Yugioh RWBY Chronicles Card Guide 5
Hello Duelists! Here is another card guide, featuring Huntress, Revenants, and Grimm monsters! Let's get started!
Huntress
Gear Saw Huntress – Serra
[LV: 3] [Attribute: Earth]
[Warrior/Effect]
[ATK: 1700] [DEF: 1200]
Effect: When this card is normal summoned, you can summon a monster, with Huntress or RWBY-Soul in its name in addition to your normal summon.
When this card is special summoned, you can add one level-4 or lower Huntress or RWBY-Soul monster from your graveyard to your hand.
An expert in hand-to-hand combat, Serra is always eager to fight. Often found sparing with Jade, or Zet, she won't be satisfied with a proper victory. She can be a bit of perfectionist when it comes to her combat style, getting made over the tiniest flaws in her form. She has anger issues, getting mad at herself for making mistakes or when she thinks she isn't good enough. Luckily for her, Chi helps her mentally, training her mind. For combat, she is equipped with Chain-saw armaments on her arms and legs. This mostly developed from her interest of horror-flicks. Her fighting style consists of heavy hitting attacks, while maintaining a defensive stance at the same time, preferring to tank attacks rather than dodge. Outside of fighting, she just prefers to play any kind of sport, or watch a good horror-movie. She's considered a Horror-Movie guru.
Third Eye Huntress – Chi
[LV: 1] [Attribute: Light]
[Psychic/Effect]
[ATK: 700] [DEF: 700]
Effect: If you're attacked directly, you special summon this card from your hand. Once per turn, this card cannot be destroyed by battle. Reduce all damage dealt involving this card to zero.
You can tribute this card; special summon one Huntress monster from your graveyard with 1500 or less defense points from your graveyard in defense mode.
If this card is used as Synchro material for a Huntress-Synchro monster, you gain life-points equal to half of that monster's attack points.
One of the calmer Huntress of the organization. Rather than focus on fighting, she prefers to heal the soul of others. Many fighters become mentally distraught after enduring many fights. Chi saw that, and sought out knowledge to help others in her own way. After gaining the wisdom and knowledge to better understand the soul of others, she began holding sessions, where many received aid. She loves admiring nature and is usually found doing community service. She prefers to stay away from combat, and focus on grab and snatch tactics on her teammates, to get them out of danger, and then heal them. She's also the best gardener of the Spirit-Huntsmen.
Mechanic Huntress – Kirin
[LV: 4] [Attribute: Earth]
[Machine/Tuner/Effect]
[ATK: 1500] [DEF: 1500]
Effect: Once per turn, you can target one Huntress in your graveyard and special summon it with its effects negated, and it cannot attack. Send it to the graveyard at the end of the turn. Twice-per turn, you an increase or decrease this monster's level by one.
Kirin is the one person you go to when you need something fixed, or made. Fascinated by robotics, she dedicated her whole life to becoming a mechanic, eventually becoming a tech-expert. It can be a hassle though as everyone asks her to fix things. The A.C., the refrigerator, the lamps, the arena mechanisms. She has robotic helpers, but it tends to stress her out a little. Still, she loves to build or dismantle robotic tech and other crazy inventions. She even made a contraption to get her out of bed against her own free-will. She is really fond of anything mechanical and has a habit to dismantle anything that piques her interest. Aside that, she's the person you go to for upgrades and equipment augmentation. She really doesn't have any other hobbies, as she is just found cooped up in her personal garage, reading coding books and anything else tech related. That's pretty much all that happens in her head. In combat, she uses a customizable wrench, which has multiple attachments for any situation. Although, she would prefer to use gigantic robo-mech, or a gigantic gun. She prefers to go big. Can go an entire month without eating.
Noir Huntress – Lalah
[LV: 4] [Attribute: Dark]
[Warrior/Effect]
[ATK: 1600] [DEF: 900]
Effect: When this card is used as Synchro Material, the synchro summoned monster gains this effect until the end of the turn.
-This monster gains an additional attack, and cannot be destroyed by battle or card effects.
When you would take effect damage, (Quick Effect) you can banish this card from your graveyard, and your opponent takes the damage instead. You take no effect damage for the rest of this turn.
If you need a dangerous job to done, Lalah is the girl you want to go too. She is the Huntsmen's connection to the underground of the spirit world, dealing with shady organizations or more serious criminals. She's an expert marksman with any kind of fire-arm, but she mostly likes to use her trademark pistol. She is no slouch in close-quarters combat, as she effectively disables her foes with both guns and fists. She prefers to work solo, saying that outside help would most likely interfere with my focus, but she will try and be a team player if the situation demands it. To her, it's nice to talk to people who aren't trying to kill you every 5-minutes. While most people expect her to be cold and distant, she actually has shown interest in interacting with others, but quietly. She cares, but in her own unique way. On the other hand, everyone loves her cooking, and she in turn doesn't mind cooking for others. Is addicted to Pocky-sticks
Tactics Huntress Kaguya
[LV: 3] [Attribute: Dark]
[Warrior/Effect]
[ATK: 0] [DEF: 2100]
Effect: Once per turn, this card cannot be destroyed by battle or by card-effects. When this card is sent from the field to the graveyard, draw one card. You can banish this card from your graveyard (Quick-Effect) to set one Huntress spell or trap card from graveyard, onto your field. You can immediately use that set card.
Out of all the Hunters of the spirit world, Kaguya is the most cruel, sadistic and callous hunter among them all. She manipulates her foes emotions with well-thought out plans, and is a careful planner. Her mind is an endless encyclopedia of strategies, each one effective as the last. In the end, everyone plays into her hand. Despite all that, while most people may think of her as unfriendly, she's actually a great gal if you spend enough time around her. She is considerate of what others think and actually likes hanging out with others. However, make her mad, and well, have fun surviving. Other times, she usually takes drastic measures to resolve problems. If possible, she won't trade lives for victory, but expect her to tell you to do something insane. The worst part is that you're going have to do it. You can't say no to her sadistic tactician side. Has a secret crush on a Jade.
Soul Connector Huntress Athena
[LV: 4] [Attribute: Light]
[Spellcaster/Effect]
[ATK: 1500] [DEF: 1400]
Effect: Once per turn, you can discard one card from your hand. Special summon one Huntress monster from your graveyard with 2000 or less attack points with its effects negated. At the end of the turn, send that monster to the graveyard. You can tribute this card, to send monster from your hand or field to graveyard to fusion summon a Huntress Fusion Monster. Any monsters summoned by this effect cannot be destroyed by card effects.
A Huntress of unknown origin.
Huntress' Aid Zwei
[LV: 1] [Attribute: Earth]
[Beast/Tuner/Effect]
[ATK: 100] DEF: 100]
Effect: When you synchro summon a synchro monster, you can special summon this card from your hand, and you can negate the effects of one face-up card on the field.
"Are you sure it's okay for me to use your dog in combat? I feel bad if he got destroyed." Anna said.
"Don't worry, Anna. Zwei is a tough puppy. Ain't that right, Zwei?" Yang said, petting Zwei.
