Yugioh Card Summoner

CH.755 Invasion: Vengeance



So as you may have realized, I have to deal with another fissure today.

But unlike the last two times, today I’m not going solo. Not because I can’t, but because the Card Venturers asked if they could do it since they don’t face down SS-ranks that often.

So naturally I let them take the lead, while I just floated next to Exodia. Honestly speaking, I was tempted to send a soul copy to take care of this, but my soul copies can’t actually summon Exodia. Well they can, but they are overloaded by the creation energy that flows through the cards in the Divine Sleeves when Exodia closes the fissure, and thus they ‘die’ before the fissure is fully closed.

So I have to be here myself.

Second thing. Numeron Dragon. He can also close fissures, but like with Numerounius Numerounia, he fixes them differently from Exodia. And having different kinds of patches on the dimensional barrier causes more weak points, so I have to keep using Exodia for this.

As for having the Dragon fix the entire barrier, he can’t. At least not currently. He believes he could do it if I had the completed Numeron Code and I’d allow him to use it, but until then, I have to keep up with these patch jobs.

Now, as for the Card Venturers… Well, as much as I hate to say it, they are weaker than I remembered. I know, I know. I can’t expect them to be super strong just because I lived 80 years in the past, but at the same time, they really aren’t as strong as I want them to be.

For some reason, I began to believe that they might be a match to the Hero’s party, if unique skills were ignored. But they really aren’t. And it isn’t their fault. None of them are even over level 200 yet.

But I’ll need to get them on a hyper training plan and get them all to at least level 250. Just in case the States plan is more complicated and I need more fighting forces.

The weakness of Card Summoner is that if you kill the summoner, the monsters they summoned disappear. So I need the summoners to be able to survive sneak attacks and such.

Normally I wouldn’t be worried about the States. The seven of us can easily take care of them, but last time I spied on them, I learned that they were mobilizing forces to their southern borders, as well as one to the east.

They have three different countries to invade. The first two are Ruiso and Narra Kingdoms. They don’t expect much from these two, as the forces they sent would be lucky to even take over the nearest Marquess’ lands.

The last army is heading towards Smorog. No, not to steal weapons again. But to raze it to the ground. They correctly believe that I’d protect the country from destruction.

But all three of these are just ‘distractions’. Their words. They didn’t talk about their true goal, but I know they have at least two more objectives. Maybe three.

I know that because two more forces have been sent up north. I tracked them, and there are a few things worth a note there.

First is one of the System controlled Chaos God Dungeons. I don’t think they’d be going after it, since none of the forces they’ve recently been sending out have headed towards it. There is a special forces unit kind of close, but it isn’t that large and it was sent there like two months ago to deal with monsters in the area.

The dungeon is also hidden well enough that I think they wouldn’t have noticed it. But yeah, since no force is heading towards it, I doubt they are actually after it.

But at the same time, if they can boost someone else to the level Hajime was at in the past, they can just have that single person clear the dungeon by themself. Or maybe the Power Structure holder himself will go there and take over the dungeon. I do have the coordinate information for the dungeon though, so if they try it, I can teleport myself or one of the girls there to keep the dungeon safe.

And besides, the second and third, which I’ve basically confirmed to be their objectives, are the more problematic ones.

See in the north most part of the continent, two ancient forces are sealed. And I think they might try to release them.

The first is a Soul. You know, like Varuna and Pele. But not just any old soul, but a Soul of Darkness. A being born of pure Darkness, and as far as the System records go, it isn’t a friendly force.

It isn’t exactly evil either. It just wants to turn the entire continent into an area of darkness. Which sounds evil, but it is just the nature of that Soul. It is darkness manifested in a living being. It just does what comes naturally to it. Not unlike Pele causing a heatwave.

Thus the Soul of Darkness was sealed away. But the States likely want to release it. They might even have someone do a Synchro Union with it, since they saw me doing that.

The third goal is another ancient being. Or to be more specific, an immortal being. Because one of the immortals is also trapped in the northern area.

