Alright, what weapon should Akemi have?

  • Let her keep the gun!

    Votes: 9 33.3%
  • Give her a sword!

    Votes: 10 37.0%
  • More Magic!

    Votes: 6 22.2%
  • Hand to Hand!

    Votes: 2 7.4%

  • Total voters
    27
  • Poll closed .
I'm confused, so is the person we're fighting seperate from the plan vote or??
Naw you can vote vote the plan and person at once. But some people just voted on a person. And the leading battle plan chosed only that, the battle plan. Wanted to let other people decide on the opponent.

Edit: Actually I think Im the only one who formated it in plan format...
Some did vote for bot Plan and person (but didnt put it in plan format) some only voted on a person and not our battle format, and some added a battle format but no target (since they apprently were gong to leave that to the rest)
 
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I'm just planning to sort by line and figure it out. If there's a tie I'll make a vote runoff.
 
Honestly to make it simple. Kirata as the opponent is in the lead with 4 votes.
The battle Plan Ship in the ninjas is in the lead with 5 votes.
And the Altry/Plunder patroll combo given as an example by kermie is at 4 votes. Everyone else is at 1 or 2.
 
Eternal Night Market - Shinjuku Connection
Man, this is what I'm yapping about
Jun is a protagonist, just that one dork who doubts himself and thus doesn't actually get his powers until he realizes that he still can kick ass.

I hope this helped to get Jun some confidence in himself, and to shake loose that mindset of him being a side character.
No Jun, you aren't a supporting role, your the Merchant of this party!
Actually, now I want to write up what Hero Virtues the main cast may have. That could be fun

And WOW, Kirata is in the lead?! Well it seems like we'll be maybe getting an awakening soon! Well... if we can actually pressure Kira enough-

Kermie, question... would Kirata join the party if she ever awakens to being a Hero?
 
So the "unmasked" bit from the oni at the start, does that mean Yokai are only in human-like forms when wearing that mask? Or can they take human-like forms outside the Market without masks? Like say, could a yokai specialized in illusion/transformation (like a kitsune) assume a human form without needing the mask?
 
So the "unmasked" bit from the oni at the start, does that mean Yokai are only in human-like forms when wearing that mask? Or can they take human-like forms outside the Market without masks? Like say, could a yokai specialized in illusion/transformation (like a kitsune) assume a human form without needing the mask?
Ahem. I was planning to explain this in more detail, but decided to nix this and save it for later for pacing. It's something Himari would know thanks to Tsukiko though.
  • The masks work as transformation things yes, and work as limiters on their "true form". Yokai that cannot naturally transform (Oni, Karakasa) use them often. Outside of the Market, the masks usually shrink, becoming something like a bracelet or an earring. I won't tell you who they're made by, though.
  • The masks are also sort of a fashion statement among younger generation (2030 or later) Yokai. That's why Aoki had the mask partially on his face even though he really didn't need to.
  • Kitsune are a minority among the yokai, and do not need the masks thanks to their top tier illusions and cunning. They still have them as the aforementioned fashion statement.
 
Ahem. I was planning to explain this in more detail, but decided to nix this and save it for later for pacing. It's something Himari would know thanks to Tsukiko though.
  • The masks work as transformation things yes, and work as limiters on their "true form". Yokai that cannot naturally transform (Oni, Karakasa) use them often. Outside of the Market, the masks usually shrink, becoming something like a bracelet or an earring. I won't tell you who they're made by, though.
  • The masks are also sort of a fashion statement among younger generation (2030 or later) Yokai. That's why Aoki had the mask partially on his face even though he really didn't need to.
  • Kitsune are a minority among the yokai, and do not need the masks thanks to their top tier illusions and cunning. They still have them as the aforementioned fashion statement.
All good things to know! I guess one of the Yokai in the omake I'm working on will need to add a shrunken mask to their attire, as they were born mid-to-late 2020s.
 
Omake: Perhaps for Your Best Friend, or Maybe Justice (Pt 4) New
Perhaps for Your Best Friend, or Maybe Justice (Pt 4)

The first thing you felt was the strange, suffusing light. Warm. Not burning, like you know too well of Eva Ray exposure. An embrace, instead of a vice-grip you had to fight. Greaves, vambraces, pauldron, faulds, breastplate, all of a strange iron, that shone like gold. Curiously heavy. Beautifully light. The feeling of flame and breaking chains in every design choice, as if the Sun, bearing her most vicious blessing, had descended.

