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Lexadin

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Well I was bored so I hosted a 1 on 1.

 

First person who posts is my opponent.

 

Rules

-Make a Alien monster.

- It must have an effect that resolves around A-Counters.

-That's all.

 

 

First one who gets 5 votes wins. The Winner gets 3 Reps.

 

[spoiler=Lexadin]

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You can only Special Summon this card by removing 6 A-Counters from anywhere on the field. As long as this card remains face-up on the field, your opponent cannot Set face-down Monster Cards. Monsters Set in Defense Position are Normal Summoned in face-up Defense Position instead. Once per turn, you can remove 3 A-Counters from anywhere on the field to draw 1 card.

 

 

 

[spoiler=Ĉatman]

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During your Main Phase, you can equip this card to a monster on your opponent's side of the field that has at least 1 A-Counter. This card is treated as an Equip Spell Card. For every 3 A-Counters on the equipped monster, you can draw 1 more card during your Draw Phase. During your opponent's Battle Phase, if the equipped monster has at least 4 A-Counters, it is destroyed, and this card is removed from play. While this card is removed from play, once per turn you can pay 500 Life Points to place 1 A-Counter on a face-up monster on your opponent's side of the field.

 

 

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I'll be your opponent Haven't done anything w/A-Counters, so not very familiar with this field.

 

 

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During your Main Phase, you can equip this card to a monster on your opponent's side of the field that has at least 1 A-Counter. This card is treated as an Equip Spell Card. For every 3 A-Counters on the equipped monster, you can draw 1 more card during your Draw Phase. During your opponent's Battle Phase, if the equipped monster has at least 4 A-Counters, it is destroyed, and this card is removed from play. While this card is removed from play, once per turn you can pay 500 Life Points to place 1 A-Counter on a face-up monster on your opponent's side of the field.

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Alien Nightstalker

 

OCG / Common Sense:

OCG is flawless. No errors whatsoever.

 

Effect:

In able to Special Summon this creature, it'll be somewhat hard seeing you'll have to remove 6 A-Counters from the field. Normal Summoning on the other hand is quite easy, only needing 1 Tribute. Having your opponent not being able to Set any monsters can be quite tough on them. For example, some cards that would normally would be Set would have to be in attack, which gives you a chance to run the mover and inflict some battle damage. XX-Saber Darksoul and Infernity Necromancer are some examples. That following effect is similar to this Trap Card, I forgot what it was called but I believe it was something along the lines of Light of Intervention. That final effect is great for adding a bit of speed to the Deck, all at the cost of 3 A-Counters.

 

Usefulness / Balance:

It is quite useful I must say. Has the chance to bump up Aliens up a Tier or so IMO. Not Tier 1, but Tier 2 perhaps, if they're not that Tier that is. Can really help the archetype. The balance on this card is well thought out. Having to remove 6 A-Counters to Special this card, having to remove 3 to draw a card, and the main effect with your opponent not being able to Set any monsters even though without a drawback, seems fairly balanced.

 

Ratings:

OCG / Common Sense: 2/2

Effect: 4/4

Usefulness / Balance: 3.9/4

Overall: 9.9/10

 

Alien Deserter

 

OCG / Common Sense:

OCG is flawless. No errors whatsoever.

 

Effect:

It's an Equip for your opponent! Requirements are quite easy to pull off, since most likely your opponent's monsters will have at least 1 A-Counter on them / some of them. Like the above card, adds a bit more speed to the Deck, but relies on the number of A-Counters on the Equipped, which can be a hassle. But, if you can pull this off correctly, can add some nice speed to the Deck overtime. Then, there is the drawback. The monster gets destroyed when it has at least 4 A-Counters, making the drawing effect most likely only let you draw 1 extra card per Draw Phase. When that monster is destroyed, this gets removed from play. But, this card then leaves an epic gift, letting you place a free A-Counter each turn this is removed from play.

 

Usefulness / Balance:

Like the above card, quite useful. Drawing cards might be hard to pull off, but if that fails, it always has that gift it leaves whe n removed from play. The card is well balanced. Mainly because it's quite helpful for regenerating A-Counters quite easily, which can really break your opponent while battling at a balanced cost of 500.

 

Ratings:

OCG / Common Sense: 2/2

Effect: 4/4

Usefulness / Balance: 4/4

Overall: 10/10

 

Who Gets My Vote:

This is really close, but in all, I have to give my vote to Lexadin. Catman's card was even though balanced, and get the 10/10, a bit to situational IMO, mainly because of the amount of A-Counters the monster needed. Plus, your pretty much done for if your opponent uses the monster for some sort of fodder, seeing this card by the looks of it only gets removed from play when the monster has more than 4 A-Counters on it, while Lexadin's on the other hand worked with all the A-Counters on the field, and had an effect that can easily piss your opponent off.

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Lol, 9,9/10 beats 10/10. -:-___-:-

 

I dun get it.

 

I think Catman's card is good and all, removing it from play as fast as possible would help more than keeping it on the field.

 

Lexadin's card is also, good, it should have some kind of A-Counter giving effect though... Hmmm. I'll go for Lex too. Catman's card had too many effects that don't really work together that well.

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Lol, 9,9/10 beats 10/10. -:-___-:-

 

I dun get it.

Even though Catman got the higher rating, the main effect was to situational for me IMO. Seeing the equipped needed at least 3 A-Counters on it for you to draw an extra card, but even if it goes 1 over, the monster goes poof and this gets removed from play, triggering it's backup effect. But, say your opponent Tributes the monster before it even gets the poof, than this monster ends up going to the Graveyard instead of getting removed from play.

 

Lexadins on the other hand was far more flexible, purely because it's main effect didn't need any A-Counters. It's effect that did involve A-Counters were purely optional and were easier to pull off seeing instead of only relying on the number of A-Counters on 1 monster like Catman's, you can use A-Counters from anywhere on the field, which ended up giving Lexadin my vote, even though the main effect could be fairly hard on your opponent when it comes to the simplest to the most serious situations in the duel.

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This is a close one, but overall, I think Lexadin gets my vote. Aliens have always had the problem of not being able to make a lot of use out of A-Counters, other than to Special Summon one or two slightly big monsters (the only exception to this being Comsic Frrtress Gol'gar, which has a fantastic effect). This card solves the problem though, and gives Aliens more speed and makes them have a use for all the A-Counters. Catman's if good, but in the real world, just not as useful.

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