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[Leaderboard] ~Renegade~ VS. Fraxure [Finished]


Ren✧

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1. All rules of 1v1 apply.
2. All spamming, trolling, flaming, etc. will be reported on sight
3. Cards are due three days after opponent is accepted. Due Date: 7/8/13

4. Voting ends a week after both cards have been posted. Voting Ends: 

5. First to 3 votes wins, or whoever has the most votes by the end of voting.

6. Winner will receive 1 LIKE from the loser
7. Please submit card through PM
8. This contest will be using the 'Card A' & 'Card B' system
9. Have fun!

 

[spoiler=Card Requirement]

Create a card that features a Pokemon, but is playable. Be sure to take into account originality, creativity, playability, balance, and flavor.

[/spoiler]

 

[spoiler=Card A]

EN352KecleonColorSwapPokemon.png?t=13731

This card cannot be destroyed by battle by a monster with the same Type as this card. This attacking monster cannot be destroyed by battle. When this card battles an opponent's monster, after Damage Calculation: Change this card's Type to that of the monster this card battled. During the end of your Battle Phase: Destroy all face-up monsters with the same Type as this card that this card battled with.

[/spoiler]

 

[spoiler=Card B]

Suicune_zps2f00455d.png

1 Tuner + 1 or more non-tuner WATER monsters
Once per turn, during either players turn: You can discard 1 WATER monster; banish this card.
During your next Standby Phase: You can reveal 1 WATER monster in your hand and return 1 Spell/Trap on your field to your hand, and if you do; Special Summon this card.
It gains the following effect: Once per turn, If this card is in the banished zone as a result of its own effect: You can return 1 WATER monster on the field that would be destroyed to the owners hand instead; Special Summon it during your next Standby Phase.

[/spoiler]

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Card B has quite a number of restrictions in it, which severely limits usage, which begs the question if it is worth the investment. The entire effect is generally confused because the return effect doesn't mention where it Special Summons from.

Card A has some interesting interactions and good flavor, so a vote for Card A.

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Megamaw, you will need more reasoning then that.

 

Card A is really interesting in effect and can be really lethal. It is essentially a "Exploder Dragon" that takes damage and doesn't die upon "kamikaze". You take battle damage, which is nice to keep on the card. A solid Lv. 4 Reptile. I was thinking, however, that it would make more sense to change Attribute more then to change Type alltogether (moreso something, for instance, Ditto/Mew would do).

 

Card B would just be far too annoying if released for me to like. It triggers Mermail/Atlantean, but I won't bash it that hard and condemn it to the depths of hell like some voters are bound to for discarding for the cost of a WATER monster. It would add Synchro Summoning to Mermail/Atlantean if it were released, and I guess that would be somewhat interesting to see though not really needed of the game as of now. Moving on from that, the roundabout protection in a somewhat "Wind-Up Rabbit" form is really annoying and I dislike it. Its stats are far too high for a Level 7 Synchro, the only other Lv. 7 Synchro with stats 2500+ on both is Chaos King Archfiend and he was stuck with a lackluster effect and a better counterpart for Fiends, Dark Highlander. Returning 1 Spell on your field can be a drawback, but most of the time may just be used to cycle through a Swords lock or reusing Call of the Haunted, which makes it not really a cost and more of a beneficiary effect. I, for one, think the above is enough for a card, but you go a step further to add even more effects to it, allowing it to protect other WATER monsters at absolutely no cost and have them resummoned at no cost (not even your Normal Summon).

 

In the end, the maker of Card B added just a tad too much to the card when it was already beyond good enough, and made the stats too high. It wasn't that interesting, either, though it is very much playable (as any overpowered card is) and creative (gotta know when the creative in the card is good enough and when it is pushing too hard, though). My vote goes to Card A, as it is a very creative, balanced, and playable card. Again, a solid Level 4 Reptile.

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Card A. No question.

 

Please give some actual reasons before your vote is accepted.

 

 

Card B has quite a number of restrictions in it, which severely limits usage, which begs the question if it is worth the investment. The entire effect is generally confused because the return effect doesn't mention where it Special Summons from.

Card A has some interesting interactions and good flavor, so a vote for Card A.

 

Thank you for voting!

 

 

Megamaw, you will need more reasoning then that.