"ARF!"
"Besides, we trained him to use a can-opener." Ruby said.
"Impressive and as strange as that sounds, how does that have anything to do with him being a duel monster?" Anna said.
Huntress' Guard Zwei-Ki
[LV: 5] [Attribute: Earth]
[Beast-Warrior/Synchro/Effect]
[ATK: 2000] [DEF: 1700]
Effect: This card gains 100 attack and defense points for each Huntress monster in your graveyard. Once per turn, you can target one Huntress Synchro monster you control and raise that Monster's attack and defense points by 1000 and it can't be destroyed by battle or card effects until the end of the turn. That monster cannot declare a direct attack. When this card is destroyed by battle or an opponent's card effect, special summon one Huntress Synchro monster from your graveyard.
"I prefer him being cuter." Weiss said.
"I prefer him smaller." Blake said.
Zwei, in his battle form then approach the two, as he then stared at Blake. Blake only stared back, feeling a bit nervous. Zwei the proceeded to lick her face.
"WOOF!"
"…I need to go take a shower now." Blake said.
Zwei didn't really understand as he sat down and used his leg to scratch himself, smiling.
"I take it back. You're cute either way." Weiss said hugging the giant wolf.
"ARF!"
Pirate Huntress – Joanne
[LV: 5] [Attribute: Water]
[Zombie/Synchro/Effect]
[ATK: 2200] [DEF: 0]
[1 Tuner Monster + 1 or more non-Tuner Monster]
Effect: Discard 1 card from your hand, target spell or trap card on your opponent's field, and set it on your side of the field. If the targeted card is a monster card, you can summon it to your side of the field instead.
Send one spell or trap card you control to the graveyard, then target one card on your opponent's field and send it to the graveyard. You can only use each effect once-per turn.
Joanne was a female pirate who sailed the seas for life of adventure, searching for treasure or just enjoying drinking at bars. After doing something to offend a witch, she was cursed to have her soul trapped in her body for the rest of eternity. She then died, when her ship was capsized by a storm, and impaled by her own sword. Years later, Muerta found her body, with her soul still trapped within, and decided to revive her, but she came back as a zombie. She didn't mind as long as she can still drink her rum. Most people can tolerate Muerta's crude behavior, while others simply don't like her. She is quite greedy, usually trying to get more than she can bargain for and her drinking habits are made worse with her zombified state. She has a moral compass though, although it isn't active all the time. Although she may appear to be a ditzy drunk, she's actually crafty and intelligent. She is known to outwit her foes and relies on trickery to weasel her way out of bad situation. Unlike most Huntsmen, she doesn't have the values of honor, but is rather dishonorable, with method such as cheating. She can hold her own in combat with a cutlass and a flintlock pistol, and is a quick-thinker, utilizing whatever is available on the battle. Being a magical undead also has its perks, as she can reattach her limbs to her body, has regenerative powers, and can walk underwater without the need to breath. If you decide to be friends with Joanne, it may be a hassle, but she's means well. Most of the time. Is surprisingly a good singer.
Crimson Thorn Huntress, Zwei Rider Ruby
[LV: 10] [Attribute: Wind]
[Beast-Warrior/Fusion/Effect]
[ATK: 3500] [DEF: 2300]
[Huntress' Guard Zwei-Ki + 1 Huntress Synchro monster]
Effect: When this card attacks a monster with 2000 or more attack points, increase this monster's attack and defense points by 1000. When this card destroys a monster by battle and sends it to graveyard, inflict 200 points of damage for each level it has, and 400 points of damage for each rank. This card's attack and defense points can't be changed by your opponent's card effects. If you used a card with Ruby in its name as fusion material, this card gains the following effect:
Once per turn, when this card destroys by battle, you can attack another monster or look at the top two cards of your deck, and add one to your hand and place the other on the bottom of the deck.
"You know. I had dreams of riding on Zwei, for fun. But I never thought it would come true, and be that…violent." Ruby exclaimed.
"Well, sometimes, truth is stranger than fiction." Blake said.
"This whole world of Duel Monsters is like fiction." Weiss said.
"Guess I better start working even harder. Can have my sister hogging the spotlight." Yang said.
Huntress Rose Storm
[Spell: Equip]
Effect: Equip this card to a Huntress monster and it gains 500 attack points. If equipped to a monster that has Ruby Rose in its name, it gains 1000 attack points instead and it gains this effect: When this card destroys a monster(s) by battle, target one card on the field and destroy it. Then inflict 500 points of damage to your opponent.
"Wow. Just wow." Anna said.
"I know right. I'm pretty awesome." Ruby said.
"Shame it debut on the day we lost." Anna said.
"Yeah. That sucks. I hope the author will remember to use this card in the future" Ruby said.
Huntress Defensive Stance
[Trap: Normal]
Effect: Equip this trap to one Huntress monster you control. The equipped monster switches to defense-mode, and its attack points are reduced to zero, and increase its defense points by the equipped monster's attack points. The equipped monster cannot be destroyed in battle once per turn, and it cannot be destroyed by card effects, removed from play, nor change its battle position.
"Now this is a very defensive card. Perfect for stalling for a couple of turns." Pyrrha said.
"The best offense is a good defense." Ren said.
"Until the opponent decides to use Mystical Space Typhoon, Dust Tornado, Twin-Twisters, normal Twister, Heavy Storm…Why are all most spell/trap destroyers all wind disaster based?" Nora asked.
Huntress Revenge
[Trap: Normal]
When a Level 5 or higher Huntress-Synchro monster you control is destroyed by battle and sent to the graveyard, special summon the destroyed monster with its effects negated, and equip this trap card to the summoned monster. Then increase its attack points equal to half of the attack points of the monster that destroyed it. If the equipped monster leaves the field, destroy this card.
"The thing that scares me about this card is how the revived monster goes into a berserk, angry state." Blake said.
"Yep. I felt like ripping something apart. I wonder how it would work on Jaune." Ruby said.
"It amazing how a piece of cardboard can actually influence our emotions this much. This card would be a Grimm magnet, considering that anger is a negative emotion." Weiss said.
Huntress Battle Blast
[Trap: Continuous]
Effect: When a Huntress monster attacks or is attacked, inflict 200 points of damage to your opponent. If a Huntress monster you controlled was destroyed this turn, when you're about to take damage, you can send this card to graveyard and halve the damage. If the destroyed monster was a Synchro Monster, draw one card.
"Definitely not one of the best cards." Anna said.
"I agree. Probably won't be seeing much play in the future." Ruby said.
"Too situational." Weiss replied.
Huntress Advance Reversal
[Trap: Counter]
When a Level 5 or higher Huntress monster you control is attacked, negate the attacking monster's attack, and then have your monster battle the opponent's monster, and increase its attack points by 500. That monster cannot be destroyed by battle or card-effects until the end of the turn.
"The first Huntress trap card upgraded. We sure have come a long way." Zack said.
"Yep. I wonder how long it'll go on." Anna said.
