Yu-Gi-Oh GX: The American Duelists
Chapter 4 - Machinist Duel Faction
Another morning arrives at Duel Academia, and the day finds Judai running up the dirt path from the Osiris Red hostel to the main building. Sho and Kenzan pursue, but lag farther behind with each stride he takes. Judai stops briefly, jogging in place, to urge the others, "hurry, hurry, hurry, hurry..." before taking off once more.
Sho has to stop to catch his breath. He hunches over, gasping for air, as Kenzan bolts by, urging him, "hurry, hurry, hurry, hurry..."
Between breaths, Sho complains, "Aghhh, really! I can't believe big brother is trying to get a rematch first thing in the morning." After exhaling his complaints. He resumes the chase after Kenzan and Judai, pleading for them to wait up.
Misawa stands alone at the base of the hill, as Michael comes walking out of Red Dorm. "What's up?" Michael asks lazily, gesturing towards the source of the noise on the hill.
Shaking his head, Misawa points to himself and states, "I just got here." Hearing Sho's pleas drift further beyond the trees, Michael states, "I really don't feel like getting sweaty this early in the morning."
Misawa nods in agreement, but adds, "Still, we should follow. There's not much else to do here without Judai." Almost as an afterthought, Misawa adds, "Judai manages to find all the interesting things happening on the island."
"Yeah, he seems like the kind of guy who gets himself into a lot of crap." Michael agrees.
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Outside the main building entryway, Judai reaches the end of the line. His path is blocked off by a mob of DA girls. They obstinately refuse to let him pass in pursuit of Kyle. One girl states he can't play with him right now, while a second adds that he can't play with Judai later, either, and a third girl states very bluntly, "Given our way, he won't have time to play with you, EVER!"
"Aggghhh, but why not?" Judai asks pleadingly with sad desperate eyes. The girls are disgusted by his childishness.
"Because." A soft cheerful voice sounds out from nowhere. "The American students must report to the headmaster's office to see the sponsor's rep, eee-meee-deee-ut-leee." Judai and the gaggle of girls follow the sing-song cheerful voice above them, where Lilica sits perched on an overhanging ledge of a third floor window. She shouts to Michael as he appears over horizon. "Hey, Michael! We're waiting on you!" She waves without a care in the world. And, without warning, she drops down where the gaggle of girls are standing. They jump, trip, and fall out of the way as she comes plopping down on her feet in front of Judai and his group. She grits her teeth as she complains how painful that was. After knocking her knees a few times, presumably to test the joints, she skips across the campus grounds to meet up with Michael halfway.
Michael hears her out as she repeats her message. "I don't know where Ramirez is." Michael exclaims. "I haven't see him at all this morning."
"Don't worry about him." Lilica titters. "He's already in the headmaster's office, waiting with everyone else."
"Then I'm the last one to arrive... again?" Michael surmises.
Lilica claps her hands together and bows to him slightly with one eye closed, like a bad cliche scene straight out of anime. "I'm sorry. I already checked in and volunteered to come get you. Even though I was the last one to arrive and didn't see you from the hall, I didn't think to come get you first so we could both come in at the same time."
Michael shakes his head. "It's okay." He gives the guys a half-hearted wave as he follows Lilica inside the main building. The girls all sneer at her as she passes, but she is oblivious to their hateful glares and chats openly about nothing at all to no one in particular.
Lilica chatters the whole way there, in a very friendly and familiar manner, as if she and Michael have been friends for years. She asks him things, like "How are you enjoying yourself? Isn't this place a total trip?"
To which, Michael responds, "I'm adjusting," which is about as truthful as he can be. Lilica titters at his response.
"So, is that your way of saying you aren't having the best time of your life, or is it your way of saying you're having a super great awesome time, without betraying your modesty? Orrr, is it your way of making sure you don't have to talk to me?" Lilica laughs out loud, like her last comment wasn't even a possibility.
Michael doesn't answer her, but rather, he asks Lilica, "Which do you think it is?"
Lilica's face goes blank. All of her cheerful carefree expressions turn to curious musings. She makes such an animated display of thinking; from swaying her head slowly side to side and humming lightly, to letting her eyes wander around the corners of her eyes and occasionally placing her pinky finger to her lips softly, that Michael swears he can see the inner workings of her head from the outside. She eventually responds, with her face snapping back to its usual cheery self. "I think you are having a really good time here. But, you don't want to admit it to anyone, including yourself."
Michael faces down her cute smile and small features. He turns away from the little girl, before agreeing. "You may be right." As Michael steps ahead of her, he feels a slight tug at his forearm. He stops and looks back, where he finds Lilica gripping the sleeve of his jacket lightly between her thumb and index finger. Michael glances over her small features, freezing as his eyes meet with the worried face of a child that is absolutely devoid of understanding of the world around her, but pained by it nonetheless.
In a soft sincere voice, the small girl tells him. "I think, you should try harder, to be happy." In that instant, Michael feels something deep inside of him crack. Lilica's face begins to blur before his eyes.
Michael turns away. He doesn't want to face her again. He can't. Rather, he sniffs lightly and agrees in a subdued tone. "Yeah. I know I should." But despite his words, he can hear a whisper in his head, telling him, "It's not so easy. It never is."
They arrive at the office, where the other American students wait, along with Professor Chronos and James. "Glad to see you could be with us today." James remarks to Michael's late arrival. Michael apologizes for his lateness, but James waves it off. "I'm just messing with you chief. Relax for once in your life. You might live longer."
James looks at each of them. He asks the group how they are enjoying it here. Hannah quickly complains, "The boys here are all a bunch of nasty pervy little horn dogs." Her voice turns falsely innocent and bitterly sugary sweet. "We lovely American ladies can't go anywhere without being hit on." Then she drops her act and reverts to her usual harsh abrasive tone. "These damn Jap boys obviously have some serious misconceptions about American girls." She gestures quotes with her fingers. "Not to mention..." Her complacent gaze turns to the guys in the room, and she crosses her arms over her chest, which causes her breasts to heave over her them. "Our guys are enjoying far too many extra curricular activities."
Kyle shrugs with a proud self-indulgent smile. "We're just mingling with the local natives. Being REAL friendly-like, and all that good stuff." He chuckles under his breath.
"Bull shit!" Hannah retorts. Turning away in disgust. Jessica laughs cautiously at Hannah's behavior.
James totally disregards her comments and accusations. "Very good. I'm glad to hear you're all, enjoying yourselves. Since everyone is adjusting so well, I can drop the next big bomb on all of you." He leans back against the headmasters desk. "While you're all attending your semester here at DA, you will be graded, just as any other student here, and your records will be looked over by talent scouts. As in, Pro league, talent scouts."
Excitement fills the room. Jessica asks, "Does that means we have a chance to go pro?"
James nods. "If you perform well enough, it might." The group is obviously excited. Ramirez looks divinely pleased by this announcement.
A tiny yet firm voice cuts through their murmurs. "I have no interest in going pro. Dueling is a hobby for me; nothing more, and nothing less." James looks down at the tiny girl in the center of the crowd. Annette's unwaveringly emotionless eyes pierce through James, yet only Chronos flinches. James smiles inquisitively.
James nods. "That's quite fine. It just means there's no pressure on you to perform. Only pressure on you to have as much fun as you can before your time here comes to an end."
Hannah pats Annette's head like she's a puppy. "Well aren't you lucky?" She jokes.
"That's all I have, and I'm not interested in getting to know you as individuals, so you're all dismissed." James shoos them away. Chronos tries to say something to the group before they leave, but James cuts him off, stating, "It looks like you won't be needed after all, professor." Chronos tries to speak again, only for James to add, "As I said you wouldn't be." Chronos takes in James's words and tires to speak once more, only to have James cut him off, pointing out the clock on the wall. "Don't you have a class to teach, professor?"
Chronos looks at the clock. "Mama mia!" He frantically takes off out the office doors and shoots past the group of American students.
"Idiot." James chuckles under his breath. "It's not even a school day."
As they leave the headmaster's office behind, Lilica exclaims, "Isn't this exciting? It's too too incredible to believe!" Jessica agrees nervously that it is cool, all be it, with far less expended energy and enthusiasm. "I haven't even dueled yet since coming here." Lilica laughs, and she lightly knocks her self in the side of the head with her fist.
"Although..." She glances to Kyle and the others from the corner of her eye before hopping in a half circle and commencing her walk with them backwards. "Kyle and Hannah have each dueled numerous times." She looks at the other boys, and states in a mock disappointed voice, "Michael, Ash, and Ramirez have each only dueled once. Tee hee." she titters.
Ramirez, intrigued by her comment, asks, "And how exactly, would you know all that?" His raspy voice makes Jessica shiver nervously, and she turns away so to not stare at him.
Lilica smiles hopping backwards down the hall. "I, make, it, my, busy-ness, to know." With a wink, she looks to the small serious girl. "I also know, that Annette hasn't dueled yet, either, but she's obviously only here to have a good time." Lilica smiles and admits "She looks pretty happy to me."
Annette quietly confesses, "I am content." Her face doesn't show any signs of it though. Hannah laughs and hugs her from behind. Her tiny head gets smashed between Hannah's abnormally large breasts.
"Don't you just love this girl?" She asks solemnly, as she rubs the little puff of hair at the top of her head, which is the only part of her head that isn't smashed between Hannah's breasts besides her cute but emotionless face. "She's so damn adorable!"
Lilica nods. She looks to the others and states, "I'm going to go find some victims." With that, she turns on her heel and runs off. As she runs down the hall with her arms held out like a plane, she chants to herself, "Play, play, play, play for pro! Yippie!" Just before rounding a corner, she spins on her heel and looks back on the group. "I strongly advise you all do the same. It would look reeeally bad if you have one loss and have only dueled a few times the entire semester." She shakes her finger in a teacher knows best attitude towards Michael and Ramirez. "One loss versus several dozens of wins; Not so bad. One loss to a dozen wins; bad!"
"You worry about yourself!" Ramirez shoots back to her harshly, in his usual dry rasp of a voice. Lilica shrieks with delight and runs out of sight down a side hall.
"She is so weird." Hannah states, still clutching Annette's head between her breasts. Ash chuckles lightly to her comment in this situation.
"She's just peppy." He replies in her defense.
"No! She's obnoxious!" Ramirez declares definitively. "It's my experience, that anyone who smiles that much, has to be, at least semi-retarded. That, or she's completely out of touch with reality."
Jessica contests. "That's not fair. She seems like a very nice girl. She just..." She takes moment to gather her words, as well as her courage. "She just comes on a little too strongly sometimes."
Hannah cracks her knuckles. "Well, whatever the case, I'm out of here. It's time to kick ass and take names." She looks to Ash and Kyle. "I'll be sure to toe tag all of my victims. I wouldn't want you boys to end up with my sloppy seconds." She scoffs. "As if you could really hope to please after they've had me!"
Annette stops, bringing the group to a halt. She glares around Hannah's breast, directly staring at the boys through a lone visible penetrating eye, like an evil possessed doll half concealed in a mound of flesh. She abruptly states in her eerily soft yet absolute voice, "They look like they'd enjoy it - Your leftovers."
The four guys all leer at her blankly. Hannah squeals excitedly and hugs her even tighter. Once again, Annette's head vanishes between Hannah's breasts, as Hannah squeezes her enthusiastically.
"How do you not love this girl? She's so random!"
Hannah escorts the other two Ra Yellow girls away from the guys, leaving the four boys to continue down the hall female-less, a rare sight for two of them. With a sudden shortage of females, Kyle obviously feels no further need to hang around here. He peels off down a different side hallway, stating "I've got a fan club to please. Good luck." He chuckles to the others. Glaring at Ash, "You had better not lose. It would reflect poorly on us both."
Ash dismisses his comment with a polite nod. "Don't worry about it." They watch Kyle wander off on his own.
"He certainly is arrogant, today, considering he has yet to win against you." Ramirez declares once Kyle is out of ear shot.
"Not really." Ash replies. "His competitive Exodia deck is flawless, and he can frequently pull off a first turn win." He sifts through his deck box at his hip. Once he finds what he is looking for, he hands 2 cards off to Ramirez. It's obvious he has never seen these cards or heard of them. "These are tournament prizes from two separate big tournaments I won. Kyle has won a lot more of these kinds of tournaments than me, which is how he got his entire Exodia set, as well as many of his other cards."
Ramirez examines the cards carefully. Ash continues to explain as they walk. "Kyle's Exodia set is a limited edition reprint series. The tournaments for the year he got them had a limited time reprinting, to give players a chance to obtain some of the rarest cards that were previously almost unobtainable. Cards like Red Eyes Black Dragon and Exodia were both reprinted with new variant art. Each tournament victory brought him 1 card closer to completing the entire Exodia set. But, because the prizes were randomly distributed, he really had no way of knowing where an Exodia piece would be before competing."
Ramirez listens intently, while feigning minimal interest, while Michael is openly interested. "I can't imagine how much haggling and trading he had to do to get all five reprint pieces of Exodia. From what he's told me, he ended up trading numerous other tournament prize cards he had won to get them all, meaning he took the top spot at more than 5 big tournaments before ever switching to an Exodia deck. Now, he treats that deck as if it was his baby."
