Harriet Vaughn {White Rose Duelist} (
whiterosefoes) wrote2030-08-21 10:42 am
Entry tags:
DUEL NONSENSE
In the Duelists of the Roses, a lot is different about dueling. It's sort of established that none of the cards are actually cards, and so first off they're treated as real monsters and magic. They move around on a map and take advantage of terrain. On the other hand, a new effect called "Spellbinding" can freeze the monster where it stands, rendering it immobile for a few turns (or permanently, in the case of some magics.)
Fusion is incredibly easy as it requires no catalyst - you can do it from your hand, or just tell two monsters to inhabit the same space and they'll fuse if compatible. (It is basically necessary to take advantage of this in game.)
Cards are summoned by a Deck Leader, which acts as a medium for real monsters and magic. In this way, a Duelist is effectively the commander of a magical army, that is used to battle in the War of the Roses. The monsters themselves are even given decorations and ranks, such as Lieutenant and Major. The ranks give them extra abilities as deck leaders, such as more movement or reduced summoning cost. Any monster with a rank can be called upon as a deck leader. Once you've defeated your enemy, you get the opportunity to pillage their graveyard for your deck. This is the only way to get more cards, so at times it can be in one's best interest to draw out a duel, but as war duels risk life and limb, Harriet prefers to end battles quickly to minimize potential damage to herself.
Listed below are the summons used in Harriet's Deck. Some card effects are changed for Duelist of the Roses, I'll list differences here. A full list of cards and effects is also available. Many cards refer to a monster's attack/defense as simply "power" or "strength", it means both stats have been increased.
Monsters
Airknight Parshath [x3]
This is Harriet's Deck Leader, meaning when in a duel this card is Harriet (and she gains its appearance like this.) A Deck Leader can only move and summon, and is vulnerable to direct attacks in battle. In the game, it is a no-effect monster. Technically she has four of these because the one that's her deck leader doesn't count as a card in her deck. Airknight Parshath is fully ranked and has all of its abilities, listed below.
A deck leader has special abilities based on type and rank. The fairy type gets:
- Increased Strength for Same Type Friendlies (1LT)
- Increased Resistance for Same Type Friendlies (LTC)
- Spellbind Specific Enemy Type: Zombie (COL)
- Destroy Specific Enemy Type: Fiend (BG)
- Extended Support Range (RADM)
- LP Recovery (SADM)
Gyakutenno Megami [x3]
When this card is flipped face-up, all your own monsters with ATK of 1000 or below are increased by 1000 points. It has a rank of Major (higher than LTC, lower than COL.) Harriet uses this as a secondary deck leader at times.
Dark Witch
Ranked Lieutenant. Technically this isn't a card in her main deck, but most monsters in her deck can be used to fuse it so it appears in her duels without fail. Usually several times over.
Orion the Battle King
Ranked Lieutenant.
Fairy's Gift
Restores 800 LP when flip summoned.
Spirit of the Harp [x3]
Same, but also useful for guarding the deck leader.
Happy Lover
Cancels all power increases or decreases of an enemy monster in battle. Does not cancel bonus effects such as terrain or Leader ability effects.
Tenderness
While this card is face up in the defense position, all damage to LP reduced by half.
Dancing Elf
Fusion fodder; can be used to make Dark Witches and Mystical Elves.
Mystical Elf
When this card is flip summoned, it boosts the power of all your Light monsters by 800.
Hoshiningen [x3]
When this card is flip summoned, it boosts the power of all your Light monsters by 300.
Hourglass of Courage
If LP is over 1000 points when this card is destroyed in battle, the strength of your monsters are increased by 1000 points, and your LP is reduced by 1000.
Hourglass of Life
When this card is destroyed, it revives up to 4 strongest monsters from both graveyards under player's control. Following revival, owning player's LP is reduced by 1000. (does not activate if LP is 1000 or under.)
Spells
Pure Magic
Mountain [x2]
Transforms a surrounding 2-space area into mountain terrain. (in DotR, Fairies get field bonuses from mountain terrain.)
Monster Reborn
Select, revive, and control 1 MONSTER Card from either Graveyard.
Soul of the Pure [x2]
2000-pt LP recovery for controlling player.
Shield & Sword
Swaps the respective ATK and DEF values of each monster on the Field.
Swords of Revealing Light
Flips all enemy cards on the Field face-up and spellbinds them for 3 turns.
Darkness Approaches
Flips all cards on the Field facedown. (In DotR, this doesn't negate anything that had already happened to the card when it was face up, so basically it lets her reuse flip effects to power up.)
