Playmaker and Number 10's Duel

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Playmaker and Number 10's Duel
Playmaker and Number 10's Duel
Game details
Game
Duel type
Players
Winner(s)
LocationLink VRAINS
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Anime
Episodes

Playmaker and Number 10's Duel

Playmaker and Number 10's Duel is the first Duel of the Yu-Gi-Oh! VRAINS anime, conducted between Playmaker and Number 10.

Prior events[edit]

Number 10 had attacked LINK VRAINS after SOL Technologies lowered its security to scan for the resurfaced Ignis. Yusaku Fujiki was able to capture the AI in his Duel Disk, and he logged into LINK VRAINS as Playmaker to defend it from the Knight of Hanoi, saving Blue Angel from the attack of Number 10's "Cracking Dragon" before her account could be deleted. He threatened to delete the Ignis if the Knight didn't stop his attack, and challenged him to a Duel for the AI. The Ignis, sensing that Playmaker's Deck wasn't strong enough to defeat "Cracking Dragon", called forth a Data Storm, turning the Duel between Playmaker and Number 10 into a Speed Duel.

The Duel[edit]

Turn 1: Number 10
Number 10's hand contains two copies of "Hack Worm", "Cracking Dragon", and "Air Cracking Storm". As Playmaker controls no monsters, Number 10 Special Summons two copies of "Hack Worm" (400/0) from his hand by their own effects. Number 10 Tributes two copies of "Hack Worm" to Tribute Summon "Cracking Dragon" (3000/0).

Turn 2: Playmaker
Playmaker's hand contains "Three Strikes Barrier", "Cyberse Beacon", "Effect Cowl", and "Salvagent Driver". Playmaker draws "Cyberse Wizard". Playmaker Sets two cards. Playmaker Normal Summons the Level 4 "Cyberse Wizard" (1800/800). As Playmaker Normal or Special Summoned exactly one monster while "Cracking Dragon" is on the field, Number 10 activates its effect, reducing that monster's ATK equal to its Level times 200 until the end of this turn, then inflicting damage to Playmaker equal to the ATK lost by this effect ("Cyberse Wizard": 1800 → 1000 ATK, Playmaker: 4000 → 3200 LP). Playmaker activates the effect of "Cyberse Wizard", targeting Number 10's Attack Position monster and changing it to Defense Position, then for the rest of this turn, Playmaker's monsters cannot attack, except to attack that monster, and if his Cyberse monster attacks a Defense Position monster, it inflicts piercing battle damage to Number 10. He targets "Cracking Dragon".

"Cyberse Wizard" attacks "Cracking Dragon". The effect of the Level 8 "Cracking Dragon" prevents it from being destroyed by battle with a monster with equal or lower Level than it. The attack continues and "Cracking Dragon" is not destroyed (Number 10: 4000 → 3000 LP).

Turn 3: Number 10
During the Draw Phase, Number 10 activates his Skill "Double Draw", allowing him to draw two cards for his normal draw instead of one. Number 10's hand contains "Pulse Mines", "DDoS Attack", and "Air Cracking Storm". Number 10 activates the Spell "DDoS Attack", targeting a Machine monster he controls to send any number of "DDoS Attack" from his Deck to the GY, then inflicting damage to Playmaker equal to the number of "DDoS Attack" sent to the GY by this effect times the targeted monster's Level times 100. He targets "Cracking Dragon" and sends two copies of "DDoS Attack" (Playmaker: 3200 → 1600 LP). Number 10 Sets a card, and changes "Cracking Dragon" to Attack Position. Number 10 activates the Equip Spell "Air Cracking Storm", equipping it to "Cracking Dragon". During the Battle Phase, if the equipped "Cracking Dragon" destroys Playmaker's monster by battle, Number 10 can activate the effect of "Air Cracking Storm", allowing "Cracking Dragon" to make a second attack during that Battle Phase, but Number 10's other monsters cannot attack the turn he activates this effect.

