CH.798 Extreme Force
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Fissure warning. 

Yeah, as I said, the Goddess didn’t solve that issue completely. So I still have fissures to deal with.

Luckily I know how you do that. … if I didn’t have new ways of dealing with them.

Because while my skills were … basically corrupted during my fusion, they’ve had the time to recover. But not all of them came back as they were before.

Prime examples being Advanced Mana Control and Miasma Control. They both evolved. Into Divine Mana Control and Divine Miasma Control. Skills previously unseen within the System, as they belong to Gods, and a God would normally never limit themselves to the System.

But as I’ve said, I don’t mind playing by the rules. Sure I could easily separate myself from the System, but I already cheat it enough where I don’t need to.

 

Now, why would those be important? Well, as you may have guessed, they can be used to close fissures. Well, not just those two skills, but them along with a third.

Origin Energy Control. A unique skill.

I think you know what it does. It controls Origin Energy, or what I’ve been calling ‘Creation Energy’. I do remember the Goddess saying I wasn’t quite right with the name, and now I know the name they use.

 

I mean think about it. Holactie told me I could permanently fix the barrier. And I believe her. 

And despite me not wanting to reach the ‘true God’ level, I’ve practiced a bit. And while I can’t do something like repairing a fissure, I can … manage the flow of Origin Energy. 

In short, when a fissure pops, I can control the Origin Energy and guide it how I want. For example, I can target a monster and push the energy into it, causing it to evolve. … At least I think I can. Haven’t tested it yet.

 

And I’m not testing it today either. Because we are running a different test today.

Holactie wanted to test closing the fissure outside of the Factory conditions. Because while the Factory is amazing, it is still just an emulator. It might not be perfect.

Having her close the fissure, while casually swiping two SS-ranks to death was quite the sight to behold. 

… okay, I can do that as well. The killing SS-ranks with a swipe of my hand, not the closing the fissure part.

 

We got the data we needed, and we were able to compare Holactie’s repairs to Exodia’s, as well as that of the two Number Gods.

Holactie’s were really good. They did have a similar problem with being stronger than the surrounding barrier as the Number Gods have, but unlike the two of them, hers overlaid better with the previous barrier, instead of leaving a hard edge that is basically a weak point.

So she is now actually my best Fissure counter.

 

And, you know, fissures always mean one thing. A new set. Extreme Force.

 


 

So naturally, 10 packs.

Spoiler

EXFO 1

Column Switch; Tindangle Protector; Grappler Angler; Parthian Shot; Tindangle Delaunay; Zombino; Call of the Archfiend; Vendread Core; Mekk-Knight Yellow Star

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Column Switch is one of those stupid cards they made during the early Link era. It just moves a monster to a different monster zone. It really should have given the moved monster a stat buff or maybe protection for the turn on top of the move.

Tindangle Protector has a Flip effect to flip 3 monsters face up, and if they are Tindangle monsters, you add that many Tindangle cards from the deck to hand.

Grappler Angler can resurrect a monster if it inflicts damage by a direct attack.

Parthian Shot basically just skips the main phase 2.

Tindangle Delaunay is a pretty decent trap. It destroys an attacking monster, special summons a 3k beater and you can later banish it from your GY to resurrect 3 Tindangle monsters.

Zombino is a 2k Zombie vanilla. But I have to say, I like his art a lot. Just calm, nice and … good. 

Call of the Archfiend is just a worse Monster Reborn.

Vendread Core can special itself from the GY by banishing a Zombie. And if it is used as a tribute for a Ritual, the Ritual monster cannot be targeted by effects.

Mekk-Knight Yellow Star has the column based special summoning condition most Mekk-Knights have. So if there are 2 or more cards are in the same column, you can special summon this thing to that column. You can also banish a Mekk-Knight from the GY to pop a Spell or Trap, but it must be in the same column.

 

Next pack.

Spoiler

EXFO 2

Nagel's Protection; Mahjong Munia Maidens; Call of the Archfiend; Flick Clown; Ghostrick Renovation; Zombino; Parallel Port Armor; Mythical Beast Jackal; Mythical Beast Medusa

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Nagel's Protection gives Tindangle monsters alright protection and once per turn doubles their battle damage. It can also banish itself from the GY, while you discard a Tindangle, to let you search another copy of it.

Mahjong Munia Maidens has a draw 1, discard 1 flip effect. And it can flip itself back face down. Sadly its stats sucks. It may have been alright if it came out in … 2003.

Flick Clown lets you draw a card … but you must control 2 more Cyberse monsters and have no cards in your hand and you still have to pay 1k LP.

Ghostrick Renovation returns a Ghostrick Field Spell from the GY to hand, and then you can activate a Field Spell from hand or Deck. And it can banish itself to let you Xyz summon a Ghostrick Xyz using a Ghostrick Xyz you control as material.