"Hopefully, it won't take too long. The author is a procrastinator, but he loves this fic. I'm sure he'll finish it." Zack said.
"I hope he finishes our story too." Florina said.
"Yeah. It would be nice." Tim said.
"…Who are you guys?" Zack said.
Cursed Chaos/Revenant/Nether-Husk
Cursed Chaos – Paradox Knight
[LV: 10] [Attribute: Dark]
[Fiend/Dark-Tuner/Effect]
[ATK: 0] [DEF: 0]
Effect: If this card is banished or sent to the graveyard, you can special summon it. You can only use this effect once per turn. When this card leaves the field, return it to the bottom of the deck instead.
A knight who was banished from his dimension, and somehow got stuck between dimensions. The strain of the riffs caused these knights to go insane as both their bodies and minds are torn apart by the fabrics of space and time. If often attacks dimension-travelers through wormholes or portal gates out of insanity or pure spite.
Cursed Chaos – Corrupt Tamashi
[LV: 10] [Attribute: Dark]
[Fiend/Dark-Tuner/Effect]
[ATK: 0] [DEF: 0]
Effect: When this card is used material for a Dark-Synchro summon, either gain 1000 life points, or increase the attack points of the summon monster by 800.
Said to be a condemned soul of psychos or extremely evil people. They will attack anything they see, and will slowly break the wills of anyone they possess. Only those who are strong enough can expel them from their bodies, or just drink holy-water.
Cursed Chaos – Zanki Ronin
[LV: 9] [Attribute: Dark]
[Fiend/Dark-Tuner/Effect]
[ATK: 0] [DEF: 0]
Effect: When your opponent declares a direct attack, you can summon this card from your hand, and all damage you take during this turn is halved. This card cannot be destroyed by battle when in attack mode.
A dishonored Samurai who has abandoned the bushido code in pursuit of vengeance. They'll hunt down any who stand in their way and will torment them until there is no life left within their prey.
Nether Husk – Colossus
[LV: 7] [Attribute: Dark]
[Fiend/Effect]
[ATK: 2600] [DEF: 1000]
Effect: When this card is sent the graveyard or banished from your hand, or field, special summon two Nether Golem tokens (LV: 3, Attribute: Dark, Fiend, ATK: 1300, DEF: 500).
Recently created by Lola and Ashley, the Colossus are the new muscle of the Nether Husk army, towering over their enemies and pummeling them with brute strength. Should they be defeated, two smaller Golem will form from whatever magical energy was left in the Colossus and swarm whoever they come across.
Nether Husk – Stun Shocker
[LV: 4] [Attribute: Dark]
[Fiend/Effect]
[ATK: 1800] [DEF: 1200]
Effect: Once per turn, target one monster your opponent controls and decrease that monster's attack points by 100, for each level it has.
A deadly frontline unit of the Nether Husk army. It will not hesitate to charge in and stab the nearest enemy, and the attack may even incapacitate their targets if they're strong enough. Sword uses Electrical Nether energy, bypassing most defenses.
Nether Husk – Bone Shaman
[LV: 3] [Attribute: Dark]
[Fiend/Effect]
[ATK: 800] [DEF: 1000]
Effect: When you would take battle or effect damage, you can discard this card from your hand and reduce the damage to 0. If a Revenant, or Nether Husk monster you control would be destroyed, you can discard this card and negate the destruction.
While Bone Shamans aren't that strong, they prefer to attack the mind of their enemies, using cursed bone shards to cast wicked spells. These spells include controlling somebody like a puppet using a skeletal wrapping as puppet strings, or create illusions to trick their foes. Often found in the backline of the army, as they are protected by the frontline units.
Nether Husk – Rifle Marauder
[LV: 4] [Attribute: Dark]
[Fiend/Effect]
[ATK: 1500] [DEF: 1000]
Effect: Once per turn, you can declare a Level from 1 to 8, this card becomes that level until the End Phase. This card only be used as Dark-Synchro Material.
Aside from flags, lances and swords, the Rifle Marauder uses, well, a rifle. They aren't that special, but they make up for it in numbers. They are usually in patrols of three, with a Commanding Rifle Marauder taking the lead. Uses Nether based bullets as ammo.
Revenant Dracokid
[LV: 2] [Attribute: Dark]
[Dragon/Effect]
[ATK: 800] [DEF: 800]
Effect: Once per turn, if your opponent controls more monsters than you, banish two dark-attribute monsters from your graveyard, and to special summon this monster from your hand or graveyard. Once-per turn, you can pay 500 life points to special summon one Dark-Tuner monster from your hand or graveyard, and then draw one card.
The Revenant Dracokids are loyal servant of the Revenants. Malisha was fascinated by the concept of dragons, that she decided to make her own kind of dragon. In the child-state, they wield a lance which they have a standard mastery over. However, their main purpose in combat is to support Revenants, by healing, protecting, or supporting them in the best way possible. They also help out with other tasks in the Revenant's personal dimension space, such as housekeeping. Ashley even dressed one up as Butler once. Surprisingly he actually liked it.
Jetstream Revenant – Pythor
[LV: -5] [Attribute: Dark]
[Beast-Warrior/Dark-Synchro/Effect]
[ATK: 2200] [DEF: 1300]
[1 or more non-Dark-Tuner monster – 1 Dark-Tuner Monster]
Effect: When this card is Special Summoned, target one card on your opponent's field an destroy it. Once per turn, you can discard one card from your hand and increase this card's attack points by 800 until the end of the turn. When this card attacks a defense position monster, inflict piercing damage.
The Revenant's top Ace Flyer, Pythor. He is the master of the skies raining down hell onto his enemies. Moving at high speeds, he uses his special railgun and missile rack to destroy anything that so happens to be slower to him. Speed is life. That is the motto he lives by. He is also an excellent marksman, using sniper-rifles from both long-range and even in close-range. Being a snake Faunus, he has a special thermal vision in his snake like eyes, which are kept under control with his special helmet. He is usually direct and blunt with others, telling them what he thinks without considering what others might feel about it. He once said that a dress that Ashely wore made her look fat, and he lived to tell the tale. While honest, he can be a bit uptight, as he finds it difficult to relax in his current situation. He was made for combat, so everything else is difficult for him. The other Revenants know this and try to help him with this by usually hanging out with him or teaching him new things. Lately, he's taken an interest in wood-carving.
Six Blade Revenant – Saika
[LV: -7] [Attribute: Dark]
[Warrior/Dark-Synchro/Effect]
[ATK: 2500] [DEF: 2100]
[1 or more non-Dark-Tuner monster – 1 Dark-Tuner Monster]
Effect: When this card is Dark-Synchro summoned, banish up to two monster cards from either players' graveyard. Once per turn, you can banish one monster card from either players' graveyard. When a monster card is banished, this card gains the following effects, depending on the attribute of the monster banished, until the end of the turn:
Fire: Double this monster's original attack points, and if this card battles a defense position monster, destroy it before damage calculation.
Water: Double the amount of damage done by this card.
Wind: When this card declares an attack, your opponent's spell/trap effects are negated, until the end of the damage step.
