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[ABANDONED / LOCK] The RPG Tourney! | Round 3 is up! Meet someone new!


Azphreal

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Epic logo by epic Sotos.

 

Sorry, fell out of this. Finished.

 

I randomly had an idea the other day... an RPG-style card contest!

You'll start out making one card - your hero - and along the way, you'll create allies to join you and equipment to help you. However, obstacles and challenges will be thrown in your way. All of this has to relate to your hero. This can go on for as many rounds as you vote; One or two people will be eliminated each round. Since this is an RPG, the strongest survive, of course, but making overpowered cards won't see you through; judges will look for usability, (in later rounds) relation to your hero, and everything else that people look for in cards. You will be able to 'duel' each other in later rounds, whose rules will be decided upon later.

 

Rules are under the "Rounds" tab. If your card(s) are not in within 5 days of the Round posting, you will be forcibly dropped out. No exceptions.

 

[spoiler=Rounds]

[spoiler=Results][spoiler=Round 1]

1) 14.20: ∞Ryujin∞

2) 13.95: shelds9

3) 12.50: Hila Equitatus Inflectus

4) 12.10: chedbonlahor

5) 11.85: Blue- eyes white dragon777

6) 11.45: darkmaster0

7) 07.30: Jcmoney

8) 05.60: kyoyatategamifan

 

Kyoyatategamifan is eliminated this round.

[spoiler=Round 2]

1) 15.50: darkmaster0

2) 14.50: Hila Equatius Inflectus

3) 14.25: ∞Ryujin∞ & chedbonlahor

5) 12.50: Jcmoney

6) 12.00: Blue- eyes white dragon777

[spoiler=The person eliminated this round is...]Nobody![spoiler=However... for those of you in the top two...]The blacksmith has said to you that you are better with your equipment than he expected. For this, because he sees such strong potential, he gives you some gold.

This will mean that the first position person will have +2 on their score next round, and position two will have +1.

 

 

 

 

For each round, it would be much appreciated if you post the lore and the connection to your character. For the first round, just state what kind of person they are and where they come from.

[spoiler=Round 1][spoiler=Story for the Round]You are a humble peasant whose homeland has been ravenged by evil creatures ruled by a dark god. Determined, you set out from your hometown to attempt to defeat these intruders. Lives will be lost, and challenges fought, but you will eventually triumph. Only one decision left. Who are you?

 

Create your hero! Warrior or sorcerer, flesh-eating monster or avian hybrid, who will you be?

Requirements:

*Must be humanoid - non-humanoid classes include: Dinosaur, Pyro, Reptile, Sea Serpent, Beast, Dragon, Divine-Beast, Insect.

- semi-humainoid classes include: Beast-Warrior, Rock, Thunder, Psychic, Machine, Aqua, Winged-Beast, Fiend.

- semi-humanoids are only allowed if they look like people.

*Must be Level 3 or lower.

*ATK and DEF must not exceed 1500.

*Effect must relate to your 'class' eg. If you are a warrior, it could damage, or if you are a Machine, it could involve boosting damage. Entirely up to you, though.

 

[spoiler=Round 2][spoiler=Story for the Round]Well! You know who you are, you have an unshakable resolve to kill something threatening, but that won't do anything without something equally threatening in your fist. You visit the local armourer and he shows you all of the things he owns, and he lets you pick one weapon or piece of armour that you want to use. What is it? A bow, a mace, or a magic staff? No matter what you pick, you gain proficiency with it, and work out a special skill that's entirely your own.

 

Visit the amoury! Choose your weapon / armour and special ability!

Requirements:

 

Weapon / Armour:

*Must be an Equip Spell Card

*Must contain "This card can only be equipped to "_____"." (your hero's name)

*Must build or boost your hero's effect / stats based on where they come from and what they are (Arctic warriors may choose frozen chain mail, jungle archers a yew bow, etc.)

*Stat boosts must not exceed 700 each.

*Effects forbidden include:

-OTKs (eg. defensive insta-kills, retalliation, etc.)

-Monster Summon damage

-Once-per-turn card effect negations

-Anything generally unsuited for Lvl 3s...

 

 

Ability:

*Must be either a Quickplay / Normal Spell Card or Normal Trap Card (requirements for each listed separately)

*Must contain "This card can only be activated while you control a face-up "_____"." (your hero's name)

*Forbidden Quickplay effects:

-OTKs

-Massive stat boosts (max of 500 each - only 1, however!)

-Anything that Quickplays generally don't do

*Forbidden Normal Spell effects:

-Retaliation

-OTKs

-Stat boosts

*Forbidden Normal Trap effects:

-OTKs

-Massive stat boosts (again, max of 500 each, and only 1)

-Double attacks or similar

-Again, anything that Normal Traps generally don't do

 

With the forbiddens out of the way, what you CAN do is: (NOTE: These are just what I could think of off the top of my head - guidelines only! You are NOT restricted to these!)

*Quickplays:

-Double attacks

-500-point-max stat boosts (only 1)

-Battle Position changes

-Quickplay effects not forbidden

*Normal Spells:

-Double attacks / Summons

-Normal Spell effects not forbidden

*Normal Traps:

-Retaliation

-Negations

-500-point-max stat boosts (only 1)

-Normal Trap effects not forbidden

 

 

Again, all of this has to relate to your hero! Good luck, and good adventuring!

P.S. I If were you, I'd start picking a general theme for your cards by now (eg. effect destroy, remove from play, lockdown, etc.). You'll need to soon anyway.

 

[spoiler=Round 3] [spoiler=Story for the Round]You set out from your hometown, with your shiny new equipment and skill, when you're set upon by an injured and desperate wolf. You beat it back with ease, and you feel stronger afterwards. Travelling on, you reach a town. In its tavern, you find another person who has set out from their town, nearby to yours, and you agree to mutually work together to stop the evil plaguing the land.

 

You get your first level up, as everyone does in RPGs. Also, you recruited your first ally!

Requirements:

 

Level up:

*Must contain "This card can only be Normal Summoned by Tributing 1 "(hero name)" from your side of the field (this card cannot be Set).

*ATK / DEF must not exceed combined total of twice your hero's combined total.

*Effect must be similar, yet more powerful to your hero's.

*Must be 5 or 6 stars.

*Must contain your hero's base name (the part you'll keep right through, for example, similar to the Element Charmers.