All of this, beneath a helmet of that same red-gold iron, in the shape of a snarling fox.

For those outside, it was but a moment, a flash as halos appear above and below, and meet at your neck.

The ring of light lifts to your brow, and seemed to want to form a circlet as a final touch.

With an effort of will, instead, you shatter it. "I don't want a crown."

You are Torioi Mei, and you are facing odds that seem impossible. You've fought messed opponents, but only with help, and only by defeating them in detail. There's ten here and probably more in the wings.

But then, doing something like this-- becoming a lady knight, of any sort-- that would never have happened in your wildest imaginings. Not once you entered high school, anyway.

With an ease born mostly of strength, you begin to face the first of what seem to be many, many assailants. At least ten. One hulking beast with claws and crosses marked at the back of the hands; one a sort of black lizard; one towards the back like a pirate with a barely man-portable cannon. And the various goons to match. Really, at this point, your main hope is that someone knows what they're doing and will show up to help you.

While you're wishing, you'd like to be free. "... For all you trash-- I, alone, will be enough."

You hope you're right, because you swear you hear an old man laughing along with Asura-chan.

Objective: Hold out as long as possible. This mission ends when Mei hits health 0 or Stress 0, half the Umbra forces are defeated, or three rounds pass.
????? Initiative: ????+???? weak hit. Mei chooses to begin In Control rather than take 10 Awakening. Wait, What?

In Control
Allows access to better maneuvers, and improves every single one of Mei's combat rolls. Dispels and replaces In a Bad Spot. When Mei does a full-damage hit or is completely missed, regain In Control.

In a Bad Spot
When Mei loses control of the brawl, she can only react to her opponents and must struggle to regain control. When Mei completely misses an opponent, or if she takes a critical hit, Mei becomes In A Bad Spot. Dispels and replaces In Control. In general, makes her turns a little worse-- techniques cost more, DCs are higher, and she'll be locked out of her best techniques.

Perk: Momentum
Mei may take damage to her Awakening score instead of Health, at a rate of 3 Awakening for 2 Health.
Perk: Endure
When Mei takes damage to her Health, she may opt to roll +Physical or +Health after damage, whichever is greater, vs DC 50. On success, she gains 10 Awakening and becomes In Control. On an exceptional success or crit, she regains half the damage taken in addition to 10 awakening and gaining In Control.
Perk: Party LINE
Once per her action, Mei may, as a reaction on an Enemy action, take damage for any ally in Close Range. If she does, it does no damage to her ally and she takes half the damage they would have.
Perk: Burn Momentum
Mei may, for any roll, spend all of her current Awakening to ignore a DC of up to her current Awakening score and replace it with a critical hit. This resets her Awakening to 0 before she gains Awakening from other rules or effects.
Special Ability: Armor-Piercing Blow
On her action, Mei may spend 20 Awakening to improve the result of any attack check by 20 before she rolls. If she does, the attack ignores Resistance.

Despite everything, you don't use Chainbreaker as a bat. It's not a good shape for that. You use your forearm and hand to try and get a good idea of its spacing. No stab in the back, no making the shadows your friend-- not this time.

You have to keep these others safe.

You feel the sword bite through the flesh of the first Shade. It's not down, because nothing can be easy for you, can it? Well. Fine then.

You spot the guns coming out from long range. Obviously, your sword can't reach them yet, but... There's something in your vambrace!

You nod and extend your hand, and three chains with anchors snake out to wrap around them. You pull, feeling the resistance in their shoes even as you turn back to kick the Shade in the stomach.

Can't hold them long, sis, think of something fast--

If everything else hadn't started a flurry of action to get away, the Umbra guns deciding to use the Night Market as a backstop certainly did. "No--!"

You spread your free palm, and a shield of light emerges. You feel the bullets strike, and you wince, but if anything, you only get angrier.

And that's when the Shade came back to get its own, swinging wildly at you.

You and Asura-chan realize the Shade is overextended long before it does. "IPPON!" You grab hold of its wrist, get a fist full of its neck, and in a perfect over-the-shoulder throw, nail one of the advancing Umbra barehand fighters, sending them both to the stone floor. "SEOI NAGE!"