Ramirez hands the cards off to Michael, so he can see them properly. Ash nods towards them. "I won those cards in two back-to-back tournaments. They were created specially to combat the influx of Exodia support and the increased number of Exodia sets in existence after the release." Michael looks over the shiny ultra rare spell and trap card. The spell is named Soul of Exodia, and the trap is named Heart of Exodia. The cards both read, a player cannot declare himself/herself a winner with Exodia as long as you have a "Heart of Exodia" and "Soul of Exodia" in your hand, as well as additional text to aid them to your hand quickly. The pictures depict a shadowy figure of Exodia prone open with his heart exposed, and the spiritual aura of him being unable to bond with his massive body after it has broken free of its chains, leaving it a lifeless statue.
Ash explains, "These are the reason why I always win. I set up to draw these out first when I'm facing him, and then I aim for a victory with my deck."
Michael hands the 2 cards back to Ash, and he adds them to his deck box. "I saw Kyle duel yesterday, and the deck he used didn't seem difficult to counter build against."
"The one with the Persecuted Magicians?" Ash asks. "He wasn't being serious. His competitive build is much more aggressive. That's just a build he plays for fun. He likes to use it to make his opponent's sweat." Ash laughs. "Kyle says he gets bored winning all the time, so he frequently experiments with different strategies to get Exodia to his hand quickly or in a flashy manner." Ash looks Michael in the eyes. "It's actually kind of impressive. He has memorized so many different routines so well, he can play any Exodia build with his eyes closed. He's like a machine with the Persecuted Magician build. He uses the psychological edge to make his opponent make stupid mistakes. But, when he really wants to win..." He states seriously to Michael and Ramirez, "You've never witnessed the true horror of Exodia. On top of the 5 Exodia cards reprinted as tournament prizes, there was a set of supporting cards released especially for Exodia. Until you've played that, you haven't played Kyle."
Ash stops. "Honestly, I thought we'd be getting a shot at proving we're pro material, so I've been setting things up and doing research on the duelists here. Junko and Momoe have been very helpful." He smiles at their names. "Thanks to them, I have a few big league duelists I intend to beat to bolster my numbers. Unlike Kyle's Exodia deck, my deck can't rely on a routine or psychological warfare to win. I need to think on my feet and get psyched up and calmed down before a duel. Any advantage I can take into battle betters my chances." He points down the side hall. "This is me. I'll catch up with you guys later." With that, he heads off.
"What about your fan club?" Ramirez asks.
Ash shrugs. "They'll find me eventually, one way or another. Since we don't have classes today, I'm hoping I can get some time to myself." He smiles at them. "If you guys could buy me a few minutes of peace and quiet, I'd appreciate it."
Ramirez smiles back and replies, "Yeah, no problem." Ramirez and Michael resume their walk alone, both silent. As they reach the main entrance, they are cut off by the same crowd of girls that had the entryway blocked earlier in the morning. Michael and Ramirez are nearly trampled by the crazed girls who stampede toward them looking for Ash and/or Kyle. They ask Michael where they are, obviously not wanting to look at Ramirez. Ramirez points over his shoulder, the way they came from.
Michael is surprised how quickly Ramirez is willing to sell Ash out, despite giving him his word. The girls quiet down for a moment, exchanging glances of disgust and distrust. They eventually thank Ramirez, while facing Michael, before running off down various halls in a race to find the boys. Junko and Momoe glare at each other briefly. They nod as they share a glimmer of mischief, before they too set off down their own short cut.
Ramirez reads the remark on Michael's face. "Relax. They won't find Ash." Ramirez snickers. "Would you trust a foreigner with a face and voice like this?" He smiles and chuckles as he faces Michael. His uneven eyes are both wide, and the scar across the top of his nose is raised with his smile and eyes. While he doesn't show signs of being bothered by this harsh bit of reality, Michael can't help but feel a little sad at his acceptance of their behavior. Ramirez laughs and waves Michael away. "I'm out of here. I have plans of my own to undertake."
And with that, Michael is left standing alone in the main hall. He's uncertain of his next course of action. Unlike the others, he hasn't been researching, deck altering, obtaining new cards, or anything else in preparation to go pro for that matter. The 3 decks he has are the same decks he made back home: The same 3 decks he didn't believe had enough competitive edge to take to the tournament to reach Duel Academia. He seems to be the only person who didn't anticipate this announcement. With no particular place he needs to be, Michael wanders the main building aimlessly while thinking over his next move.
It isn't long before Michael realizes, he is drawing the attention of everyone he passes. He can't help that he stands out here. Most of the students here obviously haven't seen many, if any, people his size or with such dark skin, before. A group of girls giggle as he walks by, and they whisper amongst themselves: About what, he doesn't want to think about.
He even catches the attention of the Duel Academia guys he passes. From what he knows of foreign opinion, Americans are stereotyped as gangsters, cowboys, warmongering soldiers, or self righteous zealots (usually with motives for their ideology to rule the world at any cost). In his mind, he probably looks to them, like the kind of guy who would shoot the guys dead in broad daylight before having his way with the young women and children who cross his path. Michael rubs his temples. He suddenly feels very tired.
Unfortunately for Michael, rest is one thing he can't have at the moment. Fanned out across the hallway ahead of him stand six Duel Academia boys from two of the three dorms. Michael doesn't need more than a second to process that this can't be good for him. A wall of blue, yellow, and a few red jackets begin to close in behind him until the long wide hallway is almost entirely close off. A few of them look majorly pissed, but Michael can't imagine what he could have done to get on their nerves.
One of the six boys in front of Michael steps forward and introduces himself and the other five in a surprisingly even tempered voice. "We're the elite duel club of Duel Academia, The Machinist Duel Faction."
Michael studies the six boys. Of the boys, four are from Obelisk Blue, while two are from Ra Yellow. All six have customized their uniforms, so they all match despite different dorm colors, while standing out from the other DA students.
The Machinist Faction speaker resumes their introduction, while Michael continues to analyze the situation. "Each of our members specializes in dueling with different cybernetic and machine-type monsters." He pauses to let nearby students congregate around them to watch. Michael is completely boxed in between the six Machinist members and a wall of spectators. Some of them are obviously the Machinist Faction's fans, as they wear the same customized uniforms as the six boys in front of Michael. The Machinist speaker continues. "I'm the current leader of The Machinist Duel Faction, the Light Machinist who specializes in the use of light attribute cybernetic and machine-type monsters. The exchange of anything more than titles is unnecessary under the circumstances."
Michael glances over the six boys, finally meeting eye to eye with the lead boy. "And, I suppose you want to duel me?"
He replies without smiling. "That should go without saying."
One of the other machinists speaks out. He's a much cockier boy than his club's leader. "We've been tolerant with you American's to this point, but you've already overstayed your welcome in less than a week. This is the beginning of the end for you eight, and your part in this stops here and now."
Michael looks over the brash younger boy's face. His features are wild, but his eyes are small and deep set. He isn't terribly threatening as a presence, but Michael knows not to judge people solely on their outward appearances. Some of the other members of the group share his seriousness, while at least two, including the leader, don't seem nearly as grave.
Not knowing what to say, and wanting to get to the point, Michael falls back on old patterns and does what comes natural to him when he's in doubt. He apologizes. "I'm sorry..." Having fulfilled old needs, he immediately continues from there without fear or doubts, "But perhaps you might enlighten me as to what I did to cross you?"
"Don't act cute. You know damn well what you've done!" Another boy decries from the group.
"No, I don't know. Humor me." Michael replies as inoffensively as possible without backing down.
"You damn Americans..." The boy curses under his breath. He is cut off by the Light Machinist, who holds out a hand to procure silence amongst his ranks.
He calmly answers for the group. "We had looked forward to your arrival for some time. Any chance to duel with members from outside of Duel Academia is always a great opportunity to learn, as well as a chance to gain valuable experiences. However..." His face becomes an icy cold grimace. "You're appearance has proven to us that you Americans couldn't be less interested in dueling, nor could you take us any less seriously. By your actions, you have only proven yourselves to be arrogant show boats, more interested in fandom than dueling. You have no respect for the duelists of this academy or the principles of this game."
Michael doesn't respond at first. But after a moment, he replies, "I'm sorry if some of the others have offended you, but you really should take that up with them. This matter doesn't concern me."
"Don't act like you're innocent!" One of the Machinist members states. "That little performance you gave when you arrived; using that cute deck to appeal to the female duelists... That was about as shameless an act as anything the others have done! You've made your intentions perfectly clear, even if that somber giant act of yours isn't working how you'd hoped it would."
The comment strikes a nerve. Michael glares harshly at him. "Don't talk down to me. You don't know a damn thing about me!" Michael retrieves his duel disk from his backpack, and he adjusts it on his arm. "I don't know what the others did to piss you off, but it doesn't concern me. If you want to take out your scruples and frustrations on me, that's fine. I won't walk away from a challenge, no matter how misguided my opponent's logic may be." He arms the black duel disk. "But even if you beat me..." He scans across their ranks, making eye contact with each of the six members. "You won't have proved a damn thing."
The Light Machinist replies coldly. "We'll see. Won't we?" Straight down the line, each Machinist raises his arm. They all arm their duel disks in perfect unison. The six simultaneously declare, "DUEL!"
A small group of Machinist Faction supporters set up cameras to record the Machinist Duel Faction's duels. Michael tries to not let it distract him, but between the camera crew adjusting the equipment and seeking out the best angles, the Machinist Faction's fan club jeering at Michael, and the regular DA students anxiously anticipating a duel, Michael knows it's not going to be easy to keep his focus. Michael tries to shake off the noise, and he runs his fingers over each of his decks, until he decides on one. Both Michael and the machinist shuffle their decks. Then, they hand them off to one of the Machinist Faction's followers who swaps their decks to be cut before returning each to its rightful owner.
Michael stares down the Machinist Duel Faction's first representative, a tall trim Obelisk Blue boy with untamable inky black hair and small deep set eyes. He's the same wild looking kid who made an outburst moments earlier. Michael gets the impression that he was once a dweeby technophile who wanted so desperately to be cool that he had his appearance totally overhauled by beauty consultants and paid to have his entire wardrobe replaced by someone with tastes. It's the kind of person who is always sourly watching popular kids, and it explains why he has a grudge against the Americans. Michael doesn't even need a vivid imagination to picture him watching Kyle wandering around the school gloating with his harem of followers clinging to his every word and limb, or the more subtle Ash kicking back and letting girls flock to him like he's a rare flower that needs only to exist to get attention. Of course, even Hannah and her straight forward attitude and excessive use of her sexuality would probably be enough to set this kid off. The wild looking Obelisk Blue boy stares down Michael with a look of pure animosity. Michael feels uncomfortably out of place being sandwiched in the middle of the kid's grudge and those three. With their decks in hand, the first duel starts. The duel disk orbs flash alternately, stopping on Michael's disk.
Michael draws his opening hand and an additional card. After examining his hand, Michael plays 2 set s/t cards, and a set monster. "Turn end." He declares. His life points appear behind him at 4000.
The boy declares confidently, "I'm the elite junior member of Machinist Duel Faction, the Dark Machinist of Obelisk Blue." Pointing to himself, he smiles widely. His youthful face does not betray his eagerness to prove himself here by beating Michael. "We'll show you the true industrial might of Japan, American." He draws his opening hand, bringing him to 6 cards as well. After examining his options, the boy summons his first monster. "Holo-Disk Magician, condition of attack!" A small disk, like an oversized hockey puck, falls to the ground. A semi-transparent mechanical man appears from the small disk on the ground, almost like a genie from a lamp.
Michael's eyes narrow, as he recognizes the monster's name as being a redemption series card; an upgrade of a first generation monster which has only recently been released. Michael feels the nerves in his back tense up. He doesn't know the effects of any of the redemption series monsters, and that puts him at a huge disadvantage. Michael taps his duel disks orb, and he cycles through a digital readout of the field data and other open information, such as life points and graveyard options. He selects a lit space representing the boy's monster zone 1. After tapping it, the orb shows him its stats and effect.
Holo-Disk Magician
Type: Effect Monster
Attribute: Dark
Main-Type: Machine
Level: (4)
Attack Stat: 1350
Defense Stat: 1000
Effect: When this card is targeted by a card effect, it's controller chooses which card effects it is affected by. When this monster is attacked, its controller may take the attack as a direct attack to his/her Life Points.
Michael scans over the information twice. He thinks to himself. "That's not good. These redemption series monsters are serious."
The Dark Machinist equips Holo-Disk Magician with an equip spell card, 7 Completed, boosting its attack to 2050. The mechanical genie's right eye glows brilliantly with a red 7. "Holo-Disk Magician, target monster zone 1. Attack!" The disk skids across the ground towards Michael, and the legless mechanical genie draws its fist back in preparation for a fierce punch.
"Trap card, open!" Michael activates his set Fairy Box. A large game box with several holes on the top appears behind him. The set monster reveals itself as Water Charmer Eria. With a quick giggle, the bubbly girl hops into one of the holes atop the box, blowing a kiss to the charging machine as she vanishes inside it. Her water familiar, Gigabyte follows her, but not before sticking his butt up in the air at the machine and giving it a few good smacks. He pops up from the holes randomly, taunting with a different face each time before quickly retreating.
The machinist boy turns away from the display in disgust. He shifts his attention to his flashing duel disk orb. Which cycles between red and blue rapidly. Michael calls it. "Tails - Blue."
