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CH.544 Next Yugioh Tournant

With enough ti having passed since the last Yugioh tournant I hosted, I decided to host another one. But because I didn’t quite have all the Synchro monsters yet, and I wanted to improve the Factory VR before I hold the Turbo Duel Tournant, I decided to just hold a Deck Master tournant.

Don’t know what that is? Well, don’t worry, because I can explain it. Deck Masters duels were these things in the OG Yugioh ani, for all of one arc, where you’d pick a monster to be your ‘deck master’. And that deck master monster would give you a special ability to which you’d either have access to for the entire duel, as a continuous effect. Or would give you an activatable, ignition style effect that you can use either once per turn, or once per duel.

Your deck master, while in the ‘deck master slot’, cannot be interacted with in any way, except that you can choose to special summon that deck master whenever you want. But once summoned, you cannot return your deck master to its place. It has to stay on the field.

Also, when on the field, it no longer gives you those ‘deck master’ advantages it had when it was a deck master.

Think of the ‘deck master’ ability like the pendulum effect on a pendulum card. I think that is the best way of looking at it.

Now, after you summoned your deck master, it is just like any other monster. Except that if it is destroyed, you lose the duel. So summoning your deck master is extrely risky.

Now there are exceptions for the destruction, like if you can replace the monster imdiately, like if your deck master was a battle floater, you can na the monster you summoned with the effect of your deck master as your new deck master, and you won’t lose.

Or if you use your deck master as a material to summon an extra deck monster, that extra deck monster will beco your new deck master.

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So yeah. That was deck masters quickly. Now, for the tournant card pool.

I made a few deck master monsters that you’d have to pick from to use as the base of your deck. Yes, you can have multiple in your deck, and then just pick one of them to be your deck master for that duel, but you probably want to just build around one of them.

I started off with a monster that was popular in the last tournant, the Blue-Eyes White Dragon.

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For those that want to run Fusion decks, I have King of the Swamp.

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It has two effects. Once per turn, you can reveal a Fusion monster in your extra deck to add a monster listed in its materials to your hand. So basically Fusion Conscription.

Or you can, once per turn, perform a fusion summoning, like you were using Polyrization. But you can only use one of these effects per turn.

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To make him a bit better, he has one more effect. When summoned, you can add one Polyrization or Fusion card from your deck to your hand. And like any King of the Swamp, it can act as any nad fusion material for a fusion summon.

For those that might want to run Water monsters, you have Cold Enchanter.

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Her deck master ability is simple. Each ti a monster is summoned, to either side of the field, place one Ice Counter on her. All Water monsters you control gain 100 attack for each Ice Counter on her.

And when she is summoned, she, and only she, gains 300 attack for each counter instead.

For a generic Dark monster deck master line-up, I went with sothing unique that I think will be really powerful. The Allure Queens.

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With her, your deck master starts off with the LV.3 version, but it upgrades itself to the next form during each of your standby phases, except your first one. Also, their effect, instead of equipping the targeted monster to itself, instead just lets you take control of the targeted monster.

On the field the Queen’s work as usual, but I don’t expect people to summon them.

For Earth, you have Ancient Gear Cannon.

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With it you can, once per turn, during your turn, tribute one monster you control to inflict damage to your opponent equal to the on the field attack of the tributed monster. Also for the rest of the turn, your opponent cannot activate Spells or Traps.

For Fire monsters, you have Firebird.

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With it, each ti a Fire monster you control is destroyed, all Fire monsters you control gain 500 attack. No, not for the turn, but forever. Or until they are destroyed.

Also, each ti that happens, you place a Fla Counter onto the bird. When the bird is summoned, you inflict 500 damage to your opponent for each counter.

For Light monsters, you have Honest.

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Its deck master ability is to, when a Light monster you control battles, equip this card to that monster, and if you do, that monster gains ATK equal to the ATK of the opponent's monster it is battling. That monster is now treated as your Deck Master.

Honest can also, once per duel, return itself back to the Deck Master slot. Be it either summoned as a monster or equipped to a monster by its deck master ability. But if it was an equip, the monster it was equipped to loses the attack boost it gained when Honest was equipped to it.