Earth: Once per turn, you can target one monster card on the field, and decrease its attack and defense points by 1000.
Light: Once per turn, you can target and destroy one card on the field.
Dark: Inflict 300 points of damage to your opponent for each banished card.
This card gains 100 attack points for each banished monster card. When this card leaves the field, special summon one Dark-Synchro monster from your graveyard, ignoring the summoning conditions.
Saika is a master sword-master, who wields a total of six swords in total, each of a different element. She is the calmest and reasonable among the Revenants. Often seen meditating or practicing sword-play, Saika focuses on strengthening both her mind and body, although it proves to be difficult at times due to her friends either nagging, screaming or being loud. She can be socially awkward at times, mostly due to Ashley dragging her out of her comfort zone without warning, but she manages. Each sword she wields is based on a certain element: fire, water, earth, wind, light and dark. Not only can she wild two in her hand, but she also has special attachments on her feet, to wield her swords, and can telepathically control two swords in the air. When fully concentrated, Saika can utilize all six of her swords in conjunction with one another, utilizing a combination of different elements and different attacks. When not cutting down foes, she focuses on painting whatever comes to mind, or meditating under a waterfall. She just loves nature from the bottom of her heart, even if it is pitch-black with nether energy.
Nether Witch Revenant – Malisha
[LV: -8] [Attribute: Dark]
[Spellcaster/Dark-Synchro/Effect]
[ATK: 3000] [DEF: 2500]
[1 or more non-Dark-Tuner monster – 1 Dark-Tuner Monster]
Effect: When a card effect is activated on the field, activate one of the corresponding effects:
Monster: Your opponent's monsters lose 400 ATK and DEF, until the end of the turn. (This effect can stack).
Spell: Place one Spell-Counter on this card (MAX. 5), and inflict 100 points of damage to your opponent for each spell-counter on the field.
Trap: Summon one monster from your graveyard, with its effects negated. If it was a dark attribute monster, it gains 500 attack points.
Any battle damage involving monsters revived by this effect is reduced to zero. Monsters summoned by this effect are banished instead of being sent to the graveyard. As long as you control another monster, your opponent can't target this card for an attack nor with card effects. Once per turn, you can remove three spell Magic Counters from this card, and add a card from your deck to your hand that lists Nether Husk, or Revenant in its name or text.
Leader of the Revenants, and Nether Husks. A deadly mage with high affinities for Nether Magic: Magic of the Underworld. She has mastered numerous spells, including destruction magic, illusional magic, and creation magic. She can be sassy in battle and in social-life, often saying something witty in response to different situations. She loves the company of her friends, or enemies, and teasing whoever she wants. In a fight, she retains her sassy nature, but becomes more cold and cunning in battle, determining the best solution to win a fight, regardless of the method. She restricts her foes, buffs her teammates and will obliterate anything that stands in her way. Regardless, she shows respect to her own teammates and friends and is the shown to be actually caring. What does she seek to accomplish? To those who wish to challenge the witch, she'll gladly grant you your death-wish
Revenant Palm
[Spell: Equip]
Effect: Equip only to a Dark Attribute Monster. The equipped monster gains 500 attack points. If the monster has Revenant in their name, they gain 1000 instead. If the equipped monster has 'Malisha' in their name, that monster gains the following effect:
Once per turn, during your main-phase, increase one monster's attack-points by 200 for every card on your field, or gain 200 life-points for every card on your field. If the equipped monster were to be destroyed by battle or card-effect, you can send this card to the graveyard instead.
"So, why call it the Revenant Palm?" Siren asked.
"Because it's a special brand that goes on the palm, silly. I also have a Revenant brands for other body parts, like the head for instances." Malisha said.
"Sounds like something a crazed-manga-obsessive human would draw on his forehead with a marker." Siren said.
"How dare you! My magic is nothing compare to the doodles of markers!" Malisha yelled.
Grimm
For Grimm cards, I'll do two commentaries. One by Rodney, and another by River. Also, since I made it apparent that River is based off the Devil May Cry series play this while you read. If you want.
Devil Trigger (Gallery Version)
Saber Beowolf
[LV: 4] [Attribute: Dark]
[Grimm/Effect]
[ATK: 1700] [DEF: 1400]
When this card is Normal or Special Summoned, you can add 1 level 4 or lower Grimm Type monster from your deck to your hand.
Rodney Analysis: When someone thinks of the creatures of Grimm, the first thing that'll come to their minds are Beowolves. They are the common foot-soldiers of the Grimm. Heck, these guys are everywhere. With combination of X-Saber DNA, the Saber Beowolf's arms are not as big as their originals, but are more suited to sword-play. Combined with their agility they can easily move around the battlefield. They are also equipped with armor on their bodies. There's nothing wrong with the classics, but you can spruce them up a bit, or in this case, just give them a good sword. After that, chop, chop.
River's Comments: Despite the fact these wield swords, they're aren't really that different from the originals if you ask me. Whenever I encounter them in combat, they try to charge right at you. No variety what so ever. They try to make up for it with numbers, but it doesn't really matter to me. Although that doesn't mean you should let your guard down. With sharp claws and sword, you may find yourself resting in, pieces.
Shaolin Monk-E
[LV: 4] [Attribute: Earth]
[Grimm/Effect]
[ATK: 2000] [DEF: 1000]
Effect: You can discard one Grimm type monster from your hand to special summon this card from your hand.
Rodney Analysis: Monkeys are cool. But what's cooler is a kung-fu action monkey. These types of Grimm were designed, by yours truly, to be extremely mobile. Using hit and run tactics, they jump in and out of battle to annoy the heck out of their opponents. Annoyance leads to frustration, and frustration leads to a dead Huntsmen. I even gave them bananas for added insult to injury. Aside from being a nuisance, they are well trained with bow-staffs and hand-to-hand combat. I almost for the poor, poor victim who gets beaten up by these guys. Almost.
River's Comments: My gosh, these guys are annoying. Luckily for me, I got set of Faunus ears, and two guns. Bang, bang, sucka! They're not hard to deal with you ask me, but they can make things a bit tedious if you don't take care of them right away. It's a good thing Jackie lets me borrow his sword so I can restrict their movement. Ah. It felt so good to slice off that monkey's head. Trust me. You would feel the same you fought four of them at the same for 15 minutes. It's monkey business, you don't want get caught up with.
Assassin Owl
[LV: 3] [Attribute: Wind]
[Grimm/Effect]
[ATK: 1700] [DEF: 500]
Effect: When this card is Normal Summoned, target one spell or trap card on your opponent's field and destroy it. If the targeted card was destroyed, special summon one level 3 or lower Grimm type monster from your deck and reduce its attack points to zero.
When this card is Special Summoned, reduce the attack points of all your opponent's monsters by 800 until the end of the turn.
