Scyther #1

DARK - level 4

Metallarboreous/Effect

If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card inflicts battle damage to your opponent: change it to Defense Position, then you can add 1 Metallarboreous-Type "Scyther" monster from your Deck to your hand.

ATK 1900 / DEF 0

 

Scyther #2

DARK - level 4

Metallarboreous/Effect

During either player's turn, if you control "Scyther #1", you can Special Summon this card (from your hand) but its effects are negated. You can Special Summon "Scyther #2" this way only once per turn. Once per turn you can: Special Summon 1 "Scyther #1" from your Deck, then have this card lose 1000 ATK, also you cannot Summon monsters for the rest of this turn except Metallarboreous-Type monsters.

ATK 1900 / DEF 0

 

Scyther #3

DARK - level 6

Metallarboreous/Effect

Halve this card ATK and DEF if you Tribute Summoned it using a non Metallarboreous-Type "Scyther" monster. During either player's turn: you can send this card from your hand or field to the GY; Apply 1 of the following effects.

  • Add 1 Metallarboreous-Type monster from your Deck to your hand, Except "Scyther #3".
  • Increase the ATK and DEF of 1 Metallarboreous-Type monster you control by 500.
You can use this effect of "Scyther #3" by sending it from the hand to the GY only once per duel.

ATK 2500 / DEF 2500

 

Multipurpose Joint "M"

FIRE - level 3

Metallarboreous/Effect

If this card is Normal Summoned: You can add 1 level 4 ""M"" monster from your Deck to your hand. Once per turn: You can Special Summon 1 level 4 ""M"" monster from your hand. You can use each effect of "Multipurpose Joint "M"" only once per turn.

ATK 1000 / DEF 1000

 

Woodhammer "M"

FIRE - level 4

Metallarboreous/Effect

If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card inflicts battle damage to your opponent: change it to Defense Position, then you can add 1 ""M"" monster from your GY to your hand.

ATK 2000 / DEF 100

 

Woodanvil "M"

FIRE - level 4

Metallarboreous/Effect

If this card is Normal Summoned: Switch it to Defense Position. Your opponent cannot target Metallarboreous-Type monsters you control with card effects, except "Woodanvil "M"". During your opponent's Battle Phase, all of your opponent's monsters must attack this card if able.

ATK 100 / DEF 2300

 

Woodnail "M"

FIRE - level 4

Metallarboreous/Effect

If you control another ""M"" monster except "Woodnail "M"", you can either: Special Summon this card from your hand or GY OR (if this card is in your GY) Special Summon 1 other ""M"" monster from your hand. When the card Summoned by this effect would be sent to the GY, banish it instead. You can use this effect of "Woodnail "M"" only once per turn.

ATK 1400 / DEF 1400

 

Leaf Dragon

EARTH - level 4

Metallarboreous/Tuner/Effect

This card can attack your opponent directly. When this card attacks your opponent directly any Battle Damage it inflicts to your opponent is halved.

ATK 1800 / DEF 100

 

Willow Knife

EARTH - level 4

Metallarboreous/Union/Effect

Once per turn, you can either: Target 1 Metallarboreous-Type monster you control; equip this card (from your hand or field) to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 700 ATK and DEF, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead . If this card is sent to the GY while equipped to a monster: You can banish it; add 1 other Metallarboreous-Type monster from your GY to your hand except "Willow Knife".

ATK 1400 / DEF 1400

 

Forest Krakenwolf

EARTH - level 4

Metallarboreous/Tuner/Effect

If this card is Normal Summoned: You can tribute this card, then Special Summon 1 level 4 or lower Metallarboreous-Type monster from your Deck. If this card is Special Summoned: You can target 1 Spell/Trap card on the field; Destroy it, then inflict 400 damage to your opponent.

ATK 1400 / DEF 1600

 

Scyllatree

WATER - level 4

Metallarboreous/Effect

If this card is Normal Summoned: You can discard 1 card, then add 1 "Charybdisplate" from your Deck to your hand. This card cannot attack dirrectly unless you control another Metallarboreous-Type monster

ATK 2100 / DEF 0

 

Charybdisplate

WATER - level 4

Metallarboreous/Effect

If this card is Normal Summoned: You can discard 1 card, then add 1 "Scyllatree" from your Deck to your hand, then change this card to defense position. Once per turn, this card cannot be destroyed by battle.

