Difference between revisions of "Adventurer"

From Yugipedia
Jump to: navigation, search
Line 69: Line 69:
 
* [[Infernoble Knight Emperor Charles]]
 
* [[Infernoble Knight Emperor Charles]]
  
|spells =
+
|normal spells =
 
* [[Rite of Aramesir]]
 
* [[Rite of Aramesir]]
* [[Fateful Adventure]]
+
* [[Heritage of the Chalice]]
* [[Curse of Aramatir]]
+
* [[Hidden Armory]]
 +
* [[Reinforcement of the Army]]
 +
 
 +
|equip spells =
 
* [[Dunnell, the Noble Arms of Light]]
 
* [[Dunnell, the Noble Arms of Light]]
 
* [[Starlit Papillon]]
 
* [[Starlit Papillon]]
 
* [[Dracoback, the Rideable Dragon]]
 
* [[Dracoback, the Rideable Dragon]]
 +
 +
|field spells =
 
* [[Zaralaam the Dark Palace]]
 
* [[Zaralaam the Dark Palace]]
 
* [[Forest of Lost Flowers]]
 
* [[Forest of Lost Flowers]]
 
* [[Golden Castle of Stromberg]]
 
* [[Golden Castle of Stromberg]]
* [[Heritage of the Chalice]]
 
* [[Hidden Armory]]
 
* [[Reinforcement of the Army]]
 
  
|traps =
+
|continuous spells =
 +
* [[Fateful Adventure]]
 +
* [[Curse of Aramatir]]
 +
 
 +
|normal traps =
 
* [[Thunder Discharge]]
 
* [[Thunder Discharge]]
 
* [[Breath of Resurrection]]
 
* [[Breath of Resurrection]]
 
* [[Armory Call]]
 
* [[Armory Call]]
 +
 +
|continuous traps =
 
* [[Token Stampede]]
 
* [[Token Stampede]]
 
}}
 
}}

Revision as of 19:31, 16 July 2023

Adventurer
"Water Enchantress of the Temple" calls forth an "Adventurer Token" in the artwork of "Rite of Aramesir
Sets
TCG
OCG
Lists

The story of the hero that begins with the Rite of Aramesir.

What does the hero see through a land of adventures?

— The theme's tagline in promotional material

Adventurer Token, known as Rite of Aramesir (アラメシアの儀ぎ, Arameshia no Gi) in the OCG, is a series of cards introduced in Deck Build Pack: Grand Creators/The Grand Creators. The cards are focused on supporting the "Adventurer Token" and cards that mention it.

Design

The series is based on the character archetypes typical of a TTRPG—warrior, mage, and the like, with the "Adventurer Token" being a stand-in for the player's character. Two key Spell Cards, "Rite of Aramesir" and "Fateful Adventure", represent the player being summoned (literally so, with the effect of "Rite of Aramesir") to a magical world by "Water Enchantress of the Temple", to go on an adventure with their party members.

The remaining cards in the series each represent some aspect of the RPG experience:

  • The Monster Cards represent the player's party members.
  • The Equip Spell Cards represent in-game equips.
  • The Field Spell Cards likely represent the settings the player will encounter throughout the game.
  • The Trap Cards represent the abilities of player's allies.


Playing style

The Adventurer Token series revolves around the use of the Spell Card "Rite of Aramesir" to Summon an "Adventurer Token" to the field at the cost of not being able to activate the effects of monsters on the player's side of the field, except Special Summoned monsters, for the turn. All monsters in this series have an effect to Special Summon themselves from the hand while the player controls an "Adventurer Token" and each has an effect that benefits the Deck from setting the theme's Trap Cards from Deck, to searching and Field Spell placement, to even disruption.

The theme has three main Equip Spells that all share the same effect to equip themselves to an Adventurer Token monster the player controls when sent to the GY and have effects from gaining ATK, lowering the opponent's ATK, and even bouncing cards. Additionally, there are two Field Spells in the theme that give monsters equipped with their respective Equip Spell a form of protection, an effect to draw a card or inflict burn damage when the "Adventurer Token" destroys a monster in battle, and a third effect to search "Adventurer Token"-related Field Spells after using its prior effects.

The main focus of the theme is to activate "Rite of Aramesir" as quickly as possible to get an "Adventurer Token" to the field, Summon the various monsters in the series, equip the Token with the Equip Spells and activate Field Spells in order to defeat the opponent swiftly. As such, the theme can be run as both a full Deck with engines supporting it or as an engine itself in other themes for extension and additional negates.


Recommended cards