Rodney's Analysis: Despite their small size, Assassin Owls are lethal killers. Armed with a gigantic throwing star on their backs, a katana and ninja shenanigans, somebody is going to have a real bad time fighting these guys. Their method of combat is to drag out their fights, and tire their opponent out, by forcing them to be more evasive. It's safe to say anyone with low stamina are instantly dead. Coating their blades with flaming powder is another method, to burn their enemies to death. However, their most fatal, but weirdest attack, is a dive-bomb attack, in which they ram into their enemies at full speed. While these Grimm differ from usual Grimm brute force tactics, we must change and adapt if we are to dominate the battlefield.
Hare Interceptor
[LV: 5] [Attribute: Dark]
[Grimm/Effect]
[ATK: 2200] [DEF: 2300]
Effect: When your opponent declares a direct attack, you can special summon this card from your hand or graveyard in defense position. You can only use this effect once per duel. Negate any piercing damage that would be inflicted to you.
Rodney Analysis: The Hare Interceptor may look like they're fighters, but the truth of it is that they are mostly defenders. Back in Remnant, Grimm, can be easily be taken out with simple dismemberment, or gunfire. Grimm Duel Spirits are most likely to retain that frail design to an extent. Since they most Grimm rather prioritize attacking, I modify the behavior of the Hare Interceptor to focus mainly on guarding and defending other Grimm from attacks. They simply weave in and block an attack, meant for another Grimm, then weave out to let the other Grimm attack. Defense is necessary in combat. Having Grimm to serve as shields for others that serve as swords is a necessary advantage. Also, if you're wondering why I made it a rabbit, I just kept saying animal names with the word interceptor until a proper name came up. Hare Interceptor has a nice ring to it.
River's Comment: If you don't keep your eyes peeled, chances are you going to miss these guys. Lurking in the shadows, they are waiting to parry your attacks, and go back to hiding. So, you have either have to hunt them down, or use an attack that is powerful enough to knock them down, and the Grimm behind them. I think charge punch, with Clay's gauntlets is good choice. Unlike blades, punches have an impact zone, and knock opponents back. If you don't have a punching weapon, maybe a blunt weapon like a hammer would work.
Dagger Cougar
[LV: 4] [Attribute: Wind]
[Grimm/Effect]
[ATK: 1600] [DEF: 1500
Effect: When this card summoned to your field, you can special summon one Grimm type monster with 2000 or less attack points from your hand. When this card is used as XYZ material for a Grimm-Type XYZ monster
Rodney's Analysis: While offensive strategies are what most people associate with Grimm, I have been leaning towards the stealthier ways of combat. The Dagger Cougar are like rogues are thieves in a D&D campaign. I played a game with some fellow Grimm out of curiosity. Games aside, the Dagger Cougar is our Assassin class Grimm. Within human intelligence, they discern when to stay hidden and when to kill. They are the most silent of the Grimm spirits. I believe they are skilled at the Stealth Kill. Unfortunately, they are only effective in the dark rooms or in the night, as they just standout by being Grimm. The dark cloak is the only thing that is keeping their identity concealed, but people can still tell it's a Grimm if they use common sense.
River's Comments: Despite their looks, they aren't that stealthy to begin with. The red-eyes are a dead giveaway for starters, and their growling is a bit loud. However, if you give them the chance to slip away, then that's when their stealth abilities shine, or don't. Since they're stealthy. Uh, … did what I say made any sense? I don't know really. But what I'm certain of, is well, just kill them before they hide. It's not that hard. Maybe. Well, maybe that's because I'm a Faunus. Some of us are born with night vision. I guess why that's easier for me to spot them.
Eel Blader
[LV: 3] [Attribute: Water]
[Grimm/Effect]
[ATK: 1200] [DEF: 1200]
Effect: During the damage step, when a Grimm type monster battles an opponent's monster, you can discard this card from your hand to have that monster gain 1200 attack points. If the battling monster is a XYZ monster, you can attach this card as XYZ material to that monster.
While this card is attached as XYZ material to a Grimm type XYZ monster, you take no battle damage involving that monster.
Rodney's Analysis: This one is a special one. The body of this Grimm, is that of an eel. However, the suit it's equipped with, gives it the ability to move around like a bipedal organism. For combat, they use the electrical currents they produce to charge up their twin-blades. Simply touching these swords will send a powerful current through their opponent's body. Plus, they can generate an electric field, which can block any form of attacks. The best offensive is a good defense as I say. And what's more defensive than an electrical body?
River's Comment: The Eel Blader is an enemy that requires you to think smart. For one, their electric fields nullify firearms, and their swords will shock you if you aren't precise. Normally, I would be swinging my sword without thinking, but these guys forced me to use my brain, more than usual. There's a trick to fighting them. They have brief point of vulnerability. Choosing where to swing your sword is required. Their guards change quickly, so you also have to decisive in where and when you swing your weapon. If you don't have any melee weapon, you I suggest bringing some rubber gloves and just punch the dude. I got that from a comic, but I haven't tried it out yet. Maybe I should. Eh, I prefer using Jackie's sword. It's more comfortable.
Beo-Spearman
[LV: 3] [Attribute: Dark]
[Grimm/Effect]
[ATK: 1600] [DEF: 900]
Effect: If this card attacks a defense position monster your opponent controls, before damage calculation: You can destroy that Monster.
Rodney's analysis: Nothing much to say here. They're just Beowolves with spears. Nothing to fancy happening here. They just specialize in poking holes into their enemies. Fighting styles are quite simple, but simplicity is effective at times. No need for complex weapons. I mean, who was the crazy huntsman who mashed a gun and sword together?
River's Commentary: For the record, the author didn't put much effort into this monster. I believe this was just created for rank 3 fodder. But I might use him in the future. As for fighting these guys. When they thrust, just step on their spears, and go for the kill. Works every time.
Military Raptor Force
[LV: 5] [Attribute: Dark]
[Grimm/Effect]
[ATK: 2100] [DEF: 500]
Effect: If you control a Grimm-Type XYZ monster, you can special summon this card from your hand in attack position. After a Grimm-Type XYZ monster attacks, if your opponent controls a monster on their side of the field, you can tribute this card and that XYZ monster can make an additional attack. It cannot attack directly.
Rodney's Analysis: Raptors are clever. They work more efficiently in packs as well. So, why not task force of military-knife-wielding-raptors. Although, they have talons, the knifes, are more combat friendly, as they have risk of injuring their hands. They are brutal, and precise. The moment they see anything that they consider a threat or an enemy, they don't hesitate to cut them down. The scariest part is that they gang up on a single target. They don't stop and they will hunt down their prey no matter what. Furthermore, they also have the ability to pop out of anywhere. Not even I know how it works. One time, they jumped out of a pot of curry. Another jumped out of desk drawer, and they're was the incident with the trash can. I don't know how they obtained that ability, but it's only limited to whenever they have a clear image of their target. Normally, I would ask them myself. But if I'm being honest, they scare me. They murder a Grimm in cold blood, stabbing it over, and over again. All because he cheated on Saturday night Poker. No one has cheated ever since that incident. At times like these, I must be careful of what I create.
