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The YCM Top Gear Cheap Car(d) Turbo Duelling Cup Contest Chall...


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Yay, my card is good against Synchro Monsters :) . Just needs this:

 

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Up to twice per turn while this card is face-up on the field, if a monster has been removed from your side of the field under any circumstance (except if control was shifted your opponent), you can Special Summon that monster back your side of the field immediately, ignoring Summoning Conditions. Destroy this card during your opponent's 5th End Phase.

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Latest scorecard is up, along with the now penultimate challenge.

 

R3 - Speed and Powerrrrrrrrr is all well and good, but not with out good handling and brakes. Here's the scene…

You are attacking directly for game with your monster (your opponent has LP equal to it's ATK - 100), when:

 

MagicCylinderSDSC-EN-C-1E.jpg

 

Your field is empty apart from your monster, and if MC works, your LP hit zero. Win the duel.

 

Yeah, borrowed this challenge loosely from a contest of Spoon's. A requirement which saw me meet a grizzly end no less.

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So we need to make 1 card that counters MC?

 

You need to make a card that:

-Activates from an 'off-the-field' position (ie. hand, graveyard, deck, extra deck, RFP zone)

-Prevents MC from wiping out your life points.

-Thus wins you the duel.

 

Quick example off the top of my head:

 

Rogue Barrier Staff

DARK/Spellcaster/Lv1/ATK:0/DEF:0

You can discard this card from your hand when you would take effect damage while 'Rogue Doll' is on your field. Reduce the damage to 0, and inflict damage equal to the damage you would have taken to your opponent's Life Points.

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Ok that's all I need to know. I'll be on it.

 

And here's my entry. I hope it will do better then last rounds.

 

[spoiler=Memories of Betrayal]

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Pic by Jason Engle.

Activate only while you control a "Headless Knight" and when you would recieve damage (either Battle Damage or Effect Damage). All damage to you becomes 0. Then increase the ATK of "Headless Knight" by the original amount of damage you would have recieved. You can activate this card from your hand during your turn.

 

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Yeah, borrowed this challenge loosely from a contest of Spoon's. A requirement which saw me meet a grizzly end no less.

Oh you :o

 

[spoiler=Nevada, Witch of Eternal Frost]

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While you control a face-up WATER Spellcaster-Type or Warrior-Type monster, you can discard this card from your hand to negate the activation of a Trap Card and destroy it. During either player's Main Phase, you can remove this card in your Graveyard from play to select 1 face-up WATER Spellcaster-Type or Warrior-Type monster you control. Until the End Phase, that monster gains 800 ATK and DEF, monsters your opponent controls must attack that monster, if able, and your opponent's card effects can only target that monster, if valid.

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Activate only when a Trap card has been activated in response to the attack of a Spirit monster you control. Your opponent must flip that Trap card back face-down, and cannot activate it until the end of your turn. After this effect resolves, both players draw 2 card from their Decks, and must remove from play 1 Spell Card. If a player cannot do so, that player must discard 1 card from their hand OR send the top card from their Deck to the Graveyard instead of conducting their normal Draw for the next 5 of their turns. If that player cannot perform either action, he or she loses the Duel.

 

Now, hopefully I get a better score this time <_<

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Activate only when you control a face-up "Silver Fang". Your opponent cannot activate Spell or Trap Cards during this Battle Phase. If this effect resolves successfully, all face-up "Silver Fang" you control gain 400 ATK and cannot be destroyed by battle this turn. During the End Phase, remove all face-up "Silver Fang" you control from play and inflict damage to your opponent equal to the number of monsters removed by this effect x700.

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So I presume this is still going to continue?

 

Erm, yes, as I said results and new challenge come up each Monday (meaning last task tomorrow).

 

Will be doing judging on the four cards I have sometime this evening (it's not often I'm online on a Sunday) and will let you know tomorrow.

 

Think I'm going to have to kick Kowalski out now, the initial deadline was Friday, pushed back to Saturday, now it's Sunday and still nowt.