Dork.

No time to finish, there's too many other opponents. One of the sword-users advanced and struck-- Skilled blow!-- But then the black lizard monster spoke.

"GET OUT OF MY WAY!" This is the only warning anyone got before a stream of flames covered the market turned battlefield, and while the fist-users were relatively safe, being on the ground, the swordsmen were between the lizard and you.

Really, if it wasn't for the claw monster sitting up just in time to get absolutely roasted, you'd probably be burnt alive by now.

Teamwork... is... Not their strong suit, these monsters.

You shook your head in agreement.

"IDIOT! WHAT ARE YOU DOING!?" comes the shout from the guy in back, and you decide to at least deal with the hand-to-hand fighters first. The last thing you needed was two people doing 'you hold I hit' while the 'I hit' are those two things.

Slashing the Umbra Fists aside is easy.

Too easy, you realize, as a loud CRACK! rings out, and something breaks your helmet and takes a bite out of your cheek. A sniper!?

The cannoneer doesn't aim for you, but rather the stalls, some of which explode with a VERY satisfying sound of pyrotechnics and splintering wood.

It's at this moment that a-- a magical girl? And a Kikaider!?-- arrive, and the remaining Shades decide to make good their escape.

Your ears still ringing, numb to what anyone else is saying, you ask, "Let's... Get these fires put out."

They stare at you like you're crazy. "You should rest."

It's not the first time you've ever been terrified. But one thing's for sure, as your armor dissolves-- Nothing from here on out is going to be easy.

So what else is new?

Mei begins. Mei is In Control.
Mei Health: ????+??????/2; 40/40.
There are ten opponents Mei can see right now: three Shades, three Umbra Guns, two Umbra Fists, two Umbra Swords. Mei has six turns this round.
Mei goes on 20, 18, 15, 12, 9, 6 (Forced).
Opponents roll initiative: 14, 12, 12, 12, 8, 8. I SWEAR I didn't doctor this...
Order of Battle:
Mei (20)
Mei (18)
Mei (15)
Umbra Guns (14)
Bialagnia (12)
Mei (12)
Umbra Swords (12)
Herpetophobia (12)
Mei (9)
Umbra Fists (8)
Kleptophobia (8)
Mei (6)

