Sunday, September 13, 2009

Shadow of the Duelist

In a booster pack I made up, I came up with an entirely new set of cards known as the Shadow Cards. These include Monster Cards with Shadow sub-types and powerful Spell and Trap Cards. Normally, monsters with sub-types have special properties (Spirit Monsters return to the hand, Toon Monsters can usually attack directly, and Tuner Monsters are used for a Synchro Summon, for example), but Shadow Monsters are different. They allow the controllers to play certain Spell and Trap Cards. I'm going to talk about the three most powerful Shadow Cards. Serving as an equivalent to the Egyptian Gods, the Sacred Beasts, and the Wicked Gods are the dangerous Shadow Masters! They are three Dark-attribute Level 10 monsters, all with 4000 attack points and 4000 defense points.

The first of the three Shadow Masters is Shardin, Master of Abyssal Spirits. In order to summon this beast, a player must sacrifice three tokens created by the effect of a Spell Card (Fiend's Sanctuary and Scapegoat are examples). Shardin has 4000 attack and defense points, and for even more potent, whatever monster it destroys in battle it can resurrect it on the controller's side of the field as a Zombie-Type! Also, if Shardin is ever removed from the field by the effect of a card, all damage to its controller's Life Points is nullified and the controller gains 1000 Life Points for the trouble. An easy way to summon Shardin is to simply play three Fiend's Sanctuary Spell cards, but an even dirtier tactic is to activate Scapegoat during your opponent's turn and if you have 3 or more Sheep Tokens remaining, you can summon Shardin instantly! I named the Shadow Masters by rewording the names of the first three members of Organization XIII from Kingdom Hearts II. Shardin is named after Xaldin, No. 3 in the Organization.

A most terrifying creature, this is the second of the three Shadow Masters, Sigmar, Master of Covering Darkness. Summoning it is a little more trickier, as it requires a sacrifice of three tokens created by the effect of a Monster Card (Lekunga and Cobra Jar, for example). It's tough enough to take down a monster with 4000 attack and defense points, but what's more frustrating is finding out that such a monster can't even be destroyed by battle! Like Darkness Neosphere, Sigmar cannot be destroyed by battle, so the only way to take it down is to use a card effect, such as Lightning Vortex. Also, by making another sacrifice, Sigmar can increase its attack by another 1000 points - and it stacks! Of course, this action can only be performed once per turn. And while Shardin had to be removed from the field to cancel out effect damage, such is not the case for Sigmar. As long as it stands tall on the field, it can negate effect damage of any kind. And being indestructible in battle makes it easier for its controller to utilize this effect. An easy way to summon Sigmar is to run it in a Water deck and summon Lekunga. By removing 6 Water monsters in the Graveyard from play, you can create 3 Lekunga Tokens, and since summoning a Shadow Master counts as a Special Summon, you can do it all during the same turn. Sigmar is named after Xigbar, No. 2 of Organization XIII.

Said to be the most powerful of the three Shadow Masters, this is Ramnas, Master of Calamity! The sacrifices needed to summon it are a little different than the last two. What a player needs is three monsters created by the effect of a Trap Card - and the monsters must also be treated as Trap Cards! Embodiment of Apophis and Zoma the Spirit are examples that fit the bill. While Ramnas starts with 4000 attack points, it can get even stronger if its controller chooses to remove any of his/her monsters from play. Since the ability of Ramnas does not cover this, removing monsters must be done using other cards. For example, Soul Release is an easy way to increase the attack of Ramnas up to 9000! Also, Ramnas has the potent to destroy any face-up card on the opposing side of the field and dish out 1000 points of damage to the opposing player's Life Points. Of course, it can't attack that same turn, but it does help to take care of any pesky monsters that might be stronger. For example, on the same turn you summon Ramnas, you can use its effect to take out an opponent's Five-Headed Dragon! Ramnas cannot attack that turn, but to you it's worth it to take down such opposition! Ramnas is named after Xemnas, No. 1 in the Organization and the Superior. The "Ra" part comes from The Winged Dragon of Ra and Raviel, Lord of Phantasms.

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