Winged Trumpeter [x3]
Increases the power of all fairy monsters on the field by 800 points.
Equip Magic
Silver Bow and Arrow [x3]
Increases the power of fairy monsters by 500 points.
Bright Castle
Increases the power of light monsters by 500 points.
Paralyzing Potion
Renders any monster eternally spellbound. Does not work on machine monsters.
Trap
Mesmeric Control
Disposable trap that spellbinds activated enemy monster for 1 turn, and reduces it strength by 800 points.
Tears of the Mermaid
Disposable trap that spellbinds activated enemy monster for 1 turn, and reduces it strength by 600 points.
Infinite Dismissal
Disposable trap that spellbinds activated enemy monster for 3 turns.
Invisible Wire
Disposable trap that triggers against a monster with ATK of 3000 or below, and destroys it.
Fusion is incredibly easy as it requires no catalyst - you can do it from your hand, or just tell two monsters to inhabit the same space and they'll fuse if compatible. (It is basically necessary to take advantage of this in game.)
Cards are summoned by a Deck Leader, which acts as a medium for real monsters and magic. In this way, a Duelist is effectively the commander of a magical army, that is used to battle in the War of the Roses. The monsters themselves are even given decorations and ranks, such as Lieutenant and Major. The ranks give them extra abilities as deck leaders, such as more movement or reduced summoning cost. Any monster with a rank can be called upon as a deck leader. Once you've defeated your enemy, you get the opportunity to pillage their graveyard for your deck. This is the only way to get more cards, so at times it can be in one's best interest to draw out a duel, but as war duels risk life and limb, Harriet prefers to end battles quickly to minimize potential damage to herself.
Listed below are the summons used in Harriet's Deck. Some card effects are changed for Duelist of the Roses, I'll list differences here. A full list of cards and effects is also available. Many cards refer to a monster's attack/defense as simply "power" or "strength", it means both stats have been increased.
Monsters
Airknight Parshath [x3]
This is Harriet's Deck Leader, meaning when in a duel this card is Harriet (and she gains its appearance like this.) A Deck Leader can only move and summon, and is vulnerable to direct attacks in battle. In the game, it is a no-effect monster. Technically she has four of these because the one that's her deck leader doesn't count as a card in her deck. Airknight Parshath is fully ranked and has all of its abilities, listed below.
A deck leader has special abilities based on type and rank. The fairy type gets:
- Increased Strength for Same Type Friendlies (1LT)
- Increased Resistance for Same Type Friendlies (LTC)
- Spellbind Specific Enemy Type: Zombie (COL)
- Destroy Specific Enemy Type: Fiend (BG)
- Extended Support Range (RADM)
- LP Recovery (SADM)
Gyakutenno Megami [x3]
When this card is flipped face-up, all your own monsters with ATK of 1000 or below are increased by 1000 points. It has a rank of Major (higher than LTC, lower than COL.) Harriet uses this as a secondary deck leader at times.
Dark Witch
Ranked Lieutenant. Technically this isn't a card in her main deck, but most monsters in her deck can be used to fuse it so it appears in her duels without fail. Usually several times over.
Orion the Battle King
Ranked Lieutenant.
Fairy's Gift
Restores 800 LP when flip summoned.
Spirit of the Harp [x3]
Same, but also useful for guarding the deck leader.
Happy Lover
Cancels all power increases or decreases of an enemy monster in battle. Does not cancel bonus effects such as terrain or Leader ability effects.
Tenderness
While this card is face up in the defense position, all damage to LP reduced by half.
Dancing Elf
Fusion fodder; can be used to make Dark Witches and Mystical Elves.
Mystical Elf
When this card is flip summoned, it boosts the power of all your Light monsters by 800.
Hoshiningen [x3]
When this card is flip summoned, it boosts the power of all your Light monsters by 300.
Hourglass of Courage
If LP is over 1000 points when this card is destroyed in battle, the strength of your monsters are increased by 1000 points, and your LP is reduced by 1000.
Hourglass of Life
When this card is destroyed, it revives up to 4 strongest monsters from both graveyards under player's control. Following revival, owning player's LP is reduced by 1000. (does not activate if LP is 1000 or under.)
Spells
Pure Magic
Mountain [x2]
Transforms a surrounding 2-space area into mountain terrain. (in DotR, Fairies get field bonuses from mountain terrain.)
Monster Reborn
Select, revive, and control 1 MONSTER Card from either Graveyard.
Soul of the Pure [x2]
2000-pt LP recovery for controlling player.
Shield & Sword
Swaps the respective ATK and DEF values of each monster on the Field.
