Oh-kaaaaaaaay... how long has it been since an update? Over a year?… Anyone even reading this anymore? lol. I am so sorry, guys. I really am. Long story short, I was in the process of moving. It took a long time, but I made it work... but there is some bad news. I lost the original files of the custom cards I made for this series and had to rewrite them all from scratch. So to anyone who's still reading, and to those who were curious to what the girls' card powers were, I'll written a list of them for you here as an apology for such a long wait; but only the main 5 girls. Everyone else you'll have to wait for in the actual story once I get back to writing this. I've already given you Kurumu's abilities, but she has gotten an errata and will be included here as well.
Once again, super sorry for the super long wait. Give me a few months to settle in, and I'll be back here.
•Moka Akashiya
Full Card Name: Moka Akashiya - Outer
Status: Limited (one copy allowed per Deck. Is also the only copy to exist.)
Archetype: Yokai/Rosario
Monster Class: S
Type: Zombie
Attribute: Dark
Level: 4
ATK: 1800
DEF: 1800
Known Lore/Effect(s):
Is also treated as a "Vampire" monster (even in the hand, Deck, GY or while Banished). You can only control 1 "Moka Akashiya" monster. When this card is Summoned (even if cards and effects are negated): Equip 1 "Rosario Seal" from your hand, Deck, GY or Banished Cards to this card. If "Umi" or "Umiruka" is on the field, this card loses ATK/DEF equal to what values are changed instead. Once per turn during either players turn (except during the damage step), you can target 1 other non Machine or non "Vampire" monster you control: it gains the following effect until the End Phase, but this cards original ATK/DEF become halved until your 3rd End Phase (you cannot activate this effect again until your 3rd End Phase even if this card leaves the field):
•Is also treated as a "Vampire" monster. If this card battles a monster whose ATK is higher than its original ATK, it gains ATK equal to the same amount that changed until the end of the damage step.
Special Notes:
Moka by herself is a decent card that will always have her rosary Equipped to her whenever she is brought out. Being a Level 4 monster, this is hardly an issue. And while she is weak to water (Umi), she also has the ability to turn monsters into vampires as well while giving them a powerful battle effect without any of the weaknesses of being a vampire, but only for a single turn. Not only that, she will be exhausted after the usage of this ability and cannot activate it again for some time afterwards, and her halved stats leave her extra vulnerable.
•Rosario Seal (Equip Spell Card)
Status: Limited (one copy allowed per Deck. Is also the only copy to exist)
Archetype: Yokai/Rosario
Known Lore/Effects:
Is also treated as a "Vampire" card (even in the hand, Deck, GY or while Banished). Non "Moka Akashiya" monsters Equipped with this card have their effects negated, nor can they be activated; and any changes their orginal ATK/DEF, name or Level/Rank are negated. If this card leaves the field, you can return it to your hand instead. During either players turn, if you control a "Tsukune Anno" monster while this card is Equipped: you can return it to your hand. When this card leaves the field while Equipped to "Moka Akashiya - Outer": return that monster to your hand and Special Summon 1 "Moka Akashiya - Ura" from your hand, Deck, GY or Banished Cards. When "Moka Akashiya - Ura" is Equipped with this card: return that monster to your hand and Special Summon 1 "Moka Akashiya - Outer" from your hand, Deck, GY or Banished Cards (these Speical Summons cannot be negated. Cards and effects cannot be activated in response to these Special Summons).
Special Notes:
Moka's trademark item and is the seal that keeps her stronger half sealed away. If it gets removed, her true power awakens. While it cannot be physically taken off under normal conditions, it can be removed by effects as shown when Yugi/Yami first battled with her. There may be even more secrets hidden inside it, much like a certain someone's Puzzle...
•Inner/Ura Moka
Full Card Name: Moka Akashiya - Ura
Status: Limited (one copy allowed per Deck. Is also the only copy to exist.)
Archetype: Yokai/Rosario
Monster Class: S
Type: Zombie
Attribute: Dark
Level: 8
ATK: 2500
DEF: 2500
Known Lore/Effects:
Cannot be Normal Summoned/Set. Must first be Speical Summoned by "Rosario Seal". Is also treated as a "Vampire" monster (even in the hand, Deck, GY or while Banished). You can only control 1 "Moka Akashiya" monster. If "Umi" or "Umiruka" is on the field, this card loses ATK/DEF equal to what values changed instead. If this card battles a monster whose ATK/DEF is higher than its original ATK/DEF: it gains the same amount that changed until the end of the damage step. During either players Battle Phase (Quick Effect): you can discard 1 "Vampire" card to target 1 monster on the field, destroy that target and if you do, send it to the GY or the controllers hand (your choice). Once per turn during either players turn (except during the damage step), you can target 1 non Machine or non "Vampire" monster you control: it gains the following effect until the End Phase, but this cards original ATK/DEF become halved until your 3rd End Phase (you cannot activate this effect again until your 3rd End Phase even if this card leaves the field):
Is also treated as a "Vampire" monster. If this card battles a monster whose ATK is higher than its original ATK, it gains ATK equal to the same amount that changed until the end of the damage step.
