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[Leaderboard] Empoledum vs RickyKrilovs


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 September 12th 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 card that has an effect that in some way deals the turn count.

 

Card A

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Target any number of monsters in your Graveyard that were destroyed by your opponent's card (either by battle or by card effect) this turn. This card remains face-up for the same amount of your Standby Phases as the number of monsters targeted; then destroy this card. When this card is destroyed by its own effect: Special Summon the targeted monsters.

 

Card B

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This card can only be activated during your Main Phase 1. Roll a six sided dice and apply the appropriate effect.

1 - Decrease the turn count by 1. 2 - Discard 1 card. 3 - Send 1 level 4 or lower Monster you control to the Graveyard. 4 - Send 1 level 4 or lower Monster your opponent controls to the Graveyard. 5 - Draw 1 card. 6- Increase the turn count by 1.

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Card A:

It looks weak in my opinion. It is slower and more vulnerable than Call of the Haunted, in exchange for reviving more than 1 monster. However, unlike Call, this needs to be on the field and ready to be activated during the turn the monster(s) of you interest are destroyed, and thus its targets are more limited and makes the card even more unreliable.

(It is also outclassed by "Soul Charge", but Charge is arguably badly designed and it would be unfair to compare this card to it).

 

Card B:

This card looks bad. It relies on luck and only has 2 positive effects from 6: that's 33% chance for this card breaking even; the odds aren't on its favor.

 

 

Vote for Card A. But if we are allowed to vote for C in this contest, I will go for it because both cards are unreliable.

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Card A

I was about to apply the Test of Time reasoning and immediately disqualify this card for not being related to turns passing. Someone did create a card there involving a count of Phases and was immediately DQ'ed. Even though this card won't benefit from Pyro Clock, I'll still give it the benefit of doubt and read the whole thing.

 

The ability to Special Summon multiple monsters is powerful, but it's weighed down by the fact that this card has to sit around for at least one turn to even do anything, at which point the opponent will shoot it down at the last possible opportunity. If it were a lingering effect instead, maybe it'd be better, giving your opponent fewer opportunities to stop it while allowing them time to see the Summons coming and prepare accordingly.

 

Card B

When contests ask you to make a card that does something, the general idea is to center the card's idea around that one task, instead of simply stapling it onto a card with various other unrelated abilities. What's the point of the card shifting the turn count forward and backward if its other effects can't capitalize on that? You've just made its 1 and 6 options duds outside of certain situations, effectively having a 1/3 chance of doing nothing.

 

Verdict

Card A may not, by definition, fulfill the basis of the task, but at least it has a bit of the concept down. Card B just misses the whole point of designing a card for a certain task. I'll have to go with the lesser of two evils and vote for Card A.

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I vote for A

 

It seems that both of them avoid the turn count requirement in someway.

 

A: It took me a couple of reads to realize that multiple standby-phases is in turn multiple turns. Though that techinically isn't the "turn count" it seems that it is still allowed by the rules. Personally anything that has to stay on the field that long to get such a massive pay off doesn't. Therefore I find it not really practically for this fast paced game.

B: While it does explictly say "Turn count" there is nothing that can be done with said effects. They may as well not exist. If anything they appear as after thoughts to a sequel of Dangerous Machine Type-6. They neither hurt or harm a player therego they should not be there.

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