Turn 1
Mei attacks Bialagnia with Basic Attack! (DC 45) ???? + ???? + 10 (Makai Knight) + 10 (In Control) = STRONG HIT. Shade 1 takes 3d6=11 +4 = 15 Physical Slashing damage, 60/75. Mei remains In Control. Mei gains 15 Awakening! (15)
Mei attacks Umbra Guns with Chains of Fate! (dc 50) ???? + ???? + 10 (In Control) = weak hit. 2d4 = 2/2= 1 Physical damage to each Umbra Gun. Umbra Guns are Bound! Umbra Guns are Pulled into Medium Range! 2 uses of Chains of Fate remaining. Mei gains 10 Awakening! (25)
Mei attacks Bialagnia with Basic Attack! (DC 50) ???? + ???? +10 (In Control) = STRONG HIT. Shade 1 takes 3d6 (11) +2 = 13 damage, 47/75. Mei gains 15 Awakening! (50)
Umbra Guns attempt to break free! Physical Save vs. 45: 96! Critical! Umbra Guns get an extra action!
Umbra Guns fire on Mei! (DC70) 55+10 (massed fire) miss
Collateral Damage! (DC 55) 85+10 (massed fire) Hit!
2d10+4 = 11 +4 = 15.
Mei Activates Party LINE! 7 damage incoming!
Mei Activates Momentum! -6 Awakening (44)! 3 Damage! 37/40!
Mei Activates Endure! (DC 60) 89+37= 100! Excellent Success! Mei gains 2 Health, 39/40. Mei remains In Control. Mei gains 10 Awakening! (54)
Bialagnia attacks! (DC55) 11, miss!
Mei uses Counter Throw on Bialagnia! (DC65) ????+????+10 (Makai Knight) +10 (In Control)= 129 STRONG HIT
3d10 (16)+6 = 22 Physical Crushing Damage, 25/75! Bialagnia is thrown into another opponent in Close range! 1d10 = 5 Crushing damage to both Bialagnia (20/75) and Umbra Fists (15/20)! Bialagnia is knocked prone!
Physical Save, DC 60: 26+15 = 41. Umbra Fist A is knocked prone!
Umbra swords advance from Mid range to Close.
Herpetophobia used Flame Breath! Mei and everyone between her and Herpetophobia makes a DC 60 Physical save to evade the flames! ... which is everyone but the Umbra Guns and Kleptophobia. Whoops.
Mei's Physical save (DC 60): ???+25+10 (In Control) weak hit.
Umbra Swords Physical save (DC 60): 11+15-5 (mass unit) failure
Umbra Fists Physical save (DC 60): 69+15-5 (Mass unit) Pass!
Bialagnia Physical Save (DC 60): 2+20+5 (prone). Critical Fail.
3d10= 20. Mei takes half that. 27/40. Umbra Swords take the full damage! Umbra Swords are down! Bialagnia would be toast without crit failing, Bialagnia is down!
Mei activates Endure! (DC60): 64+???? Exceptional Success! Mei recovers 5 damage, 32/40! Mei gains 10 Awakening. (64)
Mei uses Basic Attack on Umbra Fists! (DC 45) ????+30+10 (In Control) = 119 STRONG HIT.
3d6 = 11 +7 = 17 Slashing! Umbra Fists are down. Mei gains 15 Awakening! (79)
???? uses Clear Shot. (DC 60) 71 + 35 +10 (set and aimed) = 116 HIT!
4d12 = 28 + 5 = 33 damage incoming!
Mei activates Momentum! Mei spends 30 Awakening! 33-20 = 13 Damage! 19/40. Mei is Bloodied. (49)
Kleptophobia uses Cannon Barrage against the Stalls! Lots of collateral damage happens!
????? Arrives!
????? Arrives!
???? and ?????? realize there's a third goddamned Hero here, and, aggravated, decide to break off... For now.


.... Hm. Those Abilities need adjusting to be weaker, probably, but their main objective-- doing a lot of damage to the Market and reminding people who's in charge? Definitely successful.

Also, watch GARO. It's good stuff.
 
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Well in preparation of the vote being called and in case I'm not around by that time due to time zones IM going to just let my EP stash free to use in case we need it. Lets go Rei and Kirata, maybe next time we will get the chance to fight Yuki or Takeshi. Plunder and Ninjas HO!!!
Additionally, one more omake for the road, and yes Sora you don't have to ask Konami for updates, you are getting your card. Hopefully my creative liberties for their effects stick the landing.
 
Omake:Yugioh: Eclipsed Magicks Pack New

Yugioh: Eclipsed Magicks Pack
By SolarGemX​

Back because of popular demand and a genuine wonder, Prepare to amaze your opponents with potent spell craft and more in the newest pack to be revealed by the fathers of duel Monsters, Konami! This newest pack includes a variety of cards pertaining to the Archmage archetype, and news of a new set of cards pertaining to some of the newest characters seen in some canon OVA's of the show! My name is Sol Crystel, and I welcome you to the newest instalment of Yugioh card viewing! Today I'm with main actors Jun Akimitsu and Himari Kuromi as we unveil the newest set of cards coming into rotation. It's a pleasure to have you here.

Jun: The pleasure is all ours, although I'm surprised, we were brought here and not one of the Archmages. Especially since they will be the featured cards in this set, I know at least Sora was starting to wonder where his card was.

Himari: Nice to be here, and yeah, he was. Sadly, the latest episode of the show got a bit delayed due to some internal logistics. So they had to miss the preview.


Meanwhile in the Writing Room:

Writer A: We are fighting Kirata!
Writer B: No we are Fighting Sora!
Writer C: No lets Fight Akasuki!
Writer D: Could we fight Yuki or Takeshi?

Everyone else: NO!

Ok… lets leave those guys alone…
OH SHIT THEY'RE GRABBING A CHAIR!

*BEEP*

Himari: Yeah… tough break, but at the very least they are getting something new, they will need to see the video later.

Ah… I see. Well that's understandable. Before we begin lets talk for a bit. If I'm understanding this right, the next pack set will have a focus on some generic spell cards that have been previously released for filler, cards like book of moon or Book of Sun and Luna. While having some cards based on the Archmages and on characters that appeared during the Jun and Himari's Bizarre Adventure OVA, correct? How do you both feel about being the leads in an OVA?

