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Spaz vs RadioKirby...again


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4 votes to win

Whoever PMs me the card first is accepted


Spamming and trolling are acceptable Ignore that.

Votes will not be counted if they are based off of picture, name, or OCG

Winner gets a rep and 25 points

[spoiler=Opponent]

 

[spoiler=Task]Make a monster whose effect uses 2 different types of counters, neither of which can be used by an existing card.

 

[spoiler=Card1]176933ln.jpg[spoiler=Lore]You can Special Summon this card by removing from play 2 Thunder-Type monsters you control. You cannot Normal Summon or Set during the turn this card is Special Summoned. Each time a monster is Summoned, place 1 Volt Counter on this card. When this card inflicts Battle Damage to your opponent, you can remove 3 Volt Counters from this card to place 1 Electrocution Counter on this card. If there are 3 Electrocution Counters on this card, you win the duel.

 

 

[spoiler=Card2]260852f.jpg[spoiler=Lore]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 10 "Vision Counters" from anywhere on the Field. During your Standby Phase, place 1 "Vision Counter" on this card. Once per turn, you can remove 3 "Vision Counters" from this card to place one "Hallucinate Counter" on it. When there are 4 "Hallucinate Counters" on this card, you win the Duel.

 

 

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Oh yay. Instant Win cards. On a side-note, it's already obvious whose card is whose.

 

OK, both cards have exactly the same stats. Both of the cards are one of the two best supported Attributes in the game. As for the types, Card 1 - Thunders (e.g. Batterymen) are fairly easy to swarm, meaning it's counters can build up considerably faster than Card 2. Card 2 - Fiend support is generally close to Archfiends, meaning not much help there.

 

When it comes to summoning conditions, Card 1 will hit the field considerably easier, mainly due to it being impossible to gauge the likeliness of there being enough "Vision Counters" to put Card 2 on the field.

 

Normally it's unlikely that monsters will survive more than 2 turns, restricting the possibility of either instant win actually working. That said, it seems much more likely with Card 1, although I'm wondering whether that is a bad thing or not. I suppose either could be worked into a Stall deck of some sort.

 

After weighing up both cards, my vote goes to Card 1. Unsure whether the fact its Instant Win is easier to pull off is a good thing or not, but it still remains more playable IMO.

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