*Pic must be close-ish to original hero pic and look 'upgraded'.

*Must be same Attribute and type as your original hero.

The rest is free-reign.

 

Ally:

*Must be Level 4 or lower.

*ATK / DEF must not exceed combined total of original hero.

*Just to make it interesting... if your hero was a:

-- FIRE monster: Ally must include burn effects and must be FIRE.

-- WATER monster: Ally must increase DEF and be semi-humanoid (refer to first round).

-- WIND monster: Ally must destroy equipment (Spells/Traps) and be semi-humanoid.

-- EARTH monster: Ally must not be the same type as your hero and must include an effect based on your hero's type:

---- Warrior: Decrease ATK / DEF of opponent's monsters.

---- Machine: Increase ATK / DEF of your monsters.

---- Spellcaster: Destroy Spell/Trap cards at the cost of ATK / DEF.

-- LIGHT monster: Ally must increase Life Points and must be Fairy or Thunder

-- DARK monster: Ally must decrease Life Points to increase ATk / DEF and must be Fiend or Zombie.

 

[spoiler=Round 4]N/A

 

[spoiler=Round 5]N/A

 

[spoiler=Round 6]N/A

 

[spoiler=Round 7]N/A

 

 

 

[spoiler=Contestants]

1) Hila Equitatus Inflectus

2) Jcmoney

3) kyoyatategamifan

4) darkmaster0

5) shelds9

6) Blue- eyes white dragon777

7) ∞Ryujin∞

8) chedbonlahor

 

 

[spoiler=Judges]

1) Me

2) Metagross 386

Judging is simple. The card will be marked out of 20 for:

 

Strength/4: The balance of the card. If the judge thinks it is seriously OP'd, however, they can give 5/4, but the contestant loses 5 points from the total instead of gaining.

Compatibility/5: This will be in Round 2+. Compatibility is how well your card/s work with your hero. Therefore, Round 1 is out of 15.

Effect/3: How well the effect works for the 'class'.

OCG/3: How good the OCG is.

Card Image/2: The art for the card and appropriate name.

Situational/2: How well the card fits in the scenario.

Personal/1: Whether or not the judge actually likes it themselves. Yeah, its a bit of a chance for judges to get back at contestants they don't like, but I'm hoping they won't do that. Judge the card, not the person.

Total:

 

Explain why you have rated what you did, also.

 

 

 

[spoiler=Contestant Entries]

[spoiler=Hila Equitatus Inflectus]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 3/4, would be 4 if I knew what that other monster was.

Effect: 3/3, I like it.

OCG: 2/3, missed some capitals and dashes, so 1 point was lost.

Card Image: 2/2, squashed and some writing, but not too much to complain about.

Situational: 2/2, good effect for a spellcaster, I can see some use.

Personal: 1/1, I like it.

Total: 13/15

 

Phoenix19:

Strength 3/4: I don't think people will be using 3000+ ATK monsters for a while, so I think it might be a little UP. Other than that, a restrict attack is pretty good.

Effect 2.4/3: I don't get the restricting part - maybe like a contriction hex? - by I can understand the second part. By discarding a card - the tribute - you can summon a higher being. "...Remains face up on your side of the field" isn't really needed, though, since it blocks all monsters, not just your opponent's.

OCG 2.4/3: face up = face-up

By discarding 1 card from your hand to the Graveyard you can = You can discard 1 card to

Hand = hand

Card Image 2/2: Mysterious name, equally mysterious image. I like it.

Situational 1.7/2: In the regular TCG, it could be okay for stopping your opponent massing their ATK and hitting hard, but not many decks these days do that. Adding the other card is okay, but there are a few other cards that can do similar things, I think.

Personal 1/1: Despite all the things above, I think it is a pretty good card for the tourney.

Total: 12.5/15

 

Overall: 12.75/15

[spoiler=Round 2][spoiler=Metagross286][spoiler=Equipment] Strength: 3/4 Still don’t know what the Lord of Lightning guy is, and you pretty much get the effect automatically with your monster’s effect.

Compatibility: 5/5 It works, enough said

Effect: 2/3 Don’t know the Lightning guy, and the 1500 ATK thing is confusing as well.

OCG: 1/3 I’m pretty sure you meant 1600 ATK at the 4th line, and it’s “increase the equipped monster’s ATK”

Card Image: 1/2 A little too dark to see, but it’s a good pic.

Situational: 2/2 Nothing much here, fits the requirements well.

Personal: 1/1 I got no complaints

Total:15/20

[spoiler=Ability] Strength: 3/4 Still don’t know who Lord of Lightning is…

Compatibility: 5/5 Good double effect for your guy

Effect: 3/3 Still wanna know who the Lightning Lord is

OCG: 2/3 You didn’t put the “-“ in the other card’s name, not a lot but that is enough to screw up a card.

Card Image: 1/2 Also really dark

Situational: 2/2 It does work with your hero though

Personal: 1/1 See above

Total:17/20

AVERAGE: 16/20

[spoiler=Phoenix19][spoiler=Equipment]Strength 1/4: It would help more if, as Metagross says, we knew what the Lord did, but anyway. Slightly OP’d because the Priest has a searching effect with the Lord, then you can activate it for a 700 boost. I don’t see how it would make the Priest’s ATK 1500, since I’ve always thought 900 + 700 is 1600 -.- . In a regular deck, this would work fine, since you would run 3 of Lord of Lightning for the third effect, but in future, you need to look over the rules of the face-off.

Compatibility 4/5: Again with the mystical summoning rites. Not too bad.

Effect 2/3: Lord of Lightning “grants Perkunas” more power. Although, it can kill anything with less than 2000 ATK each turn, which is a but OP.

OCG 1/3: A fair bit off. Tribute should be capped, and “cards” should have an apostrophe in several places.

Card Image 1/2: Not really what I expected. A rogue isn’t my idea of a blessing/curse on a sorcerer. Also doesn’t look much like armour or a weapon. I was careless this time.

Situational 1/2: Although it provides a rather large boost, it’s still not likely to go around destroying much once your opponent gets into their A-game.

Personal 1/1: Although it’s not perfect, it’s not too bad.