Jun: That's correct, the cards that we will be seeing today are based on the missing Archmages, one field spell that will hopefully be used as the basis for new cards in the future and cards base on the Obara siblings and their transformed states. As for the OVA…If I'm being honest, I was genuinely surprised when Director Kermie said they were going to make an OVA that would touch upon some of the hidden mystical aspects of the world, and that they wanted Himari and I as the main characters that would lead to the explanation.

Himari: Yeah, It was honestly surprising, but I really had a lot of fun, and the CGI used to animate the Yokai of the Night Market were incredible. It looked sort of weird to talk to thin air, but once everything was set and done? It was looked extremely cool; those animators are making sure to earn their pay checks.

That's good to hear! Now before we see the newest set of cards, why don't we remember our viewers about the original Archmage cards that have appeared up to now. First, we have:

Kirata Kuromi: Archmage of Autumn
Level 8, Wind
[Spellcaster/Effect]​

If this card is normal or special summoned, you can add one spell card from your deck or graveyard to your hand, or send a spell card from your deck to the GY. If this card is in the GY, you can banish one "Archmage" card in your GY, and if you do, special summon this monster to your side of the field. This card gains 100 ATK/DEF points for each spell card the controllers GY.

You can only activate each effect of "Kirata Kuromi: Archmage of Autumn" once per turn.
[2500 ATK/ 3000 DEF]

Who seems to have received an errata to make it more consistent with its own archetype it seems. No more mentions of "Sky Striker" ED monsters and now you just need to banish an "Archmage" Card from the GY to summon it. Oh and an Attribute change as well! No longer a light attribute, neat. And the other one was:


Archmage Silent Reunion
Spell Card​

During the main Phase, you can add 1 "Archmage" card from your deck to your hand. If this card is in your GY, you can banish 2 spell cards including "Archmage Silent Reunion" to Special Summon one "Archmage" monster in your hand to your side of the field.

You can only activate the effect of "Archmage Silent Reunion" once per turn.


… who remains unchanged. Ok with that out of the way lets see some new cards!



Kisei Sora: Archmage of Summer
Level 8, Fire
[Spellcaster/Effect]​

If this card is special summoned, you can target 1 monster in your opponent's field or GY, and if you do that, inflict damage to them equal to half of the targeted monster ATK or DEF (Whichever is higher).

If this card is in your hand: You can send 1 Level 7 or higher Spellcaster monster from your deck to the GY, then activate 1 of the Following effects:
  • Special Summon This Card.
  • Send This Card to the GY, add 1 "Archmage" Spell Card from your deck to your Hand.
You can only activate each effect of "Kisei Sora: Archmage of Summer" once per turn.
[2650 ATK/ 2800 DEF]

Oh my that's an interesting set of effects, I think I see a little bit of Magicians Soul's in there, also a burn style effect. If the "Archmage" cards find a way to special summon themselves several times that could easily close a game on their own. Hopefully, Sora likes his new card. Next is:



Bashira Akasuki: Archmage of Spring
Level 8, Earth
[Spellcaster/Effect]
[This Card is always Treated as a Plant and Aromage card]​

When your LP are Higher than your opponents, "Archmage" cards in your side of the field can't be destroyed by battle. You can only use each of the following effects of "Bashira Akasuki: Archmage of Spring" once per turn.
  • If this card is in your hand, you can send 1 "Archmage" in your hand to the GY, special summon this card to your side of the field, and if you do that, gain LP equal to the send monster's ATK.
  • During the main phase, if this card is face-up on the field, you can target up to 2 cards that are in your GY or banishment, and if you do that, shuffle them back into the deck, and if that occurs, Draw 1 card.
  • If you gain LP: You can special summon 2 "Archmage Plant" tokens to your side of the field.
[2100 ATK/ 2000 DEF]

Archmage Plant Token
Level 1, Earth
[Plant/Token]
[0 ATK/DEF]



Himari: *Whistle* now that an interesting card, translates what we know of Bashira well, I think. Healer and a Recycle effect for his alchemy. Still weaker than my sis though, but if he gets going, he could outpace her eventually. I wonder if this is a reference to their exchange of the Number 5 and 4 spots that occur every so often in universe.

