Add one more "Golden City Dancer" and three more "Eternally Shining Golden City".

 This "Golden Kingdom" series deck now contains 13 cards. These thirteen magic cards have a very distinctive feature: regardless of their star level, they can be summoned instantly, making them the fastest summoning decks available!

 Furthermore, the "Golden Kingdom" deck makes very comprehensive use of the "graveyard," making it arguably the most suitable deck series that Dark can currently build, conforming best to the rules of the current Spell Duel.

 However, this deck is not yet perfect.

 Aside from the fact that the "Golden Kingdom Elixir of Immortality" has not yet been completed, the other problem is the lack of truly powerful resources.

 That is, the "Alchemist of the Golden Country"!

 Only when the "Alchemist of the Golden Kingdom" is finally forged can this deck be considered truly complete.

 However, before that, other twelve-star magical spirits can certainly be used as substitutes.

 After all, the "Golden Land Cavalry's" ultimate move, "Golden Sacrifice," is incredibly versatile.

 With the "Golden Land Cavalry", you no longer need to worry about how to quickly summon twelve-star magical spirits.

 Dark checked the details of the "Golden Country Cavalry" again.

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 Card Name: Golden Country Cavalry [Type: Elf Card]

 [Level: 088oooooo] [Race: Undead]

 [Type: Steel/Ghost] [Magic Power: 4000] (Attack: 5000] [Defense: 4500]

 [Ultimate Techniques: Alchemy Ritual, Golden Knight's Sword, Golden Sacrifice, Death Gaze]

 "Golden Knight Sword" and "Death Gaze" are the two exclusive special moves added to the "Golden Country Cavalry" after the upgrade.

 These two ultimate skills are what make the nine-star magical spirit "Golden Land Cavalry" so powerful.

 Without these two ultimate skills, it would be nothing more than a magic card with strong functionality.

 However, with these two ultimate skills, it can usually take on the role of a scout.

 First is one of its ultimate moves – "Golden Knight Sword"!

 This "Golden Knight Sword" is the result of Dark infusing more golden power into the golem's golden sword.

 When it is a golem, it is simply a rather sharp sword.

 But after being transformed into a magical spirit, this golden knight's sword finally unleashed the powerful force hidden within it.

 [The Golden Knight's Sword: The Golden Knight's Sword is the symbol of leadership for the Golden Land Cavalry. The Golden Land Cavalry captain who wields the Golden Knight's Sword possesses command power. When the Golden Knight's Sword shines brightly, the (Golden Land Knight) reflected in that light will receive a 10% speed and attribute bonus to each of their allies. Attack +1000.]

 In conclusion, unity is strength.

 This power is iron, this power is steel, harder than iron and stronger than steel! When there are two "Golden Country Cavalry" on the field, the "Golden Country Knights" who activate the power of the "Golden Knight Sword" will all receive a bonus of [400/500/450] to their three attributes.

 When there are three "Golden Knights" on the field, the "Golden Knights" who activate the power of the "Golden Knight Sword" will all receive a bonus of [800/1000/900] to their three main attributes.

 If the passive bonuses from the "Golden Knight Sword" itself are added, the trinity of "Golden Knight" will gain a total of 2000 attack power bonuses.

 5000+2000=7000

 It even has 500 more attack points than the "Blue-Eyes White Dragon". But if that's all, it's just a blank slate. The key to this ultimate move is actually the 10% to 20% speed boost.

 The "Knight of the Golden Country" was already extremely fast.

 If this is increased by another 10% to 20%, it will naturally be even more terrifying.

 For a knight, speed is life.

 Unfortunately, the "Golden Knights" can only be a trinity at most, and the "Golden Knight Sword" has very limited command power.

 Let's look at the last ultimate move – "Death Stare"!

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 [Death Gaze: The Knight of the Golden City stares intently at the target, unleashing a soul blast and applying an instant-death judgment. If the judgment is successful, the target dies.]

