CH.544 Next Yugioh Tournament
<span style="font-weight:400">With enough time having passed since thest Yugioh tournament I hosted, I decided to host another one. But because I didn’t quite have all the Synchro monsters yet, and I wanted to improve the Factory VR before I hold the Turbo Duel Tournament, I decided to just hold a Deck Master tournament.
<span style="font-weight:400">Don’t know what that is? Well, don’t worry, because I can exin it. Deck Masters duels were these things in the OG Yugioh anime, for all of one arc, where you’d pick a monster to be your ‘deck master’. And that deck master monster would give you a special ability to which you’d either have ess to for the entire duel, as a continuous effect. Or would give you an activatable, ignition style effect that you can use either once per turn, or once per duel.
<span style="font-weight:400">Your deck master, while in the ‘deck master slot’, cannot be interacted with in any way, except that you can choose to special summon that deck master whenever you want. But once summoned, you cannot return your deck master to its ce. It has to stay on the field.
<span style="font-weight:400">Also, when on the field, it no longer gives you those ‘deck master’ advantages it had when it was a deck master.
<span style="font-weight:400">Think of the ‘deck master’ ability like the pendulum effect on a pendulum card. I think that is the best way of looking at it.
<span style="font-weight:400">Now, after you summoned your deck master, it is just like any other monster. Except that if it is destroyed, you lose the duel. So summoning your deck master is extremely risky.
<span style="font-weight:400">Now there are exceptions for the destruction, like if you can rece the monster immediately, like if your deck master was a battle floater, you can name the monster you summoned with the effect of your deck master as your new deck master, and you won’t lose.
<span style="font-weight:400">Or if you use your deck master as a material to summon an extra deck monster, that extra deck monster will be your new deck master.
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<span style="font-weight:400">So yeah. That was deck masters quickly. Now, for the tournament card pool.
<span style="font-weight:400">I made a few deck master monsters that you’d have to pick from to use as the base of your deck. Yes, you can have multiple in your deck, and then just pick one of them to be your deck master for that duel, but you probably want to just build around one of them.
<span style="font-weight:400">I started off with a monster that was popr in thest tournament, the Blue-Eyes White Dragon.
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<span style="font-weight:400">I made an alternative variant of it called the Blue-Eyes Master Dragon. Same stats as the OG, and as a monster, its only effect is that its name is treated as a Blue-Eyes White Dragon while on the field. Its deck master ability on the other hand is quite something.
<span style="font-weight:400">With it, once per turn, during your turn, you can pay 1000 life points to either add one level 8 or lower dragon from your deck to your hand. Or to special summon a Dragon normal monster from your hand. You can’t use both effects on the same turn.
<span style="font-weight:400">It will go super well with any Dragon decks someone might want to y, but it is also risky, as the life point costs do add up. But still a ‘free’ search for just 1000 life points is really nice, and the special summoning can also help.
<span style="font-weight:400">My next one had to be Dark Magician. Hees with two effects.
<span style="font-weight:400">First is Double Magic. A simple, but potentially devastating effect. During your turn, you can pay 1000 Life Points to activate a Spell effect twice.
<span style="font-weight:400">The second deck master effect it has is that when it is summoned to the field, you can automatically summon a Dark Magician Girl from your deck. And if your deck master Dark Magician on the field dies, you can target one Dark Magician Girl you control and it bes your new deck master.
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<span style="font-weight:400">Naturally to go with the Dark Magician, I also made a Dark Magician Girl deck master. Her effect allows you to, once per turn, during either yers’ turn, when a Spell card is activated or the effect of a Continuous Spell is activated, to pay 1000 life points to negate the activation and destroy the spell.
<span style="font-weight:400">She also has the effect to special summon a Dark Magician when she is summoned to the field, and if she dies, you can name a Dark Magician on your field as your new deck master.
<span style="font-weight:400">I think the two of them will both be run in the same deck, and each of them offers unique opportunities. Though I might have my opinions on which one is better, it will be interesting to see what the participants think.