The System calls it ‘The Immortal Snail’. It is a giant snail monster with an upper body that resembles that of a man. I think the closest Lovecraft creature to that is Gloon, The Corrupter of Flesh, though Gloon is more of a slug than a snail.

Because of its appearance, beast-folk who evolve to have the upper body of a human with the lower body of an animal, like centaurs, lamias, arachne and so on, see it in a favorable light, almost as if it was one of them. Just, you know, a large individual. Even mer-folk saw it in a good light.

But it is extremely deadly, likely the deadliest of all the Immortals. Because it specializes in instant death magic, as well as life and mana drain. So it is basically like The Wicked Emptiness.

Its shell is also extremely durable and can stop nearly anything. It can withstand things like Absolute Penetration and even Erasure Magic. At least low level Erasure Magic. Mine might work since it is maxed out. And it can hide completely inside the shell, making it very difficult to kill.

Luckily it has a few weaknesses. First, it is ‘slow’. I don’t exactly know what that means, since the records don’t go into specifics, but apparently it was so slow that it relied on the other Immortals for transportation.

Second, other than its shell, it is quite weak defensively and it doesn’t have all that much HP. So almost any attack can harm the parts of it that are outside of the shell. But like all immortals, it can regenerate from almost anything. That does leave it weak to the same anti-heal strategy we used against the tree, so as long as we can get a hit in, we can kill it.

So either kill it in one hit or anti-heal it to death.

The big issue is the chance that these two ancient forces … join forces. While instant death magic isn’t only Dark attributed, it is mainly dark attributed. So the snail and the Soul of Darkness could join forces if they are released at the same time.

That might allow them to use AoE instant death magic, potentially on a country wide scale. It probably will be more like county or city scale, but the Souls can be extremely powerful, and the dark one is as old as Varuna, who can control a large part of the ocean if he wants to.

I’m honestly tempted to stop those two before they are released, but that might show our hand. I have to wait and hope we can deal with all of that at the same time. Because if I’m correct, the invasion forces and the release of the Immortal and the Soul are all just distractions meant to stop me from going after Hajime. Or even realizing that Hajime has been sent to the past.

But at least I don’t have to worry about Hajime since that is all in the past.

Anyway. While I was recapping you all on that, my Venturers took care of the monsters, Exodia closed the fissure, and I can head home to open some packs.


And the set of the day is Invasion: Vengeance.

Spoiler

INOV 1

Flower Cardian Peony with Butterfly; Quarantine; Sprite's Blessing; Chemicritter Oxy Ox; Paleozoic Leanchoilia; Predaplant Moray Nepenthes; Flower Cardian Maple with Deer; Crystron Ametrix; Constellar Tempest

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Flower Cardian Peony with Butterfly is a Flower Cardian Tuner. It is fine, but I feel like there are better ones.

Quarantine reveals a set Spell or Trap your opponent controls, during your end phase. A little too late to be revealing face downs.

Sprite's Blessing is a generic Ritual Spell for Light monsters.

Chemicritter Oxy Ox is a Gemini, but at least it gives you an extra summon.

Paleozoic Leanchoilia returns a banished card to the GY. And also does the usual Paleozoic thing of special summoning itself from the GY as a monster.

Predaplant Moray Nepenthes gains attack for Predator counters, takes monsters it destroys as equips, and can sacrifice those equips for heals.

Flower Cardian Maple with Deer has a lovely artwork. One of my favorites when it comes to Flower Cardians. Its effect lets it destroy a Spell or Trap.

Crystron Ametrix is okay. It has good stats for a level 5 Synchro, but the effect of changing special summoned monsters to defense isn’t that great.

Constellar Tempest can halve your opponents LP, but that is a once per duel effect for some reason. And it can also attach a Constellar monster to a Constellar Xyz monster as material during your standby phase.

Next pack.

Spoiler

INOV 2

Performapal Flip Hippo; PSY-Frame Accelerator; Double Cipher; Poly-Chemicritter Hydragon; Fairy Tail - Sleeper; Performapal Changeraffe; Flower Cardian Clover with Boar; Sauravis, the Ancient and Ascended; Constellar Tempest

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Performapal Flip Hippo is pretty decent. A free special summon of a Performapal on normal summon, and you can also turn everything you control into defense.