ATK 0 / DEF 2100

[spoiler=Extra Deck monsters]

Ligneous and Forged - Symplegades Rocks

WATER - level 9

Metallarboreous/Fusion/Effect

"Scyllatree" + "Charybdisplate"

Must be Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization") and discarding 1 card from your hand, and cannot be Special Summoned by other ways. Once per turn you can Tribute this card: destroy all cards on the field.

ATK 3500 / DEF 3500

 

Liana Dragon

EARTH - level 8

Metallarboreous/Synchro/Effect

"Leaf Dragon" + "1 or more non-Tuner Metallarboreous-Type monsters"

You can Tribute this card and target 1 face-up card on the field; apply 1 of the following effects, depending on the type of card targeted.

  • Spell/Trap: Negate that card's effects until the end of this turn.
  • Monster: Have that monster lose ATK and DEF exactly equal to this card ATK and DEF respectively, until the end of this turn.
During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.

ATK 3200 / DEF 2000

 

Mega-Woodhammer "M"

FIRE - level 7

Metallarboreous/Fusion/Effect

"Multipurpose Joint "M"" + "Woodhammer "M""

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). If this card attacks, negate your opponent's cards effects until the end of the Damage Step.

ATK 3000 / DEF 2000

 

Super-Woodanvil "M"

FIRE - level 7

Metallarboreous/Fusion/Effect

"Multipurpose Joint "M"" + "Woodanvil "M""

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). This fusion Summoned card cannot be targeted by your opponent's Spell/Trap card effect. Once per turn, during your opponent's Main Phase 1, you can target one of your opponent's monster(s): This turn the targeted monster is changed in attack position, also it must attack this card if able.

ATK 2000 / DEF 3500

 

Giga-Woodnail "M"

FIRE - level 7

Metallarboreous/Fusion/Effect

"Multipurpose Joint "M"" + "Woodnail "M""

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). During either player's turn (except during the damage step) you can: Change this face-up card battle position. Once per turn, during either player's turn: You can target 1 Metallarborous-Type monster you control; move that target to another of your Main Monster Zones.

ATK 2500 / DEF 2500

 

Scyther King

DARK - level 7

Metallarboreous/Fusion/Effect

"Scyther #1" + "Scyther #2"

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). This Fusion Summoned card is unaffected by the effects of your opponent's monsters with ATK less than or equal to this card. If this card attacked an opponent's monster, after damage calculation: Banish that opponent's monster.

ATK 2800 / DEF 1800

 

Mechanical Eagle

WIND - level 6

Metallarboreous/Fusion/Effect

"Mechanical Sparrow" + "Mechanical Sparrow" + "Mechanical Sparrow"

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). You can target 1 monster your opponent controls and have this Fusion Summoned card lose exactly 1000 ATK; Destroy that target, then move this card to another of your Main Monster Zones. During your main phase: You can banish 1 "Mechanical Sparrow" from your GY; Special Summon this cardt that is banished or in your GY.

ATK 2600 / DEF 2300

[spoiler=Spells/Traps]

Double Dark Blade

Equip Spell

Equip Only to a Metallarboreous-Type monster: It gains 500 ATK and DEF and can make up to 2 attacks on monsters each Battle Phase. If the equipped monster would leave the field, by battle or because of an opponent's card effect: destroy this card instead. If this face-up card on the field is destroyed by another card's effect and sent to the GY: You can add 1 Metallarboreous-Type monster from your Deck to your hand.

Lymphatic Enhancer

Equip Spell

Equip Only to a Metallarboreous-Type monster: It gains 500 ATK and DEF, also negate the effects of a monster destroyed by battle with the equipped monster. If the equipped monster would be destroyed by battle or by an opponent's card effect: destroy this card instead. If this face-up card on the field is sent to the GY: You can add 1 Spell/Trap card that specifically mentions the "Metallarboreous" Type in its card text from your Deck to your hand.

 

Foundry Tree

Field Spell

Metallarboreous-Type monsters you control gains 500 ATK and DEF. When you activate this card: Place 1 "Metalseed counter" on it. Every time a Metallarboreous-Type monster is Normal Summoned: Place 1 "Metalseed couter" on this card. If this card and/or Metallarboreous-Type monster(s) you control would be destroyed by battle or card effect, you can remove 1 "Metalseed counter" for each of those card(s) instead. Once per turn: You can remove 1 "Metalseed counter" from this card; Send 1 card from your hand to the GY, then shuffle 3 Metallarboreous-Type monsters from your GY into the Deck and Draw 1 card.

