Nathanael D. Striker Posted September 9, 2014 Report Share Posted September 9, 2014 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 This card can be Special Summoned from your hand when the current Turn Count of the Duel is a multiple of 5. The original ATK/DEF of this card is the Turn Count of the Duel x100 (Max 3000). Once per turn, you can discard 1 card to Special Summon 1 monster from your Deck with a Level equal to the Turn Count of the Duel divided by 5 (rounded down). When this card is removed from the field, the current Turn Count of the Duel is rounded up to the nearest 5. Card B When this card is Normal or Special Summoned: You can place Time Counter(s) on face-up monsters on the field, up to the current Turn Count. Monsters with Time Counters gain 1 Level and lose 300 ATK for each Time Counter on it. If this card is in your Graveyard: You can remove all Time Counters from face-up monsters on the field, and if you do: Special Summon this card. You can only activate 1 "Herald of Aeon" effect per turn, and only once that turn. During either player's turn, when the Turn Count moves forward while this card remains face-up on the field, place 1 Time Counter on a face-up monster on the field. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted September 10, 2014 Report Share Posted September 10, 2014 An inherent problem I can already see facing both cards is that once they appear, the current turn count of the Duel, which few bother to track anyway, suddenly becomes relevant, and causes a lot of inconvenience in trying to determine which turn it is. So we've another dimension to evaluate - which of these cards creates the biggest headache? Card A I can see a few arguments regarding the turn count, whether it refers to all players' turns, or just yours. I'll assume it counts each player's turns, which means that the timing window for the multiple of 5 on your turn opens every 10 turns. You get to Special Summon monsters, and while you have no control over what range of monsters you get over time, it's difficult to see this card remain on the field that long. And while this card does turn back the turn count for future copies, it takes a significant amount of time for the next copy to be respectably big and also able to fetch a good range of monsters. Card B Slightly intriguing effect that, sadly, dissipates the moment this card leaves the field. Counters in Yugioh are funny like that. Considering that this card's got relatively low stats, it's most likely to be seen setting up Synchro or Xyz Summons with its effect modifying its own Level. It does generate more Time Counters if it manages to remain on the field, slowly inflating and weakening the opponent's monsters while interfering with opposing Synchro or Xyz plays, not to mention a neat little combo with Burden of the Mighty to render your opponent's monsters too weak to do significant damage. The ability to recur is nice, but seeing that no other cards generate Time Counters (correct me if I'm mistaken), this card's self-recursion only works with other copies, particularly leftover Time Counters on the opponent's monsters. Verdict The headache of needing to suddenly track the turn count exists in both cards, but in Card B, the headache only lasts while finding out how many Time Counters to place. Card A needs to keep track of the turn count for every waking moment in order to determine its stats and what it can Summon. I understand the requirement says that it needs to deal with the turn count, but I don't think it intended for the cards involved to suddenly inconvenience the players. Think "something that interacts with Pyro Clock of Destiny". Vote to Card B as the inconvenience is less pronounced. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted September 10, 2014 Author Report Share Posted September 10, 2014 0-1 Card B Link to comment Share on other sites More sharing options...
Northern Sage Posted September 11, 2014 Report Share Posted September 11, 2014 bump for votes Link to comment Share on other sites More sharing options...
Love of Ghibli Posted September 11, 2014 Report Share Posted September 11, 2014 I too vote for card B A: Quite since in order for it to have decent attack points you would have to keep the duel going for upward of twenty turns which would be hard to do in these fast paced times. Therefore the redeemable quality is that on the fifth turn you get a free level 7, but that is implying that you go first. Otherwise your next window for summoning is 10. This makes her very hard to use and not really worth the pay off of having such patience. B: Like stated before the only problem with card B is figuring out the time counters. Which you would probably mentally keep track of if you opened with the card in hand. Having said that, level manipulation is always fun. The longer the game goes on the more explosive your play will be when you summon this thing. I find it weirdly techy. Therefore I like it. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted September 11, 2014 Author Report Share Posted September 11, 2014 0-2 Card B Link to comment Share on other sites More sharing options...
Northern Sage Posted September 12, 2014 Report Share Posted September 12, 2014 bump for even more of them beautiful votes Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted September 13, 2014 Author Report Share Posted September 13, 2014 Well, the deadline has passed. Unless there are any objections, Cat Sith wins 0-2. Link to comment Share on other sites More sharing options...
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