River's Comments: I don't know how they warp out of small hole, but I understand concept of it. The captain told me all about it. The way it works is that raptors can immediately teleport or warp themselves to any other raptor within their group. The way it works is that when one of the Raptors see their target, they immediately change their behavior to a hateful one. Apparently, they can make themselves hate, or despise their main targets. This emotion of hate, then spreads to the Raptor's teammates, and acts as signal, for all the other Raptors to group up and kill their enemy. It's like how white-blood cells operate when foreign germs invade the body. However, when they're aren't in Psycho-Murder mode, they're really understanding and actually quite friendly. They enjoy drinking tea, and playing tabletop games. Fair warning, don't cheat. The last person who did, was never seen again. I'm just kidding there. But seriously. Don't cheat if you value your life, or if you're confidant if you can get away with it. The Captain's name is Jonny, the second one is Joey, third one is JoJo, the fourth one is Jo, and the last one is named J. They are one of many Raptor teams. I just happen to come across these guys. They're quite chill.
Ape Apprentice
[LV: 3] [Attribute: Dark]
[Grimm/Effect]
[ATK: 300] [DEF: 300]
Effect: If this card is special summoned, you can banish one Grimm-Type XYZ monster on your field or in your graveyard, and one spell card in your graveyard and add one "Grimm Ritual" ritual spell and one Grimm-Type Ritual monster from your deck to your hand.
Primate Witch-Doctor
[LV: 7] [Attribute: Dark]
[Grimm/Ritual/Effect]
[ATK: 2000] [DEF: 2500]
Effect: You can Ritual Summon this card using "Grimm Ritual". Once per turn, pay 500 life point: target one Grimm-Type monster on your field and one spell or trap card in your graveyard, and special summon the targeted card in your graveyard as a Grimm-type monster, with 0 attack and defense points, and it's level is equal to the targeted monster on the field. When you XYZ-Summon a Grimm-Type monster, inflict 200 points to your damage to your opponent for each rank it has, and gain 100 life points each. Your opponent cannot attack any other Grimm-Type monster, except this card. When this card battles an opponent's special summoned monster, it gains 1000 defense points.
Rodney's Analysis: Almost all Grimm are basically oriented to physical combat. Ghasts focus on becoming giant rock golems, Lancers are focused on firing stingers and ripping apart ships. So, I figure it would be best to create Grimm focus on magical arts. The Witch-Doctor and Ape-Apprentice are one of many, but I decided to focus on support magic for starters. Magic is, complex. It's different for science, as technically, you can create things out of matter, which defies conversation laws of matter. I don't understand it myself. I got a lot of studying to do. I'm mostly leaning towards black magic. Grimm are the representation of death, despair, fear, and amongst other negative emotions. So, technically makes sense that Grimm would have an affinity for that kind of magic. Although, it would be nice to focus on expertise of magic. Aside from that, the Witch-Doctor focuses on manipulating life-energy. It can mess with both Grimm and its enemies' vitality. The little apprentice is his assistant, in order to make casting magic easier. This is the first step for Magic based Grimm. Although, healing and supportive magic may be difficult.
River's Comment: I hate these two, period. Every time I see them, they always cast a minor spell on me, causing me a little bit of pain. Luckily, thanks to Jack's runes, I don't have to about dying. But dang, it's annoying! Monkeys. If it weren't for my semblance suppressing my anger, I would've have murdered these two, and throw them out of my deck, and into to sea! I heard that some Exodia parts are sleeping on the bottom. I'm somewhat close to giving them company. Then again, they do that with the other Grimm all the time. Jack tells me, that experiencing mild pain is nothing, compared to the battlefield. Believe me, I'm not the type of guy who gets pissed off easily, so, this is saying a lot about these two!
Asura Ursa
[Rank: 4] [Attribute: Fire]
[Grimm/XYZ/Effect]
[ATK: 2400] [DEF: 1700]
[2 Level 4 Monsters]
Effect: When this attack's an opponent's monster, you detach one XYZ material from this card, and destroy one other card on the field. Then inflict damage equal to half of the of monster with the highest attack points.
Rodney's Analysis: Ursas are known to be the main muscle of the Grimm. I've been reading up on human mythology, and one of the Gods I found to be interesting was Asura, a deity with six arms. So, I decided to mix its design with the Ursa and hence, the six-arm-muscle-Grimm came to be. The DNA is easy to replicate, so it should be easy to make more. As for combat, this variant of the Ursa wields a different weapon in each of it's six hands. Depending on the Ursa, it can vary. It can use katanas, axes, lances, spike and chain, hammers, daggers, etc. Plus, it can also breath fire from its mouth. Why did I add that? Because it's cool. There's also the flaming wheel on its back which spins the more enrage it becomes. They are relentless and will continuously beat and destroy their foes.
River's Comment: There are a ton of Asura Ursas. The one that joined me was willing to listen. Got to say, I'm glad he did. He's pretty helpful in combat and duels. He also loves to eat a lot. I mean, the Grimm that we've gather, love to see him chug down a barrel of hot dogs, burgers, or anything in general. He just chugs it all down. Trust me, him chugging down a barrel of any kind of food, mostly meat, is a must see. Other, than that, his axe is pretty fun to use as well. As for fighting one, I suggest brute forcing through it. It's not smartest, then again, brute force is not based on brains, but like muscle. They have high endurance, so you have work hard to bring one of these bad boys down.
Martial Cerberus
[Rank: 3] [Attribute: Dark]
[Grimm/XYZ/Effect]
[ATK: 2500] [DEF: 1800]
[3 Level 3 Monsters]
Effect: When this battles an opponent's monster, that monster loses 500 attack and defense points. You can use each of the following effects once per turn
1. Once per turn, when your opponent takes damage, you can detach one XYZ material from this card and double that damage.
2. When opponent's card is destroyed, you can detach one XYZ material from this card, target one card on the field and destroy it.
Rodney's Analysis: The Martial Cerberus, or Martial is mostly known for its kung-fu fighting style. Along with the three heads, each representing a part of its personality. The middle head is clam and collected. The head on the right side of its body is sadistic and takes joy in violence. The last head is just being angry and loud. It's also a master of using a three-pronged nun-chuck. I didn't get much time to talk to him, but he's clearly a strong close-range fighter.
River's Comment: I'm not sure how I should address this guy. Do I use singular tense, or plural tense? They have three head, but they refer to each other as one whole being? They don't seem to care how they're address, but it's kind of confusing for me. Any who, after our first encounter, he's now my biggest fan right now. He's still a little salty after calling him a puppy. Jack says I should think before I speak, otherwise I might say something that pisses off the wrong person. I'm really curious on what it's like to have multiple heads. Like the nervous system. They have three brains, so which brain is responsible for motor sensors. I'm sure there's book for it, but I'm too lazy to look it up. Or I just don't care about it.
Subterranean Drilling Jaws
[Rank: 3] [Attribute: Earth]
[Grimm/XYZ/Effect]
[ATK: 2200] [DEF: 1300]
[2 Level 3 Monsters]
Effect: Once per turn, when your opponent takes damage, you can detach one XYZ material from this card and draw one card. This card attacks your opponent directly with half of its attack points.
