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[Leaderboard] ~Renegade~ VS. Zazubat [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: 7/11/13

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 Requirements]

Create a Ritual Monster and Ritual to summon out said monster

[/spoiler]

[spoiler=Card A]

Ritual Spell Card
This card can be used to Ritual Summon "Dark Master of the Archfiends". You must also Tribute monsters from the field or your hand whose total Levels equal 8 or more. If you control a Field Spell Card, you do not need to Tribute any monsters. You can also send 1 Spell/Trap Card you control or from your hand to the Graveyard as an entire Tribute.

Ritual Monster
Dark Master of the Archfiends
Level 8
Fiend-Type/Dark
You can Ritual Summon this card with "Dark Master of the Archfiends". When this card is Ritual Summoned, if the only monsters you control are Fiend-Type monsters: You can target "Archfiend" monster in your Graveyard; Special Summon it. It cannot attack, and it is destroyed during End Phase. When this card is sent to the Graveyard: You can shuffle 1 "Dark Master of the Archfiends" into your Deck, then draw 1 card.
3000/0

[/spoiler]

[spoiler=Card B]

AngelleanHost.png?t=1373380212

This card does not have to be Ritual Summoned. If this card is Ritual Summoned: It gains the following effect.
●If this card destroys an opponent's monster by battle: You can reveal 1 LIGHT monster in your hand; equip it to this card. This card gains ATK equal to the Level of the equipped monster x200. This card can only be equipped with 1 card by this effect at a time. If this card is destroyed by an opponent's card effect while equipped with a monster; Special Summon the equipped monster.
SacrificialCalling.png?t=1373380213
This card is also treated as a Ritual Spell Card. During the Main Phase of the turn this card is activated: You can Tribute 1 face-up monster you control or 1 monster in your hand. Each time a monster you control is Tributed: Place Calling Counters on this card equal to the Level of the Tributed monster. You can remove any number of Calling Counters from this card: Ritual Summon 1 Ritual Monster from your hand, regardless of Summoning conditions, then destroy this card. If this card is destroyed by its own effect: You can target 1 face-up Ritual Monster you control and increase its ATK by 200 points for each Counter that was on this card when it was destroyed. During each of your End Phases; Tribute 1 monster on your side of the field or in your hand OR remove all counters from this card, then destroy it. 

[/spoiler]

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Card A is pretty nice in how many options you have to go about the Ritual Summoning process, and both have Archfiend in their name, Trick can easily search both of them. It would've been nice for him to be a Level 7, so Pandemonium could search him upon Empress/Genesis destruction, but that hardly matters. The quick recurrance of an Archfiend (Knight for perma-SS, Trick for search, Genesis for destroy) is really nice and creates even more of a GY Toolbox. I'm not sure if this would really make the cut in Archfiends. Not sure if this was intentional, but the monster and spell have the exact same name, limiting you to a combination of 2 ritual monster/1 ritual spell or vise versa, which seems like a pointless hinderence to the card. Again, like other Archfiends, has 0 DEF to benefit from Recurring Nightmare, but he shuffles himself or the Ritual Spell (assuming the target your shuffling is in Graveyard, as the text didn't specify) to the Deck for reuse, so again, a minor detail. It could've allowed the monster to attack, but I understand you don't want to come off too strong in a 1v1.

 

Card B is really creative. The wording on the first effect is probably wrong, but I can't really 100% be sure as it hasn't been done before. It has nice beater stats for its Level, and can become a hefty beater with its effect. I can't say it would be able to find a home all to easily (the monster itself), but I guess it could be seen in random places. The Ritual Spell Card is really nice, and may see play in a few places as just an all around simpilfier to Ritual Summoning, though it doesn't ignore the Summoning conditions, so it could only Summon those who don't require a certain Ritual (which are few and far between).

 

If the vote was for creativity, then Card B would have the vote (though Card A is creative in the fact the ritual can be free when a Field is out, and the "drawbacks" on the monster it Summons). Playability wise, however, I have to side with Card A. There is problems with each, Card A sharing a name with the Spell/Monster and Card B being a random beater (with a last wish)/generic Ritual, but all in all I think Card A would have more effect on the game and be a more interesting card to release and see what happens. It was a rather hard vote, but Card A has mine.

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Card A is pretty nice in how many options you have to go about the Ritual Summoning process, and both have Archfiend in their name, Trick can easily search both of them. It would've been nice for him to be a Level 7, so Pandemonium could search him upon Empress/Genesis destruction, but that hardly matters. The quick recurrance of an Archfiend (Knight for perma-SS, Trick for search, Genesis for destroy) is really nice and creates even more of a GY Toolbox. I'm not sure if this would really make the cut in Archfiends. Not sure if this was intentional, but the monster and spell have the exact same name, limiting you to a combination of 2 ritual monster/1 ritual spell or vise versa, which seems like a pointless hinderence to the card. Again, like other Archfiends, has 0 DEF to benefit from Recurring Nightmare, but he shuffles himself or the Ritual Spell (assuming the target your shuffling is in Graveyard, as the text didn't specify) to the Deck for reuse, so again, a minor detail. It could've allowed the monster to attack, but I understand you don't want to come off too strong in a 1v1.