Jun: Probably, but at the very least these cards have some definite "kick" to them. The fact that their all level 8 also opens up access to the Rank 8 engine. XYZ players and spell card aficionados might add some of these to their decks.


Yuki: Archmage of Winter
Level 8, Water
[Spellcaster/Effect]
[This card is always treated as a "Yokai" card]​
This card cant be used for the summoning of a Synchro, XYZ or Link Extra Deck Monster. You can only control 1 "Yuki: Archmage of Winter". If you control 3 or more face-up "Archmage" cards in your field, you can special Summon this card from your hand. While "Yuki: Archmage of Winter" is Face-up on your side of the field, your opponent can't target cards in your GY and Banishment with Card Effects. If an opponent would negate the summoning of an "Archmage" monster with a card effect, you can negate the effect, and if you do that, destroy it.

You can only activate the last effect of "Yuki: Archmage of Winter" once per turn.
[3000 ATK/ 2500 DEF]

Oh my… that's quite the effect. Hmm… I wonder if this could help against Tearlament cards.


Archmage Distressed Secretary
]Level 1, Dark
[Spellcaster/Effect]​

Once per Turn: You can tribute 1 face-up Spellcaster monster on your side of the field, special summon 1 Spellcaster monster from your deck.
[0 ATK/200 DEF]

Huh… Lone fire Blossom for Spellcasters. I guess this is meant to summon out one of the "Archmage" cards from the deck, but it being a "spellcaster" summon instead of a "Archmage" summon could see it be used in all sorts of decks. I think that's the last of the Archmage cards, so that means we now have the Night market OVA cards, Ah! Speaking of which:


Yokai Night Market
Field Spell​

When this card is activated, you can add 1 Zombie, Fiend, or Illusion monster from your deck to your hand. Zombie, Fiend or Beast Type monster in your side of the field can't be destroyed by battle. Once per turn you can pay 1000 LP to activate one of the following effects:
  • Add 1 spell or Trap that mentions Zombie, Fiend, or Illusion monster in it's text to your hand.
  • Tribute one monster on your side of the field, and if you do that, Gain 2000 LP.
  • Target 2 or more monsters of the same level in your GY or Banishment, and if you do that, Summon one XYZ monster from your Extra deck using those cards as material. (They become that ED monster's XYZ Materials)

Oh hey it's the Yokai Night Market! So they made it a Field Spell, cool, cool… but why does it have XYZ support on it?



Kazuki Obara: Sibling of the Sun
Level 4, Fire
[Warrior/Effect]​

If this card is normal or Special Summoned, while you control no monsters, you can special summon one "Tsukiko Obara: Sibling of The Moon" from your deck or GY to the field. You can only activate this effect of "Kazuki Obara: Sibling of the Sun" once per turn.

[1800 ATK/ 1400 DEF]

Tsukiko Obara: Sibling of The Moon
Level 4, Water
[Spellcaster/ Effect]​
If this card is normal or Special Summoned, while you control no monsters, you can special summon one "Kazuki Obara: Sibling of the Sun" from your deck or GY to the field. You can only activate this effect of "Tsukiko Obara: Sibling of The Moon" once per turn.

[1600 ATK/ 1500 DEF]

Jun: Oh hey the siblings got their cards already, good for them.

Himari: Hmm… they're both level 4… I think I know where this is going.



Rider Apollo: The Sun Reborn
Rank 4, Light
[Pyro/Effect]
(2 level 4 monsters)​

While Face-up on the field or in the GY its name is treated as Kazuki Obara: Sibling of the Sun." Once per turn: You can detach 1 XYZ material from this card, target 1 monster you opponent controls and destroy it, and if you do that, inflict 1000 damage to your opponent. If this card destroys a monster by Battle or card effect, you can draw 1 card. If this card is destroyed by a card effect, special summon 1 "Tsukiko Obara: Sibling of The Moon" from your GY.

