Updated Deck. Still have some more spaces to fill.
Deck: The Arthurian Legend
- Character Cards
- Arthur Pendragon: The Once and Future King himself. Attacks valiantly with his sword and reaches his full potential when accompanied by his Knights.
- Sir Gawain: One of the strongest knights of the Round Table. His skills with a sword a virtually umatched though he grows weaker as the day progresses.
- Sir Galahad: The greatest knight in the world and the knight chosen by God. He is of the few who's destined to find the Grail. Better known for his shield rather than his sword. Also a total Gary Sue.
- Action Cards and their effects
- Excalibur (Arthur Pendragon; Upgrade required): The almighty sword itself. Provides an attack boost during the Offensive and a defense boost during the Defensive. It's light alone can make any enemy falter. Once during the Defensive you can target a Character your opponent controls. Return it and all cards attached to it to the deck. At the end of the Defensive return that Character and all cards that were attached to it to the field. If this effect is used Characters cannot intercept attacks directed at Arthur for the remainder of the turn. (Can only be used once every 2 turns. Cannot be used if your opponent only controls 1 character)
- Ron (Arthur Pendragon): Arthur's mighty Lance. Grants an attack boost and gives Arthur a mid-ranged attack. Can be thrown.
- Carnwennan (Arthur Pendragon): King Arthur's knife, used to slay the Black Witch. Can be equipped alongside another Action card. Grants Arthur a movement boost. When used against a magic user during the Offensive, Arthur gains a massive power boost for the turn.
- Axe of Green (Gawain & The Green Knight): The Green Knight's mighty axe that binds it wielder by oath. Once during the Defensive you can target one Character your opponent controls and one character you control. Your opponent's Character must attack that Character.
- Gallatin (Gawain): Gawain's main arm. Provides a power and movement boost. Decreases the amount that Gawain is weakened by each turn.
- Red Riverside Sword (Galahad & Lancelot): The sword that determines the greatest knight in the world. Grants a massive power boost but encumbers Galahad/Lancelot. When this card comes into play, add one 'The Grail' from you deck to your hand.
- Upgrades and their effects
- Once and Future King (Arthur Pendragon): One day, King Arthur will return to Britian and instigate a new age of enlightenment. Grants Arthur and attack and defense boost. Once per turn, if Arthur would be sent to the Graveyard, he is not (3 turn cooldown, can only be used when the opponent has 2 or more Charaters).
- Green Sash (Shared): A Green Sash worn by the Knights to honour Sir Gawain. Grants power and movement boosts.
- Siege Perilous (Galahad): Many have sat upon the Siege Perilous. The only one that survived was Galahad. Slight attack and defense boost. Once per turn, Galahad is immune to all effects outside of melee damage (2 turn cooldown).
- Enviroment Cards and their effects
- Camelot: Arthur's fortress and symbol of his domain. Battle take place on the field below while knights can rest up and hide within the castle itself. Once, a garrison of knights can be called upon to aid in battle. Arthur and his knights gain a power boost during the Offensive.
edited 7th Jul '13 5:19:40 PM by PhilosopherStones
GIVE ME YOUR FACEI thought we weren't using hands; that you could basically pick any card from your deck at any time.
Also taking an opponent character off the field and sending their action card and/or upgrade card to the graveyard seems a little cheesy to me.
You are reading this.Hmm... you know, in pains me to say, but I may have to back down on this. Not long after it starts, so will school.
Sorry, but on the bright side we'll have someone open for the Omni-knights.
🏳️⚧️she/her | Vio Rhyse AlberiaRP has been started:[1]
If a few people still want to join, you can do that, but you may not get into the tornament if you wait until after Wednesday.
I know I've posted a series of rules and guidelines somewhere in this thread, so here they are again for reference. If you have any other questions about the game or something doesn't make sense, just ask here or PM me if you want help with your character sheet.
- Dueling Ettiquete:
-Never try to peek at an opposing Duelist's deck without permission, especially after it's cards have been pre-selected for a match. It is dishonorable and can get you disqualified if caught. -Be polite and shake hands before dueling. -Insulting another's cards is seen as rude, especially in the middle of a duel. •Deck Rules: Decks are used in duels, and are limited in size and content. Collections are unlimited and are made of all the Duelist's registered cards. The Omni-Reader keeps track of both digitally.