The orb suddenly stops, and it is red. "Tough break." The boy quips. Holo-Disk Magician attacks the box with a powerful two-fisted overhead smash on one of the holes as Gigabyte pops up. Its eyes go blank, and its jaw slams shut on its tongue as the huge fists smash down over its skull. Eria and the little monster come tumbling out of a trap door on the side of the box. Both monsters lie tangled in a pile, knocked out, with lumps on their heads, and halos of swirling stars. They explode, leaving Michael's monster zone empty. The girls in the crowd behind Michael voice their sadness by the death of the cute monster. The Machinist Faction boy snorts at their show of support to his enemy. He plays a s/t card face down and ends his turn. His life points flash up at 4000.
Michael draws. "Standby..." Michael pays 500 life points to keep Fairy Box in play. He follows by activating Graceful Charity to change up his hand. He keeps all 3 of his newly drawn cards and dumps 2 charmers. With some new choices, he summons a monster from his hand. "Familiar-Possessed Wynn, attack position." The small school girl magic user appears. Her timid eyes turn blank as her dragon spirit familiar takes its larger, more ferocious form. The dragon becomes a cyclone of wind, vanishing with its master into the box. Michael ends his turn. His life points stand at 3500.
The Dark Machinist draws. "Pathetic." He scoffs at Michael's attempt to hide behind a trap, and he plays his newly drawn spell card, Nano-Mist, targeting Fairy Box for destruction. Holo-Disk Magician breaths a cloud of small visible particles and sparkles of flashing light. The large box breaks down to pieces in a matter of seconds, vanishing away inch by inch. Wynn's dragon groans angrily as it and its master are exposed. He follows by playing the continuous spell card, Weight Reduction, which depicts a massive race car garage and spare pieces laying everywhere. Michael's eyes turn to his orb. "I'll sum it up for you. It'll save us both some time, and you some embarrassment." Michael glares at the cocky boy. "Once per turn, I can reduce the level of one of my machine-type monsters in hand by 1." He holds up 1 of his cards from his hand and reveals it to Michael. Then, he summons it to the field. "Spikebot Mark 2, condition of attack." The ferocious mechanical ogre groans in a static electric howl. His huge spiked iron ball arms scrape menacingly across the ground.
The kid reads Michael's expression flawlessly. Before Michael can check on the monster's effect, he sums it up aloud as well. "Spikebot Mark 2. Even a nooB should know the basics by now, so I won't bore you with the details. What's new is the ability to deal damage when it battles a defense position monster, and the ability to attack a twice if it destroys a monster." The Dark Machinist declares his attack, which denies Michael the chance to check the wording or effect for himself. "Holo-Disk Magician, target monster zone 1. Smash that trash!" Once more, the small disk slides across the hall, while its projected mechanical man reels back under the weight of its readied fist. It attacks with a haymaker right hook. Wynn's dragon attempts to guard her from the fierce blow, but it is eradicated by the machine's fierce punch. Holo-Disk Magician's fist continues undeterred crushing the little girl's jaw into her throat. She explodes and vanishes to spare the audience and players the kind of grisly details they would have just witnessed if this was a real life battle. Michael takes 200 points of damage from the bit of wind pressure that hits him, which brings his life points down to 3300. "Spikebot Mark 2, direct attack." The metal ogre growls again in a staticy crackle. It reals its ball and chain arms back and swings one, slamming Michael in the chest with the massive spiked ball. Michael cringes and falls to his knees. His life points drop to 1500. "Turn end." His own life points show at 4000.
Michael quickly stands and draws, despite the sore spot on his side. He activates Monster Reincarnation, dropping his Earth Charmer Aussa in his graveyard to recover Familiar-Possessed Wynn, which Michael doesn't hesitate to summon. "Wynn, attack Spikebot Mark 2!" The mechanical ogre is eradicated by the semi-transparent dragon's wind burst breath.
The machinist snickers while his life points drop by 50 points. "What a joke." He scoffs and activates his set card, Ctrl + Z, Edit Undo. Michael examines the revealed card carefully before the machinist boy sends it to his Graveyard. The quickplay spell depicts a computer screen with the error message, file not found, as well as a person in a lab coat, who is the spitting image of Kozaky hunched over a keyboard, as he attempts to restore his lost data. "With the first effect of this card, Spikebot Mark 2 will be revived." The mechanical ogre returns to the field. He howls in a staticy electrical gurgle. "I can't believe you actually took the bait for such an obvious trap." Michael ignores his showboating and sets a s/t card. He ends his turn with 1500 life points.
The Dark Machinist muses over the field situation for a moment, but within seconds his playfulness is gone, replaced by disgust. "You really are a pathetic waste of time. This duel will be over before I get the chance to summon my signature card." He huffs dramatically, then shrugs. "It can't be helped, though." Pointing open palmed at Familiar-Possessed Wynn, the Dark Machinist enters his battle phase. "Once more. Holo-Disk Magician, target monster zone 1. Attack!"
Michael sneers at the machine, as it slides across the floor for his monster. His eyes quickly sweep over his set s/t card. "Trap card, open!" He reveals his set Negate Attack. Holo-Disk Magician slams into the invisible barrier, and just like an air hockey puck, it is sent gliding back across the floor to its original sender.
The machinist shifts Spikebot to defense position before waving his turn away. His life points show at 3950.
Michael draws, and immediately enters his battle phase. "Wynn, attack Spikebot Mark 2." Wynn's massive dragon blows Spikebot away for a second time using the same attack. After setting a monster and a s/t card, Michael ends his turn. His life points remaining at 1500.
The Dark Machinist draws. He activates the newly drawn card, Apathetic Vase of Desires. A massive mechanical looking Pot of Greed appears, wearing a look of snobbish boredom and disinterest. "He tells Michael to draw 1 card, and he draws 2 cards. His disgusted grin turns back to eagerness as his eyes flash across his newly drawn cards. "It looks like I spoke too soon, before." He activates a card from his hand by paying 500 life points. A large magnet on a crane appears over the duel field. It plummets into his Graveyard, and rises with the damaged Spikebot MK2 stuck to it. Holding out his hand to the field with a single card, Spikebot MK2 vanishes in a geyser of light. The Dark Machinist turns the newly drawn card over for Michael to see. But, before Michael can get a good look at it, a massive monster resembling a slot machine on legs appears on the field in place of Spikebot MK2. It immediately spins its slot reels stopping on 3 cherries. "I'll use Slot Machine Mark 2's effect, to add a 7 Completed from my deck to my hand." He reveals the card before shuffling his deck and adding it to his hand. "And I'll equip it to my Slot Machine Mark 2." The massive monster's attack rises from 2000 to 2700. "Slot Machine Mark 2, target monster zone 1. Attack!" The massive machine tries to stomp on Familiar-Possessed Wynn, but Michael reveals his set card, a second Negate Attack. Slot Machine's foot lands on the barrier and it falters backwards to its owner's side of the field. The Dark Machinist ends his turn with an eager grin. His life points appear behind him at 3450.
Michael draws. It's obvious his opponent feels he can end this quickly now that his massive machine has taken the field. Michael finally activates his set card, the continuous spell card, Spell of Enchantment. By paying 500 LP, he's able to convert Slot Machine MK2 into the attribute of his choosing. "Fire!" The huge slot machine on legs glows bright red as flames role off of its body. Michael reverse summons his set Hiita the Fire Charmer. The sporty girl chants her spell, allowing her to take over the massive flaming machine. "Slot Machine Mark 2, attack Holo-Disk Magician." The machinist cringes as his massive machine raises its foot over his mechanical genie.
"I'll take the attack!" the Dark Machinist shouts out irritably. Holo-Disk Magician vanishes from the field into his little disk as Slot Machine's massive foot comes slamming down behind it. The massive gust of air pressure knocks the Dark Machinist back a step. His life points drop from 3450 to 750. Michael offers both of his fire monsters to summon Familiar-Possessed Hiita from his deck. She emerges once more, and her little fox becomes a ferocious jagged-toothed beast. The sporty girl holds her wild grin, but her eyes are completely devoid of emotion. Michael ends his turn with his life points at 1000 against the Dark Machinists 750.
The Dark Machinist draws. Visibly irritated by Michael's last play, the Dark Machinist holds out his spell card, Fairy of the Spring. A blue semi-opaque and featureless woman holding two massive swords appears behind the boy. She vanishes as he adds his lost 7 Completed from his Graveyard to his hand. Then, he activates another equip spell card like the one he used earlier called Electromagnet. Again, a massive magnet on a crane appears above the field. He pays 500 life points to bring it to life, pulling his scrapped Slot Machine MK2 from his graveyard in defense position, where it remains stuck to his magnet. The boy uses Slot Machine's effect to fetch a final 7 Completed from his deck. "Holo-Disk Magician, target zone 2. Attack!" Michael can't do anything for Hiita. He watches as her snarling fire fox is decimated, and she is slammed head first into the ground by a fierce right hook. Hitta explodes and leaves the field. Michael's life points drop another 200 points, bringing Michael to 800.
Michael draws. After examining his newly drawn card, he shifts Wynn to defense position, and he sets his newly drawn s/t card before ending his turn.
With an eager grin, the boy draws. "This is it!" The boy declares anxiously. He activates two 7 Completed cards from his hand, both on Holo-Disk Magician, who powers up to 3450. "Pretty impressive, isn't it? But only a fool rates a card with high stats as a great tactic." He reveals a second Slot Machine MK2 from his hand, and he tributes his broken Slot Machine for it. With the extra open space in his s/t zone, he uses another of slot Machine's effects to activate the continuous spell, 7, from his deck. "7, activate!" Slot Machine's 3 wheels spin, and all land on 7. He draws 3 cards, and all three 7 Completed cards are destroyed. He follows by using the effect of his Slot Machine to move all 3 of them to his deck, and he shuffles his deck. He finishes his play by activating a Nano-Mist, destroying Michael's set Fairy Box. "Do you see now? This is the ruthless Slot Machine combination. Even if you could survive this turn, from here on out, my hand would only continue to replenish and I'd push harder with each passing turn." He points at Michael. "Slot Machine Mark 2, target zone 1. Attack and destroy his unworthy trash." Slot Machine stomps on Wynn and her spiritual dragon. "Holo-Disk Magician, finish it. Direct attack." The mechanical genie and its projector disk slide across the field, and there is nothing Michael can do. Holo-Disk Magician close lines Michael. With its follow through, Michael is hurled on his back .Michael's life points drop to 0.
It takes Michael more than a minute to recover. He holds his throat as he chokes and coughs. Despite it only being a hologram, Michael feels like his throat was nearly crushed.
The Dark Machinist turns away in disgust. "It's about all that could be expected, from someone like you." As he joins the others, another of their members steps forward. The serious looking boy with spiked black hair says nothing to the kid as they exchange places. A fan hands off his deck to Michael, and the boy waits for Michael's deck. Michael grits his teeth and swallows cautiously between breaths. He hands off his deck. After cutting each other's decks, the Machinist faction fan returns them to their rightful owners.
In a calm cold voice, the new duelist declares his appearance. "I'm the second most powerful member of The Machinist Duel Faction, the elite senior duelist who uses fire attribute machines. I am the Fire Machinist of Obelisk Blue."
The orbs cycle alternatively once more, stopping on his. He draws his opening hand with an additional card. He summons UFO Turtle in defense position. Before ending his turn he looks Michael in the eyes and tells him, "This isn't personal, but you Americans need to learn some humility."
Michael coughs a laugh at the comment as he clenches his throat. "Humility? The story of my life." Michael draws aggressively. Activating Doriado's ritual spell, Michael offers a Aussa the Earth Charmer to summon Elemental Mistress Doriado. He normal summons Familiar-Possessed Eria and equips Doriado with the equip spell, United We Stand, which raises her attack to 2800. "Eria, attack." Gagagigo destroys UFO Turtle with a powerful punch. UFO Trutle is replaced by another UFO Turtle. Michael has Doriado attack through it. The lovely goddess-like nymph unleashes a burst of light that decimates UFO Turtle, and her attack deals 1400 points of damage. The Fire Machinist doesn't seem the least bit worried. A-Team: Trap Disposal Unit replaces UFO Turtle. Michael sets a s/t card, and he ends his turn. He is more determined than before to win.
The Fire Machinist draws. He activates the spell card, Machine Duplication from his hand to summon 2 copies of the A-Team: Trap Disposal Unit from his deck in defense position. Then he activates Nano-Mist to destroy Michael's set Monster Box. He finishes his main phase by offering both of the defense position A-Teams to summon Launcher Spider MK2. "Another redemption series monster." Michael breaths. Before he can check its effect, the boy sends his monster on the offensive.
"Launcher Spider Mark 2, continuous assault." He waves his hand at Eria. The massive mechanical spider tank opens fire on Eria, with an attack of 2200 against Eria's 1850. "Limiter Release!" He declares as he activates Limiter Removal from his hand to double Launcher Spider's attack to 4400. The spider fires a flurry of rockets that rain over Eria and her familiar. They are vaporized, and Michael shields himself as the explosive flames roll over him. His life points drop to 2550. To Michael's astonishment, the massive spider isn't finished. A targeting reticle in its head visor locks on to Doriado, who has dropped to 2000 attack. Without being told, the machine fires a second missile cluster, decimating the ritual spirit. Michael endures as the flames wash over him again. His life points plummet to 350. Unable to respond, the Fire Machinist sends A-Team: Trap Disposal Unit for the finishing blow. The 3 featureless colorful monsters each punch Michael in the gut, knocking him off balance and winding him at the same time. Michael wobbles off balance, finally forced to kneel down to catch his breath.