[2400 ATK/ 1800 DEF]



Magical Girl Artemi's: The Moon Reborn
Rank 4, Dark
(2 level 4 monsters)
[Illusion/ Effect]​

While Face-up on the field or in the GY its name is treated as "Tsukiko Obara: Sibling of The Moon." If this card battles a monster, neither card can be destroyed by that battle. Once per turn: You can detach 1 XYZ material from this card, banish one spell/trap card on your opponents side of the field (Your opponent can't activate spell or traps in response to this effect). If this card is destroyed by card effect, you can special summon 1 "Kazuki Obara: Sibling of the Sun" monster that's in your GY.

[2600 ATK/ 1500 DEF]


Kazuki and Tsukiko: The Eclipsed Siblings
Rank 6, Light
2 Rank 4 "Rider" or "Magical Girl" XYZ Monsters
[Warrior/Effect]​

This card must be summoned with the above materials. This card can make two attacks during the battle phase. This card is unaffected by the effects of monster's summoned from the GY. (Quick Effect): You can target 1 card your opponent controls, negate its effects, and if you do that, banish it. If this card is destroyed by battle or card effect, you can Special Summon 1 "Rider" XYZ or 1 "Magical Girl" XYZ monster from your GY or ED, then attach this card as material.

You can only activate each effect of "Kazuki and Tsukiko: The Eclipsed Siblings" once per turn.
[3000 ATK/ 2800 DEF]


Twin Eclipse: Retribution Punisher!
Quick Play, Spell Card​

If you control monsters, who original names are "Rider Apollo: The Sun Reborn" and "Magical Girl Artemi's: The Moon Reborn." Destroy all cards your opponent's control, and if you do that, gain 500 LP for each card destroyed.

You can only activate the effects of "Twin Eclipse: Retribution Punisher!" once per turn.

Oh my, that is quite an interesting set of cards. This set sure has a quite the interesting selection, Archmage what seems to be the beginning of a "Rider" and "Magical Girl" Archetype and possibly Yokai inspired Cards? I do say this was an enlightening experience, and as always, I Thank you for your time.

Himari: No problem, It's always interesting to see what new cards Konami have in store for us.

Jun: Agreed.

That's good to hear, well then, I do believe we are almost out of time, thank you all for watching, this has been Sol Crystel, alongside Jun and Himari, Signing off.
 
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Vote closed New
Scheduled vote count started by Kermie on Nov 20, 2024 at 11:25 PM, finished with 76 posts and 10 votes.

  • [X] Plan: Shipping In The Ninjas [Plunder Patroll/SSS]
    -[X] Start the fight with the Plunder Patroll, Scouting Strike for Fire, then Thieves Guild to SSS at end-of-turn.
    -[X] Smokebomb at start of turn, followed up by Gateway. Thieves Guild back to Plunder at the end of the Gateway turn.
    -[X] Scouting Strike for Earth, Awaken, follow up with Brann linked to Jord via Brann's Once Per Turn effect. Thieves Guild back to SSS, start circling around the opponent and away from the Gateway.
    -[X] Warp to Gateway if it's still on the field (either at start-of-turn, or in response to an attack) and Ninpo Dash to hopefully catch the opponent off guard. At end of turn, Thieves Guild back to Plunder ONLY if Awesome Parrty healing is necessary; otherwise remain in SSS for more buffing.
    -[X] Cycle through the rest of our moves until exausted/defeated.
    [X] Kirata
    [X] All-Out Offensive [Centurion/Plunder Patroll]
    [X] Takeshi
    [X] Plan: We are going to get our ass kicked
    -[X] Takeshi?
    -[X] All-Out Offensive [Centurion/Plunder Patroll]
    [X] Plan: I was Frozen Today!
    -[X] "Yuki"?
    -[X] All-Out Offensive [Centurion/Plunder Patroll]
    [X] Sora Kisei
    [X] Akasuki Bashira
 
Eh, you guys can throw hands with Takeshi at a later date. Did you guys know that his last name, Ishinomori came from the guy who created Kamen Rider and Super Sentai? Now you do.

Rolls tomorrow, I've got some things to do.
 
Eh, you guys can throw hands with Takeshi at a later date. Did you guys know that his last name, Ishinomori came from the guy who created Kamen Rider and Super Sentai? Now you do.

Rolls tomorrow, I've got some things to do.
*Sigh* *Looks longingly at our potential future ass kicking*... ces la vie... Very well, at least i might be able to see the rolls tomorrow in real time. Night everyone !
 
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