 

Molten Metal Lance

Spell

Target 1 monster on the field; Destroy that target, then banish 1 Metallarboreous-Type monster friom your GY.

 

Colossal Growth

Spell

Draw 3 cards. For the rest of the turn after you activated this card you cannot add card to your hand, also you cannot Summon monsters except Metallarboreous-Type monsters. During the End Phase of the turn you activated this card: Shuffle your hand back into the Deck.

 

Metalliferous Fossil Germination

Ritual Spell

This card is used for the Ritual Summon of "Metallosaurus". Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. then Ritual Summon 1 "Metallosaurus" from your hand, Deck or GY. If you Ritual Summon from your Deck or GY the Tributed monster(s) must be Metallarboreous-Type monster(s).

 

Iron Forest's Wave

Trap

Target Spell/Trap card(s) on the field up to the number of Metallarboreous-Type monsters you control+1; Destroy those targets. If when you activated this card you did not target a number of cards exactly equal to the number of Metallarboreous-Type monsters you control+1 your opponent cannot activate the targeted card(s) in response to this card's activation.

 

Titanium Sprout

Trap

Target 1 Metallarboreous-Type monster in your GY; Special Summon that target, then, if you do, you can shuffle up to 1 banished Metallarboreous-Type monster back into your Deck.

 

Dead Seed Shield

Trap

When your opponent's monster attacks you directly, OR when an opponent's monster attacks a Metallarboreous-Type monster you control: Negate the attack, the Resolve 1 of the following effects.

  • Your opponent cannot decalre an attack for the rest of this turn.
  • Special Summon 1 "Metalseed Token" (Metallarboreous-Type/EARTH/Level 4/ATK 0/DEF0), then gain LP equal to the ATK of the attacking monster.

 

 

Misc. Information: Her favorite (and first) card of the Deck is "Liana Dragon", she will try to summon it as soon as possible, and will get mad if it eventually gets destroyed.

Rhea likes to loudly call her monsters attacks and extra deck summons, but not always remembers what she used the last time and ends up improvising. She will deny these lapses till the very end however.

She's currently searching for the ultimate boss monster of the metallarboreous Deck, a ritual monster of which she already has the ritual spell, but so rare that not even the card seller of class 104 managed to find it yet.

She's a not-so-close but not-so-far away relative of a character I used in another Yu-Gi-Oh RP, sadly dead (the RP, not he character).

Music theme: https://www.youtube.com/watch?v=WnVltopWrfY

 

 

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Ok, so here's the app.

 

[spoiler=An energetic girl]

Name: Rhea Granduchi

Gender: Female

Age: 10

Birthday: 25 August

[spoiler= Appearance]

xCR1DmC.jpg

 

 

Home Life: Rhea is an only child, and because of this eagerly awaits the moments she can spend playing with the other kids. Her parents a encourage her to keep contact with the others and for this purpose helped her buy the cards of her deck, but are a bit worried that she may get too competitive.

Personality: The living embodiment of headbutting a problem until it gives up (the head or the problem), Rhea is an energetic girl that willfully ignores the meaning of "giving up" At best she will turn around and attack from another angle, and for this reason even if always enthusiastic she can be a bit overwhelming at times. She welcomed the tournament with trepidation, never the class had such a big event, and it's the occasion to prove once and for all that she's the best!

Token Appearance: A grey seed with green lines.

[spoiler=Deck: Invincible Green Dragon]

Rhea uses a Deck focused on Metallarboreous-Type monsters.When she first went and bought a Yu-Gi-Oh booster, she choose the one with the image of a dragon on it, because of course she did, and remained greatly disappointed when she didn't pull a single dragon from it. After asking for advice to her relative Nereo that had come to visit, he decided to buy her one of each booster pack type and let her choose. After many unfruitful openings, she found a white, shining card with a green dragon on it! Yes, the card text said it wasn't a dragon, but that was of secondary importance for Rhea. So she started to collect as many cards of the same type as possible to make Deck with the dragon in, creating her metallarboreous Deck.

Metallarboreous is a type of monster and its members are seemingly unrelated to each other, they may be animals, tools or mythological beings, but all their artworks seems to be a mix between living plants and metallic machines. The type can be roughly divided in "seeds", groups of few cards, usually united by a theme and/or attribute, that work well together and can eventually interact with the other metallarboreous monsters, usually with the goal of summoning the seed-specific extra deck monster. The monsters have usually very good stats and straightforward but practical effects, and the deck in general is filled with battle-oriented effects and simple protection-removal options.

