CH.657 Judgment of the Light - Yugioh Card Summoner - NovelsTime

Yugioh Card Summoner

CH.657 Judgment of the Light

Author: nro_8
updatedAt: 2025-09-22

Myla took to living on HomeBase quickly. I mean, she had already stayed here for a little over a week as a guest, so the only thing she really needed to get used to now that she was an employee was how fast paced everything is. And especially can be.

But Cailie was showing her the ropes and I also forced Myla to take some of the training offered. I need to get another set of adventuring students now that the Card Venturers are all over level 100. I could use another team. And that would give Myla people of her skill level she could learn with.

Yeah, I think I’ll do that. And now with the Factory VR stations in most guilds across the three Kingdoms, it shouldn’t be too difficult to get some adventurers who are interested in joining. And I can even interview them in the Factory and that way I’ll find out if they really want to do what is needed.

It didn’t take me too long to make Factory advertisements for it. I also just made a general advertisement for my adventuring school. HomeBase can deal with more students, so I may as well bring in more, even if I’ll only keep and level up a handful of them.

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In other news, as we can never be safe from them, we also detected another Fissure. 

I did got warned about it by the System agents first, but I asked they not tell me the location unless it was in a populated area, or outside of our detector area, so we could test the detectors. 

They agreed so I prepared HomeBase for quick deployment. And on the specified day, we began receiving reports of quickly rising miasma levels from a few different dosimeters. 

That allowed me to estimate the location of the fissure and soon enough we were heading there. I did that by teleporting to the closest guild and flying from there, while the Card Venturers and Alice were coming in B.E.S. Covered Core.

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The fissure was, as promised, in the middle of nowhere and by the time I arrived, it hadn’t fully formed yet. But it is only a matter of minutes until it forms. 

So I summoned Exodia and had him wait, while I in the meantime called out a few monsters to deal with whatever comes from the fissure.

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The monsters I called were Vennominon the King of Poisonous Snakes, Vennominaga the Deity of Poisonous Snakes and Vennominagant the Saintess of Poisonous Snakes.

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I promised them I’d summon them at some point, and now was about as good of a time as any. I had Vennominagant hang back so she could use her Deck Master abilities. It is a bit complicated how it works, but think of her as either a support mage or a frontline mage. If she is on the frontlines, she uses her monster effects and while she is doing support, she has her deck master effect.

I did also make a version of her that was a Pendulum monster, but in that state, while she was a Pendulum scale, she was more of a statue than a living monster and I didn’t like that. So I use her  deck master version, where she is a monster with two different positions she could fill.

Oh and one more thing worth note. I changed my race to Lizard-folk to avoid the negative effects of Vennominagant. She can poison me with Venom Counters, so it is better for me to be a Replite when I interact with her. Because you should have seen how long she cried for the first time she accidentally poisoned me.

And in case you were wondering, Exodia cannot be poisoned by Venom Counters. Most of my God monsters can’t, as they are nearly immune by all effects. They are pretty much only affected by the effects of other Divine attribute or Divine-Beast type monsters.

Well, Exodia is a Dark attributed Divine-Spellcaster, but it falls under the Divine-type of monsters. Because unlike Konami, my monsters didn’t forget about the Divine type and attribute.

But back to the fissure. It was just before my Card Venturers made it here when it popped open, and from it emerged a medium-sized cat-beast. Only about the size of a regular horse, it seemed to be made of shadows, but there was also plenty of Time based mana surrounding it. So some sort of Dark and Time attributed cat monster. 

As it noticed my Reptiles, it almost seemed to smirk before the time around as flickered. Well, to anyone not used to Time Magic it wouldn’t have seemed like anything, but I noticed the difference. We were in a slowdown bubble. Basically anything inside a specific area that wasn’t the caster is slowed down.

But out of my three Vennoms, two were unaffected and soon enough Vennominagant got a Venom Counter onto the cat, and that was able to negate most of its abilities, canceling the slowdown bubble.

From there, the Vennoms, powered by about 20 Venom monsters I sent to the GY while preparing, demolished the cat beast. It did try to stand a chance, but any time it took a hit from either Vennomina or Vennominagant, a Hyper-Venom Counter was left on the monster. 

And after three, it fell over, defeated.

I collected the corpse and waited with my Vennoms for more monsters. A few more did show up, but they were just weak B-ranks that were quickly dealt with.

The Card Venturers and Alice arrived just a bit before Exodia had the fissure closed, which Alice found frustrating but the Venturers didn’t mind too much when they heard what the opponent was.