Total: 11/20

[spoiler=Ability]Strength 2/4: As with the card above, it’s an easy one-turn Summon for the Lord. You could search for the Lord with the Priest, activate this, then remove this card from play to SS the Lord. You should put a cap on this that Lord or Lightning cannot be Summoned the turn you activate this card, or something.

Compatibility 4/5: Relates well enough to the hero, but why is the sacrifice Fairy-Type?

Effect 2/3: As I understand, don’t priests have issues against sacrifice anyway? Not too bad, other than the relation issue.

OCG 1/3: Attack, play and hand shouldn’t be capitalised in this. Tribute is always capped.

Card Image 1/2: LQ, and not really what I expected.

Situational 2/2: Good for one-turn Summons, but I think this will have to be changed before it can be used in the Tourney.

Personal 1/1: Not too bad.

Total: 13/20

AVERAGE: 12/20

Overall: 14.5/20

 

 

[spoiler=Round 1][spoiler=Hero]

302788a.jpg

As long as this card remains face up on your side of the field, monsters with 3000 ATK or more cannot declare an attack during the turn they where summoned. By discarding 1 card from your hand to the Graveyard you can add 1 "Perkunas - Lord of Lightning" from your Deck to your Hand. You cannot Summon a "Perkunas - Lord of Lightning" during the turn you activated this effect.

 

My character is a Mystical, Baltic Priest

 

[spoiler=Round 2][spoiler=Equipment] 302788sz.jpg

You can only equip this card to a face up "Equitatus Priest of Perkunas" that you control. During your Standby Phase you can reveal 1 or more "Perkunas -Lord of Lightning" in your Hand to increase this cards ATK by 700 until the End Phase. If the equipped monsters ATK is 1500 if it battles an opponents monster that has 2000 or more ATK, destroy that monster at the start of the damage step and draw 1 card. If you draw a "Perkunas - Lord of Lightning" with this cards effect you can Special Summon it. You must tribute 1 other monster during your End Phase. If you cannot, this card is destroyed. If you control a face up "Perkunas - Lord of Lightning" this effect is not applied

[spoiler=Ability]302788.jpg

This card can only be activated if you control a face up "Equitatus Priest of Perkunas". By discarding 1 card from your hand to the Graveyard you can Special Summon 1 "Sacrificial Token" to your side of the field (Fairy-Type/DARK/Level 1/ATK 0/DEF 0). "Sacrificial Token'" cannot declare an Attack or be tributed for a Tribute Summon. If you control a face up "Equitatus Priest of Perkunas" and 1 face up "Sacrificial Token" you can remove this card in your Graveyard from Play and tribute 1 face up "Sacrificial Token" to Special Summon 1 "Perkunas Lord of Lightning" from your Hand.

 

[spoiler=Round 3][spoiler=Upgrade]302788u.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 face up "Equitatus Priest of Perkunas" you control. As long as this card remains face up on the field, monsters with 3000 ATK or more cannot declare an attack. Once per turn you can discard 1 card from your hand to the Graveyard to add 1 "Perkunas - Lord of Lightning" from your Deck to your Hand. Once per turn you can pay 1000 Life Points to Special Summon 1 "Perkunas - Lord of Lightning" from your hand. This card gains 500 ATK for each face up "Perkunas" monster on the field.

[spoiler=Ally]302788r.jpg

When this card is Normal Summoned, pay 1000 Life Points and increase the ATK of all "Perkunas" monsters on the field by 1500 until the End Phase. Once per turn you can pay 3000 Life Points to Special Summon 1 " Perkunas - Lord of Lightning" from your Hand. When this card is destroyed increase your Life Points by half of your opponents Life Points.

 

 

 

 

[spoiler=Jcmoney - DROPPED OUT]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 2/4, seems too strong, though not obscenely OP'd.

Effect: 2/3, a bit of a jumble of stuff, but I can at least understand it.

OCG: 2/3, same as hila, just enough missed capitals, but nothing warranting more than 1 point.

Card Image: 2/2, I can't complain

Situational: 1/2, once again, kinda jumbled, I'd use it as an indestructible wall.

Personal: 1/1, I don't like it much, but not so much that I'd lower your score.

Total: 10/15

 

Phoenix19:

Strength 1.2/4: Really OP. If it gains 300 DEF per monster and a counter each time it battles, after it gets enough it can destroy anything with the counters. Plus the destroyed effect.

Effect 1.3/3: As above. The counters really need a max limit. If you could stockpile all those tokens, you could literally obliterate anything that it even attacks. Using that line of though, if you had lots of Acid Counters on it, then you could easily do 3000+ damage when it goes.

OCG 0.4/3: I can't say how bad it is. Sorry to say it, but probably the only correct sentence is the first one. I'd go through all the mistakes, but the paragraph would be too long. And I don't really see how it'd relate to being an Arctic warrior. Plus, you used multiple types in the card. Extra types are supposed to be in the effect.

Card Image 1/2: Alright pic, relates to your bio, but not the name.

Situational 0.7/2: Beatstick. Stack it's ATK & DEF, gain tons of counters, attack stuff it can't kill and use counters to destroy them.

Personal 0/1: Sorry, but the OCG just sticks out too much.

Total: 4.6/15

 

Overall: 7.3/15

[spoiler=Round 2][spoiler=Metagross386][spoiler=Equipment] Strength: 3/4 Because it might be a little weak, maybe with a slightly bigger DEF increase to better benefit your hero

Compatibility: 3/5 Because it says you have to remove an Acid Counter to activate it, meaning you can equip it to any monster on the field. Requirements stated it needs to only be usable on your hero

Effect: 3/3 Besides being slightly weak, effect is quite good.

OCG: 2/3 Mostly capitalization and the “a” should be an “an”

Card Image: 0/2 The armor looks cool, but you can see the pixels from the green background it used to have, and a black background is just as boring as a white one.

Situational: 2/2 Hey, if it works it works

Personal: 0/1 The pic and failure to meet that requirement lost me.

Total: 13/20

[spoiler=Ability] Strength: 1/4 Because it doesn’t say which monster, the attacker or the attacked. Either way, if it’s the attacker, I doubt they would have any Acid Counters on them with what you have right now.

Compatibility: 2/5 Once again, needs to be specific to your monster. This isn’t.

Effect: 2/3 It’s meh, basic attack and defense loss that might not work with the way you worded it

OCG: 1/3 Capitalization and failure to specify, plus if you’re trying to do what I think you’re doing, you worded it completely wrong.

