CH.776 Getting our Forces Ready, part 2
Alright, so today I’m starting by fixing a little error I made. And that is regarding the set The Dark Illusion.
… so for some reason, definitely not a tournament making me lose focus, I never fully completed the set. … and I thought I did. Luckily Laura reminded me of it, so I checked the cards I was missing and just set up Capsules for everything.
I was only missing 18, so I felt like I could.
Acrobatic Magician specials itself from the Pen zone if a monster is destroyed, and from the hand if a Spell/Trap is destroyed.
Magician's Rod searches for a Spell or Trap that mentions Dark Magician on normal summon. It might also help in bettering our living weapon training, even though we are quite far with it already. Well, maybe it will make the next generation of Mabuki better. It is a living magical staff after all.
Master Peace, the True Dracoslayer has an omni-negate and summons a Dracoslayer and a Dracoverlord when destroyed.
Shiranui Solitaire specials a Zombie Tuner from the deck.
Subterror Behemoth Stalagmo has a flip effect to discard a Subterror to draw 2. And it also has the other standard Subterror effects.
Subterror Nemesis Warrior mills a Subterror and then tributes itself and 1 other monster to special summon a Subterror from the GY, as long as the combined levels of the tributed monsters equals the level of that Subterror. Nemesis Warrior also brings itself back when a Subterror Behemoth is flipped face up.
Toon Dark Magician has the standard Toon direct attack effect. But it also has an effect that lets you discard a Toon card to either search for a Toon Spell/Trap, or special summon a Toon from the deck ignoring summoning conditions.
Triamid Sphinx specials itself from the hand when a Triamid card is destroyed. It gains 500 for each differently named Field Spell in your GY, and your opponent cannot target other Triamids with attacks.
True King Agnimazud, the Vanisher specials itself by destroying 2 monsters, from your field or hand. And if both were Fire monsters, you get to banish a card your opponent controls or in their GY. And if it is destroyed you add a non-Fire Wyrm from the GY to hand.
Spoiler
[collapse]
Assault Blackwing - Sayo the Rain Hider is treated as a Tuner if you used a Blackwing to summon it. And twice per turn, this card cannot be destroyed by battle
Coral Dragon has a discard 1, destroy 1 effect.
Spoiler
[collapse]
Cosmic Cyclone is a good MST retrain. It might actually come in handy.
Dark Magical Circle is a great piece of Dark Magician support.
Pot of Desires is just a Pot of Greed that I need to give up cards for.
The Hidden City searches for a Subterror on activation, allows you to trigger the Flip effects of Subterrors, and even allows for attack negation.
Triamid Kingolem gives all Rocks 500 attack, and Triamid’s get the ‘Ancient Gear’ effect where when they attack, your opponent cannot activate cards or effects.
Spoiler
[collapse]
Two more cards, then I’m done. For now.
Magician Navigation specials a Dark Magician from your hand, and 1 Level 7 or below Dark Spellcaster from the deck. And you can banish this card to negate the effects of a face up Spell of Trap for the turn.
The Forceful Checkpoint forces your opponent to reveal their hand, and if they have a monster there, you get to discard it and negate an attack.
Spoiler
[collapse]
But yeah. That was all I was missing from The Dark Illusion. Now that set is also fully completed. Sadly no new cards were in the special edition bonus from this set, but whatever.
In other news, I’m playing around with my new God authority. I’m basically trying to find out what I can and cannot do, while causing as little damage to the world as possible.
I can’t risk a timeline reset, and I feel like I might cause one if I go overboard. So I’m not making new people or anything like that. I’d have a disappointed dhampir sucking on my neck if I repeated that mistake.
But I was just trying to do little things. Even if sometimes those small corrections went a bit too far.
For example, when I was playing around with Kurt’s past[Kurt is one of the Card Venturers], I ended up making turning him into Rudevik’s[The Cookie Monster, S-rank adventurer from the Ruiso Capital] child who had to escape the capital with his mom because ‘Drunken Master’ James was trying to hurt them to get back at Rudevik.
But I ended up changing everything back to normal, because that kind of backstory was unnecessary for Kurt.
Still. The fact that I can twist the world’s story how I want is a crazy power. And one I need to be extremely careful with.
Related, but on a separate note, I also figured out how to bless people. It isn’t that difficult really. I just will my blessing to them.