Sadly that upbeat attitude didn’t continue for long, because after Exodia finished with the fissure, I told the Card Venturers that it would be their job to clean up this area. That included the venom spread by my Vennom monsters. And don’t worry, I made sure no Hyper-Venom stayed as that could actually kill them. The regular stuff won’t. Unless they are weak, which they aren’t.

But at least Alice didn’t have to stay with them, as I grabbed her and teleported the two of us back to HomeBase. I’ll teleport back there soon and see if they cleaned the place up sufficiently. But first. 

Fissure means a new set, and a new set means 10 packs.

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And that set is Judgment of the Light. No need to check the set list or anything, let’s just jump straight in and see what we can get. Well, the cover card is Utopia Ray Victory so possibly that, but I do have it already so hopefully something else.

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JOTL 1

Super Defense Robot Monki; Madolche Chickolates; Xyz Agent; Kujakujaku; Xyz Reception; Star Seraph Sage; Interceptomato; Angel of Zera; Number 104: Masquerade

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Well, well, well. Feels like it has been a while, even though it really hasn’t. I think it is just the mental effort the tournament took. 

Super Defense Robot Monki is Orbital 7 support, but Orbital 7 really isn’t that good.

Madolche Chickolates I already had. Don’t remember exactly where I got it from, but probably one of the special summon from the deck effects.

Xyz Agent is stupid because it is Utopia support, but it is level 2. If it was level 4 I’d at least call it decent.

Kujakujaku is fine-ish. You get a search if you tribute it on the field.

Star Seraph Sage is pretty decent as far as Star Seraphs go. Not the best, but still usable. 

Interceptomato is kind of cool. A bit like a Kuriboh but for effect damage and it activates in the GY.

Angel of Zera is just a monster with big attack. Which is just fine.

And Number 104: Masquerade I already had.

Next pack.

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JOTL 2

Single Purchase; Vain Betrayer; The Calibrator; Xyz Revenge Shuffle; Ice Princess Zereort; Bujingi Warg; Reverse Glasses; Archfiend Palabyrinth; Bujin Yamato

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Single Purchase is freaking terrible. Banish at least 3 cards and all you get is 1 monster. And you can’t normal or special summon anything except that 1 monster. Just awful.

Vain Betrayer is kind of like Fiendish Chain, but a bit more limited. But in return it does do mana drain and stuff.

The Calibrator really should work on all Xyz monsters, not just your opponents.

Xyz Revenge Shuffle is stupidly situational.

Ice Princess Zereort is fine. Lowing something's attack to 0 is always nice.

Bujingi Warg is just card effect protection for Bujins.

Reverse Glasses can legitimately be good in some situations. Halving the attack of everything for a bit can really help calm things down. Especially since the defense stays the same.

Archfiend Palabyrinth is one of the best Field Spells ever made. Well, at least for the time period. It is really good.

And Bujin Yamato is both searching and GY setup in one card. Sadly it does happen during the end phase, but it is what it is.

Next pack.

Spoiler

JOTL 3

Star Seraph Sage; Single Purchase; Traptrix Nepenthes; Umbral Horror Ghoul; Brotherhood of the Fire Fist - Caribou; Cheepcheepcheep; Fishborg Archer; The Calibrator; Brotherhood of the Fire Fist - Kirin

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Traptrix Nepenthes is cute. I kind of like the Traptix archetype, as it supports Trap Holes. And they just are generally cute. Nepenthes specifically is actually quite nice, and she can special summon stuff from the deck so she is broken.

Umbral Horror Ghoul just lets you special summon an Umbral Horror from the hand.

Brotherhood of the Fire Fist - Caribou I somehow didn’t have. I must have only gotten all the Fire Formation spells and traps, not Fire Fist monsters. But Caribou does special summon Fire Fist monsters from the deck, so that likely won’t be a problem any longer.

Cheepcheepcheep specials high leveled Tuner monsters from the deck, so I can get all of them with it.

Fishborg Archer is good enough, though admittedly I’m more interested in studying that robotic centaur thing it has.

And Brotherhood of the Fire Fist - Kirin is sadly just attack altering. Not bad, but not amazing considering it is a level 8 Synchro monster.

Next pack.

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JOTL 4

Umbral Horror Will o' the Wisp; Vain Betrayer; Bujingi Turtle; Vertical Landing; Junk Blader; Interceptomato; Star Seraph Sage; Bujinfidel; Number 104: Masquerade

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Umbral Horror Will o' the Wisp is fine, but it is pretty much just an Xyz enabler. 

Bujingi Turtle negated targeted effects on Bujin monsters. But it doesn’t destroy the targeting card, just negates the effect.