Card Image: 1/2 Basically the same as your other pic, but at least it doesn’t have the pixel background

Situational: 1/2 It works, but most likely not in the way you intended.

Personal: 0/1 You lost me once again on this one.

Total: 8/20

AVERAGE: 10.5/20

[spoiler=Phoenix19][spoiler=Equipment]Strength 4/4: This is rather balanced. Good for a Level 3, and immune to Flip Effects, or those who actually use them.

Compatibility 4/5: Stays with the theme of DEF-stacking. Why does he have acidic equipment if he’s from the Arctic, though?

Effect 2/3: Good working on the Acid Armour, although it should relate more about inflicting damage, etc. working on the acidic side of it.

OCG 1/3: Didn’t have the required text. Monster shouldn’t be capitalised, and the first ‘card’ in the second sentence shouldn’t be there. ‘A’ shouldn’t be used in the first sentence; it should be ‘1’.

Card Image 0/2: LQ picture, badly rendered with no background. Relates to the title, but not enough, sorry.

Situational 1/2: Even though it’s perfect for a Level 3, not many will use it, simply because of the low stats it gives.

Personal 0/1: The pic kinda put me off.

Total: 13/20

[spoiler=Ability]Strength 3/4: Stated below, it only needs a turn-only decrease, but maybe a bit lower, too; 150-100.

Compatibility 4/5: Works well with Acid stuff, but again, why is the hero from an Arctic area if he has poisonous equipment?

Effect 3/3: This works more on the acid side of Acid Armour. Better. Actually fairly good too, but what’s the point of reducing DEF? However, it should have a turn-only decrease.

OCG 2/3: Monster shouldn’t be capped. After “Acid Armor”, there should be a comma. Counter should be capped. Other than that, good.

Card Image 1/2: A silhouette doesn’t really do it for me, plus it technically doesn’t have a background.

Situational 2/2: Pretty good, but people probably wouldn’t use enough of Acid Armor for this to be useful.

Personal 1/1: Not too bad.

Total: 16/20

AVERAGE: 14.5/20

Overall: 12.5/20

 

 

 

[spoiler=Round 1][spoiler=Hero]287822d.jpg

This card cannot be destroyed by battle. For every Monster Card on your opponents side of the field increase this cards DEF by 300. Every time this card battles add one Acid counter. If this card battles another monster that has less DEF then this card, remove 2 Acid counters to destroy it. Remove 3 Acid counters to take one "Acid Armor" from your deck and place it in your hand, shuffle your deck after. If this monster is destroyed, for every Acid token on this card inflict 500 points of damage to your opponents life points.

 

My character is a Arctic/Tundra dweller from a Tribe village/town.

 

[spoiler=Round 2][spoiler=Equipment]287822s.jpg

[spoiler=Ability]287822.jpg

 

 

 

 

[spoiler=kyoyatategamifan - ELIMINATED]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 0/4, too much, though I don't think it deserves a -5.

Effect: 1/3, I like the idea, just not very good use.

OCG: 1/3, no capitals, points isn't abbreviated, lost that second point because you didn't even capitalize the first word of the sentences.

Card Image: 1/2, squashed but also no background. Marth looks good though.

Situational: 1/2, only because I liked the idea.

Personal: 1/1, don't hate it enough to skip points here.

Total:5/15

 

Phoenix19:

Strength 2/4: For what level it is, 500 points is a fair bit.

Effect 1.8/3: When I said 'class', I didn't mean use a game character. You need originality. I suppose the flaming sword of Marth would do a bit of damage, though.

OCG 1.4/3: Even though it has no grammar in it, the OCG phrases are mostly correct.

Card Image 0.5/2: Again, even though the character and name match, you used a game character. Also, the image has no BG.

Situational 0.5/2: I really can't see much use for this. If the effect is any use, it'll most likely be against higher monsters that can destroy it.

Personal 0/1: I just don't like the fact that you didn't use any creativity.

Total: 6.2/15

 

Overall: 5.6

 

 

 

[spoiler=Round 1][spoiler=Hero]

320887.jpg

this card cannot be destroyed by battle. every time your opponent summons a monster

inflict 500 points of damage to your opponent

 

my character is marth from fire emblem.

 

 

 

 

[spoiler=darkmaster0]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 1/4, because the only deck that doesn't get cards in the grave are macro decks, so this is too much, especially for a tuner.

Effect: 2/3, I like it, but 300 per card is too much.

OCG: 3/3, can't take away points because I can't find any wrong OCG.

Card Image: 2/2, I like the fox guy, nice pic.(If you can pm me where you got it, I might like to use it for something else.)

Situational: 1/2, good effect for a warrior, doesn't really follow the fiend theme though.

Personal: 1/1, I like it.

Total: 10/15

 

Phoenix19:

Strength 3.5/4: Almost completely balanced, except that if you come up against a lot of used Spells / Traps, you can get a lot of boost from them.

Effect 2.6/3: Relates quite well to a warrior as "What doesn't kill you, makes you stronger".

OCG 2.9/3: Perfect OCG, but there is a Tuner sub-type built into the card maker.

Card Image 1.7/2: Bio matches what I think of the image, but I think he's more of a beast than a fiend.

Situational 1.5/2: Not many people use their low-level Tuners for attacking these days, but with this sort of boost, I'd use it. Just make it a Warrior and get Konami to make it :P

Personal 1/1: Like I said, I'd happily put it into MY deck.

Total: 12.9/15

 

Overall:11.45

[spoiler=Round 2][spoiler=Metagross386][spoiler=Equipment] Strength: 2/4 Because it switches the ATK and DEF, not original ATK and DEF. That would’ve been much better.

Compatibility: 3/5 As it is now, it actually weakens your guy, since he gains ATK and not DEF from his effect. Even so, it can be a big game changer.

Effect: 3/3 It’s a big game changer that does reset after the End, making it easier to stop.

OCG: 3/3 one=a, ATK points=ATK, not enough to lose points from me though.

Card Image: 2/2 Nice image

Situational: 1/2 Would work well with the monster if the effect was worded right

Personal: 0/1 It’s the problem with that second effect that turned me away.

Total:14/20

[spoiler=Ability] Strength: 3/4 It seems a little strong, though not overly strong at least.

