Yugioh Card Summoner

CH.775 Getting our Forces Ready



Now today I was making sure both Ruiso and Narra Kingdoms had their armies ready to confront the forces the States have nearing the border of the nations.

As I said previously, the states are sending mid-sized armies to three different countries. Ruiso, Narra and Smorog.

Now I could stop all of them myself, just using the forces of HomeBase, but because of the northern threats, I need to have at least some forces available for those. And if the Power Structure Holder comes out of his cave, either Janina or I have to confront him. I don’t think anyone else can stand up to him.

Now Smorog will be fully under our direct defense. Wilma is from Smorog, she knows people there, and she won't let some morons burn it to the ground. And she has Superdreadnought Rail Cannons. And no matter what forces the States might bring, running into five Superdreadnoughts won’t be easy.

And that is assuming I won’t be able to make the Chaos versions she had during the tournament. I’ve yet to manage to make actually summonable versions of them, but I might get there before the war. I’ll either figure out how to make them by installing cards into other cards, or I’ll just get 3 more CXyz or Number C monsters and unlock Chaos Creation on the Numeron Code. With that I can make them with ease.

But even without C81 and Final Bruno, Wilma can just bombard any invasion forces.

So that is handled. But I wanted to have the armies of Narra and Ruiso involved if possible, so I’ve asked both Kingdoms to prepare at least a small force. Those forces will be backed up by HomeBase, mainly my power leveled Card Venturers, and that should hold the States army back long enough that we have everything else dealt with.

Now naturally I didn’t have the armies gathered by the border. I don’t want the States to know that I know what they are doing. And I can teleport and open teleportation gates. So when the invasion starts, I can just teleport the armies over.

As for what I’m doing today, well, I’m offering level up services. I made an AoE version of Level Up!, and army units are about to experience it for the first time. Yes it will bring problems later on, but those are problems for future Brian. And future Brian hasn’t traveled back in time to stop me, so this decision can't be that bad.

Now of course the AoE Level Up has the problem of not increasing skill levels, but again, a small price to pay for the convenience.

And since I’m ‘power leveling’ the armies of different nations at the same rate, no single country will get an advantage over the other. Besides, I think everyone knows I can stop them if they try something stupid with the power I’m giving them.

I mean, of course I have the Level Down version as well. And with a few copies, I could reduce an army into level 1 people in … a short time. Combined with Skill Drain and they can’t do anything.

And remember the best part, my Pack Opener is unaffected by my cards. So Skill Drain can’t turn it off. Sure my other skills would be turned off, but with Pack Opener I have access to the Numeron Code and the other bullshit things I can do with it.

Now, as you may remember, I put the Card Venturers on a quick Level Up! plan. And it has paid off. They are all just under 200, and will be over it in just days. The problem is, all of them are waiting for their evolution, and I in fact pushed the evolutions back with my Timeline God privileges. I have them so I’ll use them.

Because Alice is also ready to evolve. We heard from the Gods that there was an upgrade planned for her race. But it was still in the works. But now I can take over that and make her evolution for her.

But I can’t have everyone evolve at the same time. The reduction in forces in case of emergencies is one thing, but HomeBase still has a limited number of evolution tanks.

And I do have my priorities. Alice is our best counter to the Soul of Darkness. Sure I could also deal with it, but I’ll likely be needed to oversee the operation, so having Alice deal with that Soul will be the best option.

So after talking over her evolution with her, I forced Alice’s evolution to start and set her in a tank for the duration.

With her, Nikki, Barrett and Elina also entered evolution tanks and I allowed their evolutions to start. I just told them that I foresaw their evolutions starting, to they didn’t question why I knew they were about to evolve, despite them not feeling any of the symptoms.

And since Myrphe had her evolution scare, me checking people for theirs isn’t that strange.


The Card Venturers were the first to come out of the evolution. Understandable considering Alice is evolving into a unique race.

Let’s start with Elina, since she had the most ‘basic’ evolution. She went from a Sorceress to a Sky Sorceress (Advanced Human). So nothing crazy, just an evolution to both her Sorceress class to give her a more specific attribute while also evolving her Wind Magic skill to Advanced Wind Magic. And of course Advanced Human just raises her stats.

Barrett is next. He was an Earth Striker (Human), but sadly all he got was an upgrade to be an Advanced Human. I think part of it is because he doesn’t really take big risks. He is a really safe, but hardworking individual. So he basically goes down the ‘common’ path. Which is good, but it doesn’t lead to unique evolutions.

Nicole, or Nikki as we call her, went from a Trickster Tanuki-kin into an Azeban. Not quite sure what an Azeban is, but it's probably some sort of mythological trickster or something. That is how it usually goes with these races.

