Nora's Big Mistake Ch. 26

PUBLIC BETA

Note: You can change font size, font face, and turn on dark mode by clicking the "A" icon tab in the Story Info Box.

You can temporarily switch back to a Classic Literotica® experience during our ongoing public Beta testing. Please consider leaving feedback on issues you experience or suggest improvements.

Click here

The next card was Special Hurricane, a normal Spell Card. Discard 1 card from your hand. Destroy all Special Summoned monsters on the field.

The next card was Spy Hero, a normal Spell Card. Send 2 random cards from your Deck to the Graveyard. Select 1 Spell Card in your opponent's Graveyard, and add it to your hand until the end of the turn.

The next card was The Flute of Summoning Winged Dragon, a Quick-Play Spell Card. Add 1 'Dragon' or 1 'Winged Dragon' from your Deck to your hand, OR Special Summon 1 'Dragon' or 1 'Winged Dragon' from your Deck.

The next card was The Warrior Returning Alive, a normal Spell Card. Target 1 Warrior-Type monster in your Graveyard; add that target to your hand.

The next card was Transcendent Wings, a Quick-Play Spell Card. Discard 2 cards from your hand. Send 1 'Winged Dragon' you control to the Graveyard to Special Summon 1 'Winged Dragon LV10' from your hand or Deck.

The final Spell Card was Wild Half, a normal Spell Card. Activate only if you control a face-up 'Elemental Hero Grazer'. Select 1 face-up monster your opponent controls and halve its original ATK and DEF. Then, Special Summon 1 'Half Token' to your opponent's side of the field. The Token has the same Level, Type, Attribute, ATK, DEF and effect(s) as the selected monster.

She finally looked through her Trap Cards. The first card was A Hero Emerges, a normal Trap card. You can only activate this card when your opponent declares an attack. Select 1 random card from your hand. If it is a Monster Card, Special Summon it on your side of the field. If not, send it to the Graveyard.

The next card was Clay Charge, a normal Trap card. You can only activate this card when an 'Elemental Hero StoneLady' on your side of the field is selected as an attack target. (If it is face-down, pick up and show the card to your opponent.) Destroy the attacking monster and the selected 'Elemental Hero StoneLady' to inflict 800 points of damage to your opponent's Life Points.

The next card was Cross Heart, a normal Trap card. Activate only when you take Battle Damage. Take control of your opponent's monster.

The next card was Draining Shield, a normal Trap card. Negate the attack of 1 of your opponent's monsters and increase your Life Points by the attacking monster's ATK.

The next card was Edge Hammer, a normal Trap card. Tribute 1 'Elemental Hero Slicer'. Destroy 1 monster your opponent controls, and inflict damage to the controller equal to the ATK of that monster.

The next card was Elemental Burst, a normal Trap card. Tribute 1 each of WIND, WATER, FIRE, and EARTH monsters to activate this card. Destroy all cards on your opponent's side of the field.

The next card was Feather Wind, a counter Trap card. You can only activate this card if there is a face-up 'Elemental Hero Wind Warrior' on your side of the field. Negate the activation of a Spell or Trap Card and destroy it.

The next card was Final Fusion, a normal Trap card. Activate only when a face-up monster you control battles an opponent's monster. Each player takes damage equal to the combined ATK of the battling monsters.

The next card was Hero Barrier, a Normal Trap card. If there is a face-up monster on your side of the field that includes 'Elemental Hero' in its card name, negate 1 attack from your opponent's monster.

The next card was Hero Ring, a normal Trap card. After activation, this card is treated as an Equip Card. Equip it to 1 Warrior-Type monster with an ATK of 1500 or less. Your opponent's monsters with 1900 or more ATK cannot attack that equipped monster.

The next card was Hero Signal, a normal Trap card. You can only activate this card when a monster you control is destroyed. Special Summon 1 Level 4 or lower 'Elemental Hero' monster from your hand or Deck.

The next card was Hero Spirit, a normal Trap card. You can only activate this card during the Battle Phase of a turn in which a monster on your side of the field that included 'Elemental Hero' in its card name was destroyed as a result of battle. Make the Battle Damage from 1 of your opponent's monsters 0.

The next card was Hero's Rule 1: Five Freedoms, a normal Trap card. Select a total of 5 cards in the Graveyard(s), and remove them from play.

The next card was Insurance, a normal Trap card. Select 1 face-down Spell/Trap Card on the field, and return it to the hand. If this card is returned from the field to your hand, gain 500 Life Points.

The next card was Invincible Hero, a normal Trap card. Monsters you control that are attacked cannot be destroyed by battle this turn.