[spoiler=Custom cards]

[spoiler=Monsters]

Mechanical Sparrow

WIND - level 3

Metallarboreous/Effect

When this card is Summoned: Discard up to 2 card(s) from your hand, then Special summon from your Deck and/or GY any number of "Mechanical Sparrow" up to the number of card(s) discarded, and for the rest of this turn you cannot Summon monsters except Metallarboreous-type monsters.

ATK 300 / DEF 400

 

Scyther #1

DARK - level 4

Metallarboreous/Effect

If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card inflicts battle damage to your opponent: change it to Defense Position, then you can add 1 Metallarboreous-Type "Scyther" monster from your Deck to your hand.

ATK 1900 / DEF 0

 

Scyther #2

DARK - level 4

Metallarboreous/Effect

During either player's turn, if you control "Scyther #1", you can Special Summon this card (from your hand) but its effects are negated. You can Special Summon "Scyther #2" this way only once per turn. Once per turn you can: Special Summon 1 "Scyther #1" from your Deck, then have this card lose 1000 ATK, also you cannot Summon monsters for the rest of this turn except Metallarboreous-Type monsters.

ATK 1900 / DEF 0

 

Scyther #3

DARK - level 6

Metallarboreous/Effect

Halve this card ATK and DEF if you Tribute Summoned it using a non Metallarboreous-Type "Scyther" monster. During either player's turn: you can send this card from your hand or field to the GY; Apply 1 of the following effects.

  • Add 1 Metallarboreous-Type monster from your Deck to your hand, Except "Scyther #3".
  • Increase the ATK and DEF of 1 Metallarboreous-Type monster you control by 500.
You can use this effect of "Scyther #3" by sending it from the hand to the GY only once per duel.

ATK 2500 / DEF 2500

 

Multipurpose Joint "M"

FIRE - level 3

Metallarboreous/Effect

If this card is Normal Summoned: You can add 1 level 4 ""M"" monster from your Deck to your hand. Once per turn: You can Special Summon 1 level 4 ""M"" monster from your hand. You can use each effect of "Multipurpose Joint "M"" only once per turn.

ATK 1000 / DEF 1000

 

Woodhammer "M"

FIRE - level 4

Metallarboreous/Effect

If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card inflicts battle damage to your opponent: change it to Defense Position, then you can add 1 ""M"" monster from your GY to your hand.

ATK 2000 / DEF 100

 

Woodanvil "M"

FIRE - level 4

Metallarboreous/Effect

If this card is Normal Summoned: Switch it to Defense Position. Your opponent cannot target Metallarboreous-Type monsters you control with card effects, except "Woodanvil "M"". During your opponent's Battle Phase, all of your opponent's monsters must attack this card if able.

ATK 100 / DEF 2300

 

Woodnail "M"

FIRE - level 4

Metallarboreous/Effect

If you control another ""M"" monster except "Woodnail "M"", you can either: Special Summon this card from your hand or GY OR (if this card is in your GY) Special Summon 1 other ""M"" monster from your hand. When the card Summoned by this effect would be sent to the GY, banish it instead. You can use this effect of "Woodnail "M"" only once per turn.

ATK 1400 / DEF 1400

 

Leaf Dragon

EARTH - level 4

Metallarboreous/Tuner/Effect

This card can attack your opponent directly. When this card attacks your opponent directly any Battle Damage it inflicts to your opponent is halved.

ATK 1800 / DEF 100

 

Willow Knife

EARTH - level 4

Metallarboreous/Union/Effect

Once per turn, you can either: Target 1 Metallarboreous-Type monster you control; equip this card (from your hand or field) to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 700 ATK and DEF, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead . If this card is sent to the GY while equipped to a monster: You can banish it; add 1 other Metallarboreous-Type monster from your GY to your hand except "Willow Knife".

ATK 1400 / DEF 1400

 

Forest Krakenwolf

EARTH - level 4

Metallarboreous/Tuner/Effect

If this card is Normal Summoned: You can tribute this card, then Special Summon 1 level 4 or lower Metallarboreous-Type monster from your Deck. If this card is Special Summoned: You can target 1 Spell/Trap card on the field; Destroy it, then inflict 400 damage to your opponent.