Compatibility: 3/5 Not sure your guy would need the protection with his own effect, though the equip add helps you out a bit.

Effect: 2/3 Because there’s no real drawback, though at least you only negate 1 attack.

OCG: 3/3 Hand is not capitalized, “Card” after “Equip Spell”. That is all.

Card Image: 1/2 Doesn’t really fit with the other pics, but it’s good still.

Situational: 1/2 Because I don’t think you’re going to use it much late game with your guy.

Personal: 1/1 I actually like this one, especially since it can be chained to MST before the Battle Phase and still have its effect activate.

Total:14/20

AVERAGE: 14/20

 

[spoiler=Phoenix19][spoiler=Equipment]Strength 2/4: Good boost, but switching the current ATK/DEF of monsters would ruin any equips. Normally a bit OP, but in this tourney, it’ll almost be OP. Should be original ATK/DEF

Compatibility 5/5: I see no issues. Sword looks like he’d use it.

Effect 2/3: Again, slightly OP for this.

OCG 2/3: “points” shouldn’t be after ATK. “one” should be 1. Other than that, pretty good.

Card Image 2/2: Perfect match.

Situational 2/2: Not too bad for RL.

Personal 1/1: I see no major faults.

Total: 16/20

[spoiler=Ability]Strength 4/4: This is actually pretty good. I could like this. Not too OP.

Compatibility 4/5: I don’t really see how the Mini Sword Demon (beast) throws up a magical barrier.

Effect 3/3: Very good.

OCG 3/3: Only 1 issue: hand shouldn’t be capped, but it’s not enough for a point off.

Card Image 1/2: Image and name match, but again, I don’t see the Demon putting this up.

Situational 2/2: Compared to some, this isn’t all that useful, as there are another half-dozen that do better. But for this, it’ll work fine.

Personal 1/1: I don’t have any reason to not like it.

Total: 18/20

AVERAGE: 17/20

Overall: 15.5/20

 

 

[spoiler=Round 1][spoiler=Hero]309608.jpg

 

Wandering swordsman for hire. .

 

[spoiler=Round 2][spoiler=Equipment]309608.jpg

This card can only be equipped to one "Shinzu The Mini Sword Demon". The equipped monster gains 300 ATK points. Once per turn, you can switch the ATK and DEF of all monsters on the field until the End Phase.

[spoiler=Ability]309608a.jpg

Negate the attack of 1 of your opponent's monsters and add 1 Equip Spell card from your Deck to your Hand.

 

[spoiler=Round 3][spoiler=Upgrade]309608v.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 face-up "Shinzu the Mini Sword Demon" that you control. Once per turn, you can pay 500 Life Points to increase this card's ATK by the number of Spell cards in your opponent's Graveyard x500.

[spoiler=Ally]309608n.jpg

As long as this card is in face-up Defense position on your side of the Field, increase your Life Points by the number of cards in your Hand x400.

 

 

 

 

[spoiler=shelds9 – DROPPED OUT]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 4/4, max attack of 2000, and that's only if you cover the field with counters. Not bad.

Effect: 3/3, good use of counters, very cool.

OCG: 3/3, sentence confusion on the second sentence, and a little eh on the last sentence, but not enough to lose points.

Card Image: 2/2, good image

Situational: 2/2, i can see a bit of use, heck, I'd use it.

Personal: 1/1, me like.

Total: 15/15 0_o

 

Phoenix19:

Strength 3.8/4: Reasonably balanced, with a medium-powered battle stat income.

Effect 2.9/3: Tech Counters relate directly to a robot, obviously. Nice effect with appropriate ATK boost of 1000 max.

OCG 2.5/3: So close! The first part of the second sentence should be "When this card battles with a monster your opponent controls with a Tech Counter on it" and all the 'put's should be 'place's.

Card Image 1.5/2: Nice, but LQ, image, matching the name well.

Situational 1.2/2: Not too bad, but it'd take a while to build up the ATK

Personal 1/1: A rather nicely made card implementing counters - and a machine, at that.

Total: 12.9/15

 

Overall:13.95

 

 

 

[spoiler=Round 1][spoiler=Hero]235906c.jpg .

 

[spoiler=Round 2][spoiler=Ability]235906y.jpg

 

 

 

 

[spoiler=Blue- eyes white dragon]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 3/4, since I don't know any Platinum monsters.

Effect: 2/3, RFP'ing a monster from the opponent's grave seems a little mean.

OCG: 2/3, enough capitalization errors for 1 point, nothing more.

Card Image: 2/2, not bad, though might be a little TOO realistic.

Situational: 1/2, used as a wall mostly.

Personal: 1/1, can't say I hate it, so a point to you.

Total: 11/15

 

Phoenix19:

Strength 3.5/4: Not actually OP, but UP. If it's early in the game, your opponent won't have many Level 5s in the Graveyard, so its effect would be wasted

Effect 2.3/3: As above. The effect, I suppose, may relate to calling for backup?

OCG 2.7/3: Pretty good. Graveyard should be capitalised, though, and 'it's' doesn't need an apostrophe.

Card Image 2/2: Cool card image! I guess it relates pretty well to the title, as well.

Situational 1.4/2: Really only works with others in the same Archetype.

Personal 1/1: Generally okay, but only if it works in a deck with more Platinum cards.

Total: 12.9/15

 

Overall: 11.85/15

[spoiler=Round 2][spoiler=Metagross386][spoiler=Equipment] Strength: 3/4 Only because I don’t know the other Platinum monsters’ DEF

Compatibility: 2/5 Your hero doesn’t really use this, who would attack a monster that can’t be destroyed by battle AND has this equipped except for damage, and I’m sure they’d be careful.

Effect: 3/3 I still like the effect, just doesn’t work with your guy very well.

OCG: 2/3 You didn’t actually need to add the card name in the lore, I mean he does have “Platinum” in his name. Also, apostrophe in monster’s.

Card Image: 0/2 Real life photo and no background. Sorry.

Situational: 1/2 It kinda works, just not very well.

Personal: 0/1 Yeah, everything above pretty much sums up my ideas.

Total: 11/20

[spoiler=Ability]Strength: 3/4 Quite a few restrictions, but the rest of the effect kinda makes up for it.

Compatibility: 4/5 It takes a few turns, but it looks like it pays off.

