Yugioh Card Summoner

CH.756 Empire Flower Planting, round 3



You read the title. I’m planting more flowers today.

The plan is to plant 35 flowerbeds, out of the planned 70 that are missing. Admittedly I have the materials for all 70, because I prepared them in the past, but I don’t want anyone to know that. So I’m just doing 35 today, and the last 35 some other time.

Also, with this planting, I’m planning on doing another thing. I plan on ‘finding’ Myrphe somewhere in the Empire. She doesn’t really have a backstory, but I can make one for her with this.

Now that part was nothing crazy. Timeline wise, Myrphe had already qualified for the tournament. So I just needed to make fake records that match her to the closest available Factory VR station. Which is quite far from where I plan on ‘finding’ her, but she has wings and can somewhat fly.

No, Myrphe cannot outright fly. She isn’t that strong. Well she is, but officially she isn’t. She can more flutter around, and combine that with her webs for some decently fast movement.

Anyway, enough about that. Let’s just get straight into the rewards I got for the plantings, because some of them might be important for the tournament.

In case you forgot how this works, I get a reward for each 10 I plant. But since I was left at 5/10 last time, I’ll be getting 4 today.

And be prepared for a lot of new cards. Most of which will be bad.

So first reward. Legendary Collection 4: Joey's World; Legendary Collection 4: Joey's World Mega Pack; Starter Deck: Kaiba Reloaded; Starter Deck: Yugi Reloaded; Duelist League 17 participation cards; War of the Giants Reinforcements; War of the Giants: Round 2

So seven different things. Though most are repeats. But still, some new cards were obtained, so let's cover them. Starting with the Joey's World stuff.

Blue Flame Swordsman can boost another Warrior’s attack by lowering its own, basically like Joey’s deck master in the anime. And then it resurrects a Fire Warrior when it dies.

Harpie Lady Phoenix Formation is just a mass destruction card.

Harpie Dancer returns a Wind monster to hand to allow you to normal summon a Wind monster.

And Sixth Sense is busted, but I need to test how it works. It might also make for a great install. Though it will probably give some sort of ‘Instincts’ skill, like my Heroic or Fox Instincts.

Spoiler

[collapse]

The rest from Joey's World are just vanillas that were never printed when they should have been. I mean, one of them is literally Wolf. Just Wolf. But whatever. At least I have them now.

Spoiler

[collapse]

And that was everything new from those rewards, so onto the next ones.

The second reward was Cyber Dragon Revolution Structure Deck; Astral Pack Four; Astral Pack Five; Star Pack 2014; Premium Gold; Realm of Light Structure Deck; Battle Pack 3: Monster League

Cyber Dragon Revolution came with 5 new cards.

Cyber Dragon Core is nice, searching a Cyber Spell or Trap on summon.

Cyber Dragon Drei makes all Cyber Dragons into level 5.

Cyber Dragon Nova is just needed to summon Infinity. I know it does more, but let’s be honest, that is what you use it for.

Cyber Repair Plant is a great searcher for Cyber Dragons.

And Cyber Network is kind of gimmicky, but not terrible.

But because of these new cards, maybe I’ll make Cyber Dragons available for the tournament. Maybe give them a custom monster that can use Xyz monsters on the field as material for an Xyz summon, because I’m not allowing Fortress Dragon, since it is a fusion.

Spoiler

[collapse]

Astral Packs 4 and 5, as well as Star Pack 2014 had nothing new, but Premium Gold had 27 cards to make up for it. And some of it is really nice stuff.

Big Belly Knight lets you special a level 3 from the hand when this card is detached from an Xyz to activate that monster’s effect.

Chronomaly Gordian Knot specials a Chronomaly from the hand and then matches the level of the monster summoned.

Chronomaly Tula Guardian specials itself from the hand if there is a Field Spell active.

Dynatherium specials itself from the hand and then forces your opponent to pick a Level 4 in either player's GY, and the controller of the card summons it to their field.

Gimmick Puppet Dreary Doll specials itself from the GY by banishing another Gimmick Puppet.

Gimmick Puppet Humpty Dumpty specials a Gimmick Puppet from the hand on summon.

Gimmick Puppet Magnet Doll specials itself from the hand.

Gimmick Puppet Shadow Feeler cannot be destroyed by battle and specials itself from the GY when you take battle damage.

Silent Wobby is stupid. You special it to your opponent’s field, and they even get to draw a card. And all you get is 2000 life points. Sure the opponent gets a hand size limit, but how often does that come up?

Spoiler

[collapse]

Ancient Pixie Dragon lets you destroy a card while there is a Field Spell active, and when you activate 1, you get to draw a card.

