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Now, there is still one more thing I need to cover related to the rewards I got from the immortal tree.

My Pack Opener level up. That unlocked the Pendulum Swing. And when you ask ‘what is that’, my answer is that it is the Pendulum equivalent of the Magic Rituals, Fusion Techniques, Montum Reactor and Nuron Code.

So in short, when I Pendulum summon stuff, I get Pendulum energy. And that energy can be used for a few things.

Sadly nothing as powerful as the Nuron Code, but that thing just is overpowered.

So what can it do? Well, I’m glad you asked. As it is now, the Pendulum Swing has 7 abilities.

First, I can manipulate my active Pendulum scales. I can make them higher or lower. And that does help with the Pendulum challenge, so I suppose it is nice.

Second, it can turn regular monsters into Pendulum monsters. Which is cool enough. I can get more custom cards with ease. Sadly custom cards don’t count for things like Summoning Challenges. But they are cool.

Third. I can use it to produce copies of Action Cards from the ani. They are one ti use Spell cards that cannot be sleeved nor placed into Collection. But I can hold a number of them in my ‘Action Deck’, which I also got. So of the action cards are nice, so are not as nice, but they might be useful.

Spoiler

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Fourth, I can make hardlight platforms. Like the ones from the ani when the Action field is active. They could be useful in so situations, but honestly, I’m kind of beyond needing sothing like that.

Actually, depending on how durable they are, they could make for nice defensive walls. That is if they can stand up to strong attacks. If they can’t, the Nuron Wall will be the better choice.

The fifth is … sothing. Sothing I’d actually been working on in the background, but that I wasn’t sure if I actually wanted to accomplish.

If you’ve seen Arc-V, you might know that the villains of the series have this interesting piece of tech. The ability to seal a person in a card. And yeah, Pendulum Swing allows to do that as well.

The sixth is much better. It can use the effects of the Natural Energy Cards, also known as the En cards. En Flowers, En Birds, En Winds, and En Moon. Which just negates the effects of monsters. But that is huge since I can pick which monsters, or people, are affected.

The seventh and last one, at least for now, is kind of random. The Pendulum Swing can open dinsional portals. Yeah, like the one leading into the Monster World. I’m not sure why it can do that, but it probably has sothing to do with the dinsional travel in Arc-V.

Now, I said ‘for now’ a few tis. That is because sotis these things get new abilities as Pack Opener levels up. The Nuron Code has never gotten anything new, but that is because it had the slow ramp up of abilities based on the number of Number monsters I have. But so of the others do gain new abilities as my skill levels up.

For example, with this level, the Montum Reactor gained a new ability. I can now basically control speed and inertia with it. I can speed up to very high speeds from a dead stop, and I can co to a full stop in an instant. I can already do that to an extent with the Nuron Code flight, but the Montum Reactor is better and can get up to higher speeds.

So since the Montum Reactor has gotten new powers, it is possible that the Pendulum Swing will also get sothing new at so point.

Now naturally I had to test out the fifth ability. I needed to know when I can turn soone into a card, and also how I can get them out of it.

Now there was a big restriction on the first part. The person I’m turning into a card must either agree to it, or otherwise submit to it. So I can’t just walk down the street and turn everyone into a card.

But if I tell everyone to kneel, and they follow that order, then I can card them. I can also just force people to submit by beating them.

Don’t know how soone running away would react, so that is sothing I still need to find out. We tried, but the results were inconclusive. If you ran away because you were afraid, you turn into a card. Sotis. But if you ran away because you needed to prepare to fight back, you didn’t turn into a card. And that one was guaranteed. It is just difficult to control the ntal component, so the results were inconclusive.

And getting them out is simple. I just will it. I don’t need to be holding the card or anything.

Also, the cards holding a person can be held in Storage and Collection. Collection even got a new ‘deck box’ for cards holding people. And while in a card, the person is frozen in ti. Never aging, never getting hungry, never dying. They don’t even experience the flow of ti. For them, they were sealed and the next instant they knew, they were free. That is based on the few tests I did.

So it is really useful, especially for transporting prisoners.

And no, I’m not even done with new things Pack Opener can do yet.

Because the Fusion Techniques also got a new feature. It can now defuse things. And that goes for almost anything.

Naturally it can defuse fused monsters, but it works on so much more. I can ‘defuse’ a spirit synchro. I can defuse multi-headed monsters into ‘components’. And probably the craziest one, I can defuse people’s souls from their bodies.