Effect: 2/3 I don’t like the restrictions it has.

OCG: 3/3 face up=face-up, but nothing else do lose points on.

Card Image: 1/2 It doesn’t seem bad, but the brightness throws it off a bit.

Situational: 0/2 Hard to pull off, so meh.

Personal: 1/1 I do actually like this one.

Total: 14/20

AVERAGE: 12.5/20

[spoiler=Phoenix19][spoiler=Equipment]Strength 2/4: I don’t get this. If it’s what I think it means, then it’s fine. If it’s what I think it REALLY means, then it’s waaay too OP. If I read right, you’re saying that you take off the DEF from the ATK, then continue battle? Doesn’t seem too balanced, although the monster doesn’t have much DEF to begin with. The others may be a different story.

Compatibility 4/5: It’s platinum, right enough.

Effect 2/3: I don’t see how platinum protects THAT much.

OCG 3/3: No errors.

Card Image 0/2: No BG, real picture, plus it’s steel chain.

Situational 1/2: Too OP to be not limited IRL.

Personal 0/1: Don’t like the image.

Total: 12/20

[spoiler=Ability]Strength 2/4: Hmm... I don’t know whether to mark this for real duels or for this. IRL, it wouldn’t be too bad. The tourney, your opponent’s not going to have 3+ Lv5 monsters until at least round 5. UP, for this.

Compatibility 4/5: Maybe bright flash of metal?

Effect 2/3: Platinum’s not that shiny that it should stop for two turns.

OCG 2/3: Level needs to be capped, and you could say “monsters removed from play” instead of

monsters in their remove from play zone”.

Card Image 1/2: I’m not sure WHAT that is. I think there’s a slight shape of a building in the background, though. In which case it wouldn’t be that good.

Situational 1/2: IRL, fine. Tourney, useless for the first round or two of duelling.

Personal 1/1: I don’t love it, but I don’t hate it either.

Total: 11/20

AVERAGE: 11.5/20

Overall: 12/20

 

 

 

[spoiler=Round 1][spoiler=Hero]324853.jpg

 

LORE: This card cannot be destroyed by battle. When this card declares an attack, remove from play one monster in your opponent's graveyard. If the monster was level5 or higher, search your deck for a card with the word "Platinum" in it's name and add it to your hand. .

 

[spoiler=Round 2][spoiler=Equipment]324853s.jpg

This card can only be equipped to "Wielder of the Platinum Sword" or another monster with "Platinum" in it's name. When the monster equipped with this card is attacked, subtract this monsters DEF from the attacking monsters ATK.

[spoiler=Ability]324853x.jpg

Activate only when your opponent has 3 or more level 5 or higher monsters in their remove from play zone and you control a face up "Wielder of the Platinum Sword". No monsters your opponent controls can declare an attack for 2 turns.

 

 

 

 

[spoiler=∞Ryujin∞]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 3/4, level 1 tokens with up to 2400 ATK is too much, now if they were level 3...

Effect: 3/3, very good besides the token levels.

OCG: 3/3, I saw no problems.

Card Image: 2/2, I like the image.

Situational: 2/2, I can actually see this in a more defensive Zombie Deck, tokens + Plaguespreader.

Personal: 1/1, not bad, not bad.

Total: 14/15

 

Phoenix19:

Strength 3.9/4: This is something I'd use in a deck. It has a pretty well-rounded effect, actually, and it's reasonably hard to get it high-powered (the Token).

Effect 2.7/3: Pretty good, but I think the 'This card cannot be destroyed by card effects" effect means you would be able to Torrential it for an instant wipe and it'd stay. You should probably put a six-counter limit on it, though, otherwise you could stockpile them and get a few tokens - or put a once per turn cap on the token SS.

OCG 3/3: As far as I can determine, perfect OCG! Not entirely sure on the second last sentence, though.

Card Image 2/2: Love the card pic and name!

Situational 1.8/2: Slow to build up a powerful token, but that could be its downfall.

Personal 1/1: Nice pic, great OCG - what's not to like?

Total: 14.4/15

 

Overall: 14.2

[spoiler=Round 2][spoiler=Metagross386][spoiler=Equipment] Strength: 3/4 Don’t see why you limited the gain to 400, 600 would have been just fine.

Compatibility: 5/5 Jumble of effects, but it works well with your monster.

Effect: 1/3 The restriction on the gain and the removal of Counters over six hurt.

OCG: 2/3 You should’ve said monsters with Soul Curse Counters on them lose 200 ATK, that’s all I see.

Card Image: 1/2 The border killed it.

Situational: 1/2 It works well, but it could be a lot better.

Personal: 0/1 I find it meh.

Total: 13/20

[spoiler=Ability] Strength: 4/4 Classic Zombie revival spell. Seems balanced enough to me.

Compatibility: 3/5 Hard to pull off real well unless you go nuts with the Counters.

Effect: 2/3 Good effect, but might not work as well as you’d like.

OCG: 2/3 Couple errors, lost a point.

Card Image: 1/2 Strange picture, not sure if it would actually be used.

Situational: 1/2 I don’t think it will work as well as you’d like.

Personal: 0/1 Meh.

Total: 13/20

AVERAGE: 13/20

[spoiler=Phoenix19][spoiler=Equipment]Strength 2/4: You would need to stack the counters fast, but not too fast, for this to work. It’s the other bit I don’t like. You could attack something with 100-500 more ATK, and kill it in the same turn?

Compatibility 4/5: I don’t think it’d work as well as you think, when those counters start rolling in.

Effect 3/3: Works relatively fine, I guess.

OCG 2/3: I think the fourth sentence is a little rushed, and that the last bit should be in brackets, eg. (Monsters with a Soul Curse Counter on them lose 200 ATK). Or something.

Card Image 1/2: Border kinda adds, but takes a whole lot more.

Situational 1/2: As said above, probably wouldn’t work.

Personal 1/1: Despite it, I like it.

Total: 14/20

[spoiler=Ability]Strength 2/4: Classic zombie resurrection, but it would be a bit tough to get anything strong out. Plus they’re gone at the End Phase.

Compatibility 4/5: Works relatively well.

Effect 2/3: Good. I like it. Bit UP, though.

OCG 3/3: Type is always capitalised. Pretty good, though.

Card Image 2/2: Nice haunting image. Looks like an army, too.