Special Notes:
This version of Moka has the same effects as the pink-haired version along with a few upgrades, and her ATK and DEF strength have also been greatly increased. Being sealed in the rosary does make it her harder to Summon, but once she's out, it's very difficult to beat her in battle due to her high ATK and DEF stats, as well as the ability to increase her own when she battles monsters that flare their energy (otherwise known as being boosted by a card effect). This occurs because her vampire blood and Yoki Energy (or Ka) automatically increases her strength when battling a monster, ensuring she can match that opponent in power regardless of how much energy they use when trying to overpower her.
This ability does have its limitations however... it only applies to increased stats, NOT original stats; meaning monsters with naturally high stats can overpower her in battle. An example is when Destiny Hero - Celestial attacked her when it was boosted by "United We Stand", and Moka's power automatically increased when she was attacked by it during the same turn. However, if she was attacked by a Blue-Eyes White Dragon, which has an original ATK of 3000; then this ability will not trigger. This includes if original ATK becomes a different value but is still treated as its original ATK, since while yes it's technically changed, its not being boosted by the monsters energy; so as a result, Moka's blood will not increase her power since no extra energy is being expended by her target.
•Kurumu Kuruno
Full Card Name: Kurumu Kuruno - The Charming Succubus
Status: Limited (one copy allowed per Deck. Is also the only copy to exist.)
Archetype: Yokai/Rosario
Monster Class: A
Type: Winged Beast, Fiend (due to her effect)
Attribute: Wind, Dark (due to her effect)
Level: 6
ATK: 1900
DEF: 1500
Known Lore/Effect(s):
Is also a DARK Fiend monster (even in the Hand, Deck, GY or while Banished). You can only control 1 "Kurumu Kuruno". Cannot be destroyed or removed from field by Trap Effects during the turn its Summoned. If this card attacks a Defense Position monster, you can inflict piercing battle damage. Once per turn, you can target 1 other non Machine monster: put 1 "Succubus Counter" on it (max: 1. If the target is face-down, flip it face-up. Flip Effects are not activated). If you do and that target had a Level less than or equal to this card, take control of it while you control this card and that target has a "Succubus Counter" ("Succubus Counters" remain on targeted cards even when flipped face-down). If you use this Effect and gain control of an opponents monster, you may place it in your Spell/Trap Zone as a Monster (it is NOT a Spell/Trap Card). If this card leaves the field, remove all "Succubus Counters" on the field. If monsters with "Succubus Counters" gain a higher Level than this card, remove its "Succubus Counters". If control of this card switches, its new controller gains control of monsters with "Succubus Counters". While you control monsters with "Succubus Counters", you can activate the following Effects:
•Once per turn during your Main Phase, chose 1 monster you control with a "Succubus Counter": reduce its ATK or DEF (your choice) by any amount and if you do, this card gains ATK equal to that amount until the End Phase (this ATK/DEF loss is permanent while that target remains on the field, even if it becomes unaffected by Card Effects or flipped face-down). If either value is reduced to 0 as a result, send that target to the GY.
•(Quick Effect) If this card is targeted for an attack or an opponents card or Effect: change the target to 1 monster you control with a "Succubus Counter".
Special Notes:
Although requiring 1 Tribute to bring out under normal circumstances, Kurumu is a difficult Monster to deal with, even to veteran Duelists. She has decent levels of protection during the turn she's Summoned, being almost entirely immune to Trap Cards during that time. In addition, she's both a dual-Type and dual-Attribute Monster, making her slightly more versatile than others of the Yokai/Rosario Archetype.
Unlike most cards that gain control of Monsters, her control over them goes on for extended periods of time (her ability "Love Charm") that doesn't have an immediate downside such as Change of Heart, which lasts only one turn, or Creature Swap, where both players must offer up Monsters of their choice. It even bypasses the rules when Monsters "reset" upon flipping face-down, making it that much harder to regain control of lost allies.
She can inflict piercing damage to players (via her nails), which in itself is quite rare, but can also decide when to apply this damage. And with 1900 ATK, she is quite reliable in combat. But even if she faces a high ATK Monster, she can increase her own power by absorbing the ATK or DEF of Monsters under her spell (sucking out their Life Energy. A "Succubus Kiss"), giving her potential to beat over any Beatstick. Even when she cannot use this ability or its power boost runs out, those Monsters unfortunate enough to be caught by her "Love Charm" will defend her when she's in danger, forcing opponents to fight their own before they can even think of attacking her.