And since the Fusion Techniques was already capable of binding a soul into an object, as long as that soul didn’t have a body it was in, I can now defuse soone’s soul from their body and then bind that soul into an object.

So while Pendulum Swing allows to trap soone in a card, both body and soul, with Fusion Techniques, I can take their soul and trap just their soul in a card. Kind of like what Pegasus did in the ani.

And wait, there is more. Because of course there is. Magic Rituals also got sothing new. It is called the Strengthening Ritual. When perford on soone, it permanently raises their stats. But it can only be done once on a person. At least for now. Wouldn’t be surprised if it later becos sothing that can be done multiple tis.

But that should be all for now. I’ll test the Strengthening Ritual later, but first, because I’ve kind of told you the abilities of the different summoning power things over multiple tis, let recap what all they can currently do. Except the Nuron Code. Please refer to the ti I went over all of it. Nothing has changed with it, except that I’ve unlocked new things.

Magic RitualsRitual Energy is gained when Ritual Summoning. Ritual Energy can be used for:1. As a tribute for Ritual summons.2. In place of a Ritual Spell card for Ritual summons.3. To make new Ritual monsters and/or Ritual Spell cards.4. Can be used to design magic circles, and it can be used to power magic circles. 5. Strengthening Ritual. Permanently all stats of a person it is perford on. Can only be used on a person once.Fusion TechniquesFusion Energy is gained when Fusion Summoning. Fusion Energy can be used for:1. Fusion summon. So basically just a replacent for Polyrization.2. Be used in place of a fusion material monster.3. Be used to make new Fusion Spells and Fusion monsters.4. Be used to combine or compare items. 5. Be used to bind a soul to an item/object/body that doesn’t have a soul. You need a wandering soul.6. Defusion. Can defuse nearly anything, including removing souls from bodies.Montum ReactorMontum is gained when Synchro summoning.Montum can be used to:1. Stat up (temporary) 1 point = 100 in Attack, Defense or Magic2. Healing and Mana Recovery. 1 point = 100 HP/Mana3. Boosting monsters stats. 1 point = 100 to either ATK or DEF.4. Can be used to purchase Pack tokens, Reprint tokens, structure decks, etc.5. D-wheels6. Can make new Tuner and Synchro monsters7. Can control the speed of people and objects.Pendulum SwingPendulum Energy is gained when Pendulum Summoning. Pendulum Energy can be used for:1. Alter active Pendulum Scales2. Turn monsters into Pendulum monsters3. Produce Action Cards4. Make hardlight platforms5. Turn people into cards6. Natural Energy (En) Cards / Effect negation7. Open Dinsional Portals

Now there is one more thing worth a note. It relates to the Pendulum Swing En cards and their effects. Since I can use all four, Flowers, Moon, Winds and Birds, I can pick which one to activate. And unlike in the ani where each targets a specific extra deck type, for , each targets a specific skill group.

En Flowers negates all skills, like Skill Drain. The only thing unaffected, as far as I know, is Pack Opener and Card Summoner. Well, abilities cannot be fully negated, so beings that don’t use the System, so dragons and souls, aren’t as affected. They are still weaker and more difficult to use than normal, but not fully negated. Monsters still have their abilities fully negated.

It does also cause flowers to bloom in the area where I use it.

En Moon, the one that hates Fusions, negates any and all physical skills. So Technique skills, movent skills like Flickering Step and even Marvelous Swimming and Gallop. It is really disorientating to be under. And the effect of En Moon to those skills is stronger than En Flowers.

And yes, it does cause an artificial moon to appear in the area. Kind of like the power ball in Dragon Ball.

En Winds is next, being the Synchro hate card. It prevents all Magic related skills. Be it the ‘Magic’ skills, or even things like Mana Control, Mana Flight and Telekinesis. Basically, you aren’t controlling mana in that area.

And yes, it does cause so wind, but the wind is really gentle.

Last is En Birds, the Xyz hate card. It prevents the rest of the skills that Moon and Winds didn’t. So things like Regeneration, body enhancing skills like Enhanced Vision and Enhanced Hearing, other generic skills like Unchained, Alpha, Jack of All Trades, Instant al and even Storage.

And yes. When active, magical birds do appear in the area.

Spoiler

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But yeah. I think that covers everything you need to know for now. I know it was a lot, but that is just how things sotis are.

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