ATK 1400 / DEF 1600

 

Scyllatree

WATER - level 4

Metallarboreous/Effect

If this card is Normal Summoned: You can discard 1 card, then add 1 "Charybdisplate" from your Deck to your hand. This card cannot attack dirrectly unless you control another Metallarboreous-Type monster

ATK 2100 / DEF 0

 

Charybdisplate

WATER - level 4

Metallarboreous/Effect

If this card is Normal Summoned: You can discard 1 card, then add 1 "Scyllatree" from your Deck to your hand, then change this card to defense position. Once per turn, this card cannot be destroyed by battle.

ATK 0 / DEF 2100

[spoiler=Extra Deck monsters]

Ligneous and Forged - Symplegades Rocks

WATER - level 9

Metallarboreous/Fusion/Effect

"Scyllatree" + "Charybdisplate"

Must be Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization") and discarding 1 card from your hand, and cannot be Special Summoned by other ways. Once per turn you can Tribute this card: destroy all cards on the field.

ATK 3500 / DEF 3500

 

Liana Dragon

EARTH - level 8

Metallarboreous/Synchro/Effect

"Leaf Dragon" + "1 or more non-Tuner Metallarboreous-Type monsters"

You can Tribute this card and target 1 face-up card on the field; apply 1 of the following effects, depending on the type of card targeted.

  • Spell/Trap: Negate that card's effects until the end of this turn.
  • Monster: Have that monster lose ATK and DEF exactly equal to this card ATK and DEF respectively, until the end of this turn.
During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.

ATK 3200 / DEF 2000

 

Mega-Woodhammer "M"

FIRE - level 7

Metallarboreous/Fusion/Effect

"Multipurpose Joint "M"" + "Woodhammer "M""

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). If this card attacks, negate your opponent's cards effects until the end of the Damage Step.

ATK 3000 / DEF 2000

 

Super-Woodanvil "M"

FIRE - level 7

Metallarboreous/Fusion/Effect

"Multipurpose Joint "M"" + "Woodanvil "M""

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). This fusion Summoned card cannot be targeted by your opponent's Spell/Trap card effect. Once per turn, during your opponent's Main Phase 1, you can target one of your opponent's monster(s): This turn the targeted monster is changed in attack position, also it must attack this card if able.

ATK 2000 / DEF 3500

 

Giga-Woodnail "M"

FIRE - level 7

Metallarboreous/Fusion/Effect

"Multipurpose Joint "M"" + "Woodnail "M""

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). During either player's turn (except during the damage step) you can: Change this face-up card battle position. Once per turn, during either player's turn: You can target 1 Metallarborous-Type monster you control; move that target to another of your Main Monster Zones.

ATK 2500 / DEF 2500

 

Scyther King

DARK - level 7

Metallarboreous/Fusion/Effect

"Scyther #1" + "Scyther #2"

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). This Fusion Summoned card is unaffected by the effects of your opponent's monsters with ATK less than or equal to this card. If this card attacked an opponent's monster, after damage calculation: Banish that opponent's monster.

ATK 2800 / DEF 1800

 

Mechanical Eagle

WIND - level 6

Metallarboreous/Fusion/Effect

"Mechanical Sparrow" + "Mechanical Sparrow" + "Mechanical Sparrow"

Must be first Fusion Summoned by sending the above monsters you control to the GY (you do not use "Polymerization"). You can target 1 monster your opponent controls and have this Fusion Summoned card lose exactly 1000 ATK; Destroy that target, then move this card to another of your Main Monster Zones. During your main phase: You can banish 1 "Mechanical Sparrow" from your GY; Special Summon this cardt that is banished or in your GY.

ATK 2600 / DEF 2300

[spoiler=Spells/Traps]

Double Dark Blade

Equip Spell

Equip Only to a Metallarboreous-Type monster: It gains 500 ATK and DEF and can make up to 2 attacks on monsters each Battle Phase. If the equipped monster would leave the field, by battle or because of an opponent's card effect: destroy this card instead. If this face-up card on the field is destroyed by another card's effect and sent to the GY: You can add 1 Metallarboreous-Type monster from your Deck to your hand.