Parallel Port Armor protects a Link monster from targeting, as well as battle destruction. And it can be banished along with a Link 2 monster to allow a Link monster to attack twice that turn.

Mythical Beast Jackal as a scale, it can generate 2 Spell Counters. 1 when activated and another by destroying itself. As a monster, it gathers them normally and at 3 you can tribute it to special summon a Mythical Beast from the deck.

Mythical Beast Medusa, as a scale, can tribute itself to bring Spell Counter based monster back from the GY, and the monster gets a Spell Counter. And as a monster, it can remove 2 counters from itself to halve the attack and defense of a monster for the turn.

 

Next pack.

Spoiler

EXFO 3

Showdown of the Secret Sense Scroll Techniques; Tindangle Delaunay; Grappler Angler; Artifact Mjollnir; Call of the Archfiend; Underclock Taker; Recovery Sorcerer; Curious, the Lightsworn Dominion; Masterking Archfiend

[collapse]

Showdown of the Secret Sense Scroll Techniques is a pretty decent Counter Trap. Sure it is a bit too situational to be ran over Solemn Warning or Judgment, but still usable.

Artifact Mjollnir I already had, but this is the first pack it was printed in.

Underclock Taker is a boring stat changer.

Recovery Sorcerer specials a Cyberse Link that was destroyed this turn, but then that monster dies during the end phase.

Curious, the Lightsworn Dominion does a Foolish on summon, returns a card from the GY to hand when destroyed by the opponent, and mills 3 if sent from deck to GY.

Masterking Archfiend is interesting. It plays with the OG Archfiend idea of paying 500 LP. And it does help if you play a deck like that.

 

Next pack.

Spoiler

EXFO 4

Oops!; Contact "C"; Scramble Egg; Mekk-Knight Green Horizon; Wattkinetic Puppeteer; Underclock Taker; Parthian Shot; Vector Scare Archfiend; Altergeist Hexstia

[collapse]

Oops! destroys a card you control. … yeah. That is it. Destroy 1 card you control.

Contact "C" is stupid. It summons itself to the opponent’s field when they summon a monster. And it ‘locks’ them out of their extra deck, unless they use Contact "C" for the summoning. … yeah. Anyone is just going to use it as a Link material.

Scramble Egg specials a Sonic Chick from hand, deck or GY if a monster you control is destroyed.

Mekk-Knight Green Horizon has the Mekk-Knight summoning effect. And when an attack is declared involving this card and an opponent's monster in this card's column, you return a Mekk-Knight from the GY to hand.

Wattkinetic Puppeteer moves your opponent’s monster to a different monster zone.

Vector Scare Archfiend can summon back a monster it destroyed by battle. Which is alright, but you have to tribute a monster for it.

Altergeist Hexstia gains the original attack of each Altergeist it points to, which is only going to be 1. You can also tribute an Altergeist it points to to negate a Spell/Trap. And it if goes from the field to GY, search for an Altergeist.

 

Next pack.

Spoiler

EXFO 5

Parthian Shot; Trading Places; Bitrooper; Linkbelt Wall Dragon; F.A. Motorhome Transport; F.A. Test Run; Nagel's Protection; Vendread Charge; Heavymetalfoes Electrumite

[collapse]

Trading Places might seem useless, but it is actually great. I can use it to instantly heal anyone for way more than they have HP. Sure I’ll lose a lot of mine, but with my stats and level 100 Regeneration, I’ll be fine. … but it might be dangerous to give someone 500,000 HP.

Bitrooper specials itself by discarding a level 1 or 2 monster.

Linkbelt Wall Dragon is a stupid limiter card that only limits me.

F.A. Motorhome Transport is cool, just because it is a massive motorhome. It has 300 attack times its level and increases its level each time a F.A. Spell or Trap is activated. And if it is level 11 or higher, it cannot be destroyed by battle or card effects. And at 13 or higher, you get a once per turn Monster Reborn for F.A. monsters.

F.A. Test Run changes the battle position of a F.A. monster and then pops a card. And you can banish it, destroy a card you control, then special a F.A. from the deck.

Vendread Charge sends a Zombie from the hand or the field to the GY to special a Vendread from the deck.

Heavymetalfoes Electrumite is one of the best Pendulum support Link monsters there is.

 

Next pack.

Spoiler

EXFO 6

Nagel's Protection; F.A. Test Run; F.A. Motorhome Transport; Kuro-Obi Karate Spirit; Striping Partner; Mekk-Knight Orange Sunset; F.A. City Grand Prix; Altergeist Hexstia; World Legacy Whispers

[collapse]

Kuro-Obi Karate Spirit has an interesting Pendulum effect where it returns itself to your hand after you Pendulum summon. Well actually that triggers from any Pendulum summon, so that includes your opponent Pendulum summoning. The monster effect on the other hand sucks. On normal summon, it sends the Spells/Traps, that your opponent controls, in the same columns as your Pendulum scales, to the GY. But for some reason this moron returns itself to the hand during the end phase. … oh right. It is a Spirit. They do that. I didn’t realize since it can be special summoned.