"Cracking Dragon" attacks "Cyberse Wizard". As Number 10 controls exactly three cards, Playmaker activate his face-down Trap "Three Strikes Barrier", preventing his monsters from being destroyed by battle this turn. The attack continues and "Cyberse Wizard" is not destroyed (Playmaker: 1600 → 400 LP).

At this point, Playmaker enters the Data Storm. As Playmaker's LP is 1000 or less, he activates his Skill "Storm Access", accessing a Cyberse Link Monster at random from a nearby Data Storm and adding it to his Extra Deck. He obtains "Decode Talker" and adds it to his Extra Deck.

Turn 4: Playmaker
Playmaker activates the effect of "Cyberse Wizard", targeting "Cracking Dragon" and changing it to Defense Position, then for the rest of this turn, Playmaker's monsters cannot attack, except to attack "Cracking Dragon", and if his Cyberse monster attacks a Defense Position monster, it inflicts piercing battle damage to Number 10. As Number 10 controls a Machine monster, he activates his face-down Trap "Pulse Mines", changing Playmaker's Attack Position monsters to Defense Position, also, until the end of this turn, if a monster is Normal or Special Summoned to Playmaker's field, that monster is changed to Defense Position. "Cyberse Wizard" is changed to Defense Position. Playmaker Normal Summons the Level 2 "Stack Reviver" (100/600), which is changed to Defense Position by the effect of "Pulse Mines". As Playmaker Normal or Special Summoned exactly one monster while "Cracking Dragon" is on the field, Number 10 activates its effect, reducing that monster's ATK equal to its Level times 200 until the end of this turn, then inflicting damage to Playmaker equal to the ATK lost by this effect ("Stack Reviver": 100 → 0 ATK, Playmaker: 400 → 300 LP). As Playmaker controls a Cyberse monster, he activates the Spell "Effect Cowl", preventing him from taking any effect damage this turn. As Playmaker took damage by battle or Number 10's card effect this turn, Playmaker activates his face-down Trap "Cyberse Beacon", adding a Level 4 or lower Cyberse monster from his Deck to his hand. He adds the Level 3 "Backup Secretary". As Playmaker controls a Cyberse monster, he Special Summons "Backup Secretary" (1200/800) from his hand by its own effect. He Special Summons it in Defense Position.

Playmaker sets "Stack Reviver", "Cyberse Wizard", and "Backup Secretary" in the Link Arrows to Link Summon "Decode Talker" (2300/↙↑↘) to the Extra Monster Zone. As Link Monsters do not have Levels, Number 10 cannot activate the effect of "Cracking Dragon". As Link Monsters cannot exist in Defense Position, the effect of "Pulse Mines" does not apply. As "Stack Reviver" was used as material for a Link Summon, Playmaker activates its effect, targeting one other Level 4 or lower Cyberse monster in his GY that was used as material for that Link Summon to Special Summon it in Defense Position. He targets and Special Summons "Cyberse Wizard" to the zone the bottom-left Link Arrow of "Decode Talker" points to. The effect of "Decode Talker" increases its ATK by 500 for each monster it points to. It points to "Cyberse Wizard" and "Cracking Dragon" ("Decode Talker": 2300 → 3300 ATK). "Decode Talker" attacks "Cracking Dragon". As Link Monsters do not have Levels, the effect of "Cracking Dragon" that prevents it from being destroyed by battle with a monster with equal or lower Level than it does not apply. The attack continues and "Cracking Dragon" is destroyed (Number 10: 3000 → 0 LP).

Aftermath[edit]

During the Duel, Playmaker obtained "Decode Talker" using Storm Access, allowing him to use it again in future Duels. After defeating Number 10, Playmaker was able to defend Link VRAINS from the Knights of Hanoi. Number 10 attempted to kill Playmaker by self-destructing his Avatar, but the Ignis devoured his Avatar to prevent the explosion. Yusaku later named this Ignis "Ai".

Featured cards[edit]