-All cards used in a duel must have been pre-selected with Omni-Reader before it started. Up to 40 cards can be a part of a deck. -Only cards from a Duelist's registered collection can be added to their deck. -There may be NO duplicate Character or Environment Cards in a deck (or a team's Super Deck) -There must be at least 1 Character and 1 Action Card in a deck in order to be useable. -A hacked/tampered with/unliscenced Ommi-Reader is not allowed in a duel, and can be confistaced by authorities if found. The offending Duelist can be fined and/or arrested.
•Dueling Rules:
Characters- -Only one Character Card can be played per turn, unless a card used last turn has an affect that summons a character this turn. The Duelist can then play the summoned Character Card with their normal Character Card of choice. -Only 3 Characters are allowed on field per duelist. An active card can be swapped for another during the Duelist's turn once per character, but the swapped in Card is unable to use an Action or Upgrade card until next turn. -Character Cards of same universe can intercept hits for each other in battle (Once every four turns unless another card's effect changes this). Once a character is defeated, the card is discarded to Graveyard until end of duel unless revived with a card's effect. The duelist also loses 100 Life Points per character defeated. If a Duelist runs out of Character Cards or their set amount of Life Points (varies per duel), they lose.
Actions- -Action Cards may be equipped once per turn per character, and only one can be equipped at a time. The character is then free to repeatedly use that action in tandom with their default attack until the Action Card is removed. -A Duelist may remove and then equip a new Action card once per character per turn. -Default atracks do not require a card to use, and can be used unless Character is hindered in a way that prevents them from doing so. -Action Cards can only be equipped by a character that could have used it in their own universe. -Action Cards are not discarded when removed, but returned to deck when not in use unless another card's effect changes this.
Upgrade Cards: -Upgrade Cards can be used once per turn per character, and a new Action Card can be equipped only if the previous one was removed by the Upgrade Card. Upgrades can be removed and placed back in the deck in the same way. -Ugrades cannot be "stacked" (multiple cards used in a single turn to upgrade a character to their strongest forms faster), unless a card's effect allows it. -Upgrade Cards are usually specific, but some characters can use the same card (if there are enough duplicates) to reach a new Upgraded form.
Environment Cards- -Can be used once in a duel for 3 turns, and are then sent to graveyard unless revived. -Environment Cards can boost a character's attack, defense, and dodging skills by a degree determined by G.M. Damage taken directly because of environment is also possible. -Environment Cards cannot be overridden by anyone but Duelist who played it while active, unless an effect ends it early. Duel Set Up: Deck is split into piles based on card type face down, and each can be freely looked through at any time by the owner of deck only. Graveyard is a seperate pile face up. Duelist may hold whatever cards they want in their hands if they wish. Cards are swiped through Omni-Reader and correct command is said to activate it. Cards must be activated in this order if Duelist wants to use them during current turn. Order cannot be altered.
Environment->Character-> Upgrade->Action->End turn.
- Duel Turn Order: Who gets to have Offensive or Defensive Phase is based on coin toss.
•Defensive Phase- Other Duelist's character can react, cards are sent to graveyard if needed, new cards are activated, and character launches attacks again.
A phase can be skipped once character reacts and cards are sent to graveyard if Duelist does not want to make a new move. Remember that the battle between characters never pauses unless the referee says so. Taking all day in-game to make a decision can get your characters hurt if they're not doing well. Keep it fast.
The person who gets the Offensive phase always goes first during a turn (which is a slight advantage), but this also means they have to show their cards first on Turn 0, allowing the Defensive Duelist to pick cards that could counter them. They pretty much are functionally the same after a few turns, but the order can only be changed by a card's effect. At first, I only wanted Action Cards to have effects, but I'll allow Upgraded Character Cards to have them too, as long as I approve them as not OP.

Accepted, but can he just start in Limitless Club? He can switch later or leave if he wants to.