The next card was Miracle Kids, a normal Trap card. Decrease the ATK of 1 of your opponent's monsters by 400 points for each 'Hero Scout' in your Graveyard, until the End Phase.

She also had 2 copies of Mirror Force, a normal Trap card. When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent controls.

The next card was Mirror Gate, a Normal Trap Card. Activate only when an opponent's monster battles a monster that you control. Switch control of the battling monsters, and then calculate damage.

The next card was Negate Attack, a Counter Trap Card. Activate only when a target opponent's monster declares an attack. Negate the attack and end the Battle Phase.

The next card was Solemn Judgment, a counter Trap card. When a monster would be Summoned, OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card.

The next card was Soul Union, a normal Trap card. Select 1 'Elemental Hero' monster you control and 1 'Elemental Hero' monster in your Graveyard. The 'Elemental Hero' monster you control gains ATK equal to the ATK of the selected 'Elemental Hero' monster in your Graveyard.

The next card was Staunch Defender, a normal Trap card. You can only activate this card when your opponent declares an attack. Select 1 face-up monster on your side of the field. During this turn, your opponent can only designate the selected monster as an attack target and your opponent must attack the selected monster with all face-up monsters.

The next card was Super Junior Confrontation, a normal Trap card. Activate only when an opponent's monster declares an attack. Negate the battle, and 1 monster with the lowest ATK in face-up Attack Position your opponent controls battles against 1 monster with the lowest DEF in face-up Defense Position you control. After that battle, end the Battle Phase.

The final card was Trap Hole, a normal Trap card. Activate only when your opponent Normal Summons or Flip Summons a monster with 1000 or more ATK. Destroy that monster.

"I need to find my friend," Kathy said. "I can't do this without her." She ran off towards the palace. "Where are you Fiona?"

In the hallways....

Fiona was still wandering the corridors. The young archer was now fully clothed. She had to get out of this palace. Suddenly, she heard a soft whimpering coming from her left side.

In the left side room, Fiona found a small baby dragon. The Dragon was a baby mušḫuššu, a serpentine, draconic monster. It had the body and neck of a snake, the forelegs of a lion, and the hind-legs of a bird. It also had a long scorpion tail. The creature was definitely afraid. Fiona knelt down and reached out her hand. "Come on," she said. "I won't hurt you." The creature crawled over and nuzzled against the young archer's body.

In Noris's bedroom....

Noris looked through her cards. She started with the Monster cards.

The first set was the Monster cards. The first card was the Alchemy Beast - Tinos the Tin. It was a grey and silver dragon. It was a LVL 3 WIND attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Tin Spell Circle'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast - Mentos the Mercury. It was a silver flying lizard. It was a LVL 3 WATER attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Mercury Hourglass'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast - Largus the Lead. It looks like black and yellow lion. It was a LVL 3 EARTH attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Lead Compass'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast - Soros the Silver. It looks like a silver bell with legs. It was a LVL 3 DARK attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Silver Key'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast - Boron the Bronze. It looked like a brown serpent. It was a LVL 3 LIGHT attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Bronze Scale'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast - Steelix the Steel. It was a steel metallic dragon. It was a LVL 3 FIRE attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Steel Lamp'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast -- Iros the Iron. It was a grey and silver dragon. It was a LVL 3 WIND attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Iron Cart'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Coron the Cobalt. It was a silver flying lizard. It was a LVL 3 WATER attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Cobalt Clamp'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Gordon the Gold. It looks like black and yellow lion. It was a LVL 3 EARTH attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Gold Trinket'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Zorx the Zinc. It looks like a silver bell with legs. It was a LVL 3 DARK attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Zinc Ring'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Tiltan the Titanium. It looked like a brown serpent. It was a LVL 3 LIGHT attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Titanium Necklace'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast -- Tunga the Tungsten. It was a steel metallic dragon. It was a LVL 3 FIRE attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Tungsten Tray'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast -- Ruthe the Ruthenium. It was a grey and silver dragon. It was a LVL 3 WIND attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Ruthenium Rail'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Magna the Manganese. It was a silver flying lizard. It was a LVL 3 WATER attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Manganese Mirror'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Chrome the Chromium. It looks like black and yellow lion. It was a LVL 3 EARTH attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Chrome Compass'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Scand the Scandium. It looks like a silver bell with legs. It was a LVL 3 DARK attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Scandium Slot'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Magnesia the Magnesium. It looked like a brown serpent. It was a LVL 3 LIGHT attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Magnesium Nugget'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast -- Strona the Strontium. It was a steel metallic dragon. It was a LVL 3 FIRE attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Strontium Whip'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast -- Cesi the Cesium. It was a grey and silver dragon. It was a LVL 3 WIND attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Cesium Grate'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Bero the Beryllium. It was a silver flying lizard. It was a LVL 3 WATER attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Beryllium Bat'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Bari the Barium. It looks like black and yellow lion. It was a LVL 3 EARTH attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Barium Baton'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Potas the Potassium. It looks like a silver bell with legs. It was a LVL 3 DARK attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Potassium Pole'. This card can attack your opponent directly. It had 500 ATK points and 500 DEF points.