Lymphatic Enhancer

Equip Spell

Equip Only to a Metallarboreous-Type monster: It gains 500 ATK and DEF, also negate the effects of a monster destroyed by battle with the equipped monster. If the equipped monster would be destroyed by battle or by an opponent's card effect: destroy this card instead. If this face-up card on the field is sent to the GY: You can add 1 Spell/Trap card that specifically mentions the "Metallarboreous" Type in its card text from your Deck to your hand.

 

Foundry Tree

Field Spell

Metallarboreous-Type monsters you control gains 500 ATK and DEF. When you activate this card: Place 1 "Metalseed counter" on it. Every time a Metallarboreous-Type monster is Normal Summoned: Place 1 "Metalseed couter" on this card. If this card and/or Metallarboreous-Type monster(s) you control would be destroyed by battle or card effect, you can remove 1 "Metalseed counter" for each of those card(s) instead. Once per turn: You can remove 1 "Metalseed counter" from this card; Send 1 card from your hand to the GY, then shuffle 3 Metallarboreous-Type monsters from your GY into the Deck and Draw 1 card.

 

Molten Metal Lance

Spell

Target 1 monster on the field; Destroy that target, then banish 1 Metallarboreous-Type monster friom your GY.

 

Colossal Growth

Spell

Draw 3 cards. For the rest of the turn after you activated this card you cannot add card to your hand, also you cannot Summon monsters except Metallarboreous-Type monsters. During the End Phase of the turn you activated this card: Shuffle your hand back into the Deck.

 

Metalliferous Fossil Germination

Ritual Spell

This card is used for the Ritual Summon of "Metallosaurus". Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. then Ritual Summon 1 "Metallosaurus" from your hand, Deck or GY. If you Ritual Summon from your Deck or GY the Tributed monster(s) must be Metallarboreous-Type monster(s).

 

Iron Forest's Wave

Trap

Target Spell/Trap card(s) on the field up to the number of Metallarboreous-Type monsters you control+1; Destroy those targets. If when you activated this card you did not target a number of cards exactly equal to the number of Metallarboreous-Type monsters you control+1 your opponent cannot activate the targeted card(s) in response to this card's activation.

 

Titanium Sprout

Trap

Target 1 Metallarboreous-Type monster in your GY; Special Summon that target, then, if you do, you can shuffle up to 1 banished Metallarboreous-Type monster back into your Deck.

 

Dead Seed Shield

Trap

When your opponent's monster attacks you directly, OR when an opponent's monster attacks a Metallarboreous-Type monster you control: Negate the attack, the Resolve 1 of the following effects.

  • Your opponent cannot decalre an attack for the rest of this turn.
  • Special Summon 1 "Metalseed Token" (Metallarboreous-Type/EARTH/Level 4/ATK 0/DEF0), then gain LP equal to the ATK of the attacking monster.

 

 

Misc. Information: Her favorite (and first) card of the Deck is "Liana Dragon", she will try to summon it as soon as possible, and will get mad if it eventually gets destroyed.

Rhea likes to loudly call her monsters attacks and extra deck summons, but not always remembers what she used the last time and ends up improvising. She will deny these lapses till the very end however.

She's currently searching for the ultimate boss monster of the metallarboreous Deck, a ritual monster of which she already has the ritual spell, but so rare that not even the card seller of class 104 managed to find it yet.

She's a not-so-close but not-so-far away relative of a character I used in another Yu-Gi-Oh RP, sadly dead (the RP, not he character).

Music theme:

 

 

love that despite being a seemingly fusion focused deck it's based around a synchro card simply because she likes dragons (something I'm sure a lot of younger players did at one point in one way or another), I also appreciate giving her an existing (although somewhat trivial) relationship to one of the NPC's through wanting a card he doesn't have. Accepted although I do have a couple notes, in the Rp refer to the game as Duel Monsters please, and, less a note and more a concern, I did say master rule 4 was in effect, without a link monster i'm not sure how easily she'll get much access to her ED per duel. (granted Aster has a similar issue but with only three ED monsters who don't rely on each other, one of which has a self returning effect, I'd like to think it's not as big a deal).

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love that despite being a seemingly fusion focused deck it's based around a synchro card simply because she likes dragons (something I'm sure a lot of younger players did at one point in one way or another), I also appreciate giving her an existing (although somewhat trivial) relationship to one of the NPC's through wanting a card he doesn't have. Accepted although I do have a couple notes, in the Rp refer to the game as Duel Monsters please, and, less a note and more a concern, I did say master rule 4 was in effect, without a link monster i'm not sure how easily she'll get much access to her ED per duel. (granted Aster has a similar issue but with only three ED monsters who don't rely on each other, one of which has a self returning effect, I'd like to think it's not as big a deal).