Despite all these traits that make her almost untouchable, she does have a few weaknesses. The strength of her "Love Charm" is tied to her Level, being 6 normally, meaning she cannot control a Monster of a higher rank than herself. High-Level Monsters or Monsters that have increased beyond her Level will resist and the Effect itself will ultimately fail. Furthermore, her stronger abilities require her to have Monsters under her control beforehand to be offered as a cost to use them. Should the opponent clear the board of her resources, use certain cards that interfere with her influence, and/or continuously Summon High-Level Monsters… it'll leave her options quite limited.
•Mizore Shirayuki
Full Card Name: Mizore Shirayuki - The Sneaky Yuki-Onna
Status: Limited (one copy allowed per Deck. Is also the only copy to exist.)
Archetype: Yokai/Rosario
Monster Class: A
Type: Aqua
Attribute: Water
Level: 6
ATK: 1900
DEF: 2100
Known Lore/Effect(s):
Can be Special Summoned in Defense Postion from your Hand during either players turn if your opponent controls more cards than you and at least 1 of each card type (Monster, Spell, Trap), and when Speical Summoned this way: it cannot be targeted for attacks or monster effects until the End Phase. If this card attacks a Defense Position monster, you can inflict piercing battle damage. Once per turn, you can target 1 of your opponents Monster Zones: if it's not occupied, that Zone can't be used for 3 of your opponent's Standby Phases, otherwise put 1 "Ice Counter" on that monster if it doesn't have one (Max: 1). Monsters with "Ice Counters" from this cards Effect can't attack, change their battle positions, can't stop direct attacks, or activate their Effect until your opponent's 3rd Standby Phase; then remove 1 "Ice Counter" from it (Pyro and FIRE monsters are unaffected by this effect). When all of your opponents Monster Zones are made unuseable by this cards Effect: they cannot draw or add cards to their Hand, or activate cards or effects on the field or in the GY. If this card battles a Pyro or FIRE monster, this card loses 600 ATK/DEF during the Damage Step only. When your opponents non Pyro or FIRE monster declares an attack: you can send 1 WATER monster from your Hand or Deck to the GY, and if you do, negate that attack. At damage calculation while this card is in Defense Postion, you can Banish 1 WATER monster in your GY: this card gains DEF equal to that banished monsters ATK or DEF (your choice) until the End Phase.
Special Notes:
If Kurumu is considered the offensive control option, then Mizore can be considered the defensive one. She can be easily cheesed out with her own effect and cannot be targeted when Summoned that way, which is a reference to her stalking tendencies. She can also block attacks with her ice walls to negate attack or increase her DEF, but needs WATER monsters to fuel this power. Being found in Mako's deck, this was hardly an issue for her.
Like Kurumu, she can choose to inflict piercing damage (with her ice claws); but instead of taking control of monsters, Mizore instead can freeze them, making them unable to attack, defend, or even use their own abilities. In fact, if all monster zones are frozen by her effect, the entire Duel Disk of the opponent is also frozen; making them unable to Summon monsters or play cards on the field. They can't even draw during their Draw Phase or add cards from their Deck either during that time, at least until the Duel Disk thaws out.
While her powers sound broken, she does have one fatal weakness... fire. Pyro and FIRE monsters are not only immune to most of her powers, their mere presence in battle also weakens her. Additionally, while cards can't be used on the field, effects that activate in the hand are excluded from this ruling. This was shown in the Duel with Mako, when Yugi discarded Kuriboh to make her direct attack damage zero even after freezing the Duel Disk.
•Yukari Sendo
Full Card Name: Yukari Sendo - The Tricky Witch
Status: Limited (one copy allowed per Deck. Is also the only copy to exist.)
Archetype: Yokai/Rosario
Monster Class: A
Type: Spellcaster
Attribute: Dark
Level: 3
ATK: 1600
DEF: 1300
Known Lore/Effect(s):
When a Spell Card or effect is used (even if it's activation is negated), put 1 "Spell Counter" on this card. Gains 100 ATK for each Normal Spell in your GY. You can target any number of monsters your opponent controls and remove the same number of "Spell Counters" from this card: those targets permanently lose 500 ATK/DEF. You can remove 5 "Spell Counters" from this card: add 1 Spell Card from your Deck to your hand. If a monster you control is targeted for an opponent's attack or monster effect, you can remove "Spell Counters" from this card equal to that opponent's monsters Level/Rank: negate that attack or effect.
Special Notes:
Yukari is more of a supporting card, able to use her magic to weaken other monsters (her golden washtub attack) and even negate their attacks and abilities if she has enough power (via the use of magic itself. AKA: Spell Counters). She also has a very powerful ability to add any Spell from the Deck to the hand, making her usable in practically any low stats do make her an easier target, and over reliance from her Spell Counters will leave her defenseless.