 

Card A is really interesting in effect and can be really lethal. It is essentially a "Exploder Dragon" that takes damage and doesn't die upon "kamikaze". You take battle damage, which is nice to keep on the card. A solid Lv. 4 Reptile. I was thinking, however, that it would make more sense to change Attribute more then to change Type alltogether (moreso something, for instance, Ditto/Mew would do).

 

Card B would just be far too annoying if released for me to like. It triggers Mermail/Atlantean, but I won't bash it that hard and condemn it to the depths of hell like some voters are bound to for discarding for the cost of a WATER monster. It would add Synchro Summoning to Mermail/Atlantean if it were released, and I guess that would be somewhat interesting to see though not really needed of the game as of now. Moving on from that, the roundabout protection in a somewhat "Wind-Up Rabbit" form is really annoying and I dislike it. Its stats are far too high for a Level 7 Synchro, the only other Lv. 7 Synchro with stats 2500+ on both is Chaos King Archfiend and he was stuck with a lackluster effect and a better counterpart for Fiends, Dark Highlander. Returning 1 Spell on your field can be a drawback, but most of the time may just be used to cycle through a Swords lock or reusing Call of the Haunted, which makes it not really a cost and more of a beneficiary effect. I, for one, think the above is enough for a card, but you go a step further to add even more effects to it, allowing it to protect other WATER monsters at absolutely no cost and have them resummoned at no cost (not even your Normal Summon).

 

In the end, the maker of Card B added just a tad too much to the card when it was already beyond good enough, and made the stats too high. It wasn't that interesting, either, though it is very much playable (as any overpowered card is) and creative (gotta know when the creative in the card is good enough and when it is pushing too hard, though). My vote goes to Card A, as it is a very creative, balanced, and playable card. Again, a solid Level 4 Reptile.

 

Thank you for voting, and yeah, once I made it, I was thinking I should have made it Attribute. 

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Crud, I should have, shouldn't have I? To be honest, I'm not sure where the flavor lies in Card B, while Card A is practically brimming with it. There seems to be some trouble with what you guys call "OCG"(am I using this right?), since the effect where it gains the effect would usually only apply while it's on the field, I presume. It seems confusing-- are you supposed to banish it once, then return it, and then the next time you banish it you can use it's effect? It's overall a confusing card that seems somewhat generic compared to the other one. Once again, I'll stick with my vote. Suicune is kind of hard to get out, and for it's power, doesn't seem worth the effort, and the wording just seems off. Kecleon is brimming with flavor, which is something I very much love to see in a card.

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Crud, I should have, shouldn't have I? To be honest, I'm not sure where the flavor lies in Card B, while Card A is practically brimming with it. There seems to be some trouble with what you guys call "OCG"(am I using this right?), since the effect where it gains the effect would usually only apply while it's on the field, I presume. It seems confusing-- are you supposed to banish it once, then return it, and then the next time you banish it you can use it's effect? It's overall a confusing card that seems somewhat generic compared to the other one. Once again, I'll stick with my vote. Suicune is kind of hard to get out, and for it's power, doesn't seem worth the effort, and the wording just seems off. Kecleon is brimming with flavor, which is something I very much love to see in a card.

 

Thank you for the clarification and expansion!

 

Card A 3-0. Good game, Fraxure :D

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[quote name="Megamaw" post="6235103" timestamp="1373252873"]Crud, I should have, shouldn't have I? To be honest, I'm not sure where the flavor lies in Card B, while Card A is practically brimming with it. There seems to be some trouble with what you guys call "OCG"(am I using this right?), since the effect where it gains the effect would usually only apply while it's on the field, I presume. It seems confusing-- are you supposed to banish it once, then return it, and then the next time you banish it you can use it's effect? It's overall a confusing card that seems somewhat generic compared to the other one. Once again, I'll stick with my vote. Suicune is kind of hard to get out, and for it's power, doesn't seem worth the effort, and the wording just seems off. Kecleon is brimming with flavor, which is something I very much love to see in a card.[/quote] You understood it correctly, so my OCG can't have been that hard to understand :p The flavour came in the form of suicune always running away, so giving it effects that returned to the hand and banished seems appropriate no? And I was under the impression my card was overpowered rather than too much effort, but your entitled to your opinion! Anyway regardless of that, I love renegade's flavour and card effect, very well deserved win. Thanks for the game.

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