Rodney's Analysis: So, far I'm still working on Sub-aquatic based Grimm. I've pushed those projects back, since the Grimm army doesn't really need anything sea related at the moment. However, I decided to go with a subterranean shark that swims beneath the ground. Sure, I could have used a groundhog or a mole, but sharks are cooler, and scarier. I doubt huntsmen would be scared of a mole. I mean the iconic dorsal fin of sharks is what strikes fear into humans. Well, that's what I got from the movies. Anyways, the Drilling Jaws is capable of tunneling through the hardest mineral, with its drill staff. It can also bite down on unsuspecting victims with its sharp teeth. A huntsman with a wounded leg isn't going anywhere. In addition, the tunneling is quiet, so, people won't know where it's coming from. Hit-and-dive is its main strategy to evade attacks, or it will drill multiple holes into your body with a frontal confrontation. With sharp teeth snapping at you and the sound of spinning drills, it'll be hard to focus with a clear mind.
River's Comment: Drill is a bit vulgar. This guy loves to insult others as much as I do, but he's not afraid of holding back his words. The guy just likes to tunnel underground for the fun of it. He says that tunneling and drilling help ease his nerves and think. There are other Drilling Jaws, so if you ever come across one, I suggest trying to parry them in mid-air. It'll throw them off balance, giving you a chance to strike back. However, once they'll recover, they'll charge right at you with a pointy, spiny, drill. So, I advise caution, and if it's coming from someone like me, you should listen.
Bunny Panzer
[Rank: 5] [Attribute: Earth]
[Grimm/XYZ/Effect]
[ATK: 2600] [DEF: 2100]
[2 Level 5 Monsters]
Effect: For each XYZ material attached to this card, this card gains 200 attack points. Once per turn, when a Grimm-XYZ type monster you control battles an opponent's monster, you can detach one XYZ material from this card, and that monster gains 1000 attack points, and neither monster can be destroyed by battle or card effects, until the end of the battle. When you take damage involving this monster, inflict the same amount to your opponent.
Rodney's Analysis: I was watching this tv show a couple of days, and it showed a man combining the powers of a rabbit and a tank. I figure why not? Rabbits are usually depicted by humans to shy and timid creatures. TO HELL WITH THAT! They're ravenous, bloodthirsty killers! I mean, that's what the Holy Grail movie showed. So, yeah. This robo-rabbit is a killer! I also took inspiration from another show about transforming robots in a civil war, and especially from certain robots with the ability to take off and swap heads with other robots. And thus, I created the Bunny Panzer. The main head unit can detach from the main body and transform into a miniature robot of the main body. The main body can also transform into either a heavy-class vehicle, or a spider-cannon. In vehicle mode, it has too alt modes. One is a rocket mode, which allows the rabbit to drive around like a race-car driver, and two is tank mode, taking on the form of a hover tank. However, these forms are quite small, since the main humanoid form is about human size, but size hardly matters, when you got heavy guns. In robot mode, it prefers to use a combination of hand-to-hand combat maneuvers. Furthermore, there are also in-built gatling guns within the treads on its arms in robot form. Bunny Panzer's fighting style in robot mode consist of hard and precise strikes, with power behind each punch and kick. Considering that his body is made of metal, all of his hits are going to be painful. Just how we Grimm like it.
River's Comment: I named this guy Claymore, or Clay for short. I figured that the claymore bomb is kind of fits his explosive-hard-hitting fighting technique. He's very complex in both personality and combat. He also speaks in an Australian accent. Aside from that, he enjoys tinkering with anything. Plus, he's also good with computers. He literally programs and pilots his own suit, adapting to any kind of terrain and environment. He can be a bit rude at times, but he could be worse. He is kind of teach me his moves, like his signature 'Rising Rabbit' Uppercut, 'Tread Shred', and 'Bunny Bounce'. The names are weird, he is part rabbit, so it makes sense that some of the moves would be name after rabbits. When he's no fighting, he just typing away on his mini computer in the robot head. I don't know what he's typing but as long as it doesn't kill me in the end, we're cool.
Plague Veil Crow
[Attribute: Dark] [Rank: 3]
[Grimm/XYZ/Effect]
[ATK: 1800] [DEF: 0]
[2 Level 3 Monsters]
Effect: As long as this card remains face-up on the field, negate any of your opponent's card effects that would change a monster's attack, defense, level, attribute, type, or name, and revert any changes to their original state. Non-Grimm-type Monsters lose 500, for each Plague Counter they have. Grimm-type monsters gain 300 attack points for each Plague Counter they have. For each plague counter on the field, this monster gains 300 attack points.
Once per turn, you can detach one overlay unit from this card, and place a Plague-Counter on all other face-up monsters on the field.
When monster this card destroys a monster in battle, remove it from play. If a monster with a plague counter leaves the field, move all of that monster's plague-counters to any other monster on the field.
Rodney's Analysis: Grimm are known for wreaking and demolishing anything that stands in their way. Here, I decided to take a different approach. Crows are known for being bad omens, or the lingering sense of death. And their plague doctors, who had crow-like masks. That was a spark of death in my head. The Plague Crow is not strong combat-wise. It's more of a support class Grimm. It creates a poison within its body, and spews it onto the battlefield. Although it isn't lethal enough to kill, it is effective. Anything that breathes in this poisonous gas, will suffer hindrances to the body. Symptoms may include dizziness, some muscle-pain, cloudy vision, bad tastes in the mouth, gagging, coughing, in some cases, vomiting. In rare cases, it can also cause atomic diarrhea, which has a 5% chance of triggering. However, the main power of this poison is to hinder healing abilities. Anyone who breathes in the gas cannot regenerate any kind of special aura-based power, and healing becomes impossible. In short, it slows down the self-repairing abilities of the body. However, when other Grimm breath in the gas, they'll be empowered instead, increasing strength, speed, and defense. The longer they stay in the gas, the longer the effects will last. That doesn't mean, they aren't suited for fighting, as they have experience with a scythe. I'm planning on making more Bio-Grimm. Time to start binging zombie movies.
River's commentary: Here's an interesting fact about Doc. Whenever he eats a fruit, his poison breath will smell exactly like that fruit. Trust me, he ate a kiwi once, and the enemy suffered from, I kid you not, kiwi-scented poison gas. Hahaha, hehehe. Kiwi-scented poison. Haaahhahaaah, aaah. Sorry. I needed a good laugh. Pfft. Kiwi-poison. I'm sorry, I'm sorry. I can't stop laughing. Hahaha. Ahahaha. Okay, I'm done now. About Doc, he's curious fellow. He's really into asking about things he doesn't understand. Other times, he just sharpening his scythe for the thousandth time in the day. He says that sharpening blades is relaxing for him. I don't get it, but hey, I'm not going to judge.
