Nathanael D. Striker Posted October 24, 2013 Report Share Posted October 24, 2013 Rules 1. All Leaderboard and Tournament Rules Apply 2. First to 3 votes or most by 11:59 pm Pacific Time on October 27th wins. 3. Votes must have a valid reason. 4. Winner gets 1 Rep from loser. 5. I have the right to add rules. Card Requirement Create a generic Spirit Synchro monster Card A 1 Tuner + 1 non-Tuner monster During the End Phase of the turn this card was Synchro Summoned: Return this card to the Extra Deck unless a Spirit monster was used as a Synchro Material Monster for this card. Spirit monsters you control do not return to your hand during the End Phase of the turn they were Normal Summoned or flipped face-up. This card gains 200 ATK for each Spirit monster you control. While you control no other Spirit monsters: This card can attack your opponent directly. When this card attacks your opponent directly: Return it to the Extra Deck. Card B 1 tuner monster + 1 or more non-tuner monsters Must be Special Summoned by Synchro Summon, and cannot be Summoned in other ways. During the End Phase of the turn this card was Special Summoned or flipped face-up: Return it to the Extra Deck, and if you do: Shuffle 1 card on the field into the deck, then its owner draws 1 card. If this card leaves the field, except by its own effect: You can return it to the Extra Deck, and if it was destroyed by battle: Draw 1 card. Control of this card cannot switch. Link to comment Share on other sites More sharing options...
Therrion Posted October 24, 2013 Report Share Posted October 24, 2013 Card A The card is okay. Rather weak for its Level, can keep Spirit presence alive. However, that isn't all too great in itself. The weak ATK stat, as aforementioned, is a major hindrance. Overall, the release of this would have absolutely zero effect on Spirit Decks (which it was aimed at). Card B Another "okay" card. Decent removal I guess, but it is hard to go into. However, it is generic. It can go for a -1 if it rams and dies, for whatever reason you may have for doing so, or disrupt your opponent with the end phase effect. It is better than Armory Arm and Balmung, so that is a great plus. The card itself is lackluster, but has its own little niche in the world of Yugimonz, which makes this card get my vote. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted October 24, 2013 Author Report Share Posted October 24, 2013 0-1 Card B Thanks for voting, Therrion. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 24, 2013 Report Share Posted October 24, 2013 While both effects don't seem too good, Card B has more practicality. Seems better than Armory Arm, at times, but is weaker than Balmung. Returns itself to the Extra Deck, even if you use it as a Synchro material (which I would do!). Can shuffle tough cards back into your opponent's deck, and I even have a strange combo with it. Formula+Tuningware, while you have a Swords of Revealing light on the field. Get this card during opponents turn, draw a card using Tuningware, and shuffle your own Swords into your deck at the end of the turn and get another +1. Rather long, but hey, I can use it. Card A having only one non tuner kind of hinders it for me too. So yeah, Card B. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 24, 2013 Report Share Posted October 24, 2013 Card A requires you to splash a tuner in the already inconsistent and slow Spirit deck, since using it in other deck is just a no. And if you run it in spirit, the reward of doing so is not worth the effort of summoning this. Abysmal ATK and not that great of an effect also made this card really weak. Card B is an interesting level 4 Synchro. The spin effect is nice, though the draw compensation is not needed at all. Also, the need to be destroyed by battle to draw a card made this underwhelming, since the only way to achieve that is to ram itself into a monster. Still, I vote for Card B since it's actually playable and have its own niche. EDIT1: Welp, just realized that it's less than 2 hours and this 1v1 is already finished Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 24, 2013 Report Share Posted October 24, 2013 Card B is an interesting level 4 Synchro. The spin effect is nice, though the draw compensation is not needed at all. Also, the need to be destroyed by battle to draw a card made this underwhelming, since the only way to achieve that is to ram itself into a monster. Still, I vote for Card B since it's actually playable and have its own niche. Formula Synchron can do this during the opponents turn. XD So yeah, card B wins. Fatality is inflicted upon? Link to comment Share on other sites More sharing options...
Thar Posted October 24, 2013 Report Share Posted October 24, 2013 Well gee, this looks familiar... Whatever. Congrats, Seija. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 24, 2013 Report Share Posted October 24, 2013 Thar, I find it helpful for me to go to older cards for inspiration. Maybe it'll help you. Those who do not learn from history are doomed to repeat it. XD Link to comment Share on other sites More sharing options...
Thar Posted October 24, 2013 Report Share Posted October 24, 2013 Thar, I find it helpful for me to go to older cards for inspiration. Maybe it'll help you. Those who do not learn from history are doomed to repeat it. XD I actually did look cards up, but I over-thought the concept, just like a always do. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.