 "Death Gaze" is a Ghost-type special move that has an instant-death effect. It targets the target's soul but also has a physical impact.

 This can be considered the most important lethal skill of the "Golden Land Cavalry". The cooldown of this ultimate skill is not high, but the instant death judgment factor is unclear, making it a rather mysterious type overall.

 However, based on the usual characteristics of magical spirits, when targeting other magical spirits, the probability of triggering an instant death judgment should be higher than normal.

 In short, these kinds of unpredictable special moves require extensive experimentation to clarify their effects.

 The same applies to the "death stare".

 After completing the custom-made "Golden Country Cavalry", Dark did not continue to study its directional transmutation formula.

 Although the number of "Great Sins" that can be absorbed each month has increased from 30 to 45, it is still far from enough if used freely.

 This month, in an effort to speed up the production of the "Golden City Cavalry" golem, he made numerous attempts and errors, despite already...

 Despite the deliberate efforts to save, a great deal of "greed" was consumed.

 Most of the "major sin" quota for November was used for "greed".

 The other half is used for controlling "arrogance" and "ecstasy".

 These two "major sins" are difficult to reduce through his own control, and he needs to keep them around 90 points as much as possible.

 Therefore, he absorbed a total of 9 points of "Pride" and 9 points of "Bliss", reducing "Pride" to 90 and "Bliss" to 92.

 Its remaining balance was entirely allocated to "Greed," absorbing a total of 27 points of "Greed."

 The amount of "Greed" is enough to make another "Greed IV V". But the consumption of these "Greed" is worthwhile.

 After successfully creating the "Golden Country Cavalry," his understanding of alchemy reached a new level.

 Basically, the creation of "simulacrum-level" golems has reached its peak.

 Next, we move on to the creation of "realistic" golems.

 "Simulation-level" golems are almost indistinguishable from real life in terms of structure, with an intelligence level exceeding 3.

 If we can mass-produce "realistic" golems, we can put them into the "Magic Kingdom" to exist as permanent residents.

 After all, even if a "realistic" golem looks like a real life, it is still just a golem, not a "living being".

 They will not get "glowing disease".

 If we go a step further to the "real level," then we are truly created beings, and most of them will not escape the "glowing disease."

 Therefore, from the current perspective, the "realistic" golem is the most suitable for "Magic Heaven".

 Furthermore, Dark can imbue golems with greater intelligence in his own way. Even "simulation-level" golems can reach the "realistic-level" level, so there is absolutely no need to research them further.

 His purpose in studying alchemy was merely to serve the mages; he had no ambition to become an alchemist.

 So, only one final stage remains before his alchemical journey comes to an end.

 However, this final stage is not so easy to complete. If one thing goes wrong, it can turn into a long and arduous journey.

 The second half of November also passed in the blink of an eye.

 Over the past month, the vast majority of sixth-grade students have left the academy to pursue their own futures.

 Although the college was nearly one-sixth less of its students, it did not feel deserted.

 Various dueling competitions continue to unfold smoothly. More and more students have mastered the summoning method of the "Duel Domain" and are participating in the academy competitions.

 These college competitions naturally became Principal Arte's testing ground.

 Based on the initial new dueling rules, she updated them periodically, making the academy competitions increasingly standardized.

 Ultimately, duel rules with life-or-death outcomes are not suitable for students. Even if a surrender mechanism is added, it doesn't change anything.

 However, duels where duelists personally engage in combat are an inevitable consequence of the times. As an educational institution, St. Marian Academy cannot afford to remain stagnant. Therefore, the current challenge is to find a way to combine these two approaches, a compromise that achieves the best of both worlds.

 Dark's original idea was to add character cards, allowing duelists to join the duel in a form similar to magical spirits after the duel field is opened, and to limit their attack, defense and abilities.

 However, upon careful consideration, this idea proved to be unrealistic. First, there's the most practical problem.

 If, after deploying the Duel Zone, the duelists' strength doesn't increase but instead becomes limited by their character cards, then what's the point of deploying the Duel Zone?