PSY-Frame Accelerator is okay, it can protect your PSY-Frame monsters.

Double Cipher is great and I’ll definitely make a version of it for my vs creator deck for the Sphere Field tournament. In case you wanted to know, Myrphe won’t be using that deck since it isn’t legal for competitors. She’ll use basically a Yuma style deck with Gagagas and Gogogos and all of that. Unless I change my mind and go with an Insect deck, which I might.

Poly-Chemicritter Hydragon is cool, but it is too slow. The protection effect should also be better.

Fairy Tail - Sleeper is pretty nice. It allows you to special a monster from the hand and then you can force your opponent to flip if back face down while effectively negating an effect.

Performapal Changeraffe is interesting. It can summon back a destroyed monster, so it can resurrect someone. And it seems to be able to do it automatically. So an auto resurrection skill. The monster effect is basically worthless though.

Flower Cardian Clover with Boar can destroy a card.

Sauravis, the Ancient and Ascended can negate a targeting effect by discarding itself. Which is really useful. And it can negate a summon by returning itself to the hand, but that is less useful for me.

Next pack.

Spoiler

INOV 3

Crystron Rosenix; Crystron Thystvern; Caninetaur; Graydle Combat; Fairy Tail - Sleeper; Crystolic Potential; Mare Mare; Vola-Chemicritter Methydraco; Aromaseraphy Rosemary

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Crystron Rosenix can special a Crystron Tuner from the deck. And it can banish itself to make a token.

Crystron Thystvern has the same special a Crystron Tuner from the deck effect as Rosenix. But when you banish this one, you get to search for a Crystron.

Caninetaur can boost its attack during the damage step by Foolish Burialing a Beast, Winged-Beast or Beast-Warrior.

Graydle Combat can negate targeting effects.

Crystolic Potential gives Crystrons an attack boost. And during the end phase, you get to draw cards equal to the number of Crystron Synchros you summoned that turn.

Mare Mare is good with Link monsters, but not really outside of that.

Vola-Chemicritter Methydraco is another decent Gemini support card. But Geminis are still too slow.

Aromaseraphy Rosemary is a card I’ve had for a long time.

Next pack.

Spoiler

INOV 4

Paleozoic Dinomischus; Chemicritter Oxy Ox; Doki Doki; Performapal Changeraffe; Amazing Pendulum; Igknights Unite; Paleozoic Leanchoilia; Burnout; SPYRAL Master Plan

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Paleozoic Dinomischus banishes a card. And does the Paleozoic thing.

Doki Doki can special summon Rocks from the deck.

Amazing Pendulum recovers 2 “Magician” Pendulum monsters from your extra deck to your hand.

Igknights Unite specials an Igknight from the deck.

Burnout special summons Chemicritters from the deck.

SPYRAL Master Plan is great. Searching for SPYRAL Missions and Resort.

Next pack.

Spoiler

INOV 5

Chemicritter Carbo Crab; Present Card; Graydle Combat; Aromaseraphy Angelica; Performapal Changeraffe; Crystron Rosenix; Paleozoic Eldonia; Constellar Tempest; Vermillion Dragon Mech

[collapse]

Chemicritter Carbo Crab both Foolish and searches for a Gemini monster at the same time. But you have to ‘Gemini summon’ it first.

Present Card is just stupid. Unless you are playing Trickstar or something. But even then you probably have better options. … actually, since cards in hand usually translate to mana on those who don’t have cards, it might work as a forced mana recovery card on a person. Need to try that out.

Paleozoic Eldonia just gives a 500/500 boost.

Vermillion Dragon Mech can destroy a card by banishing a Tuner.

Next pack.