Swords of Revealing Light
Flips all enemy cards on the Field face-up and spellbinds them for 3 turns.
Darkness Approaches
Flips all cards on the Field facedown. (In DotR, this doesn't negate anything that had already happened to the card when it was face up, so basically it lets her reuse flip effects to power up.)
Winged Trumpeter [x3]
Increases the power of all fairy monsters on the field by 800 points.
Equip Magic
Silver Bow and Arrow [x3]
Increases the power of fairy monsters by 500 points.
Bright Castle
Increases the power of light monsters by 500 points.
Paralyzing Potion
Renders any monster eternally spellbound. Does not work on machine monsters.
Trap
Mesmeric Control
Disposable trap that spellbinds activated enemy monster for 1 turn, and reduces it strength by 800 points.
Tears of the Mermaid
Disposable trap that spellbinds activated enemy monster for 1 turn, and reduces it strength by 600 points.
Infinite Dismissal
Disposable trap that spellbinds activated enemy monster for 3 turns.
Invisible Wire
Disposable trap that triggers against a monster with ATK of 3000 or below, and destroys it.

Headcanon junk for anime canon-integrated AU
* During Atlantis's time of prosperity using the Oricalchos, they claimed several parts of the world as their territory. Territories of Atlantis were not granted the use of Oricalchos, so they weren't as advanced and were free of darkness. However, since the source of Atlantean magic had been drawn from humanity, they were given enough knowledge to practice a sufficient amount regardless.
* England was one such territory, and when Atlantis sunk, the magic became something of a lost art - it was preserved by the druids, but as generation after generation went by, certain meanings were lost in translation and the ability to summon Atlantean monsters was lost fairly early on, in still-prehistoric times.
* At some point during the Egyptian age of dark games, travelers carried the knowledge of Duel Monsters throughout Europe. (Someone from Rosenkreuz's family was assuredly among their lot. Possibly also Jack Cade's family given his claim of generations of duels.)
* The Rose Cards appeared after the sealing of Zorc. Though they grant their wielders many amazing powers, their ultimate purpose is to combine in summoning a manifestation of his power, which has a consciousness of its own and calls itself his "brother." (This is Manawyddan Fab Llyr in the game, who is the brother of Forbidden Memories' Nitemare, but the guy is clearly a Zorc analogy so we're just making a direct tie in an anime version.) In fact, his name is not actually Manawyddan - a king from Welsh lore - but Rosenkreuz believed that was who he was summoning. Instead, he is an evil demigod that the duelists will call Manawyddan because that's who they think he is. (Hence when he awakens on the red rose side, he thinks there has been a misunderstanding.) Considering Rosenkreuz speaks of other "guardians" he has awoken only to fail, it is very very likely that there were several of these demigod guys all around the world, though they may not all be from the same source. Maybe there's some demi-leviathans, who the heck knows how many gods there are anymore.
* Druids discover that Rose Cards have the power to call up real monsters, similarly to how the Millennium Items worked in this regard. They create a distinct style of summoning using their former knowledge on the subject, which combines magic drawn from the earth, from the world of duel monsters, and from within the duelist. The revival came with a lot of unique quirks, such as terrain adaptation and movement, that maximized its potential for war to new levels.
* As the time and space powers of the Rose Cards are mastered, various legends crop up around the cards. Most prominently is the one about the Rose Duelist. The legend does not specify their purpose, only that they are powerful warriors from another time who can be called upon to help.
* The English obtain all the Rose Cards, albeit split between political factions. Probably happened during Henry V-VI's reigns, and they seized a bunch of them from Joan of Arc or something. Though they know the rumors, they don't bother to summon the rose duelist, instead using the rose cards for their other great defensive capabilities. Henry VII is the first one to try it.
* In truth, Rose Duelists exist to power the duels that summon a demigod. Despite this, they're ordinary people. The very act of being pulled through time and space tempers their body and soul, and that is what makes them attune to the Rose Cards so flawlessly. Anyone can be a Rose Duelist, but the person chosen is usually someone inside both circles of the venn diagram between what the summoner needs in a duelist and what the demigod needs to be summoned. If these circles have no overlap whatsoever, for example a summoner with a heart full of justice and a pointed desire NOT to have the demigod summoned, it can end in two connected duelists being accidentally brought there. Such duelists may collaborate but are destined to be on opposing sides. (basically explains 2P interactions like trading and versus modes, though nobody uses them.) All of this is incredibly limited knowledge - basically only people who have already unsealed a guardian would know everything (Rosenkreuz's ancestors.)