<span style="font-weight:400">Oh, and speaking of running multiple deck masters in one deck. Yes, I’m allowing that. You have to just name one of them as your deck master at the start of each duel. Yes, you can change between duels in a match. And you can only run one copy of each deck master. And no, the deck masters don’t count as the originals for the functions of deck building, so you can have both Dark Magician and Dark Magician Girl deck masters, and still run three copies of the OG versions of them.
<span style="font-weight:400">Of course I had to include Jinzo as a possible deck master. I mean, the anime already did a perfect design for me, so I’m just going with that. So Jinzo, either as a deck master or when summoned to the field, negates all face-up Trap effects your opponent controls and destroys them.
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<span style="font-weight:400">For those that want to run Fusion decks, I have King of the Swamp.
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<span style="font-weight:400">It has two effects. Once per turn, you can reveal a Fusion monster in your extra deck to add a monster listed in its materials to your hand. So basically Fusion Conscription.
<span style="font-weight:400">Or you can, once per turn, perform a fusion summoning, like you were using Polymerization. But you can only use one of these effects per turn.
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<span style="font-weight:400">To make him a bit better, he has one more effect. When summoned, you can add one Polymerization or Fusion card from your deck to your hand. And like any King of the Swamp, it can act as any named fusion material for a fusion summon.
<span style="font-weight:400">For those that might want to run Water monsters, you have Cold Enchanter.
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<span style="font-weight:400">Her deck master ability is simple. Each time a monster is summoned, to either side of the field, ce one Ice Counter on her. All Water monsters you control gain 100 attack for each Ice Counter on her.
<span style="font-weight:400">And when she is summoned, she, and only she, gains 300 attack for each counter instead.
<span style="font-weight:400">For a generic Dark monster deck master line-up, I went with something unique that I think will be really powerful. The Allure Queens.
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<span style="font-weight:400">With her, your deck master starts off with the LV.3 version, but it upgrades itself to the next form during each of your standby phases, except your first one. Also, their effect, instead of equipping the targeted monster to itself, instead just lets you take control of the targeted monster.
<span style="font-weight:400">On the field the Queen’s work as usual, but I don’t expect people to summon them.
<span style="font-weight:400">For Earth, you have Ancient Gear Cannon.
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<span style="font-weight:400">With it you can, once per turn, during your turn, tribute one monster you control to inflict damage to your opponent equal to the on the field attack of the tributed monster. Also for the rest of the turn, your opponent cannot activate Spells or Traps.
<span style="font-weight:400">For Fire monsters, you have Firebird.
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<span style="font-weight:400">With it, each time a Fire monster you control is destroyed, all Fire monsters you control gain 500 attack. No, not for the turn, but forever. Or until they are destroyed.
<span style="font-weight:400">Also, each time that happens, you ce a me Counter onto the bird. When the bird is summoned, you inflict 500 damage to your opponent for each counter.
<span style="font-weight:400">For Light monsters, you have Honest.
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<span style="font-weight:400">Its deck master ability is to, when a Light monster you control battles, equip this card to that monster, and if you do, that monster gains ATK equal to the ATK of the opponent''s monster it is battling. That monster is now treated as your Deck Master.
<span style="font-weight:400">Honest can also, once per duel, return itself back to the Deck Master slot. Be it either summoned as a monster or equipped to a monster by its deck master ability. But if it was an equip, the monster it was equipped to loses the attack boost it gained when Honest was equipped to it.
<span style="font-weight:400">For Wind, I went with Faith Bird.
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<span style="font-weight:400">I just didn’t have a good effect monster to use as a base, so I just made something original instead. Faith Bird, like a few of the previous monsters, gains a counter each time something happens with a monster. For the bird, each time a monster is sent to the GY from anywhere but the field, it gains a counter. You can remove any number of counters from it, and your opponent has to mill that many cards from the top of their deck to the GY. And yes, if any of them are monsters, you gain more counters. That effect is once per turn, by the way.
<span style="font-weight:400">And when the bird is summoned, you can special summon a Wind monster from your hand or GY for each counter it had when summoned.
<span style="font-weight:400">Now, back to some archetype specific support cards.
