User:Emerald47890

Hello! I'm the creator of Cascade Summoning and Cascade Monsters.

Ideas: (Some of these ideas were inspired or suggested by TheInsomniacSleeps from Pojo, and LHK/Smooth Operator)


 * Bugborgs (Archetype of EARTH Insect monsters that focus on swarming with multiple monsters, both to setup Cascade Summons, particularly 3-material ones, as well set up multiple attacks, used in conjunction with Trigger effects that work off of attacks. The Cascade Monsters have beatdown/high battle damage capabilities).


 * Flowyrms (Archetype of WIND Wyrm monsters, obviously dragonic in appearance with flower-based decorations, with a focus on returning themselves to the hand, used in conjunction with on-Summon effects to create combos by summoning Flowyrms after they're returned to the hand. They also like to send other Flowyrms from the hand to the GY, and also have their own counters, Petal Counters, which are used by the Cascade Monsters)


 * Quantum (Non-archetypal series of monsters with various Types and Attributes, based on various concepts in quantum mechanics, like Cascade Monsters themselves. They heavily revolve around their in-theme Cascade Spell Quantum Realm, not only to initiate their Cascade Summons but also to use their effects to their fullest potential. Many of their monsters have coin-toss effects, similar to Arcana Force, but have clauses stating that if the player controls Quantum Realm, they can bypass the coin-toss altogether and use both the heads and tails effects at the same time, referencing the concept of quantum superposition. The Cascade boss monsters, like Eraser the Wave Knight and Heisenborg the Uncertainty King, have effects requiring the player to guess card types, referencing quantum uncertainty, but the guess can be turned into a guarantee with higher Limits, using the effects of Quantum Realm, and so on. In essence the deck is about "overcoming" the physically unbeatable uncertainty principle.)


 * Zen Psychics (Non-archetypal series of Psychic monsters of various Attributes, similar to Yusei's Junk deck and Yusaku's Cyberse deck. They're themed around Zen Buddhism, and have effects related to changing Battle Positions and gaining certain abilities depending on other monster's Battle Positions. As TheInsomniacSleeps puts it, the Battle Position theme reflects the concepts of "contemplation" (Defense) versus "action" (Attack). The theme lacks any "violent" abilities such as destruction, banishing, effect damage, etc. and instead focuses on peacefully "subduing" the opponent's monsters with the aforementioned Battle Position effects.)


 * The Six Aspects of Reality (A series of 6 Psychic monsters, one of each Attribute and with Levels ranging from 7 to 12, so each two-Tribute Level. As their name implies, they're based on various concepts thought to make up the reality of the universe, in a similar way to the Infinity Stones/Gems from Marvel. They are:
 * Alterion, Aspect of Matter (EARTH, Level 7)
 * Hyperion, Aspect of Force (WIND, Level 8)
 * Experion, Aspect of Energy (FIRE, Level 9)
 * Integrion, Aspect of Sentience (WATER, Level 10)
 * Galaction, Aspect of Space (DARK, Level 11)
 * Synthenion, Aspect of Time (LIGHT, Level 12)
 * They also have a currently unnamed boss monster which is a Class 12 Cascade Monster that uses all 6 Aspects as materials, and an effect that allows the player to conduct their opponent's turn for them (surrendering not allowed, obviously, but anything else goes, including crashing the opponent's monsters for massive damage or making them minus a lot by intentionally using their own cards recklessly).


 * Aero Duels, a form of dueling using high-tech flying gear. Like Riding Duels, Action Duels, and Speed Duels, Aero Duels have a new gameplay mechanic. The player can perform "stunts" in the air upon certain gameplay actions, and if performed successfully to their completion, the player gains a beneficial effect. However, the opponent can physically attack/prevent the player from executing the maneuver, or in some cases use their own monsters if they are able to battle. An unsuccessful stunt results in a penalty for the player instead.