Beelze of the Diabolic Dragons is absolutely busted and I love this thing. Cannot be destroyed, by battle or card effect. Gets stronger if you try to kill it, and also gets stronger if your opponent tries to burn you to death.

Blackfeather Darkrage Dragon is just … not good. When you take damage, you mill 5 and if you mill any monsters, this card gains 400 attack. Not 400 for each, just 400. And this thing has no protection or anything.

Power Tool Mecha Dragon lets you draw a card when you equip an equip card to it. And it can take an equip equipped to something else and equip it to itself.

Dragonecro Nethersoul Dragon is interesting. It cannot destroy anything by battle, but it reduces monsters attack to 0 when it battles, and then summons a token that has that monster's original attack and level.

Spoiler

[collapse]

Number 13: Embodiment of Crime needs 31 to work correctly, but when it does, it is quite nice.

Number 31: Embodiment of Punishment is the other part. Basically the idea is that you control both of them, then one activates their effect which turns all monsters your opponent controls to attack position, and they all must attack the one that activated its effect. And you opponent takes all the battle damage.

Number 82: Heartlandraco cannot be targeted for attacks if you control a face up Spell. And you can detach a material to allow it to attack directly.

Number C15: Gimmick Puppet Giant Hunter destroys a card and burns if it was a monster.

Number C40: Gimmick Puppet of Dark Strings works with the String Counters the base for lays. It kills everything with one on summon, and burns for the highest OG attack amongst the destroyed monsters.

Number C6: Chronomaly Chaos Atlandis can equip opposing monsters to itself, and it gains 1000 attack for each. And it can detach 3 materials, plus at least 1 equipped Number monster to make your opponent’s life points 100.

Number C88: Gimmick Puppet Disaster Leo does burn damage and insta kills your opponent if it has no Xyz material and your opponent has less than 2k life.

And Number C9: Chaos Dyson Sphere is just an even more retarded version of the OG. I love this card. Sadly it has no card effect protection. Basically, whenever this thing battles, the monster it battles is absorbed as an overlay unit. And this thing burns based on the number of overlay units it has.

Spoiler

[collapse]

Chronomaly City Babylon lets you special Chronomaly monsters from the GY.

Gagaga Academy Emergency Network specials a Gagaga from the deck, but you can only special summon from the extra deck for the rest of the turn.

Junk Puppet specials a Gimmick Puppet from your GY.

Utopia Buster just destroys the weakest monster your opponent controls, and burns equal to its attack.

And Ghost of a Grudge reduces the attack of all monsters your opponent controls to 0, but only if they have more than 8 cards in their GY.

Spoiler

[collapse]

Now I know that was a lot of cards, but we aren’t done yet.

The Realm of Light Structure Deck had 3 new cards.

Raiden, Hand of the Lightsworn mills 2 and if you milled a Lightsworn, it gains 200 attack.

Michael, the Arch-Lightsworn lets you banish stuff, and when destroyed, you can shuffle all the Lightsworns in your GY to deck, and gain 300 life points for each.

Lightsworn Sanctuary lets you trade a Lightsworn in hand for 1 in the GY. It also gains counters whenever you mill a card, and you can detach 2 to protect a Lightsworn from destruction.

Spoiler

[collapse]

And last, Battle Pack 3: Monster League also had 11 new cards.

Master Craftsman Gamil I appreciate because he is a smith, but he actually sucks. A hand trap that gives a 300 attack boost isn’t good.

Stegocyber is an armored stegosaurus, so it looks cool as anything. It specials itself from the GY and negates battle damage, so it is alright.

Spoiler

[collapse]

Bashing Shield gives a normal summoned monster a 1k attack boost, and you take no damage from battles involving that monster.

Card Advance lets you look at the top 5 cards of your deck, and reorder them however you like. Then you can tribute summon an additional time that turn.

Spoiler

[collapse]

Chaos Burst is a sucky battle trap. Just use Mirror Force instead.

Ghosts From the Past reduces a monster's attack to 0, but you have to banish 2 cards from the GY.

Inspiration gives a monster a 700 attack boost for the turn. 2003 called and wants its card back.

Quantum Cat is a trap monster that can pick its type and attribute.

Swamp Mirrorer is the same.

Typhoon destroys a face-up Spell or Trap, and if your opponent has 2 or more, it can be activated from the hand.

Unbreakable Spirit gives a monster an attack boost equal to the lowest attack of a monster your opponent controls.

Spoiler

[collapse]

Alright. I didn’t really want to do this, but this has already dragged on. So I’ll call it quits here and go over the rest of the rewards next time.

If you find any errors ( Ads popup, ads redirect, broken links, non-standard content, etc.. ), Please let us know < report chapter > so we can fix it as soon as possible.

Tip: You can use left, right, A and D keyboard keys to browse between chapters.