Hyksos Runic Jackal
[Rank: 4] [Attribute: Dark]
[Grimm/XYZ/Effect]
[ATK: 2800] [DEF: 2100]
[3 Level 4 Monsters]
Effect: Once per turn, you can detach one XYZ material from this card to target one face-up monster your opponent controls, and half its attack points. The targeted monster cannot be destroyed by battle or card effects and cannot be unaffected by other card effects until the end of the turn. You can only attack the targeted monster for the rest of the turn. If the targeted monster lost more than 1000 attack points, this monster can make an additional attack on that monster, with halve the damage.
Rodney's Analysis: Unavailable?
River's Commentary: Jack and I aren't always on the same wavelength. He can be a bit stingy. He always on my case of how I behave and even on my college work. But, if I'm being honest, I'm actually grateful for his stinginess. Not only does it add a bit of flavor to my life, it also helped me with assignment deadlines, when I was procrastinating my butt off. On a side note, I do like messing around with him. I don't know why, but it just brings me an odd sense of joy. He's pretty lax too, and is a good voice of reason for me and the Grimm. He's like our manager. As for combat, he prefers to use his Khopesh. It's actually an Egyptian sickle-sword. Probably worth a google if you have time. He also specializes in Rune magic. His most noticeable, binding magic, binds his foes' and weakens them. He has other runic-spells, but I'm too lazy to go into them. I'll just say this. He's my best bud. And if us bickering, arguing, and annoying is our friendship, why not?
GB – Frozen Bicorn
[LV: 4] [Attribute: Water]
[Grimm/Effect]
[ATK: 1000] [DEF: 2000]
Effect: When this card is normal summoned, you can destroy one spell or trap card on your opponent's field, and additional card for each Grimm-XYZ type monster you control. You can target one Grimm-XYZ type monster you contro; equip this card from your hand or your field to that target. It gains 1000 attack points. If the equipped monster battle's an opponent's monster, attach the top card of your deck as overlay unit to the equipped monster. If it doesn't have any overlay units, attach two instead. Negate the opponent's monster effects and the equipped monster gains 500 attack points for each overlay unit attached to it. If the equipped monster is destroyed by battle or opponent's card effect, inflict 300 points of damage for each of that monster's rank. You can only control one GB – Frozen Bicorn.
Rodney's Analysis: Unavailable?
River's Commentary: Not much to say here. It's just a frozen horsey that gallops in the air, and freezes stuff. Can't get anymore basic than that.
Grimm Ritual
[Spell: Ritual]
Effect: This card can be used to Ritual Summon any Grimm Ritual Monster. You must also Tribute Monsters from your hand or field whose Levels equal or exceed the Level of the Ritual Monster you Ritual summon. You can banish this card from your graveyard and one Grimm Ritual Monster; target one spell or trap in your graveyard and special summon it as a monster (Grimm/Dark/ATK 0/DEF 0), and choose its level between 1 and 8. You cannot activate this effect on the same turn this card is sent to the GY.
"So, why a ritual card? Isn't the Grimm deck suppose to be XYZ based?" Liege asked.
"It's the author's doing. He was watching an episode of Yugioh Vrains that feature the Cyberse Magician." Shinrai said, pointing to the author.
"What!? I just thought it was cool. And I thought a Primate Witch Doctor would fit perfectly with ritual monster." The author.
"It was unnecessary if you asked me." Liege said.
"The only ones who determines it's worth are the readers. And actual Yugioh Players." Shinrai said.
Dark Stasis
[Spell: Quick-Play]
Effect: Target one Grimm-type monster you control; banish it and gain life-points equal to that monster's attack-points. During your next standby-phase, special summon that monster in its original position.
"So, what's this card based on?" River asked
"To be honest, I don't know." Jackie said.
"Yeah. It's not a very interesting card." Rodney said.
Copy Grimm
[Trap: Normal]
Effect: When a level 4 or lower Grimm-type monster is summoned to your side of the field, special summon this card as a Normal Monster with the same name and level as the Normal Summoned monster (Grimm/Dark/ATK 0/DEF 0). (This card is also still a Trap Card)
"Rodney." Hidou said.
"Yes, Hidou?"
"This card is a blatant rip-off of the Copy-Knight card." Hidou said.
"Well, sorry! It's not easy coming up with original material! Do you know how much I rack my brain thinking up the card effects!? It's a lot easier to just borrow some reference from other cards!" Rodney complained.
"Okay. I'm sorry." Hidou said.
Birth by Hatred
[Trap: Normal]
Effect: If you control no monsters and your opponent controls a monster with 2000 or more attack points, special summon two Grimm-Type monsters with different levels from your graveyard, and change one of their levels to the current level of the other. You must immediately XYZ summon a Grimm type monster with the special summoned monsters. This summoning cannot be negated. You cannot special summon monsters, except Grimm-type monsters, for the rest of the turn.
"To a human, this may look like the embodiment of despair, rising from the depths of hell. To me however, it just a Grimm waking up on a Monday." Lin said.
"Really? I never thought it that way." Siren said.
"Well, I don't think anybody likes Mondays. I guess Grimm feel the same way." Anna said.
Wrath Guard
[Trap: Continuous]
Effect: When your opponent declares a direct attack, send the top card of your deck, and one additional card for each Grimm-XYZ type monster in your graveyard. If one of the cards is a monster card, you can banish it, and reduce the damage by that monster's attack points. For each level that banish monster has, add one Wrath-Counter to this card.
During you main-phase, if you control a XYZ Grimm-Type monster, you can send this card to graveyard, destroy all your opponent's monsters whose attack points are less than 400 times the number of Wrath-Counters on this card. You can conduct your battle-phase on the turn you use this effect
/Author's note: I decided to change the effects a little.
"You know, Jack. Do you think I can just go a whole fight using only this guarding method and no other weapons? It would be big flex." River said.
"Yes. It would. Problem is that mastery of this technique requires patience, skill, practice, and concentration. You're missing two of these requirements." Jackie said.
"Oh, come on. I can be patient and concentrate." River retorted.
"…" Jackie.
"Fair point." River replied.
Grimm Counter Attack
[Trap: Counter]
Effect: When a Grimm type monster is the target of an attack, destroy the attacking monster. If the attacked monster is a XYZ monster, increase its attack points by 1500 until the end of the turn.
"It's a neat card. Bet it would look cooler if I was in the card artwork." Hidou said.
"Really? That would make it look uglier." Siren said.
"Like you're one to talk." Hidou.
"Jay would look better on the card." Shinrai said.
"…. Are you serious?" both Siren and Hidou said.
Author's note:
Well, I did not expect the card guide to take this long. It's been like several months since I last updated my story. Curse you Persona 5 Royal! And Fire Emblem, as well as Monster Hunter World. Including Fall guys. Sorry. I love writing these stories, but I also like gaming. It didn't help that writing the guide burned me out a little. Writing the Bios made my head hurt a little. I'm glad it's over now. I can finally start writing my story again! As soon as I survive college. A Computer Science major is painful road. But one worth taking for me.
I hope you all enjoyed the card guide. Let me know which cards were your favorites. Also, I'm not going to reply to the reviews here. I'm a bit burned out writing this and I really want to update this. But I do appreciate everything you guys say, and I'm glad you all decided to give my story a whirl.
Have a wonderful day.