The Fire Machinist walks away without a word, and the next machinist steps forward to duel. "I'm the junior machinist who uses Earth Machines. The Ra Yellow prodigy with the title of Earth Machinist." He smiles at Michael who struggles to stand. "Come on big guy. Get up off those knees, so I can knock you back down." Michael stands once more, but he still struggles to breath. He shuffles his deck once more and hands it off to the fan to have it cut.
The duel disks decide the Earth Machinist will go first. The boy is a lanky short thing with scruffy brown hair and light stubble. He sets a monster and 1 s/t card. Then, he ends his turn. He waves for Michael to come on.
Michael draws. He sets Aussa the Earth Charmer as well as 2 s/t cards. His body is aching from the duel disk's solid holographic technology. He can hear the girls around him whispering that this is so sad. The boys sound embarrassed for him. He shakes the voices away in a forced effort to concentrate on the duel. He ends his turn.
The boy flip summons Patrol Robo MK2. He looks at Michael's set monster. He scoffs at Aussa who stands ready to guard from an attack. Using Nano-Mist, the boy is able to destroy Michael's set Spiritual Water Art - Aoi. Michael curses the damn card's existence.
The boys laughs, half at Michael's frustrations and half at his set card. "Don't tell me we're resorting to bluffs already?" He normal summons another earth machine monster. This time, a small mechanical mouse he affectionately calls Pack Rat Cyber. Then, he activates a spell card depicting an election between Kozaky in an Uncle Sam costume, Magical Scientist in a Ross Perot get-up, and a Skull Servant wearing a chess pawn hat, who just looks happy to be there. It's effect lets him send 1 of his monsters from his hand or field to the graveyard to select 3 monsters of the same attribute from his deck, and Michael must select 1 to add to his hand. He reveals an earth machine to Michael, then ends it to the Graveyard. With the cost paid, he selects 2 Junk Robos and 1 Scrap Dragon from his deck, and he reveals them to Michael. Michael examines their effects with his disk.
Junk Robo
Type: Effect Monster
Attribute: Earth
Main-Type: Machine
Level: (3)
Attack Stat?
Defense Stat?
Effect: This card can only be Special Summoned by removing from play 1 Machine-Type monster in your graveyard. This card's original ATK or original DEF is 300 times the level of the Machine-Type monster removed from play to summon this card. When this card is destroyed and goes to the Graveyard, Special Summon 1 "Junk Bit" Token (Earth, Machine, LV 1, 0/300) in face-up defense position for each "Junk Robo" in your Graveyard.
Scrap Dragon
Type: Effect Monster
Attribute: Earth
Main-Type: Machine
Level: (6)
Attack Stat?
Defense Stat?
Effect: This card can only be Special Summoned by removing from play 2 Machine-Type monsters in your graveyard. This card's original ATK or original DEF is 300 times the sum of levels of the Machine-Type monsters removed from play to summon this card. When this card is destroyed and goes to the Graveyard, Special Summon 1 "Scrap Bit" Token (Earth, Machine, LV 2, 0/600) in face-up defense position for each "Scrap Dragon" in your Graveyard.
No matter which monster Michael gives him, the Earth Machinist is going to end up summoning 1 of them. Michael selects a Junk Robo for the kid to add to his hand, while the other 2 monsters go to his graveyard to fuel its summoning. The little mechanical mouse's effect activates. It scurries into the Graveyard, and comes up dragging a busted up ball of trash connected to a cord, which Michael thinks was Scrap Dragon. The little mecha-mouse makes a nest behind it, and it's ATK/DEF increase to 700/700 from 100/100. With his Patrol Robo MK2 at 1100, he attacks Michael's set Aussa. She is revealed by the attack and deflects it with her magic circle. The Earth Machinist loses 400 life points. As Aussa chants her spell, Michael selects Patrol Robo to change control. The boy smiles as he watches Patrol Robo turn on him and pull back to Michael's side of the field. The boy removes the Junk Robo in his graveyard from play, to summon the Junk Robo from his hand to defense position at 0/900. The monster is nothing more than a pitiful jumble of scrap machine pieces in a blocking position. Content with his plays, he ends his turn. His life points appear at 3600.
Michael draws. Then, he uses Patrol Robo's effect before sending it and Aussa to the graveyard. The boy smiles widely as Michael looks at his set Loader Crane.
Loader Crane
Type: Continuous Spell
Effect: Once per turn, during your Main Phase, you may select 1 Machine-Type monster from your hand or field, and place it face-up in your Spell/Trap Zone. Or, you may move a Machine-Type monster placed in your Spell/Trap Zone by this card's effect to your Monster Card Zone. (This is not treated as a Summon.) Only 1 Machine-Type monster may be placed in your Spell/Trap Zone by this effect at a time. During your opponent's turn, you may select 1 card on your opponent's side of the field and send the Machine-Type monster placed in your Spell/Trap Zone by this card's effect to the Graveyard. If the selected card on your opponent's side of the field is a monster with a level less than the sent monster, destroy the monster on your opponent's side of the field. If the selected card on your opponent's side of the field is a monster with a level greater than or equal to the level of the sent monster, decrease the ATK/DEF of the monster on your opponent's side of the field by 300 points times the level of the sent monster. If the selected card on your opponent's side of the field is a Spell or Trap, destroy it, and inflict 100 points of damage to your opponent's Life Points times the level of the sent monster.
Michael summons Familiar-Possessed Aussa. Her Air Marmot becomes a massive fierce looking winged rat that sits on her shoulder. Her analytical eyes go vacant like all the other Familiar-Possessed spirit magicians. To Michael's surprise, the little mechanical mouse dives into the graveyard once more to retrieve the Patrol Robo Michael just sent to the Graveyard. It adds it to its nest, and its attack and defense climb to 1000. Michael adds to his offensive might by normal summoning Familiar-Possessed Hiita. With the 2 on the field, he activates Familiar's Gift, allowing him to draw 3 cards from his deck. Michael singles out the mechanical mouse. "Hiita, attack." Her fierce fox spews a burst stream of flames that eradicates the little mouse and its nest all in one shot. They all explode and go to the graveyard. The boy loses 850 life points, which puts him at 2750, and he draws 1 card for each of the machines the little mouse had dragged out of the graveyard. Michael follows with his attack orders to Aussa. "Aussa, destroy Junk Robo." Her Air Marmot kicks off its master into a high velocity flying lunge attack. It's horn pierces through the trash heap and strikes the Earth Machinist square in the chest. He is pushed back several steps, and is left holding his chest in pain. His life points drop from 2750 to 1800. The destroyed junk heap leaves behind a Junk Bit token with 300 defense. After setting 2 s/t cards, Michael ends his turn.
The Earth Duelist laughs slightly. He activates an Apathetic Vase of Desires to draw 2 cards, while Michael draws 1. From his 5 cards in hand, the Earth Machinist activates a second copy of the spell Elected Successor by offering the little Junk Bit token. He selects a Scrap Dragon, a Junk Robo, and a Patrol Robo MK2. Michael lets him keep Patrol Robo MK2. The Earth Machinist summons it and looks at 1 s/t card, which is another Fairy Box. He removes 2 Junk Robos from play to summon Scrap Dragon from his hand, with an attack of 2400. He chooses not to attack. Rather, he activates his set card, the continuous spell card, Loader Crane. The massive metallic frame rises behind him and a huge crane arm moves above them.
By holding up a card from his hand, the massive crane kicks to life. It grabs the monster from his card which resembles the other junk piles he has been playing, and the crane rotates over the field, coming to a stop between Michael and the Earth Machinist. "I think I'll play it safe." He explains as he ends his turn. His life points stand at 1800 against Michael's 4000, and a massive load of busted machine parts sways over the field.
Michael draws. He uses Graceful Charity to draw 3 cards and dumps an Eria and a Wynn in his graveyard. His 2 blank eyed girls wait for orders, while their angered familiars growl. The kid activates the effect of his loader crane, but rather than target Hiita or Aussa, he targets Michael's set Fairy Box. The massive pile of scrap is dropped on the set card and destroyed under the debris. Michael takes 900 points of damage. Michael retaliates. "Hiita, attack Patrol Robo Mark 2." The hovering toolbox is vaporized once more by the enraged fire fox. The boy loses 750 life points, putting him at 1050 against Michael's 3100. Michael ends his turn with all of his life points intact.
The boy draws. He activates the quickplay spell, Burial From Another Dimension to return 3 of his removed from play monsters to his Graveyard. Then he activates Terraforming to fetch a field spell from his deck. He activates the field spell, Salvage Yard. Michael and the boy are suddenly surrounded by mountains of junked cars and machinery. By removing from play Scrap Dragon, a Patrol Robo, and the level 9 junk monster he sent to the graveyard last turn, he summons his level 9 Salvage Yard Chimera with an attack of 5400. He follows with the last card in his hand, Giant Trunade to sweep the backfield clear, including his Salvage Yard and Loader Crane. Michael hesitantly picks up his set Negate Attack. "It was fun, while it lasted. Scrap Dragon, destroy Familiar-Possessed Hiita." The massive dragon made of recycled trash attacks with a bone shattering bite that destroys Hiita. Michael's life points drop to 2550. "Salvage Yard Chimera, attack Familiar-Possessed Aussa." The massive monster made entirely of junked machine parts lumbers forward. It's lion and eagle shaped heads roar, while its snake shaped tail snaps the air with a metal clang. It pounces on Aussa, swinging its massive taloned front paw built of an old crane shovel and several pieces of additional machinery. Aussa and her marmot familiar are crushed instantly, while the crane shovel's claws rake across Michael's body.
Michael is forced back into the crowd by the fierce attack, knocking several girls over. They squeal as some of them fall on top of each other. The guys in the crowd push Michael forward, causing him to fall to his knees once more. His life points drop to 0.
The Earth Machinist clears his duel disk and returns to the group. An older Ra Yellow Machine Faction duelist pats his shoulder as he walks by. He congratulates the kid for playing with his head, rather than rushing himself. The kid smiles even wider.
He takes the boys place and asks Michael, "What's wrong? Is it too much for you?" The Ra Yellow boy with died blonde hair asks as he prepares his duel disk and deck. He notices Michael still on his knees holding his sides. "These modern duel disks have advanced sensors that let you really feel the action. More so than ever before. It's pretty impressive technology, don't you think?" He smirks at Michael. "Of course, someone who plays a fan deck, such as yourself, must no all about that." He snickers before ordering Michael to start.
Michael and the new opponent shuffle each others' decks. When they get their decks handed back to them, Michael draws. He starts his turn by activating his own field spell, Familiar-Binding Temple. A beautiful temple surrounded by nature appears. The temple has 4 sections devoted to each spiritual magician. He sets a monster and a s/t card, and he ends his turn.
The machinist draws. "I haven't introduced myself yet. I'm the elite Wind Machinist of Duel Academia. Don't take me lightly, or you will regret it." He holds his duel disk out towards Michael. "The wind attribute is foolishly looked down upon, yet it is air superiority that wins wars on these modern battlefields. My deck is designed to emphasize the ruthless destructive power of the wind machines."
He summons a monster in attack position. "Gunship Strike Chopper, attack." The helicopter charges forward, revealing Wynn. The Wind Machinist discards 1 spell card from his hand. The chopper unleashes a flurry of small rockets from beneath its wings. Wynn cries out silently as she is tossed around like a rag doll in the fire storm. When the smoke clears, she remains on her knees gasping, with her familiar supporting her. Michael takes 500 points of damage. Michael glares at the Wind Machinist harshly. He smiles back at Michael with uncaring eyes. "War's hell, ain't it!"
Wynn chants her spell from where she lies, held up by her tiny dragon. Completing the spell, Michael gains control of the Chopper. The machinist boy sets 1 s/t card and ends his turn.
Michael draws. He offers Wynn and the machine to summon Familiar-Possessed Wynn. She is taken over by her familiar. The soothing power of her temple calms the beast and it loses its monstrous appearance, but retains its immense size. Wynn's eyes clear up revealing her irises. The large dragon wraps itself around her and purrs as she rubs its head. The soothed dragon's power rises by 500 points to 2350. Michael activates Familiar's Gift, allowing him to draw 2 cards from his deck. Then, he activates Monster Reincarnation to add Wynn the Wind Charmer to his hand, and he sets her.
"Familiar-Possessed Wynn, attack his life points directly." Wynn raises her arm, pointing at the Wind Machinist. Her dragon rests it head on her arm, and like a cannon, opens its mouth to discharge a cyclone-like burst. The Wind Machinist's life points decrease by 2350 to 1650. He shakes off the hit. Michael's life points increase by 2350, bringing him to 5850. Michael sets 1 card and ends his turn.
The Wind Machinist draws. With a snicker, he states, "I'm really not a fan of nature, so why don't we change up the scenery to something a little more, my style?" He activates his own field spell card, The Battleship Runway. The beautiful temple vanishes, replaced instead by the deck of an aircraft carrier. He uses its first effect to Special Summon 1 of his wind machine-type monsters, Air-Support Drone, from his hand. The small pilotless plane takes the field. With its effect, he is allowed to special summon another from his deck. He activates a spell card, which Michael prays isn't another Nano-Mist. Instead, it is another Apathetic Vase of Desires. The Wind Machinist draws 2 cards while Michael draws 1. He offers 1 of his Air-Support Drones to summon another wind machine-type monster, Super Sonic Strike Jet. As soon as it materializes, it immediately takes off over Michael's head and streaks down the hall. The wind pressure from the machine is so intense, the crowd of onlookers and Machinist Faction fans is nearly bowled over. The Machine Faction camera crew brace the cameras to keep them from falling over.