Vertical Landing is pretty meh as acquiring Mecha Phantom Beast Tokens really isn’t that difficult.

Junk Blader can just get up to 2200 attack.

And Bujinfidel trades a Bujin for a different one from the GY.

Next pack.

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JOTL 5

Interceptomato; Black and White Wave; Star Seraph Sword; Star Seraph Scout; Bujingi Wolf; Sargasso Lighthouse; The Calibrator; Vain Betrayer; Archfiend Emperor, the First Lord of Horror

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Black and White Wave is interesting. Kind of specific, but also powerful. Targeting banish is already nice, but then you also get to draw a card. Still quite balanced considering what you need to control to activate the card.

Star Seraph Sword is one of the bad Star Seraphs. Like sure it can get kind of large, but so what? You have the Xyz monsters if you need to attack over something.

Star Seraph Scout on the other hand is the second best Star Seraph. Okay maybe not the second best, but one of the best. It just gives you a free special summon.

Bujingi Wolf is battle protection for Bujins.

Sargasso Lighthouse just works with Sargasso the D.D. Battlefield. I might use it in the Xyz tournament when that comes around, or maybe I’ll just let everyone use it. Haven’t decided yet.

And Archfiend Emperor, the First Lord of Horror is a great monster. Good stats, works well with Archfiend Palabyrinth and is just overall a great monster.

Next pack.

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JOTL 6

Xyz Reception; Yellow Duston; Umbral Horror Will o' the Wisp; The Atmosphere; Vertical Landing; Ice Princess Zereort; Bujingi Wolf; Coach Captain Bearman; Bujincarnation

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Xyz Reception is fine for TCG use, but useless for me. Well, even in the TCG is is quite limited, but maybe sometimes you could use it.

Yellow Duston is a Duston. I’ll never use it.

The Atmosphere has an amazing name, but the effect is decent at best. I do like big attack and taking my opponent’s monsters for that big attack, but The Atmosphere is still a bit difficult to summon and doesn’t quite do enough. 

Coach Captain Bearman is fine, but why limit it to Fire Warriors when it is a Beast-Warrior?

And Bujincarnation is great. Just resurrect two monsters at the same time because why not.

Next pack.

Spoiler

JOTL 7

Bujingi Warg; Interceptomato; Mecha Phantom Beast Coltwing; Brotherhood of the Fire Fist - Caribou; Flying "C"; Armageddon Designator; Xyz Reception; Confronting the "C"; Fire King Avatar Yaksha

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Mecha Phantom Beast Coltwing is fine. It is also another chopper for me to study. No, I haven’t designed one for production just yet as I’ve kind of been waiting until I have more options.

Flying "C" sucks. It is just giving your opponent free stuff. Sure they can’t Xyz summon while they control it, but they can do anything else.

Armageddon Designator is way too specific.

Confronting the "C" is a decent defensive option you can sometimes summon.

And Fire King Avatar Yaksha is a kind of free special summon.

Next pack.

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JOTL 8

Mecha Phantom Beast Harrliard; Fencing Fire Ferret; Mecha Phantom Beast Coltwing; Fishborg Archer; Xyz Revenge Shuffle; Bujingi Wolf; Bujingi Turtle; HTS Psyhemuth; V Salamander

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Mecha Phantom Beast Harrliard is fine enough. It helps with the general Mecha Phantom Beast playstyle and the special summon from the hand really helps the deck, because if I recall correctly, it struggles with putting monsters onto the field.

Fencing Fire Ferret I already had, but it is still quite nice.

HTS Psyhemuth has an effect fitting a main deck monster, not an extra deck one.

And V Salamander is situational, but quite powerful.

Next pack.

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JOTL 9

Reverse Glasses; Yellow Duston; The Atmosphere; Xyz Reversal; The Calibrator; Spell Recycler; Mecha Phantom Beast Harrliard; Xyz Agent; Tour Bus To Forbidden Realms

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Xyz Reversal is fine enough, though the fact that both players must control an Xyz monster makes it situational. Creature Swap is better almost always.

Spell Recycler is meh.

And Tour Bus To Forbidden Realms searches for Fiends, except Light or Dark Fiends.

Next pack.

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JOTL 10

Spell Recycler; Traptrix Nepenthes; Xyz Reception; Bujingi Turtle; Star Seraph Sword; Cheepcheepcheep; Reverse Glasses; Mecha Phantom Beast Harrliard; V Salamander

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And the last pack had nothing new.

But that is just fine. For a first time opening, I had amazing luck. 1 secret rare, 2 super rares and 2 ultra rares from 10 packs is fantastic.

Novel