<span style="font-weight:400">For Cyber Dragons, I made Cyber Master Dragon. Same stats as the OG Cyber Dragon.
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<span style="font-weight:400">It can, once per turn, turn all monsters on your field into Cyber Dragons. Not literally, just makes their names be treated as a Cyber Dragon, makes their attribute Light and makes them Machine-type.
<span style="font-weight:400">Also you can, once per turn, tribute a Cyber Dragon to add one Power Bond from your deck or GY to your hand, and if you do, you take no damage from Power Bond this turn.
<span style="font-weight:400">And yes, you can use both effects on the same turn.
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<span style="font-weight:400">For Elemental Heroes, you have Elemental HERO Stratos. You can’t run it in the main deck, but the deck master variant is quite nice.
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<span style="font-weight:400">With it you can, once per turn, destroy spells or traps on the field, up to the number of HERO monsters you control. Or add 1 HERO monster from your Deck to your hand.
<span style="font-weight:400">Also, all summons of a HERO fusion monster can be done without Polymerization, if the materials needed for the summon are on your field.
<span style="font-weight:400">Next up, I decided to allow the Fortune Ladies. Except the Synchro, since I don’t want any Synchro summoning in this tournament. So I made Fortune Lady Master.
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<span style="font-weight:400">She starts off level 1, but like all the other Fortune Ladies, she gains a level during each standby phase. And not just yours.
<span style="font-weight:400">Shees with a few effects. One, all Fortune Lady monsters you control gain a level during each yers’ standby phase, not just your own. Also, you can reduce the level of Fortune Lady Master, by any amount but only until she is level 1, to increase the level of 1 Fortune Lady monster you control by the amount you decreased her level by.
<span style="font-weight:400">And when summoned to the field, Fortune Lady Master keeps the level she was at in the deck master position, and gains 600 attack and defense times her level.
<span style="font-weight:400">For diator Beasts, I used Test Tiger.
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<span style="font-weight:400">It not only makes it so that d Beasts don’t have to return to the deck or extra deck when their condition procs, but they can be returned to the deck whenever you want, and it is treated as them being returned by their own effect.
<span style="font-weight:400">Next up, because I wanted to, I made an Arcana Force monster. That of Arcana Force X - Wheel of Fortune.
<span style="font-weight:400">I know Reversal of Fate is technically based on the Wheel of Fortune arcana, but I don’t care. It isn’t a monster, and it isn’t named Arcana, so I can make a Wheel of Fortune.
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<span style="font-weight:400">Arcana Force X - Wheel of Fortune has a coin flip effect, as do all Arcana Force monsters. Both while it is a deck master and while it is a regr monster.
<span style="font-weight:400">For its Deck Master effect, during each of your standby phases, you flip a coin.
<span style="font-weight:400">If heads, add 1 Arcana Force monster from your deck to your hand. All Arcana Force monsters you control gain 1000 attack, also they are unaffected by your opponent’s spells and traps.
<span style="font-weight:400">If tails, add 1 Spell or Trap that mentions ‘Arcana Force’ in its effect text from your deck to your hand. All Arcana Force monsters you control gain 1000 defense, also they cannot be destroyed by battle.
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<span style="font-weight:400">In case anyone wants to y Rituals, I made a deck master version of Manju of the Ten Thousand Hands. His deck master effect is just to add a Ritual spell or a Ritual monster to your hand, once per turn. Also, all Ritual monsters you control gain 500 attack and defense, and deal piercing damage.
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<span style="font-weight:400">Last is Dark World, and for them I introduced Zure, Knight of Dark World as a deck master.
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<span style="font-weight:400">His deck master ability is that once per turn, you can discard a card to either add 1 Dark World card from your deck to your hand, or target 1 Dark World monster from your graveyard and add it to your hand. Also, once per turn, when a Dark World monster(s) is destroyed, by battle or card effect, instead of going to the graveyard, you can add them to your hand and then discard 1 card for each Dark World monster added to your hand by this effect.
<span style="font-weight:400">So yeah. Those will be the deck masters. I think there will be some interesting decks made around them.