The Wind Machinist laughs as he enters his Battle Phase. The Strike Jet comes flying back towards them. "Super Sonic Strike Jet, destroy Wynn." It fires 2 missiles that streak down the hall over the heads of the crowd. Wynn's dragon takes over and tries to shoot them down, but it can't match speed with them, and both it and Wynn are destroyed in the explosion. Michael loses 550 life points. The Jet thunders past them all, nearly blowing everyone in the hall over once more. "Air-Support Drone, attack." The miniature plane flies over Michael's set Wynn, where it drops a tiny cluster bomb. The explosion reveals Wynn. Her dragon flaps its wings once to extinguish the flames and blow the drone off course. The Wind Machinist loses 300 life points. Wynn chants her spell taking control of the drone, and it shifts to defense position. The Wind Machinist leaves his battle phase, and his massive jet vanishes down a side hall once more. Before ending his turn, he uses the effect of The Battleship Runway to special summon another wind machine from his hand called Vector Jump Jet, which he plays in defense position. He flicks a die out into the field, where it lands on 3. "Looks like I'll be keeping it for a bit longer." He chuckles as a fan runs the die back to him. His life points show at 1350.
Michael draws. He uses his set card, Spiritual Wind Art - Miyabi by offering the Air-Support Drone, to target Vector Jump Jet. The Wind Machinist shakes a finger at Michael, and activates his set card, the continuous trap Anti-Aircraft Battery. A row of large box-shaped guns appears from beneath the deck of the runway. The Wind Machinist takes his die from his pocket once more, and he throws it at Michael, hitting his duel disk as he blocks his face. The die lands on 5. The Wind Machinist explains he has a chance of shooting down any targeting card Michael plays by rolling higher than him. Michael takes the die and throws it back at him. He nonchalantly tilts his head, letting the die hit him in the side of his face. He smirks as he watches the die land on 2. The Gun Battery adjusts before firing a continuous burst of heavy rounds into the air, to break apart the spiraling cyclone of wind.
Michael activates Doriado's Blessing, by offering Wynn, to ritual summon Elemental Mistress Doriado. He also summons Element Magician alongside of her. The kind nymph and weepy magical girl await orders. Michael enters his Battle Phase by ordering Element Magician to attack. The Wind Machinist laughs at his attempt. He hurls the die at Michael striking him directly in the knuckle. The sudden shock causes Michael to drop his cards. The two glare at each other. The Wind Machinist's smug smirk infuriates him. Michael picks up his 2 dropped cards which are lying face-up with the die on top of it with a 4 showing. Michael clenches the die. He breaths hard as he squeezes it. The machinist urges him to hurry up. "Come along now. We haven't got all day."
Michael flicks the die between them. It lands on 1. The Gun Battery readjusts and unleashes its furry on Element Magician. She screams as she is torn to shreds under the hailstorm of bullets fired by the Gun Battery. "Didn't I mention..." He asks, as he tosses another die into the air and catches it. "That I have a chance to destroy any targeting card you play? This includes targeting with attacks." A fan returns the die to the Wind Machinist. He tosses it in the air and catches it before pocketing both of them. "So, do you intend to throw her life away as well? If you do, I can just keep one of them out." He grins even wider. Michael sets his last 2 cards and ends his turn at 5300 life points.
The Wind Machinist rubs his chin and thinks out loud, "I wonder what those cards could be?" He grins widely at Michael, before flicking a die straight up in the air. It drops directly in front of him and bounces over to 2. "Damn I'm good!" He boasts, as he sweeps the die off the ground and pockets it. After drawing his card, he adds a wind machine from his deck to his hand. He reveals a massive level 8, Stealth Bomber, before adding it to his hand. He shifts Vector Jump Jet to attack position and enters his battle phase immediately. "Strike Jet, attack his whore of all elements." The jet returns in a flash peeling around a distant hallway and firing two missiles at Doriado.
"Trap card, open!" Michael activates Fuh-Rin-Ka-Zan and Negate Attack. The missiles crash down on the invisible barrier, while the ground tears open and a massive storm destroys Gun Battery and The Battleship Runway.
"Smart move." The Wind Machinist jokes sarcastically as he ends his turn. His life points flash up at 1350. He flicks his die up again, and watches it roll over to 5. "I've still got it."
Michael draws. He activates Graceful Charity. He dumps 2 cards in the graveyard and shifts Doriado to defense position. Before ending his turn, he activates Spiritual Rebirth to revive one of his Charmers in defense position. The Wind Machinist tosses his die into the air a few times as he examines the field. He catches the die each time. After examining the field, he looks to Michael with a harsh grin. He makes no attempt to catch the die this time. It lands on 5 again. "That decides it. I'm all through playing around." Activating an Electromagnet by paying 500 life points, he revives Air-Support Drone in defense position. He offers Vector Jump Jet and Air-Support Drone to summon Stealth Bomber. He orders his attack. Strike Jet returns. He orders Stealth Bomber to attack. It's attack decreases from 3200 to 2400, and it drops a cluster of bombs at it passes slowly overhead. Doriado is destroyed. He takes 800 points of damage from the explosion. Stealth Bomber continues to attack, revealing and destroying his set Familiar-Possessed Aussa. He takes another 800 points of damage, leaving him at 4200. Strike Jet fires on him as well. The missiles explode in front of Michael knocking him over. Then the jet streaks overhead knocking the crowd over. "That's it for me this turn." His life points flash up at 850.
Michael draws. He has no choice but to set the s/t card and end his turn with 1300 life points left.
"It was a nice effort, I suppose." The Wind Machinist starts with a grin. "It wasn't nearly as bad as I had expected. It was almost... Close." He activates the equip spell, Bunker Buster on Stealth Bomber and explains, "It's done." He enters his battle phase. He sends Bunker Buster to the graveyard to clear Michael's s/t zone, destroying Michael's set Negate Attack, and dealing 400 points of damage to Michael's life points.. The Wind Machinist follows through with an attack from Strike Jet for 2400 points of damage. He turns away from the duel field and begins returning to his group before the duel has completed. He stops before taking his place amongst their ranks, and he leers over his shoulder with a grin. "It was never close!" He scoffs, activating a quickplay spell card from his hand, Kamikaze Attack. Michael is hit by the missiles, and his life points drop to 0. Then the huge jet slams into Michael and explodes. Michael and the crowd are thrown back several feet. Michael rolls to his stomach clenching his heart which pounds visibly in his chest.
As the crowd recovers, one of the spectators shouts out, "You have to stop! He can't duel anymore!" Seeing Michael's hand jump up and down as he grasps his chest, others agree that he needs to go to the nurse's office. A few others tell the Machinists this has gone far enough. Michael abruptly coughs up a cloud of blood that spatters across his duel disk. His bottom lip is bright red as he gasps irregularly.
A cold cruel boy marches forward. "This will end when he gets the message." He states as he eyes Michael coldly. He hands his deck off to a fan to shuffle in place of Michael. "Get on your feet." He orders harshly. Michael takes a knee. He clumsily shuffles his deck. He stands once more as the other boy draws his cards. "I'm starting." He activates 2 cards; the field spell Hostile Waters and the continuous spell Sonar. He sets 2 s/t cards and summons a torpedo shaped submarine called Dive Runner. The entire floor of the hallway is covered in knee high black water. "Turn end."
Michael's entire body aches, and his heart is having visible palpitations. He has never experienced anything like it, and it is terrifying. "These duel disks... They can't really kill you?" He thinks, but he's never owned one, so he doesn't know, and he didn't read the manual warnings, only the directions to use its features. Michael looks over his hand. A drop of blood falls from his bottom lip on his Elemental Mistress Doriado. Michael swallows hard. He can tastes blood wash down his throat. He activates Doriado's ritual spell, by sending Hiita the Fire Charmer to the graveyard to summon Elemental Mistress Doriado. He follows by normal summoning Familiar-Possessed Aussa. The set card on the Water Machinist's field activates. Michael's eyes shrink as he watches the familiar art of Torrential Tribute rise up behind the Water Duelist. The massive tidal wave decimates the monster zone, leaving Michael with no monsters and down 4 cards. To worsen the situation further, Dive Runner rises to the surface of the water, unaffected by Torrential Tribute. Michael sets his remaining 2 s/t cards. To his horror, the effect of Sonar activates from him setting cards. Both Fairy Box and Familiar's Gift are revealed before returning face-down on the field.
The boy summons another water machine which resembles a Coast Guard boat with a painting of a sea serpent like stallion across the sides. "Dive Runner, direct attack." The sub dives and charges for Michael. Unfortunately for Michael, one of his set cards is a bluff, the other won't effect Dive Runner, and his opponent knows it. The sub rises vertically, nearly leaving the water, before falling on Michael. He blocks with his arms over his head, but the weight of the machine feels real, driving him to his knees. Even the droplets of water falling from the machine feel real. His duel disk scrapes sharply as the machine slides backwards off of it into the inky depths. Michael takes 1800 points of damage, dropping him down to 2200. "Depth Charger, direct attack." The boat shifts into full throttle. This time Michael responds with his set Fairy Box. The huge box rises up around him. Cut off from everything around him, Michael can still hear the boat charging him. Michael watches the light of his disk cycle. He takes the time to rest and stabilize his breathing.
"If I call it right, I'll survive one more turn, but..." He glares up out the hole of the box. "Is it even worth living an extra turn? I'm going to lose, and there's nothing I can do to change it." He doesn't know what to do. Hearing the murmurs of the crowd behind him, he calls out of the hole. "Blue - Tails." The disk stops on blue. Michael watches two large metal kegs drop into the box beside him and explode. The next thing he knows, he is back outside of the box, and the boat is speeding away. He's survived another turn. The machinist sets a card and ends his turn.
Michael draws, and pays 500 life points to keep Fairy Box in play. He checks his newly drawn card. The bubbly little charmer Eria stands guarded by her massive familiar. Her eyes are vacant, and her cheerful charm has melted away. Michael stares at the blank gaze of her eyes. "So that's what it takes, to be strong?" He asks himself. He summons her, and activates his set Familiar's Gift to draw a new card in its place. Michael eyes his newly drawn trap, Spiritual Fire Art - Kurenai. He feels angry with the card, as it would have helped him immensely over the past several duels, but right now it is useless, even as a bluff. He orders Eria to attack. The Water Machinist activates his set card, the continuous trap Contact Mine Field. The field of knee high water rises bringing the entire hallway underwater. It's a chilling experience, being surrounded by the murky depths, even if it isn't real. Michael watches the bubble trail as Eria's familiar lunges for Dive Runner. Suddenly the darkness lightens slightly revealing dozens of massive buoyant metal spheres on chains. The Wind Machinist flicks a die from his pocket. It lands in front of Michael. Michael doesn't know the effect of this card, but it is too late to call off his attack, and the result is apparently decided by a die roll. Michael clenches the die tightly in his hand, before casting it back to the Wind Machinist. It rolls to a stop at his feet showing a 5. A sudden explosion sends shockwaves through the water field. Dive Runner is destroyed, and its owner takes 450 points of damage. The Water Machinist sends 4 cards from the top of his deck, and the water turns blood red. Michael ends his turn at 1700.
The Water Machinist draws. He activates his newly drawn card, Depth Charge from his hand, equipping it to Depth Charger. He sends the card to his graveyard to destroy Michael's set Fairy Box, and he attacks for the win. Two depth charges float down over Michael and explode, forcing him to his knees. The water field vanishes. Michael is given time to recover from the loss by the Light Machinist, who takes his place before Michael.
"You're as weak as I had anticipated from your introduction ceremony duel. That fan deck of yours isn't good for anything but show." The Light Machinist declares in a pitying tone.
Michael states firmly, "I put as much into making this deck, as any of you did with your decks... If not more. I won't stand for anyone cutting it down."
"If you say so." The Light Machinist replies. "I will be your final opponent, as well as you final loss.
"Spare me the trash talking." Michael demands between labored breaths. "It would look really bad, if you hyped yourself up only to lose." Michael glares up with a twisted smile. "I may just get lucky."
"I suppose so. In that case, I'll have to be serious, so to not disgrace my colleagues."
Michael laughs. "As if starting shit with bystanders wasn't disgraceful enough?"
They begin their duel, with the Light Machinist selected to go second. Michael shuffles his deck feebly before handing it off to be cut. His hands won't stop shaking, and it makes it hard to do anything with them. Once he has his deck back, he draws his opening hand. What he finds is a handful of options he has already tried: All of which have already failed. He feels disparaged as he scans over each and every card. Even as he runs the various options he has in his hand, he doesn't know what to do with them. Every tactic he has in his deck is inferior to the Machinist decks and their support. "You look like you've lost faith in those cute cards of yours." The Light Machinist points out.
Michael doesn't respond. Instead, he activates Graceful Charity, discarding Hiita the Fire Charmer and Spell of Enchantment. Then he summons Familiar-Possessed Aussa. Michael glares at the Light Machinist. "I'm neither desperate nor defeated. Not yet." He sets 2 s/t cards face-down, and his turn ends.