Noted for duel monster, I will change the wording in the app as well.

For master rule 4, yes, it doesn't have links, however many of the extra deck monster can switch in the main monster zone which should mitigate that a bit, I hope. After all one can't exactly expect much deckbuilding rationality and skill from a ten-years old, yes?

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[spoiler=Jacob Tor]
Gender - Male
 
Age - 10
 
Birthday - 14 April
 
Appearance - Black kid of average height and large green eyes.  He has close-cropped black hair that always seems to stand on end.  He is often dressed up in a button-down or polo shirt and jeans.
 
Home Life - The youngest child with two older sisters, Jacob is often treated as the baby by everyone in his house except his father.  His father - a stern, straight-laced and highly successful businessman - demands excellence from all his children, so when Jacob expressed interest in Duel Monsters, his father expressed that Jacob should aim to be the best.  While Jacob's sisters do play, Jacob really only gets "practice" at school.
 
Personality - Polite and soft-spoken, Jacob is usually quite reserved, especially for a kid his age.  He gets easily frustrated when things aren't going his way and though he usually expresses this in action rather than words, he can be amusingly blunt when told to express himself.
When he plays duel monsters, though, he seems to change slightly, become even more detached.  He had started playing at a younger age than most of his classmates, but because of his father's pushes, the game lost its air of fun.  He doesn't get frustrated at a loss and instead, to most people's bemusement, he often seen smiling after a loss - before playing again and trouncing the unlucky opponent.
 
Token Appearance - Jacob has 3 tokens that are all siver circles each with a unique marking.  One has a traced red and orange fire symbol, one has a traced blue and white water droplet, and the third has a traced yellow thunderbolt.
 
Deck
[spoiler Triple Power Destruction!]
A deck focused around the underwhelming but oversupported "hybrid" type.  The "hybrid" type is more of a mechanic than a type; basically, the card is every monster type at once (as explored in the irl Monster League Battle Pack).  Because of this, they can use every powerful type-specific card (RotA, Limiter Removal, Mezuki, etc.).  Problem?  Most things of the hybrid type are Normal monsters or have effects that go -1 or more.  Jacob uses the versitility of the hybrid monsters to help summon his three big bosses.
 

[spoiler=Boss cards]
Zanathos, Patron of Thunder
LIGHT 7*
Spellcaster/Synchro/Effect
1 Thunder Tuner + 1+ non-Tuner monsters
This card is also always treated as a Thunder monster. Once per turn (Quick Effect): you can banish 1 Aqua monster from your GY and target 1 Spell/Trap on the field; negate that target's effects until the End Phase. Once per turn (Quick Effect): you can banish 1 Pyro monster from your GY and target 1 monster on the fiels; negate that target's effects, also halve that monster's ATK until the End Phase. This card gains 100 ATK and DEF for each Thunder monster in the GY.
2500/2000

Nero, the Aqua Madoor
WATER 7*
Spellcaster/Synchro/Effect
1 Aqua Tuner + 1+ non-Tuner monsters
This card is also always treated as an Aqua monster. Once per turn (Quick Effect): you can banish 1 Thunder monster from your GY; this card cannot be targeted by card effects. Once per turn (Quick Effect): you can banish 1 Pyro monster from your GY; this card cannot be destroyed by card effects. If you have an Aqua monster in the GY: This card can declare an attack while in defense position. If it does, apply its DEF for damage calculation.
2000/3000

Braisqie, the Matron of Heat
FIRE 7*
Spellcaster/Synchro/Effect
1 Pyro Tuner + 1+ non-Tuner monsters
This card is also always treated as a Pyro monster. Once per turn (Quick Effect): you can banish 1 Thunder monster from your GY and target 1 face-up monster; destroy that target. Once per turn (Quick Effect): you can banish 1 Aqua monster from your GY and target 1 Spell/Trap on the field; destroy that target. Once per turn, during the End Phase: Inflict 100 damage x the number of Pyro monsters in your GY.
2850/200

 
Misc. Information - His trio of bosses are 3 Level 7 Spellcaster Synchros that were considered garbage before the hybrid type.  Of the three, "Zanathos, Patron of Thunder" is his favorite with its shocking "Infinite Thunderbolts!" attack.  "Nero, the Aqua Madoor" is his second favorite with its cool "Absolute Zero!" move.  Finally, "Braisqie, the Matron of Heat" is his third favorite with her hot "Plasma Melting!" ability.  Besides his trio of boss monsters, his favorite card is his Secret Rare 4D-Kuriboh and its awesome power "Prism Block!".
 