 

Card B is really creative. The wording on the first effect is probably wrong, but I can't really 100% be sure as it hasn't been done before. It has nice beater stats for its Level, and can become a hefty beater with its effect. I can't say it would be able to find a home all to easily (the monster itself), but I guess it could be seen in random places. The Ritual Spell Card is really nice, and may see play in a few places as just an all around simpilfier to Ritual Summoning, though it doesn't ignore the Summoning conditions, so it could only Summon those who don't require a certain Ritual (which are few and far between).

 

If the vote was for creativity, then Card B would have the vote (though Card A is creative in the fact the ritual can be free when a Field is out, and the "drawbacks" on the monster it Summons). Playability wise, however, I have to side with Card A. There is problems with each, Card A sharing a name with the Spell/Monster and Card B being a random beater (with a last wish)/generic Ritual, but all in all I think Card A would have more effect on the game and be a more interesting card to release and see what happens. It was a rather hard vote, but Card A has mine.

Thanks for voting.

 

Card A 1

Card B 0

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I have to vote for Card A as well. Even though Card A is so easily searched by Trick Archfiend, I wouldn't see actual Archfiend.deks running Card A, mainly because those decks center around Commander + Trick shenanigans, and don't run more than 1-2 Genesis. In a dedicated deck, it would be a blast to run it though, though it being Level 8 hits its playability (out of bounds for Preparation of Rites), but it's obvious that the Level was made 8 for possible Xyz plays.

 

Card B is good, if you actually Ritual Summon it, especially if you do not use "Sacrificial Calling" for its Summon (come on, it's way too slow to be of any use), so the only viable way to Ritual Summon this card is to use Advanced Ritual Art. And that leaves us with a question, why waste Advanced Ritual Art on a monster that is nothing but a beater? And yeah, I kn ow that it the monster it was equipped with gets Summoned if Card B is destroyed, but then what? What good does getting the equipped monster onto the field really do to you?

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I have to vote for Card A as well. Even though Card A is so easily searched by Trick Archfiend, I wouldn't see actual Archfiend.deks running Card A, mainly because those decks center around Commander + Trick shenanigans, and don't run more than 1-2 Genesis. In a dedicated deck, it would be a blast to run it though, though it being Level 8 hits its playability (out of bounds for Preparation of Rites), but it's obvious that the Level was made 8 for possible Xyz plays.

 

Card B is good, if you actually Ritual Summon it, especially if you do not use "Sacrificial Calling" for its Summon (come on, it's way too slow to be of any use), so the only viable way to Ritual Summon this card is to use Advanced Ritual Art. And that leaves us with a question, why waste Advanced Ritual Art on a monster that is nothing but a beater? And yeah, I kn ow that it the monster it was equipped with gets Summoned if Card B is destroyed, but then what? What good does getting the equipped monster onto the field really do to you?

Card A 2

Card B 0

 

Thanks for voting.

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As mentioned, Card A has broken text. I doubt that was intentional, if it was to balance it out, well, then that's kinda silly since the card isn't broken at all. I like the fact that it cannot attack, 6000 damage plus more if you got the Field up sounds cheap. It's obvious that it's meant for an alternate way to Xyz Summon Rank 8s in the Deck, and while I doubt it will be run in the main deck, it works well for a more Level 8 heavy one. The fact that the Spell has plenty of options is pretty nice. Card B is pretty good as well. I found it silly that it can be Summoned without the Ritual, is that suppose to be a SS? In that case, I can't say I like that, free Level 4 just because it's a Ritual is just eh to me. I don't really understand why ZandaPanda calls the Continuous Spell/Ritual Spell slow, you still Tribute to put stuff on it. Since it destroys itself at the end if you don't remove stuff, it's kinda weird, but the Tribute it provides can also put more stuff on it, if you really need that, but since it destroys itself when you use it's Ritual Spell effect, that's kinda weird. The Ritual Monster itself is pretty nice, a lot of ATK, and if Honest with it is fun. It might be problematic to destroy stuff with it. It's slow to get used, but if you can, it can get out a lot of powerful monsters. Sadly, it's slower than the first card, and the first card supports the Archetype pretty well, with the destroy at the End Phase and such, so that's pretty cool. I'll vote Card A here.

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Card A 3

Card B 0

 

I win this one it seems. Yeah, I did mess up the card text, it's not meant to be called the same. I also want to point out that the second card gains ATK when you use the Ritual, so it's easier to destroy stuff with, it seems like .codex didn't see that since he said it was hard to destroy stuff with.

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I don't really understand why ZandaPanda calls the Continuous Spell/Ritual Spell slow, you still Tribute to put stuff on it.

 

I misread it, but my statement still stands, if not edited a bit. It's still slow for the Ritual Monsters that are Level 5+, since if you do not have a monster of the same Level that the Ritual Monster has, you have to tribute 2 or more monsters to get enough counters on it, and there are not many Tribute outlets in the game, other than Tribute Summons etc. etc. For the Ritual monster presented in Card B's spoiler, it's not slow, given how Level 4 monsters are commonplace in the game etc. etc.

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