Striping Partner specials itself if your monster effect is negated. And on special summon, it summons a level 4 or lower Cyberse from the GY.

Mekk-Knight Orange Sunset has the Mekk-Knight special summon condition. And if an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon a Mekk-Knight monster from your hand.

 

F.A. City Grand Prix increases the levels of all F.A. monsters by 2 during the Main and Battle Phases. It protects F.A. monsters from targeting. And if destroyed, you search for a F.A. card, except City Grand Prix.

World Legacy Whispers boosts a level 5 or higher monster by 1k/1k. It also negates any opposing Spells in the same column as a Mekk-Knight monster. So yeah, that second part is actually amazing.

 

Next pack.

Spoiler

EXFO 7

Fire Prison; Mekk-Knight Orange Sunset; Oops!; Tindangle Acute Cerberus; Tindangle Delaunay; Mahjong Munia Maidens; Parallel Port Armor; Mythical Bestiamorph; Heavymetalfoes Electrumite

[collapse]

Fire Prison gives Dragons +300 defense. It limits what either player can Link summon. Only Link monsters can attack. And if there are 2 or more Cyberse on the field, negates the activated effects of Cyberse monsters, and Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.

Tindangle Acute Cerberus can be easily summoned with Tindangle Delaunay. It has 3k attack while 3 or more Tindangle monsters with different names are in your GY, but Tindangle Base Gardna has to be there specifically. Gains 500 more attack for each Tindangle monster it points to. And if it attacked, you get a token.

Mythical Bestiamorph searches for any Spell after it has 6 Spell Counters, but it only gets Spell Counters when your opponent activates Spells.

 

Next pack.

Spoiler

EXFO 8

Underclock Taker; Call of the Archfiend; Scramble Egg; F.A. Motorhome Transport; Linkbelt Wall Dragon; Contact "C"; Fire Prison; Steelswarm Origin; Mekk-Knight Spectrum Supreme

[collapse]

Steelswarm Origin demands that summonings from the extra deck to a main monster zone happen in the zone it points to. It protects cards it points to from targeting, as well as card effect and battle destruction. And once per turn when cards are destroyed by battle or card effect, you special level 4 or lower lswarm monsters from your deck up to the number of destroyed cards.

Mekk-Knight Spectrum Supreme can attack directly if it is the only card in its column. If it is in the extra monster zone and doesn’t point to anything, it cannot be targeted or destroyed by card effects. And you can send a card you control in this cards column to the GY to special a Mekk-Knight from the deck.

 

Next pack.

Spoiler

EXFO 9

Showdown of the Secret Sense Scroll Techniques; Tindangle Acute Cerberus; Call of the Archfiend; Yoko-Zuna Sumo Spirit; Lockout Gardna; F.A. Motorhome Transport; F.A. Test Run; Curious, the Lightsworn Dominion; Mekk-Knight Red Moon

[collapse]

Yoko-Zuna Sumo Spirit has the same return to hand after Pendulum summon condition as Kuro-Obi Karate Spirit. And on normal summon, it sends to GY the monsters your opponent controls in the same column as Pendulum scales you control. So yeah. Sumo Spirit is better.

Lockout Gardna specials itself if your opponent declares a direct attack, and it cannot be destroyed by battle that turn. And if your opponent uses a targeting monster effect on a Cyberse monster you control, you can negate the effects of both the targeting and targeted monster for the turn.

Mekk-Knight Red Moon can special itself with the Mekk-Knight condition. And you can banish a Mekk-Knight, target a monster in this card's column; destroy it. 

 

Next pack.

Spoiler

EXFO 10

Wattkinetic Puppeteer; F.A. Test Run; Mekk-Knight Orange Sunset; Cynet Refresh; Lockout Gardna; Secure Gardna; F.A. City Grand Prix; Vendread Core; Duelittle Chimera

[collapse]

Cynet Refresh is a wannabe Mirror Force. Because it not only destroys your stuff, but then summons back all the Cyberse Links that were destroyed, including your opponent’s. At least the banish effect only protects your monsters.

Secure Gardna protects you from effect damage on the turn it was summoned. And once per turn, it can negate effect or battle damage.

Duelittle Chimera is just a generic Fire support Link monster. I’ll give a copy to Unika, but this fat cat needs to get her fat ass off of that pillow and actually do something useful.

 

But yeah. That was 10 packs. 12 Link monsters, so I’ll need to look at the challenge again. 

 

And that was the last pack opening chapter of Yugioh Card Summoner. Unless I write after-story chapters with more. No promises and more about the future in CH.800 (just wrote the author’s note for that and I’m a bit emotional. Really makes it feel like this series is fully over, even if it will still be 4 days for you all.)

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