Situational 1/2: Too hard to be of use to play, I think.

Personal 1/1: Make me wish I had a Zombie deck.

Total: 15/20

AVERAGE: 15.5/20

Overall: 14.25/20

 

 

 

[spoiler=Round 1][spoiler=Hero]299323y.jpg

 

When this card is Normal Summoned successfully place 1 Lost Soul Counter on this card. This card cannot be destroyed by card effects. When this card destroys a monster by battle place 1 Lost Soul Counter on this card. Once per turn you can remove up to 6 Lost Soul Counters on this card to Special Summon 1 "Lost Soul Token" (Zombie-Type/DARK/Level 1/ATK 0/DEF 200). This Token's ATK becomes the amount of Lost Soul Counters used to Special Summon it x 400. This card cannot be selected as an attack target as long as you control a face-up "Lost Soul Token"..

 

[spoiler=Round 2][spoiler=Equipment]299323k.jpg

This card can only be equipped to "Scar, the Captain of Lost Souls". The equipped monster gains 100 ATK for every Lost Soul counter on it. (max. 400) If the equipped monster has more than 6 Lost Soul Counters on it remove all Lost Soul Counters on it. Once per turn, when this card declares an attack on an opponent's monster with more ATK than it this card is not destroyed by battle (Battle Damage is applied normally) and you can add 1 Soul Curse Counter on that monster then decrease its ATK by 200. If you do, this card can attack again. If the equipped monster destroys a monster with Soul Curse Counter(s) on it, place 1 Lost Soul Counter on the equipped monster.

[spoiler=Ability]299323h.jpg

This card can only be activated while you control a face-up "Scar, the Captain of Lost Souls" with Lost Soul Counters on it. Destroy all Lost Soul Tokens you control and place 1 Lost Soul Counter on 1 face-up "Scar, the Captain of Lost Souls" for every Token destroyed by this effect then remove all Lost Soul Counters on that card to Special Summon Level 4 or lower Zombie-type monsters in your Graveyard whose total Levels are equal to or less than the amount of removed Lost Soul Counters. During your End Phase destroy all monsters Special Summoned by this effect.

 

[spoiler=Upgrade]299323.jpg

This card can only be Normal Summoned by Tributing 1 "Scar, the Captain of Lost Souls" from your side of the field (this card cannot be Set). That monster is removed from play. Once per turn, if a face-up Zombie-Type monster(s) on the field would be destroyed by a card effect, you can remove 1 Lost Soul Counter from a card you control for each of those monsters instead. When this card destroys a monster by battle place 2 Lost Soul Counters on this card. (max. 12) Once per turn you can remove all Lost Soul Counters on this card to Special Summon Level 6 or lower Zombie-type monsters in your Graveyard whose total Levels are equal to or less than the amount of removed Lost Soul Counters.

[spoiler=Ally]299323.jpg

Each time a monster is destroyed by battle, you can decrease your life points by 500 to place 1 Lost Soul Counter on this card. (max. 3) All Zombie-Type monsters you control gain 200 ATK for every Lost Soul Counter on this card. Once per turn, you can remove all Lost Soul Counters on the field to increase the ATK and DEF of 1 Zombie-Type monster you control by 200 for every Lost Soul Counter removed by this effect until the End Phase. When this card is destroyed you can place 1 Lost Soul Counter on every Zombie-Type monster you control.

 

 

 

[spoiler=chedbonlahor]

[spoiler=Results][spoiler=Round 1]Metagross386:

Strength: 3/4, only because the extra draw might be a little much.

Effect: 3/3, good effect, though the draw effect could easily be a game changer.

OCG: 3/3, I found no problems.

Card Image: 2/2, not to my tastes, but not actually bad.

Situational: 2/2, I can see this used.

Personal: 1/1, I like it.

Total: 14/15

 

Phoenix19:

Strength 3.6/4: Pretty good... I think.

Effect 2.2/3: A little hard to understand. But if it means what I think it means, then whether or not it activates its effect entirely depends on if your opponent Tributes the selected monster. This is a little OP for the tourney, however...

OCG 1.9/3: 'Exists' should be 'face-up', I think. 'Exists' isn't even in the OCG vocabulary. Standby Phase isn't hypenated, and Counter is capitalised.

Card Image 1.6/2: Card image matches the name, I guess, but it's a little vague.

Situational 1.5/2: This would work alright with Spell Counter decks to try and speel it up, but it's a little risky. If you had no support, you would need to wait a minimum of two turns to even use the effect - assuming it survives.

Personal 0.4/1: I do and don't like it in a couple of ways.

Total: 10.2/15

 

Overall: 12.1/15

[spoiler=Round 2][spoiler=Metagross386][spoiler=Equipment]Strength: 2/4 Adding spell counters is good, but I don’t like the idea of losing ATK for DEF. Also, it would be better if it was once per turn

Compatibility: 3/5 Works well with Little Knight, but really risky.

Effect: 2/3 Good idea, not very well implemented

OCG: 2/3 Instead of “Little Knight”, say the equipped monster, works a lot better.

Card Image: 2/2 It works.

Situational: 1/2 Risky, but hopefully pays off.

Personal: 1/1 I liked the idea.

Total: 13/20

[spoiler=Ability] Strength: 2/4 The last bit makes it UP’d unless you really abused the equip spell.

Compatibility: 3/5 It works, but I’m pretty sure it should be a Continuous, not Normal Spell Card

Effect: 2/3 It just seems a little weak, that’s all.

OCG: 3/3 Seems fine to me.

Card Image: 2/2 It’s squashed, that’s about it.

Situational: 1/2 The stat loss hurts it a bit.

Personal: 1/1 I actually like this one

Total: 14/20

AVERAGE: 13.5/20

[spoiler=Phoenix19][spoiler=Equipment]Strength 3/4: This isn’t too bad. Decrease the ATK by 500, increase DEF by 500, then decrease DEF for a Counter. May actually be a bit underpowered, depending on circumstances. This might need to be lowered a bit, maybe decrease the DEF by 300, since it doesn’t have that much to begin with.

Compatibility 4/5: Easier way to place SCs, but high risk.

Effect 2/3: Don’t see how a crystal shield relates, but a pretty balanced effect.

OCG 2/3: Perfect, but instead of Little Knight, say equipped monster.

Card Image 2/2: Nothing wrong with it.