She already had the best stealth skills of any of the Card Venturers, and her new Illusion Magic racial skill will just make them even better.

Nikki has also learned some basic Time Magic from me and my monsters. Nothing more than the Time Accel and Time Decel spells, but they are definitely handy. And in case you forgot, she also has Light Magic.

So she will fool you with illusions, slow you down with Time Magic, blind you with Light Magic, and then she’ll stab you. Oh and she can also use poisons, even if she usually has Miris or Sharon synthesize them. She can mix some of her owns, but she can't just produce poison with a skill like Miris can.

But that is the first three of the nine, the rest will evolve soon.


Now, Alice time. And for her, you all get a status update.

Spoiler

Name: Ami Alice Mana Wood
Race: Magical Girl - Sorceress of Destruction ✯
Level: 451 [+60]
HP: 36,050 [+16,070]
Mana: 71,640 [+23,580]
Strength: 20,075 [+6265]
Defense: 28,255 [+7325]
Magic: 45,900 [+12,090]

Unique-Racial Skills

Magical Girl LV.38 (unique-racial) [+8]
Advanced Erasure Magic LV.1 (unique-racial) [new]

Racial Skills *

Spoiler

Sorceress of Magic LV.28 (racial) [+12]
Regeneration LV.50 (racial) [new, acquired with Manamorphic Body]
Winged Flight LV.9 (racial) [new, acquired with Manamorphic Body]

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Extra Skills *

Spoiler

Limit Break LV.4 (extra) [+1]
Overpowering Aura LV.34 (extra) [+6]
Manamorphic Body LV.14 (extra) [new-ish. was prototype last time]
Magician’s Power LV.50 (extra) [+10]
Soul Magic LV.29 (extra) [+8]
Erasure Magic LV.50 (extra) [+14]
Multicasting LV.50(extra) [+10]
Magic Reflection LV.35 (extra) [+8]
Mana Flight LV.46 (extra) [+13]
Telekinesis LV.40 (extra) [+12]
Magical Arms LV.21 (extra) [+7]
Giant Slayer LV.50 (extra) [+15]
Throughout Time LV.1 [new]
Card Summoner LV.9 (extra) [+1]
Appraisal (extra) [new]
Mental Visual Designing (extra)
Summon Dark Spirit (extra)
Summon Fire Spirit (extra)

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Normal Skills *

Spoiler

Swordstaff Technique LV.50 [+11]
Staff Technique LV.44 [+12]
Mana Blade LV.49 [+16]
Flickering Step LV.36 [+8]
Strength Boost LV.50 [+10]
Defense Boost LV.50 [+10]
Fire Resistance LV.50 [+10]
Poison Resistance LV.50 [+10]
Spiritual Dark Magic LV.50 [+10]
Spiritual Fire Magic LV.50 [+11]
Earth Magic LV.49 [+12]
Advanced Mana Control LV.50 [+10]
Magic Boost LV.50 [+10]
Quick Cast LV.50 [+10]
Instant Cast LV.47 [+9]
Fast Mana Recovery LV.50 [+10]
Magic resistance LV.50 [+10]
Miasma Control LV.23 [+11]
Miasma Resistance LV.50 [+10]
Taming LV.7 [+1]
Designing LV.24 [+4]
Cooking LV.22 [+7]
Dancing LV.16 [+5]

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Titles *

Spoiler

Sorceress of Destruction [new]Wife of the Divine Dragon
Blessing of the Timeline God [new]1hidden, can only be seen by the Timeline GodOne who defeated the Impossible
One with two SoulsNinatia’s Blessing
Nyx’s Blessing The Sky isn’t a Limit [new]
High-Leveled Individual Great Sage (Sage’s tower)
Storage Access (Brian Wood)Language Comprehension (humanoid, draconic)

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Sorceress of Destruction. Yeah, that fits, I suppose. And a unique-racial version of Erasure Magic. Pretty cool.

Also, you may have noticed that Alice has Racial Skills she shouldn’t have. Well, I made Manamorphic Body for a reason. Sure it isn’t the easiest to use, but Alice has managed to snag two skills with it. Even if getting Regeneration isn’t the most fun thing.

Otherwise she isn’t that different. Just stronger. It is the problem with this current System. You don’t really change much after you’ve passed level 250, you just get more powerful. Unless you run into a special situation.

But I’m honestly not sure if that needs to change. By that point you should know what you want to be, so you don’t need to change.

Lastly, Alice also got my blessing and the Throughout Time skill. I did wish for her to have it, but I’m not quite sure how I gave it to her. I think I just willed it to her, but I need to confirm with the others. It might also be because I manipulated when Alice would evolve or something, but I’ll find out.

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