 Wouldn't this become a shackle for duelists?

 This approach is like putting up a mutton shop sign while selling dog meat. Not only is it meaningless, it can also have negative side effects.

 Therefore, this idea was rejected after it was proposed.

 However, the useful aspects of this concept have been retained. First and foremost, limiting offensive and defensive capabilities is absolutely impossible. At least, this mechanism cannot be incorporated into the magic system. Of course, if someone wants to add similar rules to their own competition, that's the organizer's business and has nothing to do with the rules of the magic system.

 However, the concept of "character cards" can be retained. There will be no restrictions on offense or defense; only a "health point" system will be added. This would return the magic duels in the academy tournament to the rules before the new dueling regulations.

 In this way, the "character card" itself is equivalent to a "magic ball". (When the "life points" reach zero, the duel will be decided. In other words, a "feign death judgment" has been added to the original magic duel system.)

 The maximum "health" threshold for this "feign death" condition can be changed.

 This allows for further differentiation of gears based on different situations, such as 2000/4000/8000/16000.

 After using a "Character Card," a duelist is as if they have encased in a life barrier; no matter which part of them is attacked, they will suffer full damage.

 However, due to the presence of a life barrier, some transformation-type ultimate moves will not affect the duelist himself.

 This is what we call tangible benefits. Only with benefits can there be a driving force.

 Although Principal Arte has the authority, the magical ritual has already begun, making it extremely difficult to add new rules to it.

 The more significant the changes to the new rules, the more difficult they are to implement.

 .

 Furthermore, as the magical ritual continues, the original rules will become deeply integrated into the laws, making them increasingly difficult to change.

 Therefore, it is very necessary to hold the college competition.

 Through authorized manipulation, Principal Arte successfully created a loophole in the rules of magic.

 The essence of this opening is to add a mechanism for duelists to convert magic into a life barrier.

 The so-called "character cards" are essentially "energy cards." While changing the rules, Principal Arte also developed a universal method for creating "character cards."

 By using this "character card" as a medium to recite the summoning incantation for the Duel Field, duelists can obtain a life barrier after the Duel Field is activated.

 At the same time, duelists can also use "character cards" to perform an operation similar to "dressing up".

 Duelists can incorporate costume elements when creating "character cards," allowing them to play various roles once a duel begins.

 Before the duel begins, duelists need to replenish their "character cards" with enough mana.

 After all, magic cannot be created out of thin air.

 Magical rituals themselves cannot provide magic power free of charge.

 After the rules were changed, testing began.

 The results were excellent, and the students were very satisfied. With this mechanism in place, many operational options became available. For example...

 The rules stipulate that in first-year duels, duelists can only stand still and cannot use abilities other than magic.

 In second-year matches, duelists cannot cross the halfway line and cannot use abilities other than magic.

 In the third-year competition, duelists cannot use abilities other than magic.

 It will not be fully open until the fourth grade.

 St. Mary's College has always believed that the education of students should be gradual and progressive.

 There may be geniuses among younger students.

 However, as an academy, they absolutely cannot educate all students according to the definition of "genius".

 As a result, the chaos of duels throughout the academy was finally brought under control. The universal production of "character cards" was also incorporated into the first-year curriculum.

 In his magic class in late November, Dark also learned how to make "character cards." However, it was just a very ordinary "character card" featuring a student dressed in an "academy uniform."

 But the other third-grade students were not so composed.

 They started preparing early, treating it almost as a continuation of a Halloween costume party, and it was quite a lively affair.

 However, "character cards" are not all that easy to make.

 Based on the amount of magic power they can be charged, "Character Cards" are divided into four tiers.

 The first tier costs 2000 magic points, the second tier costs 4000 magic points, the third tier costs 8000 magic points, and the fourth tier costs 16000 magic points.

 After gaining some understanding of this, Dark immediately suggested setting "job levels" with the creation of "character cards" as the threshold!

 Good evening, muah!

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