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[Finished][Leaderboard] TEM 23 vs Qliphoth Tool (Voting Started)


BatMed

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-All Leaderboard rules apply.
-First to 3 votes or most votes by the deadline wins.
-All voters must elaborate on their votes.

-The winner gets a rep from the loser.
-All voters get likes.

-Cards must be PM to me within 24 hours after accepting the Challenge.

-Remove any evidence of the card being made by you to ensure anonymity.
-In case a downtime happens, the deadlines may be extended.

-The creators should avoid posting comments that give away whose card is whose.

 

**Requirement: Make a "Last Stand" Main Deck monster card: A monster that can save you from losing the duel in a Hard situation.

Hints: Its ATK and DEF must not surpass 2500.

 

**Contest ends on July 13th 

 

**Entries:

[spoiler='Card A']

wp4LUzq.jpg

 

Lore:
Cannot be targeted by card effects. When your opponent declares a direct attack: You can banish 1 "Chiron" monsters from your hand, Deck or Graveyard; Special Summon this card from your hand or Graveyard. Then, if your opponent controls a Special Summoned monster, this card gains 700 ATK and DEF, also it cannot be destroyed by card effects until the end of this turn. If this card is Special Summoned this way, banish it when it leaves the field.

[/spoiler]

 

[spoiler='Card B']

herald_of_fallen_hopes___updated_by_batm

 

Lore:

Cannot be Normal Summoned/Set. Cannot be Special Summoned except with its own effect. If you control no cards and have 5 or more monsters in your Graveyard, you can Special Summon this card (from your hand). If this card is the only monster you control: It cannot be Destroyed by your opponent’s cards effects. If this card battles a Special Summoned monster: Double this card’s ATK during the Damage Step only. When an attack is declared involving this card and an opponent’s monster: Negate the effects of that monster (including in the Graveyard). When this card leaves the field: You take 2000 damage.

[/spoiler]

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Card A:

Interesting choice of design with the banish-a-Chiron-to-get-a-Chiron condition. However, this runs into issues with Chiron the Mage; you could run both the card you designed and the already existing Chiron to keep getting this out. Aside from that, I very much like the rest of it. It's a lifesaver when you're out of choices, and in addition, it's well balanced by the fact that it only becomes indestructable if your opponent controls a special summoned monster (also, the fact that this effect lasts only the End Phase is quite nice). What concerns me, however, is the fact that this simply isn't a "last-stand" monster; you could play it strategically whenever you want to (with artifacts, for example). The card is a little too usable even in favorable conditions.

 

Card B:

Card A was almost too good, this one is a little underwhelming. It's indestructable if you have no other monsters, so again, quite useful in Artifacts. It's Summoning conditions make it fit the contest requirements very well, but then it becomes an indestructable beatstick that will inevitable die next turn when your opponent makes that stupid 101 Xyz monster or pulls some other targeting/non-destruction effect on you. Plus, it's completely open to backrow counters and has a nasty, unnecessary side effect (2000 burn, mama mia). If you're in a last-stand situation, this card would be useful to get damage out to your opponent; however, aside from that immediate benefit, it seems weak.

 

So there we have it, Card A is indestructable and invulnerable if your opponent has a SS'ed monster (chances are, they will). Plus, its Summoning conditions make it quite easy to pull (run 2, or make some interesting tech with the other Chiron card). Also, this card causes an attack replay, so its protective and super defensive for a cost that's too low and doesn't really embody "last-stand". Card B fills the last-stand requirement more adequetely, though falling apart to a lot of modern meta techs. It's only good on your turn, and has too much self-burn imo.

 

Card A deviates too much from the last-stand part that I have to vote Card B, which in and of itself isn't that weak but is also not strong enough.

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"Master Chiron" get my vote. Unlike the previous contest I just voted, this one has a good card and an obviously worse one. "Herald of Fallen Hopes" is the worse. You use very weird and bad-looking font for your card, also the card is far more situational than another card. As a contest requirement, "Last Stand" monster, I expected a monster that has the ability to turn the situation around, but what this guy have? protection from effect destruction that only applied if it is the only monster you control, and a 2000 LP drawback that shouldn't be there in my opinion, the card is already situational and bad, no need to kill it with more drawback. "Master Chiron" is more interesting "Last Stand" monster to say, it's "cannot be targeted or destroyed by card effect" and that 3000 DEF, even for a turn, is worth running 2 copy of it in any deck to prevent the finishing blow and get your revenge play.

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"Master Chiron" get my vote. Unlike the previous contest I just voted, this one has a good card and an obviously worse one. "Herald of Fallen Hopes" is the worse. You use very weird and bad-looking font for your card, also the card is far more situational than another card. As a contest requirement, "Last Stand" monster, I expected a monster that has the ability to turn the situation around, but what this guy have? protection from effect destruction that only applied if it is the only monster you control, and a 2000 LP drawback that shouldn't be there in my opinion, the card is already situational and bad, no need to kill it with more drawback. "Master Chiron" is more interesting "Last Stand" monster to say, it's "cannot be targeted or destroyed by card effect" and that 3000 DEF, even for a turn, is worth running 2 copy of it in any deck to prevent the finishing blow and get your revenge play.

 

1-1

I appreciate you vote, but next time, try to avoid talking about "the card itself" and focus on the effect and the concept. Have an nice day ...

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So what do we have here? Card A being a hand/Grave Trap that ss itself with a protection from both destruction and targeting by card effect in the pinch (still dead to Leo and Eater that any deck can make though) given you run 2 of it for a 1-time use or 3 of it plus 3 Mage for a 3-time use, the interaction with the forgotten craps is the thing I love, but it works better on it own (draw 2 or more Mages is just a lose button). Card B actually can be Summoned in any situation (Derp hole and instantly bring this out), plus can be summoned during your turn is definitely not a Last stand monster. It appear to won any monster in battle bar NS stuff like MMs or LADD, and the effect negation in the Grave is neat, although only protected from effect destruction mean it still can be BTS'd or Dimensional Prison'd.

From overall usability and theme-wise, Card A get my vote, both cards are even in balance though.

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