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[N.D.L. Card Tournament] Max Darkness vs. Sweet Lightning


Max Darkness

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[align=center]Ultimate Challenge! Max Darkness vs. Sweet Lightning

 

This is the final, additional round to the N.D.L. Card-Making Tournament. Here, the N.D.L. Champion will face-off against me.

 

First to 5 wins.

 

[spoiler=[b]Prizes[/b]]

If Sweet Lightning Wins: 500 Points and 3 Reps

 

 

 

 

[spoiler=[b]Standings[/b]]

Max Darkness 4 - 2 Sweet Lightning

 

 

 

 

You must be a member of N.D.L. to vote here. Normal rules apply and you must submit a reason for your choice. Since this is a battle of Fusions, ease to Summon is not a valid argument. The Fusions are the main point of competition here.

 

 

[spoiler=Max Darkness]

[spoiler=[i]Infernal Hellion[/i]]

119569g.jpg

 

Effect: "Infernal Eyepiece" + "Infernal Flames" + "Infernal Headwear" + "Infernal Phantom"

This card can only be Special Summoned from your Fusion Deck by removing the above cards on the field from play (You do not use "Polymerization"). This card cannot be destroyed by battle. Any Battle Damage this card's controller takes is reduced to 0. Once per turn, during your Standby Phase, select 1 monster your opponent controls. If your opponent declares an attack with the selected monster, switch the attack target to a monster your opponent controls. During each of your Battle Phases, select 1 monster your opponent controls. The selected monster cannot declare an attack during your opponent's next Battle Phase. During each of your opponent's Draw Phases, select 2 face-down cards your opponent controls. If your opponent flips the selected cards face-up, the selected cards are destroyed. During each of your opponent's End Phases, destroy all face-up Attack Position monsters your opponent controls which did not declare an attack. During the third End Phase after this card was Summoned, it is removed from play.

 

 

 

[spoiler=Fusion Materials]

119569d.jpg

 

Effect: This card cannot be Special Summoned. This card can only be Normal Summoned or Set by Tributing 3 DARK monsters. Any Battle Damage this card's controller takes is reduced to 0. If this card is destroyed by battle, or by your opponent's card effect while it is a Monster Card, equip it to a monster your opponent controls during the End Phase of the turn. Each time the equipped monster declares an attack, toss a coin and call it. If you call it right, select 1 monster on your opponent's side of the field, except the equipped monster. The equipped monster and the selected monster must battle. When the equipped monster is removed from the field, this card is removed from play.

 

119569t.jpg

 

Effect: Discard 3 Monster Cards from your hand or field to activate this card. This card is activated on your opponent's side of the field. No Spell or Trap Cards can be activated in response to this card's activation. This card cannot be removed from the field, except by its own effect. As long as this card remains face-up on the field, the controller of this card can draw 1 extra card from your Deck during their Draw Phase. In addition, all monsters your opponent control that may attack must attack. During the End Phase, destroy all face-up Attack Position monsters your opponent controls which did not declare an attack. During the fourth End Phase after this card was activated, this card is removed from play.

 

119569d.jpg

 

Effect: Discard 3 Monster Cards from your hand or field to activate this card. Equip only to a monster on your opponent's side of the field. The equipped monster cannot be removed from the field. (Damage calculation is applied normally.) Control of the equipped monster cannot switch after this effect has been activated. The equipped monster must battle if possible. Each time the equipped monster destroys a monster by battle, put 1 Infernal Counter on this card. The equipped monster gains 500 ATK for each Infernal Counter on this card. Once per turn, you can remove any number of Infernal Counters on this card. Select a number of monsters your opponent controls equal to the number of removed Infernal Counters, including the equipped monster. The selected monsters cannot declare an attack or be removed from the field during your opponent's next turn. (Damage calculation is applied normally.) During the fourth End Phase after this card was activated, this card is removed from play.

 

119569g.jpg

 

Effect: This card cannot be Special Summoned. This card can only be Normal Summoned or Set by Tributing 3 DARK monsters. Any Battle Damage this card's controller takes is reduced to 0. Once per turn, when your opponent enters the Start Step of his/her Battle Phase, select 1 of your opponent's monsters. If your opponent declares an attack with the selected monster, the attack is negated and your opponent takes damage equal to half the ATK of the attacking monster. (This effect is treated as an Equip Card called "Infernal Spirit", and does not require the use of a Spell & Trap Card Zone.) If your opponent destroys the monster equipped with "Infernal Spirit", this card is destroyed and you take damage equal to the original ATK of the equipped monster.

 

 

 

 

 

 

 

[spoiler=Sweet Lightning]

[spoiler=[i]Spirit of Divinity[/i]]

280608d.jpg

 

Effect: "The Rock Spirit" + "Garuda the Wind Spirit" + "Spirit of Flames" + "Aqua Spirit"

A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. Once per turn, during your Standby Phase, select 2 of the Fusion Material Monsters used for the Fusion Summon of this card in your Graveyard. This card gets both of the selected monsters effects, and gains ATK and DEF equal to the combined ATK and DEF of the selected monsters, until your opponent's End Phase. Once per turn, during your Main Phase 1, you can remove 1 Fusion Material Monster used for the Fusion Summon of this card in your Graveyard from play to destroy 1 card on the field. When this card is destroyed by battle and sent to the Graveyard, you can add 1 Fusion Material Monster used for the Fusion Summon of this card from your Graveyard to your hand.

 

 

 

[spoiler=Fusion Materials]

TheRockSpiritDB2-EN-C-UE.jpg

 

GarudatheWindSpiritLONE-EN-C.jpg

 

SpiritofFlamesLON-EN-C.jpg

 

AquaSpiritDB2-EN-C-UE.jpg

 

 

 

 

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I vote for Max! His Fusion Monster uses original monsters that he created while Sweet Lightning used real yugioh cards as fusion materials!

 

 

Sweet Lightning has appealed that reason due to miscommunication between us. Please come up with one that does not base itself on the Fusion Materials. As I said' date=' it is the Fusions themselves that are being judged.

 

 

I say max and shouldnt this be a pole

 

 

1. Doesn't have to be.

2. What's your reason?

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spirit of divinity has a better effect of being able to utilize the effect of the the effects of the monsters used to fusion summon it. in addition to that, it is also actually able to attack, which is a bit of a bonus, even considering that it can stay on the field once it's summoned unless it's destroyed first.

i like the infernal hellions waboku like effect in addition to other things, but the fact that it's effect only allows for 3 turns of useage greatly decreases its appeal, in addition to the fact that it would only feel more like one and a half turns if used in a tag duel.

 

my vote goes to sweet lightning.

nuff said.

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I vote for Max, because of the better pic, and the fact that Sweet lightning's needs to be a contact fusion.

All 4 monsters involve removing a monster from play, it would be fitting to make it a RFP contact fusion.

And this needs to be in the 1on1 forum.

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