For Wind, I went with Faith Bird.

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I just didn’t have a good effect monster to use as a base, so I just made sothing original instead. Faith Bird, like a few of the previous monsters, gains a counter each ti sothing happens with a monster. For the bird, each ti a monster is sent to the GY from anywhere but the field, it gains a counter. You can remove any number of counters from it, and your opponent has to mill that many cards from the top of their deck to the GY. And yes, if any of them are monsters, you gain more counters. That effect is once per turn, by the way.

And when the bird is summoned, you can special summon a Wind monster from your hand or GY for each counter it had when summoned.

Now, back to so archetype specific support cards.

For Cyber Dragons, I made Cyber Master Dragon. Sa stats as the OG Cyber Dragon.

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It can, once per turn, turn all monsters on your field into Cyber Dragons. Not literally, just makes their nas be treated as a Cyber Dragon, makes their attribute Light and makes them Machine-type.

Also you can, once per turn, tribute a Cyber Dragon to add one Power Bond from your deck or GY to your hand, and if you do, you take no damage from Power Bond this turn.

And yes, you can use both effects on the sa turn.

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For Elental Heroes, you have Elental HERO Stratos. You can’t run it in the main deck, but the deck master variant is quite nice.

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With it you can, once per turn, destroy spells or traps on the field, up to the number of HERO monsters you control. Or add 1 HERO monster from your Deck to your hand.

Also, all summons of a HERO fusion monster can be done without Polyrization, if the materials needed for the summon are on your field.

Next up, I decided to allow the Fortune Ladies. Except the Synchro, since I don’t want any Synchro summoning in this tournant. So I made Fortune Lady Master.

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She starts off level 1, but like all the other Fortune Ladies, she gains a level during each standby phase. And not just yours.

She cos with a few effects. One, all Fortune Lady monsters you control gain a level during each players’ standby phase, not just your own. Also, you can reduce the level of Fortune Lady Master, by any amount but only until she is level 1, to increase the level of 1 Fortune Lady monster you control by the amount you decreased her level by.

And when summoned to the field, Fortune Lady Master keeps the level she was at in the deck master position, and gains 600 attack and defense tis her level.

For Gladiator Beasts, I used Test Tiger.

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It not only makes it so that Glad Beasts don’t have to return to the deck or extra deck when their condition procs, but they can be returned to the deck whenever you want, and it is treated as them being returned by their own effect.

Next up, because I wanted to, I made an Arcana Force monster. That of Arcana Force X - Wheel of Fortune.

I know Reversal of Fate is technically based on the Wheel of Fortune arcana, but I don’t care. It isn’t a monster, and it isn’t nad Arcana, so I can make a Wheel of Fortune.

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Arcana Force X - Wheel of Fortune has a coin flip effect, as do all Arcana Force monsters. Both while it is a deck master and while it is a regular monster.

For its Deck Master effect, during each of your standby phases, you flip a coin.

If heads, add 1 Arcana Force monster from your deck to your hand. All Arcana Force monsters you control gain 1000 attack, also they are unaffected by your opponent’s spells and traps.

If tails, add 1 Spell or Trap that ntions ‘Arcana Force’ in its effect text from your deck to your hand. All Arcana Force monsters you control gain 1000 defense, also they cannot be destroyed by battle.

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In case anyone wants to play Rituals, I made a deck master version of Manju of the Ten Thousand Hands. His deck master effect is just to add a Ritual spell or a Ritual monster to your hand, once per turn. Also, all Ritual monsters you control gain 500 attack and defense, and deal piercing damage.

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Last is Dark World, and for them I introduced Zure, Knight of Dark World as a deck master.

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His deck master ability is that once per turn, you can discard a card to either add 1 Dark World card from your deck to your hand, or target 1 Dark World monster from your graveyard and add it to your hand. Also, once per turn, when a Dark World monster(s) is destroyed, by battle or card effect, instead of going to the graveyard, you can add them to your hand and then discard 1 card for each Dark World monster added to your hand by this effect.

So yeah. Those will be the deck masters. I think there will be so interesting decks made around them.

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