Your deck for the character Kyle Night, Dark Energy doesn't work with Spectral Strike. Spectral Strike only activates when a monster is destroyed by an attack. Counterattack is an ability that destroys a monster, not attack it.
Since this is a reset, I'd like to scrap Joseph and Matt, because I'd prefer to only have one character. Kyle Night will also be changed a bit.
Name: Kyle Night (obviously)
Appearance: Kyle is about 1.7 meters tall (5 feet, 7 inches), and weighs 63 kilograms (139 pounds). He has medium-short brown hair, parted in the middle and swept back on both sides. His eyes are green. He wears a cobalt v-neck t-shirt, with a light blue checkered button-up over it, with the buttons undone, and the sleeves rolled up to just below his elbow. He also wears dark blue jeans, and grey skater shoes.
Personality: Kyle is a fighter who knows what he's doing. His decks usually aren't even close to comparable with the current meta just based off of looks, but he does surprisingly well with a deck that's basically just vanilla, and he can usually beat the current best decks with a bit of luck. He knows how to talk to people well, even girls.
Buddy Skill: A black, shadow like sword. He can stand on the flat of the blade and ride it like a skateboard. This also enables flight.
Core Deck Case Appearance: A deep blue, with light blue trimming and black edges.
Luminized Core Deck Case Appearance: A sword, with a blade of pure sapphire, and a hilt made of ebony. It resembles Amenoohabari's sword, but with an ebony hilt rather than just pure blue.
Buddy: Divine Demon Slayer, Amenoohabari
Buddy's Miniature Form Appearance: Amenoohabari basically just removes his armor, as he already looks mostly human. He has light blue hair, just like his normal form, and he has the same skin color. His eyes are an icy blue. He's taller than Kyle. His hair looses the long locks on the sides, and just keeps the spiked back part. He wears a dark blue t-shirt, black jeans, and light blue running shoes.
Buddy's Personality: Amenoohabari, known as "Ameno" in his mini appearance, is a bit full of himself. He's very outgoing, although noticeably less so when in his normal form. He can be pretty flirtatious with the girls in his mini form, though usually just for fun, and he doesn't stalk them like Bloody Moon Dragon.
Deck Name: Black March
Deck List: 50 main deck cards, 1 Darkness Dragon World flag, and 1 buddy
3x Black Sword, Heartbreaker
4x Black Dragon Shield
3x Black Armor
4x Midnight Shadow
4x Bloody Dance
4x Death Grip
3x Abyss Symphony
4x Brutal Disaster
Size 0: 0
Size 1: 10
3x Black Knight, Hell Rapier
4x Hand of Muramasa, Katsukiyo
3x Second Knight of the Apocalypse, Voremos
Size 2: 7
4x Demon Swordsman, Deathstorm
3x Black Knight, Goldred
Size 3: 4
4x Divine Demon Slayer, Amenoohabari
Luminizing Chant: Onslaught of the Black Knights, Luminize! Black March!
Note: if Goldred is ever in Kyle's opening hand, especially if he's going first, always call him to the center, no matter what other cards are in hand. It's a free 3 crit attack that nullifies any penetrate the opponent may have next turn. The point of the deck is just to wing it usually. Always go for either a size 2 and a size 1 on the field, or 2-3 size 1's on the field at first. There's a lot of defensive spells in the deck. Reserve Bloody dance for Deathstorm, Voremos, and Amenoohabari, as it beefs them up like crazy. Whenever possible, use Death Grip as a defensive spell to take out opposing size 2's or less during the opponents attack phase to stop an attack as well as ensuring they can't call any replacements. Amenoohabari is usually reserved for late game, and is often times the final push during the last few turns. If it's the only option, he can be called whenever. If possible, try and save him for when Kyle also gets Brutal Disaster in hand to get the most use out of both cards. Katsukiyo is always a good card to use, as it has penetrate whenever any other monster is on the field, because all of the monsters in this deck are Deep cards. Other than that, it's mainly up to whatever seems to be the best option at the time. The point of the deck is winging it, aside from those few things, after all.
You're doing a great job on the light novels so far. :)
Just wanted to message you about the new game I came up with. If the ANIM Wars RP ever finishes on a good note (good enough for you to finish the novels on a happy note), this may (or may not) go up as a new RP.
Anyways, the rules:
Players have a 20-30 card deck (made up of Magic, Items, and Arcanes).