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Hmm... there was a slight problem with this.

 

As far as I can read it, Spoon was the only one who met the requirements, as he cancelled MC and thus allowed Aqua Madoor's attack to go through, winning his duel there and then. Lex and Admiral did stop MC, but only survived, and di not win. Clair, as far as I'm aware, did not stop MC, as it had already activated (kinda like if MST was used). If I'm wrong, please tell me and I'll give her two more points.

 

Now, I score out of 25, 5 points being for USE. As we're doing accumulated scoring, I don't want the final to be a lame duck, since I didn't think Spoons card was the best here, it was somehow OPd and UPd at same time (in regard it's target is perhaps too specific, and then does too much. I don't like cards with miniscule text.)

 

So for use, Spoon gets 5 points, Lex and Admiral get three, and Clair gets one (could go to three if I've got it wrong). But Lex's card overall was more balanced and looked more like a proper card, so he top scores.

 

Results going in opening post in one second.

 

So congrats to our three finalists: Now for our straight shoot-out drag race final. REV IT UP!

 

Final Requirement: Car(d)s need to be practical and of everyday use. Your monsters may have been surpassed, or rubbish to begin with.

But no more shall that be the case.

- Make any card that needs your card to be activated, with any effect, that would make them see realistic play in some type of deck today.

 

You may want to specify what kind of deck you're cards would go into. Like for Rogue Doll, I could do a continuous spell while its on the field that does something with spell counters, getting it into an Endymion deck, that kind of thing.

 

Deadline is Friday. Good luck.

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*facepalms* Arg, I forgot about the negating effect. Oh well I'll do better this round (I hope).

 

[spoiler=Black Soul Knight]

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img from Jazin Kay's.

This card cannot be Special Summoned except by Releasing 1 "Headless Knight" you control. When this card is Special Summoned, remove up to 5 DARK monsters in your Graveyard from play. Put 1 Soul Counter on this card for each card removed this way (Max. 5). Once per turn, you can send 1 DARK monster from your Deck to your Graveyard to put 1 Soul Counter on this card. You can remove 5 Soul Counters from this card to destroy all cards your opponent controls. Then destroy this card during your opponent's End Phase.

 

This card supports DAD and DARK Decks, by both sending DARK monsters (like Necro Gardna and PSZ) too the Grave, and by keeping the number of DARK monsters in your Grave around 3. Or by nuking your opp.

It's ballance mostly lies in the fact it needs to Release (Tribute) "Headless Knight" in order to be Special Summoned, as you would need too either manage to draw it both through luck, massive Drawing or using cards like "Giant Rat" or "Golden Sarcofocus", which both don't have a lot of sinergy with DARK/DAD Decks. Though you can also Advance (Tribute) Summon it, it then loses its easy Counters.

It also lies in being destroyed after it uses its effect.

 

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I doubt that Aqua Madoor would see more play with this... but it's worth a shot nontheless.

 

[spoiler=Aqua Glacies]

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1 WATER Tuner + 1 "Aqua Madoor" monster

When this card is Synchro Summoned, your opponent cannot activate Spell or Trap Cards and monsters they control cannot switch their Battle Position until their next End Phase. If a WATER Warrior-Type or Spellcaster-Type monsters you control attacks or is selected as an attack target, you can switch it's original ATK and DEF until the end of Damage Step. When this card destroys an opponent's monster by battle, you can Special Summon 1 "Aqua Madoor" monster from your hand or Deck in face-up Defense Position.

 

As all cards created throughout this contest, this one could be used in an Ice Barrier deck.

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 "Silver Fang" in your Deck from play. This card's name is also treated as "Silver Fang". Once per turn, during your Main Phase, you can Special Summon 1 of your removed from play Beast-Type monsters in face-up Attack Position. You cannot Normal Summon or Set the turn you activate this effect. Destroy the Summoned monster during the End Phase.

 

Should be used in a new Beast Deck.

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