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[Leaderboard] Infinite Rainbow vs UltimateIRS


Nathanael D. Striker

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Rules

1. All Leaderboard and Tournament Rules Apply

2. First to 3 votes or most by 11:59 pm Pacific Time on November 3rd 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

Make a Trap monster that fits a commonly-played Deck.

 

Card A

Bujingi Horse
Continuous Trap Card
Special Summon this card as an Effect Monster (Beast-Type/LIGHT/Level 4/ATK 1000/DEF 2000). (This card is also still a Trap Card.) Once per turn during either player’s Main Phase: You can equip this face-up monster to a Beast-Warrior-Type “Bujin” monster you control OR unequip it and Special Summon it in face-up Defense Position. The equipped monster gains 300 ATK. If the equipped monster would be destroyed by an opponent’s card (by battle or by card effect), destroy this card instead. You can only control 1 “Bujingi Horse”.

 

Card B

LFmZkwE.jpg

When this card is activated, if you control no Machine-type monsters; Special Summon this card in Defense Position as an Effect Monster (Machine-Type/EARTH/Level 8/ATK 0/DEF 3000). (This card is also still a Trap Card.) Once per turn, you can add 1 "Machina" monster from your graveyard to your hand, then discard 1 card. If you do, you can special summon 1 level 4 or lower "Machina" monster from your hand. If this card is targetted by a card effect, discard 1 "Machina" monster in your hand to negate the effect and destroy it, and if you do, swap this card's ATK and DEF.

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I vote for Card B. For one, I love the archetype, and this card seems to fit in gaps uncovered by the regular cards. Gives you a reason to run a trap in a Machina deck, summons the Unions with ease, and pulls out some good plays. While it may seem OP, the "targeted by effect" effect is just as avoidable as Machina Fortress's effect, so it feels justified. The attack swap thing is also pretty powerful and I like the fact that it seems like a modern take on Fortissimo. Also, the attack swap is not permanent either; as in it can be swapped back, compensating for the slightly unfair attack boost by also adding a potential downside.

 

Card A, on the other hand, just does not seem as strong. One card that gives a 300 boost as the main effect seems like a waste to me, but I do not know Bujins well enough yet. Also, making a Union Trap Monster is slightly confusing. It takes up a Monster Zone, A Spell/Trap Zone, and is used to equip? 3 Zones used, or is it just me?

 

So yeah, Card B wins my vote. (Yay!)

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Card A: 1000/2000 monster that gives the equipped monster 300 ATK and the usual effects for a Union.

 

Like TGM, I'm not too familiar with Bujins (aside from the fact they use Equip Cards to some degree), but the effect this card gives is slightly generic. (Though you could detach it and summon Susano'o, Kagutsuchi or Tsukuyomi with the previously equipped monster)

 

Card B: 0/3000 monster that can only be SS if you have no Machine monsters; can discard a card to SS 2 Machinas (one from grave and other from hand); discards again to negate targeting effects and switches its stats.

 

While I would like to note that it is good for recycling stuff like Gearframe or any of the Union monsters, the discarding effect could be used to start a loop with its previous one (get Machina into graveyard, then SS it along with another one [but that would require its user to have that in hand, plus another card to pay cost]). That being said, Mirror Force/Torrential and the like get around this card's last effect so in a way, it counterbalances becoming a 3000/0 monster.

 

 

Although card A is more balanced in terms of its effects (although somewhat generic as mentioned), I'll have to vote for B due to it providing reasonable support for Machinas (it's not broken in terms of its effects, since they take their toll on the user's hand with the discards)

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Card A ignores the point of the Bujin basically. The point of the deck is to sit on Yamato for a couple of rounds whilst hiding behind support like Turtle, Crane and Vanity's Emptiness. They don't need this card, period.

 

Card B on the other hand has an interesting quirk, he grabs you a Machina in exchange for another card. Funnily enough, I imagine he'll always add Cannon or Force, depending on what you use for this since they're pretty much instant monster reborns for Fortress, the main centerpiece of the deck. The SS effect is pretty moot and unnecessary, since the only Machina that ever see play that happen to be Level 4 or lower is Gearframe. And he REALLY prefers to be Normal Summoned.

 

So despite it's flaws, Card B has more flavour and reasonance with its archtype than Card A, hence why it's B all the way.

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