Naturally I blessed all of my wives, Janina included. Sure she doesn’t have a status or skills, but dragons can bless other dragons, as long as the blessing dragon is the stronger one. And I am now stronger than Janina, so I can give her a blessing. Sure it was my God blessing, not my Dragon Scale Blessing, but giving a Scale Blessing also takes a lot longer.
I’ll probably give that to the other five though, when we have the time. … but then they’d evolve to have some draconic features, so … I’ll ask them if they want to.
In all honesty, this ‘Timeline God’ stuff might seem extremely overpowered, but it really isn’t as crazy as you might think. Because most that I can do with it are things I could do with time travel.
I could just travel to the time before Kurt’s mom got together with someone and nudge her and Rudevik together. Then just escalate the tensions between Rudevik and James. That might get the result I want, and if it doesn’t, I can just try again.
The Timeline God authority just allows me to do so cleanly. But again, I probably won’t use those powers. There isn’t a big need for it. Maybe sometimes I can, but I can’t make the world a perfect place. People would think they are in the matrix or something like that if nothing ever went wrong.
And when things in the ‘perfect world’ do go wrong, they’d blame the Goddess or something. So better not to make people’s lives too easy.
An omnipotent God that is too helpful just makes people lazy. And when something does go wrong, they blame the God. So I don’t want to become ‘The Timeline God who fixes everything’.
Or in short, The All-Mighty was right. Better to just let things roll, and if things went wrong too bad, just do a reset and go back in time.
Now, time for more evolutions. Because we sure aren’t done yet. There are still six Card Venturers waiting for their evolutions, and both Wilma and Cailie also have an evolution coming in.
Now I was on the fence on which of my wives should evolve first, but Cailie is needed more at the moment since the next harvest of the CropFields is just days away, so Wilma will have to evolve first. Sure she is also needed in the Workshop to finalize some weapons, but I can take over that job. At least easier than I can take over Cailie’s job.
And of the Card Venturers, Lugh, Brooke and Callan underwent their evolutions.
Lugh, the White Fang Wolf-kin, evolved into White Fang Fenrir-kin. I may have assisted in that by giving him the Alpha skill he needed to become a Fenrir-kin. Naturally his new race came with the Unchained skill, which might come in handy. And otherwise decent stat buffs. Oh and his class race is still Spearman.
Brooke went from a Water Magician Naiad, which is already a semi Spiritual race, into Spiritual Water Magician Naiad. Not a big difference admittedly, but Spiritual does come with Spirit Magic. … which Brooke already had, but again, little things. Spiritual does power up Spirit Magic at least.
Callan. Callan is the main tank of the Card Venturers, carrying the Guardian race. Well, he was. But after his evolution, he is now a Holy Paladin (Advanced Human). Which is kind of strange as Paladin usually requires you to be semi-holy or even use Holy Magic, depending on the game.
This evolution did give Callan access to Holy Magic, so his healing will be even better than it was with just the Light Magic he already knew. He also got the Smite skill, which allows him to deal more damage against monsters and enemies of the world.
So in short, he is quite the holy warrior now. I just hope the Church doesn’t try stealing him from me. … If he does want to move to work for the church, I’d accept it.
Now finally, Wilma. She was already quite strong, but I may have had an idea for her during my time in the past, and now she evolved into that role. And got herself a unique race. … well, unique Class race. It isn’t as impressive as it sounds at first.
Spoiler
| ||||||||||||||||||||||||||
| Unique-Racial Skills
| ||||||||||||||||||||||||||
| Racial Skills * Spoiler
[collapse]
| ||||||||||||||||||||||||||
| Extra Skills* Spoiler
[collapse]
| ||||||||||||||||||||||||||
| Normal Skills * Spoiler
[collapse]
| ||||||||||||||||||||||||||
| Titles * Spoiler
[collapse]
|
[collapse]
So yeah. Wilma got the Living-Weapon Meister race and unique-racial skill. Naturally the name comes from Soul Eater, since the Mabuki name came from there as well. Though I did consider Living-Weapon Conductor. Meister just fit a bit better in my opinion.
It really just helps Wilma with her ‘I use living weapons as overlay units’ strategy, so it being a job unique to her does check out. Even if it might eventually be implemented onto others.
Originally I planned on making them something more available, but a few of the System Agents said they should be tested as a unique race and unique-racial skill first. Just in case there are problems with them. It is a lot easier to update the skill of a single person compared to potentially multiple people. Besides, no one will get the skill since HomeBase is the only place with living weapons.