The next card was the Alchemy Beast -- Franc the Francium. It looked like a brown serpent. It was a LVL 3 LIGHT attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Francium Rod'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was the Alchemy Beast -- Moly the Molybdenum. It was a steel metallic dragon. It was a LVL 3 FIRE attribute Rock type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with 'Molybdenum Mallet'. This card can attack your opponent directly. It had 500 ATK and DEF points.

The next card was Hydrax the Aqua Spirit. It was a beautiful water nymph. It was a LVL 4 WATER attribute Aqua type monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 WATER monster in your Graveyard from play. During each of your opponent's Standby Phases, you can change the battle position of 1 of your opponent's face-up Monster Cards. Once changed, the monster must remain in this position for the rest of the turn. It had 1600 ATK points and 1200 DEF points.

The next card was the Gordus the Wind Spirit. It was a yellow and red giant bird man. LVL 4 WIND attribute Winged Beast type monster. This card cannot be Normal Summoned or Normal Set. This card can only be Special Summoned by removing from play 1 WIND monster in your Graveyard. During your opponent's End Phase, you can select 1 face-up monster your opponent controls, and change its battle position. It had 1600 ATK points and 1200 DEF points.

The next card was the Golden Light Homunculus. It was a golden soldier of metal. It was a LVL 6 LIGHT attribute Warrior type monster. This card cannot be Normal Summoned or Set. This cannot be Special Summoned except with 'White Process - Albedo'. The ATK and DEF of this card are the number of your removed from play cards x 300. It had???? ATK points and???? DEF points.

The next card was Helios Sun Duo Megistus. It resembled a mummy with two suns as heads. It was a LVL 6 LIGHT attribute Pyro type monster. The ATK and DEF of this card become the number of your monsters that are removed from play x 200 points. When this card is destroyed, Special Summon it. This card gains ATK equal to the number of times it was Special Summoned by this effect during this Duel x 300. It had???? ATK points and???? DEF points.

The next card was Helios - The Primordial Uno Sun. It was a mummy with a head like the sun. It was a LVL 4 LIGHT attribute Pyro type monster. This card's ATK and DEF are each equal to the number of removed from play monsters x 100. It had???? ATK points and???? DEF points.

The next card was Helios Trice Sun Megistus. It was three mummies, each with sun heads. It was a LVL 8 LIGHT attribute Pyro type monster. This card's ATK and DEF are equal to the number of your removed from play monsters x 300. After this card attacks, it can attack once more if your opponent controls a monster. When this card is destroyed, Special Summon it. This card gains ATK equal to the number of times it was Special Summoned by this effect during this Duel x 500. It had???? ATK and DEF points.

The next card was the Blazing Spirit of Flames. It is a gigantic red demonic entity. It was a LVL 4 FIRE attribute Pyro type monster. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE monster from your Graveyard. This card gains 300 ATK during your Battle Phase only. It had 1700 ATK and 1000 DEF points.

The next card was The Stone Rock Spirit. The monster looked like a stone warrior. It was a LVL 4 EARTH attribute Rock type monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 EARTH monster in your Graveyard. Increase the ATK of this monster by 300 points during your opponent's Battle Phase. It was 1700 ATK points and 1000 DEF points.

Noris smiled. She then looked up and saw her mother Celia standing in the doorway, jerking herself off.

The naked Celia then walked over to her daughter and shoved her cock down her throat. She then proceeded to facefuck her daughter until she came.

A guard walked into the room. "My Mistress," she said. "I don't mean to intrude. The assembly is ready."

Celia pulled away from her daughter. "You need to decide," she said. "You're either on our side, or theirs?" She then got dressed and headed towards the doorway. "Now, get dressed. We need to ensure that our gift to the sun god is ready."

In the courtyard....

Celia was waiting for the sun god. She bowed her head and began to pray. "Ra," she said. "Lord of the Sun. I humbly request your presence."

Ra then appeared in front of Celia. Ra had the following powers:

Far Sight: As Ra is the god of the Sun Ra presumably has the power to see everything beneath the sun, as even though he wasn't there, he did somehow witness the murder of his son Osiris.