The Light Machinist sets a monster and a s/t card. "Turn end."
Michael draws. He summons Familiar-Possessed Eria. "Eria, attack."
"Activate trap card." The continuous trap depicts a woman facing in two directions. The woman on the left, is facing left against a blue background, smiling and laughing, while the woman to her right is facing right against a red background, with her face contorted in anger as she shouts. The duel disk orbss begin cycling between red and blue. "As long as this card is on the field, any monster on the field that isn't a Plus, Minus, or Plus/Minus monster is converted to one by a coin toss. Heads will convert any monster you play into a plus monster, while tails will convert any monster you play into a minus monster." The disks stop on red, converting Eria into a plus minus. They begin cycling once more, until it is decided that Aussa will be a plus monster as well. Michael watches the set monster reveal itself. A 4 foot tall white plastic robot on tank treads appears. It looks like the voice controled toy robots sold in toy and electronic stores. A neon green light glows through its white semi-opaque plastic chest. "Lithium Polymer Cell Soldier - Polarized Tank, Tread Platform 4.5 Volt Plus." The Light Machinist responds to Michael's expression. "Because our monsters are both plus monsters, the battle is negated." Eria is thrown back from the revealed monster. Michael has no choice but to end his turn.
The Light Machinist draws. He summons a white plastic plane robot. "Lithium Polymer Cell Soldier - Polarized Glider, Wing Platform 4.5 Volt Minus, union fusion!" The small tank and plane robots break apart and merge together. "Lithium Polymer Cell Soldier - Polarized Glider Tank, Tread Wing Platform 9 Volt Plus/Minus." He targets Michael. "Direct attack." The winged tank charges for Michael, and suddenly takes off overhead. It fires its cannons into Michael, dropping his Life Points by 1200 points. "By decreasing its attack by 600 points, it can attack directly." He ends his turn.
Michael draws. He summons Familiar-Possessed Hiita, and the effect of Bipolar Disorder activates. Familiar-Possessed Hiita becomes a minus monster. The sporty girl becomes as surly as her familiar. Michael enters his battle phase, but is denied by the Light Machinist. "Because my monster is a Plus/Minus monster, I can negate the attack of any Plus or Minus monster, or force them to do battle. As long as Bipolar Disorder is on the field, I'll control both Battle Phases."
Despite his warnings, Michael refuses to listen to him. "Hiita, attack!" Hiita charges the winged tank. It's neon magenta cores stop glowing and only 1 glows neon blue. Hiita is repelled. "Aussa, attack!" It's blue core stops glowing and its other core begins glowing neon green. Aussa is repelled as well.
"I told you it was futile." The Light Machinist declares, as the two cores of his machine begin glowing neon magenta once more. Michael sets a s/t card and ends his turn, with his life points at 2800. The Light Machinist draws. He activates an Electromagnet to revive his Glider Wing. Then, he summons a new white machine that resembles a human called Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Minus. "Union fusion." By sending the Wing Glider and the Humanoid Mech to the Graveyard, the Light Machinist creates a new monster. "Lithium Polymer Cell Soldier - Polarized Glider, Humanoid Mech, Wing Platform 9 Volt Plus/Minus." The plane's legs fold up and it merges with the mech's body. The two cores glow neon magenta. "Lithium Polymer Cell Soldier - Polarized Glider Tank, Tread Wing Platform 9 Volt Plus/Minus, direct attack." The winged tank attacks Michael directly. His life points drop to 1600. Michael's set Spiritual Earth Art - Kurogane is destroyed. "Lithium Polymer Cell Soldier - Polarized Glider Mech, Humanoid Wing Platform 9 Volt Plus/Minus, direct attack." The plane mech takes off and fires on Michael with its machine guns. The bullets strike him in the chest, and Michael gasps a cloud of blood into the air, before falling to the ground on his back. His life points drop to 0. Michael gasps as blood droplets collect on his bottom lip and fall to the floor.
"You should give up on those cute monsters and build a real deck, so you aren't humiliated so badly next time." With that, the Light Machinist walks away, and the others follow.
The Wind Machinist calls back to Michael. "Don't forget to tell your friends. They're next."
After losing 6 consecutive games, the people around Michael look down on him. He can hear their murmurs of pity and disgust. Several boys ask how someone like him was chosen to come to Duel Academia. To which one of them replies his little sister puts up a better fight than that.
Michael stands again as the Machinists leave. He wipes the blood from his mouth and turns to face the pitying disgusted crowd. "Anyone else have some kid of problem with me, or are we finished for the day?" No one answers. The crowd begins to walk off, and the camera crew chases after the Machinists. Michael breaths hard and watches the faces in the crowd turn away from him as he meets eye to eye with them. They're all so ashamed of him, they can't even look at his face. He turns his back to them once more and continues down the hall the way he was going before he was stopped.
When Michael gets back to his room, he immediately collapses on his bed, where he begins coughing uncontrollably. When it has stopped, he lifts his face to a blood stained pillow. "I couldn't win." He tells himself. "Not even once." He knew his decks weren't strong enough, and he knew it was stupid to bring them, but for some reason, he doesn't really feel humiliation. He is actually relieved to finally know his deck's real level of strength. "But, what's this sick feeling." He asks. He suddenly realizes that while he is not humiliated, he is upset. Upset because he put so much effort into building this deck from scratch, and it was crushed so easily by so many different tactics and deck types. He doesn't feel bad because of his lack of skill. He played the best he could with the deck. He feels bad because the deck fell short, and he has done all he can with it while set to his specifications. In a soft shaky voice he utters, "I can't take this deck any farther."
Winning here is everything, more so than it was back home for Michael. To win games, he'll have to give up on his decks and play style. All he wants is to use his favorite cards and play. He wishes he could win with these, but they're too weak. The blood speckled duel disk falls to the floor and his deck spills everywhere. He has no choice but to give up on this deck until he can come up with a new way to make it work better. But deep down, he knows he will never be able to take this deck any farther than he has. Not under his specifications, at least. With the spirit magician deck retired, the time has come to use one of his other decks. "But... What will I do, if my favorite cards are crushed as easily as the spirit magician deck?" If he had to duel right now, he would get up and play without hesitation, but when it comes to the chance of his other decks being destroyed, things are different. He doesn't want to face that possability; not with his favorites.
Back at the main building, Lilica and James watch out a hall window. With a curious smile, James says, "That was certainly unexpected. A very unusual reaction. And from him, of all people." James laughs lightly. "At this rate, we may not have to get our hands too dirty at all. The stress of being in such a competitive school environment may be all that we need."
"Yeah." Lilica agrees. "You're right." Despite her agreeing, she doesn't smile. "But... Its so cruel what they did."
"That's life kiddo. And don't forget what we came here to do. However we have to do it, that's how it will play out."
Lilica nods. "I'll continue to observe. And, if an opportune situation arises, I'll exploit it... As planned."
James nods. "Good girl."
Chapter 4 - End
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Chapter 4 Author Notes
God I hated editing this chapter. What a freaking nightmare! Making the cards and decks was easy. Balancing each duel's card numbers and life points so all the cards I wanted to show got played and the duel ended in the result I wanted was not. What made it even more obnoxious was the fact that my Light Machinist was originally meant to run a Linear Railway Canon type deck similar to Satellite Cannon, as well as Relay Satellites to allow the machine to attack directly, but then stupid GX came with their craptastic Satellite 1TK deck and user. While my cards were better by a million degrees, I didn't want to use any deck similar to the horrendous GX decks the show uses. The only existing options for the light machines where basically Cyber Dragon, V-Z, or the Batterymen, who are Thunder for some reason. I went ahead and said screw it, and built a new series of monsters based on 3 different mechanics I liked, tweaked the hell out of them, and said, "This is how it's going to be." I had the card art in my head based on a cross between I-Robot and those Wow Wee robots who are semi autonomous. I like the way the dog and raptor look, as well as the big guy robot, to an extend, so I juiced them up, giving them upgrade batteries based on the GBA SP Lithium Batteries, and a bunch of other crazy ideas. Needless to say, I was very happy with the results.
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Chapter 4 Author Cards
This section is for all cards I created for this fanfic. Hopefully, I don't miss any. I'm going to do a special service and break the cards up by user, and I'll add the cards that I had to cut from this duel to save my sanity. I've even included the card art on most of them.
Familiar-Binding Temple
Field Spell
Effect: As long as this card remains face-up on the field, monsters with "Charmer" in their names cannot be destroyed as a result of battle while in defense position. Increase the ATK/DEF of monsters with "Familiar-Possessed" in their names by 500 points. When a monster with "Familiar-Possessed" in its name that was Special Summoned by its effect inflicts battle damage to your opponent's Life Points, increase your Life Points by an amount equal to the battle damage inflicted.
(Art: I lost the original description for the card, but going from memory, it is an ancient temple in the wilderness with 4 peaceful natural sections specially for each of the spirit magicians and their familiars. The calming power of the temple lets the girls control their upgrade familiars properly.)
This is a card made by a girl named Asuka Tenjoin form the Pojo Boards. She let me use it, as it really helps the theme out. I'd have used it more, but I wanted Michael to have my luck of the draw, which is wrongly bad, and this is probably the best support card for the theme.
Familiar's Gift
Spell
Effect: Draw 1 card for every monster on your side of the field with "Wynn", "Hiita", "Eria", or "Aussa" in its name (Only 1 card per name). Also, draw 1 additional card for each of these monsters that was Special Summoned by the effect of a monster with "Wynn", "Hiita", "Eria", or "Aussa" in its name.
(Art: The 4 spirit magicians receive gifts from their familiars as they sit around a birthday cake.)
Spiritual Rebirth
Quickplay Spell
Effect: This card can only be activated while you have a monster of EARTH, FIRE, WIND, and WATER in your graveyard. Special Summon 1 monster from your Graveyard in face-up attack position or in face-down defense position.
(Art: The 4 charmers create 4 pillars of colorful light, and Elemental Mistress Doriado rises in the center of them.)
Spell of Enchantment
Continuous Spell
Effect: During your Main Phase, you may pay 500 Life Points to change the Attribute of 1 face-up monster on the field, until the End Phase of the turn. (You choose the Attribute.) Monsters can only have their Attributes changed by this card's effect once per turn.
(Art: 6 magical circles, similar to those around the spirit magicians, layered on top of each other with a little space between each.)
Dark Machinist
Holo-Disk Magician
Dark, Machine, LV 4, 1350/1000
Effect: When this card is targeted by a card effect, it's controller chooses which card effects it is affected by. When this monster is attacked, its controller may take the attack as a direct attack to his/her Life Points.
Spikebot MK2
Dark, Machine, LV 5, 1800/1700
Effect: When this card attacks with an ATK that is higher than the DEF of a defense position monster, inflict the difference as Battle Damage to your opponent's life points. If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.
Slot Machine MK2
Dark, Machine, LV 7, 2000/2300
Effect: While you have 3 "7 Completed" on your side of the field, you may activate 1 "7" from your Deck or Graveyard. Once per turn, during your Main Phase, you may activate one of the following effects:
Add 1 "7 Completed" to your hand from your Deck, and shuffle your Deck.
Return all "7 Completed" in your Graveyard to your Deck, and shuffle your Deck.
Pendulum Torture Machine
Dark, Machine, LV 6, 1750/2000
Effect: Once per turn, during your Main Phase, you may select 1 face-up monster on your opponent's side of the field, or you may change the target to another face-up monster on your opponent's side of the field. Only 1 monster may be selected by this effect at a time. The selected monster cannot attack or change its battle position. During each player's Standby Phase, decrease the ATK/DEF of the selected monster by 250 points times the number of consecutive Standby Phases the selected monster has been the target of this card's effect, and the controller of the selected monster takes an equal amount of damage. If the ATK or DEF of the selected monster is 0 during a player's Standby Phase after this card's effect activates, the selected monster is destroyed. This card cannot attack or change its position as long as a monster on the field is the target of this card's effect.
Weight Reduction
Continuous Spell
Effect: Once per turn, during your Main Phase, select 1 Machine-Type monster in your hand, and reveal it to your opponent. As long as the selected monster remains in your hand, you must play with it exposed to your opponent. The level of the revealed monster is decreased by 1 as long as the monster is in your hand or on the field. The same Machine-Type monster may be selected each turn, and the effect of this card is cumulative.
(Art: A race car garage, with spare pieces laying everywhere.)
Electromagnet
Equip Spell
Effect: Pay 500 Life Points. Special Summon 1 Machine-Type monster from your graveyard in face-up defense position. The equipped monster must remain in defense position as long as it is equipped with this card. When this card leaves the field, the equipped monster is destroyed.
(Art: A massive electromagnet... Yeah, nothing special about this one.)
Ctrl + Z, Edit - Undo
Quickplay Spell
Effect: Select and activate 1 of the following effects:
This effect can only be activated during a turn when a Machine-Type monster on your side of the field is destroyed and sent to the Graveyard. Return the destroyed monster to the field in the same position it was in prior to leaving the field. (This is not treated as a Summon.)
This effect can only be activated during a turn when a Spell or Trap Card on your side of the field that targets 1 Machine-Type monster on your side of the field is destroyed and sent to the Graveyard. Return all destroyed Spell and Trap Cards that were equipped to or targeted 1 Machine-Type monster on your side of the field to your side of the field in the same positions they were in prior to leaving the field. Their effects are not reset, and are applied in the same state they were in prior to being destroyed. (Spell and Trap Cards returned to the field by this effect are not treated as being activated at this time.)
