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[Leaderboard] JamesMuddy vs DivineDragonKnight


Nathanael D. Striker

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Rules:
-All 
Leaderboard rules apply.
First to 3 votes or most votes by January 14th, 11:59PM PST wins.
All voters must elaborate on their votes.
Both contestants and myself have the right to refuse votes, but must explain why they don't accept it.
-Written cards are allowed. (Must be in written format, cards with blank pictures are not acceptable)
 
Rewards:
-The winner gets a rep from the loser.
-All voters get a rep for voting.
 
Card A

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Activate when a Counter Trap card is activated: Negate the activation of that card, and if you do, destroy it. Your opponent cannot activate cards or effects in response to this card's activation. You can send this card from your hand to the Graveyard: Target 1 Face-up Trap card your opponent controls; Destroy it.

 

Card B

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When your opponent Special Summons a monster: take control of that card until your next End Phase. Its effects are negated, and it cannot attack.

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Card A is boring. It's a better Counter Counter, and Counter Counter is bad. The only good thing about it is it's last effect, which makes it a worse MST/Twister because it can only hit face up Traps.

 

Card B is just overpowered. It takes your opponent's monster and completely stops their plays. You're opponent can't even respond it unless they have a Counter Trap. Plus, you can use multiples in a turn. Not being able to attack or use its effect isn't a drawback, since you can just tribute/Xyz/Synchro with it.

 

Voting for Card A. It's bad, but its healthier than a Spell Speed 3 Mind Control.

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Card A:

A pseudo Spell-Speed-5 "Counter Counter" that doubles as a Trap-specific Twister. I don't like this card because it outclasses "Counter Counter" but at the same time said card is so underused that getting an improved version wouldn't be bad after all. At first it appears to be too specific by stopping only Counters, but the second effect does make it more live, and good for removing annoying floodgates and whatnot.

 

Card B:

A great Counter against Special Summons. It doesn't remove the problem, but it disables it, while stopping the opponent from making further plays with that monster. Then, as a Counter Trap it is a bit more difficult to, well, counter than other anti-Special Summon Traps.

 

 

I vote for Card A. Was leaning towards B at first but a card that stops any Special Summon would be just too good. Not really a fan of Card A because is a bit situational by only stopping Counter and face-up Traps, but at least is not as strong as B.

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Card A

Hey, look, it's Counter Counter that blocks further responses. The thing with Counter Counter is that Counter Traps are a relatively rare encounter (pun not intended), since the average Deck you'd see has relatively few Traps (about 8 or less, most of the time. Sometimes even Trapless) and a good deal of those Traps are Normal Traps that deal with the everyday card game problem, like Bottomless or Dimensional Prison. The few Counter Traps one would see are probably Wiretap and Solemn Warning, and those would only make up about... a total of 2-3 cards in a 40-card Deck. Working in an answer specifically to counter this few cards (which aren't even searchable, by the way) just doesn't work well.

 

Oh, wait. There's more. It's got an alt-effect that works like a Main Phase Twister that hits only Traps. The cool part is that its specifics mean you can hit Royal Decree with this thing, since it never goes on the field. Several other Trap Cards exist as "floodgates", such as Skill Drain, and the ability for this card to break them open would constitute most of the reason why anyone would play this.

 

Of course, there's still MST, but...

 

Card B

This reminds me of Intercept, only that it's got a greater trigger variation. You're more likely to see the opponent Special Summon than single-Tribute Summon a monster, so this will go off a lot more often.

 

Control effects are rather hated upon for pretty good reason, even if they're temporary. This card has some foresight to block out attacks and effects of what you're taking, but that's not quite enough. One could just use it as fodder to bring down their own threats while circumventing the return, and that's the main reason for the hate that control-switching effects are getting.

 

The Verdict

Card A gets it. Card B would draw hate and potentially see List attention if allowed into the game. Card A would only be underused.

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