Spoiler

INOV 6

Paleozoic Marrella; "A" Cell Recombination Device; Paleozoic Eldonia; Crystron Smiger; Pandora's Jewelry Box; Predaplant Squid Drosera; Caninetaur; SPYRAL Master Plan; Subterror Behemoth Burrowing

[collapse]

Paleozoic Marrella can Foolish a Trap.

"A" Cell Recombination Device can Foolish an Alien to place A-Counters onto a monster. And then it can banish itself for a search.

Crystron Smiger does the Crystron special summon Tuner thing. And it can banish itself to search for a Crystron Spell or Trap.

Pandora's Jewelry Box relies on you having no cards in the extra deck. And while the double draw is nice, the Pendulum effect is trash.

Predaplant Squid Drosera can spread Predator counters and can be discarded to allow a monster to attack every monster with a Predator counter.

Subterror Behemoth Burrowing protects face down monsters. It can also search for a Subterror or banish itself to flip a Subterror face down.

Next pack.

Spoiler

INOV 7

Predaplant Moray Nepenthes; Flower Cardian Maple with Deer; Fairy Tail - Sleeper; Cipher Bit; Present Card; Raremetalfoes Bismugear; Amazing Pendulum; Tellarknight Genesis; Aromaseraphy Rosemary

[collapse]

Cipher Bit becomes an overlay unit for a Galaxy-Eyes or a Cipher monster. And it protects it from the next destruction.

Raremetalfoes Bismugear can set a Metalfoes Spell or Trap directly from the deck. And if destroyed, you get to search for a Metalfoes monster.

Tellarknight Genesis destroys Spell or Trap cards on the field equal to the number of other tellarknight cards you control.

Next pack.

Spoiler

INOV 8

Caninetaur; Crystron Smiger; Graydle Combat; Predaplant Moray Nepenthes; Performapal Seal Eel; Poly-Chemicritter Hydragon; Flower Stacking; Crystron Citree; Super Koi Koi

[collapse]

Performapal Seal Eel negates monster effects or can prevent the activation of a face down Spell/Trap.

Flower Stacking literally stacks the top of your deck with Flower Cardians.

Crystron Citree can special a non-Tuner from the GY and then you immediately Synchro summon using this and that monster.

Super Koi Koi works very nicely with Flower Stacking, as it can special the Flower Cardians you just stacked.

Next pack.

Spoiler

INOV 9

Amazing Pendulum; Raremetalfoes Bismugear; Predaplant Moray Nepenthes; Predaplant Squid Drosera; Flower Cardian Maple with Deer; Cipher Bit; Chemicritter Hydron Hawk; Crystron Quan; Constellar Tempest

[collapse]

Chemicritter Hydron Hawk can special a Gemini from the GY.

Crystron Quan specials a non-Tuner from the hand and then immediately Synchro summons.

And last, Invasion: Vengeance. Can you stop giving me Constellar Tempest! This is the fourth copy!

Last pack.

Spoiler

INOV 10

Chemicritter Oxy Ox; Double Cipher; Chemicritter Hydron Hawk; Paleozoic Eldonia; Summon Gate; Crystron Prasiortle; Dino-Sewing; Tellarknight Genesis; Poly-Chemicritter Dioxogre

[collapse]

Summon Gate is a stupid limiting card I’ll never use.

Crystron Prasiortle does the thing Crystron non-Tuners do. And it can banish itself to special a Crystron from the hand.

Dino-Sewing is an interesting idea. A ‘cannot be destroyed by battle’ monster that gains more attack each time it is attacked. But sadly it dies to any sort of card effect, and you still take the damage!

Tellarknight Genesis is here instead of Constellar Tempest, because even if I didn’t get my fifth copy of it, I can’t get rid of Tellarknight that easily.

And Poly-Chemicritter Dioxogre is okay. It can protect the summonings of Gemini monsters, and it can destroy your opponent’s stuff.

… not the greatest opening. So many just meh cards. I mean, Sauravis, the Ancient and Ascended and Vermillion Dragon Mech are pretty nice. And SPYRAL Master Plan is op.

But other than that, nothing that crazy. Probably all the Gemini monsters. They just suck. Even under my use.

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