They also have two other "decks". One consists of up to four characters that they have set aside for their "party". The other is only two cards that are "Morale" cards (powerful, golden-colored cards that can only be used once per game when you reach six Ether).
Players choose one of the four characters to be their "Leader". The other three characters are lined up next to the leader. The Leader and lineup don't strongly affect gameplay, other than some card effects.
Players then shuffle their deck and draw four cards. One card from the top of the player's deck goes to a special area called the "Ether" zone. After deciding who goes first, the game is ready to begin.
HOW A TURN WORKS-
Each player alternates taking turns attacking and defending.
Draw Phase: Self-explanatory. The turn player draws a card from their deck.
Ether Phase: The turn player may choose to place a card from their hand into their Ether zone, or may choose to not do this at all.
(Note: During each player's first turn, they do not get to preform the Ether Phase. When a player reaches six Ether, this phase is unable to be performed.)
Main Phase: The turn player may do these things, as many times as they like (unless specified):
- Activate abilities. Each character in the turn player's party have their own unique abilities they can activate. Some abilities can only be used if the character is the Leader, while others can be used no matter where they are in the party. Each and every ability can only be used, depending on how much Ether you have.
- Equip items. Item cards can only be played depending on how much Ether you have, and have a limited number of uses until the item "breaks" (indicated by a number next to the word, "BREAK").
Some items have abilities, some don't. What matters is that the item increases either Attack or Defense.
- Cast magic. Magic cards are one-time-use cards and can only be played when you reach a certain amount of Ether. They have varying effects on the battlefield. Some can only be used during the Main Phase, while others can be used during the Attack Phase.
- Invoke Arcanes. Arcanes are a forbidden form of magic hidden deep within the world. When released, they give the enchanter special powers (and most of the time a new appearance). These cards can only be played when you reach a certain amount of Ether, and can only be in play for a limited amount of time.
Attack Phase: The turn player may attack the other player's party.
-When attacking, Ether is key. The amount of Ether you have determines how many characters you can attack with (maximum of four), along with how high their attack levels will be (maximum of six).
(E.g. If you have two Ether, you can attack with two characters, and their Attack Levels are level two.)
After declaring who is attacking, the sum of all of your attacking member's Attack is how much you are using for the battle.
Defending works the same way, albeit being fixed for each character. How much Ether you have determines how many characters can defend.
-Compare Attack to Defense. If the attacking side has more Attack than the defending side's Defense, the defending side loses one Morale (the card is sent to their hand). If the defending side's Defense is equal to or more then the attacking side's Attack, the defending side wins.
(Note: If the defending side loses the battle and they have no Morale left, the game is over.)
End Phase: It is the end if the turn player's turn. The other player is now the turn player and begins with the Draw Phase.
How about you start the game with one Ether, and on the first turn of the game (for both players) you don't get an Ether phase. Starting with your second turn, you're allowed to put a card from your hand into your ether zone once per turn. Costs for abilities dont have you use up Ether, but rather just have a requirement on how much Ether you have. So a magic card could require you to have three Ether to cast it, and as the Ether requirement goes up, the ability strength goes up as well. Then when you get to six Ether, you're at your cap. Only really powerful cards will require you to have six Ether, because the game might not even last that long. What do you think?
So, every card/ability can only be played/used when you have a certain amount of Ether? Cool. :)
But when you get to six Ether, the Ether Phase is going to be skipped for the rest of the game. Should I have the player reset themselves to one Ether (at the end of the turn they reach six Ether), or leave it as is?
Just leave it as is. Considering that the first turn doeasnt have an Ether phase, a total of 14 turns have to pass before both players have six Ether, so the chance of having six Ether anyway is pretty small, as I'm assuming games wont last that long. Typically. Probably one one card will have a requirement of six Ether, just in case you do get there.
No problem! The game looks fun, so I'll be looking forward to when we get to try it out! (Although if ANIM Wars has to end first (Which I'm assuming it probably does) then I won't be too happy, as ANIM Wars will have ended.)
Hey, Card! I'm doing well. Just about to go hang out with my friends and play Vanguard and watch anime and stuff. And while I won't be able to look at your reply for a while, I figure I'll be polite, so how are you?
Hey, I got back at 11 pm last night, so I just went to bed. I just woke up, but I'm able to post some stuff. So good luck on your exams! Today is my first day of summer vacation, so I don't have to worry about exams anymore. I hope you do well!