KC: White Dragon Card Shop
Sep. 26th, 2024 02:56 am
While perusing the locations dotted along the Greed Ring, you find yourself stopping in front of what looks like an ordinary storefront. A quick read of the shop name makes you wonder, really: what's the deal here? What does "KC" stand for, and who would open a card shop in the Greed Ring?
Doesn't seem very greedy does it?
Little do you know the power in these walls...
Maybe today's one of the days where there's a dressed up draconic mascot outside, holding a box of miniature boosters! Judging by the height, it's gotta be an Imp in there.
"Hey, hey! Free samples! C'mon, take one or else the boss is gonna kick my ass."
You take one of the packs, unlabeled as it is, and crack it open with little difficulty.
Inside are five common trading cards from a game you aren't even familiar with, along with a business card sporting a white dragon with glowing cyan markings.
Purveyor of the only Card Game Worth Learning
Duel Monsters
Seto Kaiba, owner
Contact: XXX-XXX-XXXX | UN: DragonMaster
If you flip it over--
Training will be provided for beginner Duelists.
Contact Mr. Kaiba for more details.
Do you enter? Has your interest been sufficiently piqued? Pass the threshold and learn a new game. Buy some packs. Maybe you'll even find something powerful enough to defeat the Blue-Eyes White Dragon! (doubtful, but nothing ventured, nothing gained.)
The shop is cozy, made cozier by the dark colors, with gold inlaid in the walls to match the high-class aesthetic of Greed despite the shop being new and small. Still, it interests you, doesn't it?

If the owner is at the counter or milling about as he sometimes is, you'll feel mildly compelled to partake in the cards, and then not-so-mildly compelled to learn the rules of Duel Monsters. Thankfully, he's perfectly content with explaining the different rulesets and even has a book describing them for sale. Seems like his enthusiasm for the game feeds your own.
CARD INVENTORY
Date: 2025-09-28 02:03 am (UTC)Rare - Guaranteed* 1 in every pack
Super Rare - 1 in 5 packs
Ultra Rare - 1 in 10 packs
Secret Rare - 1 in 15 packs
*There is a chance that your guaranteed rare will be replaced with a higher rarity, therefore granting you a possibility of up to 2 high rares. However, it's also more likely to get 2 regular rares.
Playing Value of Rarities
Rare - Cards that are worth putting in low-level decks, but which may not find much use in better decks. Some diamonds in the rough exist, nonetheless. This would include cards like "Magician's Rod", or "Eternal Soul."
Super Rare - Cards which have inherent usage in higher-level competitive decks. This includes "Dark Magical Circle", "Raigeki", or "Lightning Storm". They usually serve to bolster more powerful cards.
Ultra Rare - Standout cards around which a high-level competitive deck is often constructed. While Ultra Rare cards exist which boost other Ultra Rare cards, this is generally where you'll find your deck identity, such as with "Dark Magician", "Red-Eyes Black Dragon", or the much less common "Exodia" cards.
(NOTE: None of the cards are holographic. However, the text of each card is debossed and colored based on their rarities, the colors of which are indicated in the text up there ha ha ha. Commons are regular black text and not debossed!)
BLACK booster packs contain cards which relate to "Dark Magician", "Dark Magician Girl", and "Red-Eyes Black Dragon". The cards that can be pulled from this set can be used to create control decks that are consistent in pulling from the deck and facilitating fusions, or hitting the opponent with a variety of effects that lock them down. There are cross-fusions between all three of these, so you can make a deck primarily focusing on "Dark Magician", "Red-Eyes", or "Dark Magician Girl". "Eye of Timaeus" is also included, because why not?
GREEN booster packs contain cards which relate to "Gravekeeper's" and "Trap Monster" builds. "Gravekeeper's" cards use field control, specifically through the use of "Necrovalley", which prohibits cards from being taken from within the Graveyard (except for the "Gravekeeper's" player, for which exclusions apply). "Trap Monster" decks center around cards such as "Guardian of Apophis" and "Merciless Scorpion of Serket." While these two deck types don't entirely interact, the theming for the cards harkens back to Ancient Egypt, via names, design elements, and the like. the boosters make up for the general lack of synergy by containing Equip Cards and field clearing cards such as "Power of the Guardians", "Harpie's Feather Duster", and "Lightning Storm". In fact, Green is the most heavily weighted towards non-monster cards such as Spells and Traps.
RED booster packs contain cards which relate to "Gaia", "Occult", and "Exodia" builds. "Gaia" decks make use of Warrior type "Gaia" and dragon type "Curse of Dragon" retrains meant to overwhelm the opponent and deliver crushing blows with devastating high-attack Fusions. It's a deck type best played best during the second turn of a duel to achieve an OTK. "Occult" cards revolve around lockdown and disruption strategies meant to limit opponent moves, while attempting to foster a condition in which the "Destiny Board" setup which combines with the Field Spell "Dark Sanctuary" can spell out "DEATH" in five turns and automatically win the duel. Much like this is the "Exodia" build, which can be played 1 of 2 ways: Collecting all 5 pieces of Exodia in order to win the duel automatically, or using alternate cards to summon "The Unstoppable Exodia Incarnate". Secondary cards in this set include hand boosting spells such as "Pot of Greed", "Card of Sanctity" and "Graceful Charity". It also includes cards like "Witch of the Black Forest" which can be used to pull monsters from the deck to the hand.
As a note, RED packs are very special indeed. Due to its nature, the Exodia related cards in this set are at a 2x rarity disadvantage, meaning that 1:30 packs may contain a single Exodia card (all 5 individual pieces, "The Unstoppable Exodia Incarnate", "Exodia Necross", or "Exodius the Ultimate Forbidden Lord" as an example). Additionally, each individual piece of Exodia (arms, legs, and head) are limited to one copy each per deck. This is why RED has Exodia as a tertiary build without any further boost like GREEN has with spells and traps.