(Art: Kozaky sits hunched over a keyboard while his monitor has an error box across the screen with the message, Error: Fire Not Found.)
Apathetic Vase of Desires
Spell
Effect: Draw 2 cards from your deck. Your opponent draws 1 card from his/her deck.
(Art: A mechanized jar similar in appearance of Pot of Avarice and Pot of Greed. It's expression is one of pure apathy, and it gives out it's contents without much concern for the desire of its user.)
Nano-Mist
Quickplay Spell
Effect: This card can only be activated while you control a face-up Machine-Type monster on your side of the field. Destroy 1 Spell or Trap card on the field. This card cannot be activated during the Battle Phase.
(Art: It's a cloud of nano machines. Use your imagination.)
Launcher Spider MK2
Fire, Machine, LV 7, 2200/2500
Effect: This card can attack all monsters on your opponent's side of the field once each. This card cannot attack your opponent directly if it attacks any monster(s) first. When this card attacks with an ATK that is higher than the DEF of a defense position monster, inflict the difference as Battle Damage to your opponent's life points.
The Fire Machinist has one of my favorite decks, but sadly, you'll have to wait to see his full deck. I chose to hold his entire real deck back for a future chapter, and this chapter I let him make use of the existing FIRE Machines in this game, with only his signature card being new. I always loved Launcher Spider, but never its card art or bad stat combination with no effect. I think I did it justice finally.
Earth Machinist
Patrol Robo MK2
Earth, Machine, LV 3, 1100/900
Effect: Once per turn, during your Main Phase, you can look at 1 face-down card on your opponent's side of the field.
Pack Rat Cyber
Earth, Machine, LV 1, 100/100
Effect: Once per turn, during your End Phase, you may select 1 Machine-Type monster in either player's Graveyard, and equip it to this card as an Equip Card. When cards are sent to the Graveyard, if at least 1 of them is a Machine-Type monster, you may select 1 of them, and equip it to this card. Increase the ATK/DEF of this card by 100 points times the sum of level stars of Machine-Type monsters equipped to this card. When this card is destroyed and sent to the Graveyard, its owner draws 1 card from their deck for each Machine-Type monster that was equipped to it.
(Art: A cybernetic pack rat, which is actually a type of small mouse.)
I was tempted to call it Scrap Rat or somehting really lame, but I liked pack rat too much to not call it Pack Rat somewhere in its name.
Junk Robo
Earth, Machine, LV 3?/?
Effect: This card can only be Special Summoned by removing from play 1 Machine-Type monster in your graveyard. This card's original ATK or original DEF is 300 times the level of the Machine-Type monster removed from play to summon this card. When this card is destroyed and goes to the Graveyard, Special Summon 1 "Junk Bit" Token (Earth, Machine, LV 1, 0/300) in face-up defense position for each "Junk Robo" in your Graveyard.
(Art: A humanoid robot made of junk from a salvage yard.)
Scrap Dragon
Earth, Machine, LV 6?/?
Effect: This card can only be Special Summoned by removing from play 2 Machine-Type monsters in your graveyard. This card's original ATK or original DEF is 300 times the sum of levels of the Machine-Type monsters removed from play to summon this card. When this card is destroyed and goes to the Graveyard, Special Summon 1 "Scrap Bit" Token (Earth, Machine, LV 2, 0/600) in face-up defense position for each "Scrap Dragon" in your Graveyard.
(Art: A dragon similar to Voltech Dragon made of scrap from a salvage yard.)
Salvage Yard Chimera
Earth, Machine, LV 9?/?
Effect: This card can only be Special Summoned by removing from play 3 Machine-Type monsters in your graveyard, while there is a "Salvage Yard" face-up on the field. This card's original ATK or original DEF is 300 times the sum of levels of the Machine-Type monsters removed from play to summon this card. When this card is destroyed and goes to the Graveyard, Special Summon 1 "Broken Chimera" Token (Earth, Machine, LV 3, 0/900) in face-up defense position for each "Salvage Yard Chimera" in your Graveyard.
(Art: A Chimera made of all the spare parts in a salvage yard. Has several animal heads, a big bulky body, a serpent tail, and big paws.)
Salvage Yard
Field Spell
Effect: During your Main Phase, you may select 1 of your Machine-Type monsters that has been removed from play, and return it to your Graveyard by paying 100 Life Points times its level. When a "Junk Robo", "Scrap Dragon", or "Salvage Yard Chimera" on your side of the field is destroyed and goes to the Graveyard, by paying 100 life points times the level of the destroyed monster and removing from play 1 Machine-Type monster in your Graveyard, Special Summon the destroyed monster to your side of the field at the End Phase of this turn, with the same original ATK or original DEF it had at the time it was destroyed.
(Art: It's a salvage yard.)
Loader Crane
Continuous Spell
Effect: Once per turn, during your Main Phase, you may select 1 Machine-Type monster from your hand or field, and place it face-up in your Spell/Trap Zone. Or, you may move a Machine-Type monster placed in your Spell/Trap Zone by this card's effect to your Monster Card Zone. (This is not treated as a Summon.) Only 1 Machine-Type monster may be placed in your Spell/Trap Zone by this effect at a time. During your opponent's turn, you may select 1 card on your opponent's side of the field and send the Machine-Type monster placed in your Spell/Trap Zone by this card's effect to the Graveyard. If the selected card on your opponent's side of the field is a monster with a level less than the sent monster, destroy the monster on your opponent's side of the field. If the selected card on your opponent's side of the field is a monster with a level greater than or equal to the level of the sent monster, decrease the ATK/DEF of the monster on your opponent's side of the field by 300 points times the level of the sent monster. If the selected card on your opponent's side of the field is a Spell or Trap, destroy it, and inflict 100 points of damage to your opponent's Life Points times the level of the sent monster.
(Art: Massive crane. The kind used to load freight on freight barges, etc.)
Elected Successor
Spell
Effect: Select 1 monster from your hand or on your side of the field, and Tribute it. Select 3 monsters from your deck with the same Attribute as the Tributed monster, and reveal them to your opponent. Your opponent selects 1 of the monsters to add to your hand, and the rest are sent to your graveyard. Shuffle your deck afterwards.
(Art: An election between Kozaky in an Uncle Sam get-up, Magical Scientist in a Ross Perot get-up, and a Skull Servant wearing a chess pawn hat, who just looks happy to be there.)
The EARTH Machinist was such a fun deck-type to make. I love the RFG special summon monsters, and the concept of an entire deck made from garbage was good fun.
Wind Machinist
Bunker Buster
Equip Spell
Effect: This card can only be equipped to a level 5 or higher WIND monster. During your battle phase, send this card to the graveyard to activate 1 of the following effects. If you do, the equipped monster cannot attack this turn.
Destroy all cards in your opponent's Monster Card Zone. Your opponent takes 400 points of damage for each card destroyed this way.
Destroy all cards in your opponent's Spell/Trap Card Zone. Your opponent takes 400 points of damage for each card destroyed this way.
(Art: A big bomb. The kind that force a country to redraw its maps at the end of a war.)
Air-Support Drone
Wind, Machine, LV 2, 1200/600
Effect: When this card is Summoned, if there are more monsters on your opponent's side of the field than are on your side of the field, Special Summon a number of "Air-Support Drone" to your side of the field from your hand or Deck until you control the same number of monsters on your opponent's side of the field. Shuffle your deck afterwards. When this card attacks, it shifts to defense position at the end of the damage step. When this card destroys a monster and sends it to the Graveyard, your opponent takes 600 points of damage.
(Art: An unmanned plane that carries little bombs.)
Fun note: Not only do these exist, but they have been used in real combat. They carry bombs, communicate with each other, and can launch Kamikaze strikes... What fun, but still no Sky Net.
Gunship Strike Chopper
Wind, Machine, LV 4, 1600/1200
Effect: When you declare an attack with this card, you may discard 1 Spell or Trap card from your hand. If a Spell was discarded, increase the ATK of this card by 400 points, and when this card attacks with an ATK that is higher than the DEF of a defense position monster, inflict the difference as Battle Damage to your opponent's life points. If a Trap was discarded, increase the ATK of this card by 800 points, and when this card destroys an opponent's monster and sends it to the Graveyard, your opponent takes damage equal to half the original ATK of this card. (The effects of this card last only until the end of the Damage Step.)
(Art: It's a gunship. An attack helicopter with wings.)
Vector Jump Jet
Wind, Machine, LV 4, 1800/800
Effect: When this card is targeted by a card effect controlled by your opponent, move this card to an adjacent vacant Monster Zone space, to negate the effect of that card, and destroy it. For each card destroyed in this way, inflict 800 points of damage to your opponent's Life Points. At the End Phase of each turn, you must roll a die. If the result is a 4, this card is destroyed, and its controller takes 800 points of damage.
(Art: A vertical take off plane.)
Fun note: I put the leading cause of destruction for these problematic machines in this card's effect; mechanical failure. Yay for overly complicated technology, lol.
Super Sonic Strike Jet
Wind, Machine, LV 6, 2400/1000
Effect: When this card is successfully Summoned, it is removed from play. At the start of your Battle Phase, if this card was removed from play by its effect, Special Summon this card to your side of the field in face-up attack position. At the end of your Battle Phase, remove this card from play. When this card is targeted by a card effect, remove it from play.
(Art: It's a super sonic strike jet...)
Stealth Bomber
Wind, Machine, LV 8, 3200/1600
Effect: This card cannot be Special Summoned. When this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. During your Battle Phase, if you decrease this card's original ATK by 800 points until the end of the Battle Phase, this card may attack all monsters on your opponent's side of the field, once each. When this card destroys an opponent's monster and sends it to the Graveyard, your opponent takes 800 points of damage.
(Art: It's a Stealth Bomber...)
Anti-Aircraft Battery
Continuous Trap
Effect: This card can only be activated while "The Battleship Runway" is on the field. When "The Battleship Runway" leaves the field, this card is destroyed. When your opponent activates a card effect that targets a card on your side of the field or attacks with a monster on their side of the field, both players roll a 6 sided die. If you roll higher than your opponent, negate the attack or card effect, and destroy the card. If both players roll the same number, negate the attack or card effect, destroy the card, and destroy this card.
(Art: A massive series of gun batteries, or square shaped gun boxes.)
The Battleship Runway
Field Spell
Effect: During your Main Phase, if there are no monsters on your side of the field, you may Special Summon 1 level 4 or lower WIND Machine-Type monster from your hand. During your Standby Phase, you may add 1 WIND Machine-Type monster from your Deck to your hand.
(It's the deck of an aircraft carrier.)
I enjoyed this deck as well. Konami seems to hate the Wind element, but this is proof it's not that hard to find good inspiration.
Water Machinist
Depth Charger
Water, Machine, LV 4, 1400/1000
Effect: When this card attacks, increase the ATK of this card by 400 points for the damage step only. While "Umi" is on the field, when this card inflicts battle damage to your opponent's life points, randomly select 1 card in your opponent's hand, and send it to the Graveyard.
(Art: A boat similar to a Coast Guard boat, with a sea serpent-like horse painted on the sides.)
Depth Charge
Equip Spell
Effect: This card can only be equipped to a WATER Machine-Type monster. During your Battle Phase, send this card to the graveyard to destroy 1 card on your opponent's side of the field. If you do, the equipped monster cannot attack this turn.
Dive Runner
Water, Machine, LV 4, 1400/1000
Effect: When this card attacks, increase the ATK of this card by 400 points for the damage step only. While "Umi" is on the field, this card is unaffected by the effects of cards that do not target.
(Art: A torpedo shaped submarine.)
Hostile Waters
Field Spell
Effect: While this card is on the field, its name is treated as "Umi". Increase the ATK of all WATER monsters on your side of the field by 100 points times the number of counters on this card, during your Battle Phase only. When a WATER monster destroys a monster as a result of battle, the controller of the destroyed monster must send a number of cards from the top of their deck to the Graveyard, equal to the level of the destroyed monster. Put 1 Counter on this card for each monster destroyed as a result of battle by a WATER monster and for each monster sent to the graveyard by this card's effect.
(Art: A frigid inky black ocean.)
Sonar
Continuous Spell
Effect: While "Umi" is on the field, whenever your opponent sets a card or flips a card on their side of the field face-down, pick up and see the set card. (Effects are not activated at this time, and return the card to its original position afterwards.) When a WATER monster on your side of the field attacks a face-down monster, before the monster is flipped face-up guess the name of that monster. If you are correct, negate the effects of that monster. (This include effects that activate in the graveyard.)
(Art: A humble pic of a sonar screen.)
Contact Mine Field
Continuous Trap
Effect: This card can only be activated while "Umi" is face-up on the field. When "Umi" leaves the field, this card is destroyed. When an opponent's monster attacks, roll a six sided die. If the result is equal to or less than the level of the attacking monster, the monster is destroyed, and its owner takes damage equal the original ATK of the destroyed monster.
(Art: A mine field under water, using chained buoyant contact mines.)
Another fun deck to make support for, and the monsters were super easy to create. They are all synergetic with existing WATER support, while holding their own in their own decks.