Jacob has been trying to get his hands on "Sorcerer of Dark Magic" for months now.  Because his three bosses are Spellcasters and his deck can output (Hybrid) "Spellcasters" pretty easily, he always wanted to build a deck to summon the master magician.

 

 

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[spoiler=Jacob Tor (WIP)]
Gender - Male
 
Age - 10
 
Birthday - 14 April
 
Appearance - Black kid of average height and large green eyes.  He has close-cropped black hair that always seems to stand on end.  He is often dressed up in a button-down or polo shirt and jeans.
 
Home Life - The youngest child with two older sisters, Jacob is often treated as the baby by everyone in his house except his father.  His father - a stern, straight-laced and highly successful businessman - demands excellence from all his children, so when Jacob expressed interest in Duel Monsters, his father expressed that Jacob should aim to be the best.  While Jacob's sisters do play, Jacob really only gets "practice" at school.
 
Personality - Polite and solf-spoken, Jacob is usually quite reserved, especially for a kid his age.  He gets easily frustrated when things aren't going his way and though he usually expresses this in action rather than words, he can be amusingly blunt when told to express himself.
When he plays duel monsters, though, he seems to change slightly, become even more detached.  He had started playing at a younger age than most of his classmates, but because of his father's pushes, the game lost its air of fun.  He doesn't get frustrated at a loss and instead, to most people's bemusement, he often seen smiling after a loss - before playing again and trouncing the unlucky opponent.
 
Token Appearance - Jacob has 3 tokens that are all siver circles each with a unique marking.  One has a traced red and orange fire symbol, one has a traced blue and white water droplet, and the third has a traced yellow thunderbolt.
 
Deck
[spoiler Triple Power Destruction!]
A deck focused around the underwhelming but oversupported "hybrid" type.  The "hybrid" type is more of a mechanic than a type; basically, the card is every monster type at once (as explored in the irl Monster League Battle Pack).  Because of this, they can use every powerful type-specific card (RotA, Limiter Removal, Mezuki, etc.).  Problem?  Most things of the hybrid type are Normal monsters or have effects that go -1 or more.  Jacob uses the versitility of the hybrid monsters to help summon his three big bosses (a Thunder-type, an Aqua-type, and a Pyro-type that gain more powerful effects depending on how many of the other types you have)
 
Will make a post regarding his custom cards.

 
Misc. Information - E.g. theme music, favorite cards, monster attack and effect names, summoning chants, anything else interesting

 

 

 

 

Almost done.  Possibly gonna add some Misc. info and I want to make some of his custom cards and boss monsters.  May or may not finish it today.  Will make another post when finished.

 

obviously can't accept without seeing the finished app but, if I may make a suggestion, if "Hybrid" comes with a built in mechanic wouldn't it make more sense for it to be a sub-type, the closest comparison to this specifically is unions, they all have a built in effect to equip themselves to monsters but not all monsters that do that are unions, there could be monsters that are also treated as other types (i've made some myself) but they wouldn't have the "Hybrid" sub-type. obviously it's up to you and i'm not gonna reject your app for not doing it but (in my opinion at least) it could open up some interesting opportunities for "Hybrid" support cards

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obviously can't accept without seeing the finished app but, if I may make a suggestion, if "Hybrid" comes with a built in mechanic wouldn't it make more sense for it to be a sub-type, the closest comparison to this specifically is unions, they all have a built in effect to equip themselves to monsters but not all monsters that do that are unions, there could be monsters that are also treated as other types (i've made some myself) but they wouldn't have the "Hybrid" sub-type. obviously it's up to you and i'm not gonna reject your app for not doing it but (in my opinion at least) it could open up some interesting opportunities for "Hybrid" support cards

The monster being all types is the "mechanic". I think it would work better as a type rather than a sub-type because:

 

1) it saves card text space (I wouldn't have to put "this card is always treated as every type", in the card text of every card: especially since there will be a few Normal monsters) and...

2) I'd have to put a type on the card anyway which would be redundant.

 

I guess I can change it to a sub-type, but if I did, there'd be no purpose in making it a type/sub-type at all.

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