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 28th 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 or more non-Tuner Monsters You can banish 1 Spell Card from your graveyard: Flip 1 Face-up monster to Face-down defense position OR Flip 1 Face-down monster to Face-up attack position. During the End Phase on which this card is Special Summoned: return it to the Extra Deck, and if you do; Target 1 of this card's Synchro Material monster in your Graveyard and Special Summon it. When this card leaves the field, except by it's own effect: reveal the top card of your deck and choose to send it to the Graveyard or add it to your hand. Card B 1 Monster +1 Tuner Monster This card cannot be Special Summoned except by Synchro Summon. This card returns to the hand during the End Phase of the turn it is Normal Summoned or flipped Face-up. When this card is the target of a Trap Card, negate the Trap and flip this card Face-down. When this card is flipped Face-up, select one card in your Graveyard and banish it. When this card is sent to the Graveyard, select 3 cards that are banished, and add them to your deck, then shuffle your deck. Link to comment Share on other sites More sharing options...
Darj Posted October 24, 2013 Report Share Posted October 24, 2013 Card A: At first I thought it didn't have the Spirit clause, but then found it as the 2nd effect. Anyways, card is looking good: she can give you a card not matter how she was removed from the field, and her position-changing effects should be welcomed in any deck, supporting her generic traits. The only thing I see that could become a problem is that the first effect is not "once per turn" so with enough Spells in the grave you could change the positions of all the monsters your opponent controls in the same turn and take advantage of their low ATK or DEF through battle. Card B: I'm assuming the Spirit clause was copy/pasted because Synchros cannot be Normal Summoned and they don't return to the hand, but I get the idea. The card is good too: While I don't find the last 2 effects useful (not many decks benefit from banishing their own cards, and not only returning banished cards to the deck can slow the deck down, but also the effect is not optional and can fail to trigger if you have less than 3 banished cards), the monster still remains as an impresive 2800-ATK Synchro 6s (higher than Gaia Knight) with a nice insurance against some Traps. It was really close, but I give my vote to A, because, even if the lack of an OPT on the first effect can be abused, it stands out as the more generic Spirit of the two, and her remaining effects help to mitigate the cost of the Spirit clause. On the other hand, the second effect of card B would only benefit a few decks such as Macro (banish any D.D. Warrior/Scout Plane in the grave). And even with 2800 ATK, the Spirit clause won't let him stay on the field for long, and a generic Synchro 6 beater would be a better choice on the long run. Interestingly enough, these 2 cards wouldn't work that bad together: Banish powerful Spells with Ame, and then return them to the deck with Zigorna later. The fact that both are Spirits could give them place in a Spirit Deck. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted October 24, 2013 Author Report Share Posted October 24, 2013 1-0 Card A Thanks for voting! Link to comment Share on other sites More sharing options...
Aix Posted October 24, 2013 Report Share Posted October 24, 2013 Card B's effect is way too situational and is effectively a beater that appears on the field for one turn before disappearing in a puff of smoke without really accomplishing anything. I'll go by the written text for Card A which requires you to banish a Spell Card. Unfortunately, there is one fatal error on the part of Card A - the fact that you'll get a million searches off of Spellbook Magician of Prophecy, and I'm sure it can also be used to abuse other Flip Monsters. Vote to Card B. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted October 24, 2013 Author Report Share Posted October 24, 2013 1-1 Thanks for voting. :3 Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 24, 2013 Report Share Posted October 24, 2013 Card A honestly does too much for a simple level 6. A not once-per-turn maestroke effect and can replace itself when it leaves the field seems to be too much. Card B on the other hand doesn't do anything significant, by virtue of being a slower, more situational Avarice. Also, no one will target it with a trap, they'll just wait for it to go away on its own. I'll choose to vote for card A, since eventhough it's too much, at least it does something. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted October 24, 2013 Author Report Share Posted October 24, 2013 2-1 Card A Thanks for voting. Link to comment Share on other sites More sharing options...
Therrion Posted October 24, 2013 Report Share Posted October 24, 2013 Toyo's card is strong. Mass position change on a nice body that compensates for the -1 brought about by Synchro Summoning (though, when it returns it only compensates for half of it, since without the Summon upon return it'd be a -2, like the other card often is), so the compensation is really nice and puts it into competitive state. Overall, it will likely kill something in battle then return to Deck and replace itself (be it in hand or on field) with some other card, making for a solid 0. Createur's card is meh altogether. It sports an amazing 2800 ATK stat, but the effect is lack luster. They won't target this card with a Trap, so the attack will most likely go through bar Mirror Force/Torrential on Summon. The effect isn't really clear, I'm not sure if it goes into Face-down Defense Position or if it is similar to Darkness Approaches in the way it keeps it in Attack Position. The last effect is somewhat random and weak, and doesn't justify the 2 cards it takes to go into this card. Vote for Toyo. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted October 25, 2013 Author Report Share Posted October 25, 2013 3-1 Card A And Toyo gets the win. :3 Link to comment Share on other sites More sharing options...
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