Light Machinist
Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Plus
Light, Machine, LV 3, 1200/900
Union/Plus/Effect: Once per turn during your Main Phase, if you control this monster on the field, you can equip it to 1 face-up monster with "Lithium Polymer Cell Soldier" on your side of the field as an Equip Spell card. Or unequip the Union equipment and Special Summon this card in face-up attack position. A Plus monster cannot be equipped to a Plus monster. When a Plus monster battles with a Plus monster, the battle is negated. When a Plus monster attacks and there is a Minus monster on your opponent's side of the field, the attack target must be a Minus monster. Increase the ATK of the equipped monster by 900 points. If you decrease the ATK of this card by 300 points during your Battle Phase, this card can attack your opponent's Life Points directly during this turn. If you decrease the ATK of the monster equipped with this card by 600 points during your Battle Phase, the monster equipped with this card can attack your opponent's Life Points directly during this turn. (One monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, this card is destroyed instead.)
(Art: A sleek white, plastic cased, plane type robot. It's head and wings are 1 solid piece, so there is no neck. The wingspan is 3 times wider than its height; about 4 feet tall. Rather cute for a robot. It has two small guns mounted near its face plate. It stands on its thin lanky legs, while its thin lanky arms dangle down uselessly. It's background glows with neon green flames. It's head unit glows with neon green light under its semi-opaque white plastic armor.)
Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Minus
Light, Machine, LV 3, 1200/900
Union/Minus/Effect: Once per turn during your Main Phase, if you control this monster on the field, you can equip it to 1 face-up monster with "Lithium Polymer Cell Soldier" on your side of the field as an Equip Spell card. Or unequip the Union equipment and Special Summon this card in face-up attack position. A Minus monster cannot be equipped to a Minus monster. When a Minus monster battles with a Minus monster, the battle is negated. When a Minus monster attacks and there is a Plus monster on your opponent's side of the field, the attack target must be a Plus monster. Increase the ATK of the equipped monster by 900 points. If you decrease the ATK of this card by 300 points during your Battle Phase, this card can attack your opponent's Life Points directly during this turn. If you decrease the ATK of the monster equipped with this card by 600 points during your Battle Phase, the monster equipped with this card can attack your opponent's Life Points directly during this turn. (One monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, this card is destroyed instead.)
(Art: A sleek white, plastic cased, plane type robot. It's head and wings are 1 solid piece, so there is no neck. The wingspan is 3 times wider than its height; about 4 feet tall. Rather cute for a robot. It has two small guns mounted near its face plate. It flies with its thin lanky arms and legs folded up beneath it. It's background glows with neon blue lightning. It's head unit glows with neon blue light under its semi-opaque white plastic armor.)
Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Plus
Light, Machine, LV 3, 900/1800
Union/Plus/Effect: Once per turn during your Main Phase, if you control this monster on the field, you can equip it to 1 face-up monster with "Lithium Polymer Cell Soldier" on your side of the field as an Equip Spell card. Or unequip the Union equipment and Special Summon this card in face-up attack position. A Plus monster cannot be equipped to a Plus monster. When a Plus monster battles with a Plus monster, the battle is negated. When a Plus monster attacks and there is a Minus monster on your opponent's side of the field, the attack target must be a Minus monster. Increase the DEF of the equipped monster by 900 points. When this card attacks, increase the ATK of this card by 600 points for the damage step only, and after damage calculation, change this card to defense position. When the monster equipped with this card attacks, increase the ATK of the equipped monster by 600 points for the damage step only, and after damage calculation, change the equipped monster to defense position. (One monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, this card is destroyed instead.)
(Art: A sleek white, plastic cased, humanoid robot with tank tread legs and cannons for arms on its rotating chest. It's head sits low inside its chest. Rather cute for a robot. Stands about 4 feet tall. Sits idly without action. It's background glows with neon green flames. It's head glows with neon green light under its semi-opaque white plastic armor.)
Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Minus
Light, Machine, LV 3, 900/1800
Union/Minus/Effect: Once per turn during your Main Phase, if you control this monster on the field, you can equip it to 1 face-up monster with "Lithium Polymer Cell Soldier" on your side of the field as an Equip Spell card. Or unequip the Union equipment and Special Summon this card in face-up attack position. A Minus monster cannot be equipped to a Minus monster. When a Minus monster battles with a Minus monster, the battle is negated. When a Minus monster attacks and there is a Plus monster on your opponent's side of the field, the attack target must be a Plus monster. Increase the DEF of the equipped monster by 900 points. When this card attacks, increase the ATK of this card by 600 points for the damage step only, and after damage calculation, change this card to defense position. When the monster equipped with this card attacks, increase the ATK of the equipped monster by 600 points for the damage step only, and after damage calculation, change the equipped monster to defense position. (One monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, this card is destroyed instead.)
(Art: A sleek white, plastic cased, humanoid robot with tank tread legs and cannons for arms on its rotating chest. It's head sits low inside its chest. Rather cute for a robot. Stands about 4 feet tall. Charges and fires. It's background glows with neon blue lightning. It's head glows with neon blue light under its semi-opaque white plastic armor.)
Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Plus
Light, Machine, LV 3, 1500/1200
Union/Plus/Effect: Once per turn during your Main Phase, if you control this monster on the field, you can equip it to 1 face-up monster with "Lithium Polymer Cell Soldier" on your side of the field as an Equip Spell card. Or unequip the Union equipment and Special Summon this card in face-up attack position. A Plus monster cannot be equipped to a Plus monster. When a Plus monster battles with a Plus monster, the battle is negated. When a Plus monster attacks and there is a Minus monster on your opponent's side of the field, the attack target must be a Minus monster. Increase the ATK/DEF of the equipped monster by 600 points When this card attacks with an ATK higher than the DEF of a defense position monster, inflict the difference as battle damage. When the monster equipped with this card attacks with an ATK higher than the DEF of a defense position monster, inflict the difference as battle damage. (One monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, this card is destroyed instead.)
(Art: A sleek white, plastic cased, humanoid robot. Rather cute for a robot. Stands at about 4 feet tall. Wields a beam saber, has a second beam saber holstered at its waist. It's background glows with neon green flames. It's core glows with neon green light under its semi-opaque white plastic chest armor.)
Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Minus
Light, Machine, LV 3, 1500/1200
Union/Minus/Effect: Once per turn during your Main Phase, if you control this monster on the field, you can equip it to 1 face-up monster with "Lithium Polymer Cell Soldier" on your side of the field as an Equip Spell card. Or unequip the Union equipment and Special Summon this card in face-up attack position. A Minus monster cannot be equipped to a Minus monster. When a Minus monster battles with a Minus monster, the battle is negated. When a Minus monster attacks and there is a Plus monster on your opponent's side of the field, the attack target must be a Plus monster. Increase the ATK/DEF of the equipped monster by 600 points When this card attacks with an ATK higher than the DEF of a defense position monster, inflict the difference as battle damage. When the monster equipped with this card attacks with an ATK higher than the DEF of a defense position monster, inflict the difference as battle damage. (One monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, this card is destroyed instead.)
(Art: A sleek white, plastic cased, humanoid robot. Rather cute for a robot. Stands at about 4 feet tall. Wields two beam sabers in a fighting stance. Its background glows with neon blue lightning. Its core glows with a neon blue light under its semi-opaque white plastic chest armor.)
These are all Union Fusion monsters summoned with the above pieces. I'll let you figure out what they look like on your own, because I want to get this posted up quickly. Just imagine the two components fusing together a'la XYZ, and their cores turn neon magenta to double their power output.
Lithium Polymer Cell Soldier - Polarized Humanoid Glider Wing Mech Platform 9.0 V Plus/Minus
Light, Machine, LV 6, 1800/1500
"Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Plus" + "Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Minus" or "Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Minus" + "Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Plus"
Fusion/Plus/Minus/Effect: This card can only be Fusion Summoned by sending the named Fusion Material Monster Cards on your side of the field to the Graveyard. "Polymerization" is not used. When a Plus/Minus monster battles a Plus or Minus monster, you may negate the battle. When a Plus or Minus monster on your opponent's side of the field attacks and a Plus/Minus monster is face-up on your side of the field, you may change the attack target to the Plus/Minus. When this card attacks with an ATK higher than the DEF of a defense position monster, inflict the difference as battle damage. This card may attack twice per Battle Phase.
Lithium Polymer Cell Soldier - Polarized Glider Humanoid Mech Wing Platform 9.0 V Plus/Minus
Light, Machine, LV 6, 2400/1200
"Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Minus" + "Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Plus" or "Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Plus" + "Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Minus"
Fusion/Plus/Minus/Effect: This card can only be Fusion Summoned by sending the named Fusion Material Monster Cards on your side of the field to the Graveyard. "Polymerization" is not used. When a Plus/Minus monster battles a Plus or Minus monster, you may negate the battle. When a Plus or Minus monster on your opponent's side of the field attacks and a Plus/Minus monster is face-up on your side of the field, you may change the attack target to the Plus/Minus. If you decrease the ATK of this card by 600 points during your Battle Phase, this card can attack your opponent's Life Points directly during this turn. When this card attacks your opponent's Life Points directly and inflicts battle damage, destroy 1 Spell or Trap card on your opponent's side of the field.
Lithium Polymer Cell Soldier - Polarized Tank Glider Wing Tread Platform 9.0 V Plus/Minus
Light, Machine, LV 6, 1200/1800
"Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Plus" + "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Minus" or "Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Minus" + "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Plus"
Fusion/Plus/Minus/Effect: This card can only be Fusion Summoned by sending the named Fusion Material Monster Cards on your side of the field to the Graveyard. "Polymerization" is not used. When a Plus/Minus monster battles a Plus or Minus monster, you may negate the battle. When a Plus or Minus monster on your opponent's side of the field attacks and a Plus/Minus monster is face-up on your side of the field, you may change the attack target to the Plus/Minus. When this card attacks, increase the ATK of this card by 600 points for the damage step only, and after damage calculation, change this card to defense position. Negate the effects of a monster this card destroys as a result of battle. When this card destroys a monster as a result of battle, inflict 600 points of damage to your opponent's Life Points.
Lithium Polymer Cell Soldier - Polarized Glider Tank Tread Wing Platform 9.0 V Plus/Minus
Light, Machine, LV 6, 1800/1800
"Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Minus" + "Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Plus" or "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Plus" + "Lithium Polymer Cell Soldier - Polarized Glider Wing Platform 4.5 V Minus"
Fusion/Plus/Minus/Effect: This card can only be Fusion Summoned by sending the named Fusion Material Monster Cards on your side of the field to the Graveyard. "Polymerization" is not used. When a Plus/Minus monster battles a Plus or Minus monster, you may negate the battle. When a Plus or Minus monster on your opponent's side of the field attacks and a Plus/Minus monster is face-up on your side of the field, you may change the attack target to the Plus/Minus. If you decrease the ATK of this card by 600 points during your Battle Phase, this card can attack your opponent's Life Points directly during this turn. When this card attacks your opponent's Life Points directly and inflicts battle damage, destroy 1 Spell or Trap card on your opponent's side of the field.
Lithium Polymer Cell Soldier - Polarized Tank Humanoid Mech Tread Platform 9.0 V Plus/Minus
Light, Machine, LV 6, 1500/2100
"Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Minus" + "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Plus" or "Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Plus" + "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Minus"
Fusion/Plus/Minus/Effect: This card can only be Fusion Summoned by sending the named Fusion Material Monster Cards on your side of the field to the Graveyard. "Polymerization" is not used. When a Plus/Minus monster battles a Plus or Minus monster, you may negate the battle. When a Plus or Minus monster on your opponent's side of the field attacks and a Plus/Minus monster is face-up on your side of the field, you may change the attack target to the Plus/Minus. When this card attacks, increase the ATK of this card by 600 points for the damage step only, and after damage calculation, change this card to defense position. Negate the effects of a monster this card destroys as a result of battle. When this card destroys a monster as a result of battle, inflict 600 points of damage to your opponent's Life Points.
Lithium Polymer Cell Soldier - Polarized Humanoid Tank Tread Mech Platform 9.0 V Plus/Minus
Light, Machine, LV 6, 1500/2400
"Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Minus" + "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Plus" or "Lithium Polymer Cell Soldier - Polarized Humanoid Mech Platform 4.5 V Plus" + "Lithium Polymer Cell Soldier - Polarized Tank Tread Platform 4.5 V Minus"
Fusion/Plus/Minus/Effect: This card can only be Fusion Summoned by sending the named Fusion Material Monster Cards on your side of the field to the Graveyard. "Polymerization" is not used. When a Plus/Minus monster battles a Plus or Minus monster, you may negate the battle. When a Plus or Minus monster on your opponent's side of the field attacks and a Plus/Minus monster is face-up on your side of the field, you may change the attack target to the Plus/Minus. When this card attacks with an ATK higher than the DEF of a defense position monster, inflict the difference as battle damage. This card may attack twice per Battle Phase. When this card is attacked, change this card to defense position.
Bipolar Disorder
Continuous Trap
Effect: When a face-up monster on the field is not a Plus, Minus, or Plus/Minus monster, its controller must toss a coin. If the result is heads, the monster is treated as a Plus monster for as long as it remains face-up on the field. If the result is tails, the monster is treated as a Minus monster for as long as it remains face-up on the field.
(Art: A girl facing in opposite directions. Her pissed off angry self is on a red background, and her happy cheery self is on a blue background.)