Situational 1/2: As said, the decrease may be a bit much.

Personal 1/1: Love it!

Total: 16/20

[spoiler=Ability]Strength 2/4: Not a bad card, but the decrease is a bit much, especially since it would only allow another two counters from the Shield.

Compatibility 4/5: Same as Shield; high risk, maybe high return.

Effect 2/3: Maybe a little weak. With a guardian, I’d expect a bit of reduced damage, as well.

OCG 2/3: In the last sentence, I think the last part should be “the original ATK and DEF of all face-up “Little Knight” you control becomes 500.”, since there’s no reason for your opponent to control it in the tourney, but that should still be correct for the TCG. The beginning of the second sentence should also be “While you control this face-up card, “Little Knight” is unaffected...”, since there’s no point in having a card that benefits your opponent.

Card Image 2/2: A little squashed, but nothing major.

Situational 1/2: Too much of a reduction, and I only come up against a few decks that run only one or two monster S/T destructions.

Personal 1/1: Not too bad, things considered.

Total: 14/20

AVERAGE: 15/20

Overall: 14.25/20

 

 

 

[spoiler=Round 1][spoiler=Hero]217615s.jpg

Remove 2 Spell Counters from this card to destroy 1 card on the field. If you control this face-up card during your opponent's Standby-Phase, select 1 card your opponent controls. During your next End Phase if the selected card still exists on the field, send this card to the Graveyard. During your next End Phase if the selected card does not exist on the field, select and activate 1 of the following effects:

-Draw 1 card from your Deck

-Place 1 Spell counter on this card.

 

[spoiler=Round 2][spoiler=Equipment]217615e.jpg

LORE: This card can only be equipped to “Little Knight.” Decrease the ATK of “Little Knight” by any multiple of 100 to increase its DEF by the same amount. You can decrease the DEF of “Little Knight” by 500 to place 1 Spell Counter on it.

[spoiler=Ability]217615u.jpg

LORE: This card remains face-up on the field until your opponent's second End Phase after this card's activation. While you control this face-up card, a face-up "Little Knight" is unaffected by your opponent's Spell and Trap Cards. When this card is removed from the field, the ATK and DEF of any face-up "Little Knight" becomes 500.

 

 

 

 

 

[spoiler=Prices and Prizes]

1st Place: 40% of the pot for winning the Tourney or 55% for winning the Tourney and the final battle and 1 rep

2nd Place: 30% of the pot and 1 rep

3rd Place: 15% of the pot and 1 rep

Judges get 1 rep for their work and 20 points each

 

No entry fee, but donations to the pot are appreciated.

[spoiler=The current pot is...]

260 points!

 

 

 

[spoiler=Duelling Speak Preview!]

The rules, since this is on a YuGiOh site, will be similar to YuGiOh.

In Round 1, you made your hero....

In Round 2, you made a piece of equipment and a special ability for your hero...

...You start with your hero on the field, with his (or her) base stats and ability. They cannot be destroyed by battle, regardless of the effect. If they are destroyed by a card effect, they are returned to the field during the End Phase...

...You take turns attacking (since you both start with a monster, you can attack the first turn of the face-off) each other, boosting the attacks with your equipment...

...Face-offs are not useless; in fact, they will give you advantages when it comes to challenges...

...you can challenge anyone playing...

...Face-off advantages will be listed under each round 4+...

...If you want to win the advantages, you had better start battling!

 

 

 

So! What do you think?

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I'm in, sounds coool

302788a.jpg

 

As long as this card remains face up on your side of the field, monsters with 3000 ATK or more cannot declare an attack during the turn they where summoned. By discarding 1 card from your hand to the Graveyard you can add 1 "Perkunas - Lord of Lightning" from your Deck to your Hand. You cannot Summon a "Perkunas - Lord of Lightning" during the turn you activated this effect.

 

My character is a Mystical, Baltic Priest

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Sounds cool I'll join

 

 

 

287822d.jpg

This card cannot be destroyed by battle. For every Monster Card on your opponents side of the field increase this cards DEF by 300. Every time this card battles add one Acid counter. If this card battles another monster that has less DEF then this card, remove 2 Acid counters to destroy it. Remove 3 Acid counters to take one "Acid Armor" from your deck and place it in your hand, shuffle your deck after. If this monster is destroyed, for every Acid token on this card inflict 500 points of damage to your opponents life points.

 

My character is a Arctic/Tundra dweller from a Tribe village/town.

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Both entries accepted! Just so you know, all cards you enter will be put up on the first post so your remember what you made.

 

The judging and card making have also changed. You will not create your own enemies to fight; I will play the dark god. I will create standard enemies for you to fight during later rounds based on your origins. The final battle will also be against me! Using the 'duel' system that I will think of in round 4+.

 

Speaking of which, I will post a poll to see how long you think this should go for.

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Marth is accepted... I guess... but yeah, darkmaster, seriously, read the rules.

 

Wow... I'm surprised how fast this is catching on... 3 journeyers! Still need 3 judges and 3 or more players though! And donations to the pot! Also, keep voting on the Tourney length!

 

EDIT: I've added a sneak-peek for the duelling system! It's only a rough idea, so please don't hate me too much... The reason I put in 'They (the hero) cannot be destroyed by battle, regardless of the effect,' is because that if you died, what would happen?

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Marth is accepted... I guess... but yeah, darkmaster, seriously, read the rules.

 

Wow... I'm surprised how fast this is catching on... 3 journeyers! Still need 3 judges and 3 or more players though! And donations to the pot! Also, keep voting on the Tourney length!

Alrite I'll donate 15 points, and is 6 going to be max amount of journeyers or is it possible to increase/decrease?

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*sigh*... abethedemon... same issue. Can't be over Lv 3!!

 

Seriously people, READ THE RULES!

 

Actually, it might be my fault. I'll post on the first one that the rules are under the "Rounds" tab.

 

Also, if we don't get more votes for something more than "6 rounds", I'll stop at seven people.

Speaking of which, there has to be a reward for the last round (me), so I'll make it 20% of the pot. So, 3rd place gets 15% of the pot, 2nd place gets 30%, and 1st place gets 40% for surviving until the last round of this thread, and the last 15% if they beat me in the 1-on-1. If they don't beat me in the 1-on-1, I keep 15% :)

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