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[Leaderboard] JamesMuddy vs Hata no Kokoro


Nathanael D. Striker

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Rules:
-All 
Leaderboard rules apply.
First to 3 votes or most votes by January 16th, 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

Auto-Guard Mech

Level 4

Machine-type Effect Monster

EARTH

ATK 1500

DEF 1700

● While in Attack Position: This card gains 500 ATK. Also, this card cannot be destroyed by card effects.

● While in Defense Position: This card gains 500 DEF. Also, this card cannot be targeted by card effects.

If this card is attacks or is attacked: change its battle position at the end of damage calculation.

 

Card B

di4hpvR.jpg
Special Summon this card in Defense Position as an Effect Monster (Dragon-Type/FIRE/Level 6/ATK 0/DEF 2500). (This card is also still a Trap Card.) If your opponent controls more monsters than you do, switch the ATK/DEF of all face-up monsters on the field. Once per turn: You can change this card's battle position.

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Card A has a Morphtronic clause for its effects

  • Attack Position boosts it to 2000 and blocks Exciton, BTS, Mirror Force and whatever common destruction cards nowadays; including blowing itself up via Limiter Removal if that ever happens.
  • Defense pumps it to same amount, and blocks Chidori, Castel and other targeting removal. I'd normally say that this card's targeting protection blocks 101, but said card works only on ATTACK monsters; this one wouldn't.

For its other effect, it has a Karakuri-esque thing going for it, except it does it at the end of Damage Calculation; assuming it survives the attack or makes a successful one.

No matter what happens, it has protection from card effects; what sort of protection it carries depends on its battle position.

 

Card B can SS itself as a Level 6 Dragon, and applies a permanent Shield & Sword-esque effect on the field, provided your opponent has more field advantage (meaning more monsters). On a side note, Hieratics (and whatever R6-heavy Decks) can use this card to make a very quick Rank 6 of their choosing; along with being fodder for F.G.D and other Dragon decks via Mirror.

 

2500 "ATK" is enough to run over things, but note that it does become weak at the end (0 ATK), should you either tie with opponent in monsters or exceed them. I could see this as more of a defensive card to soften your opponent for the time being; works really nicely with Decks that already have high DEF to work with.

 

 

Personally though, I would prefer the effect protection granted by card A; considering that effect removal is still quite common. Card B has its merits though, however it's mostly useful if you either have relatively balanced stats and/or losing in field advantage. That's probably just how I feel.

 

Anyway, card A.

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Card A

An effective 2000/2200 with a beneficial drawback (and also fetchable via Giant Rat among other things) tends to be pushing the envelope. Radion was at least courteous enough to be an effective 1800/1900 on his own. The effect protection Card A has is respectable, and the Karakuri-esque forced position change means the opponent has an opportunity to manipulate you into the position they want you to be in. But between 2000 ATK or 2200 DEF, there's little that can deal with it (and I mean, slug it in the face) that doesn't need a Tribute.

 

Card B

Gotta point out Trap Monsters are commonly Continuous Traps, for starters. That aside, I gotta ask: What happens if you control 2 or more of these at once, and yet your opponent still outnumbers you? Will the first 2 layers of the effect cancel out?

 

Putting these issues aside, it's simultaneously powerful and fragile if you land it in the wrong position at the wrong time. The ability for the card to change its own battle position mitigates this problem, since you can shift the monster back into Defense Position when you finish a Battle Phase and the numbers dwindle. The problem is when the opponent can control their own numbers to leave you in the more vulnerable situation. Want it in Attack Position to scare off pushes? Watch your opponent Synchro or Xyz to cut their count and leave you at 0 ATK. Leave it as a wall? Your opponent is likely to swarm and punch through your 0 DEF, then resume the offense with their restored stats. Yes, it's possible the opponent might have run out of resources and can't easily manipulate their monster count to screw you over, but that's not a very common occurrence.

 

The Verdict

After all this talk, we can't forget what the conditions were. The goal was to create a "defensive-like" card that could go offensive where it counted. I interpret it as a primarily defensive card that also has alternate, offensive options. Ultimately, given the nature of the game, the cards would be used offensively anyway when their design even allows them to be played that way.

 

While Card A's DEF is clearly its better stat, 2000 ATK is no slouch either, especially with protection that lets its attacks connect more often. You'd see it as an assault troop more often than a shield for your cards. Protection effects are defensive when they can be used to respond to the opponent's actions, but when they only affect their source card, they tend to be more offensive as it makes the card harder to answer. If Card A's protection effects could extend to other cards, but also only work during certain points in the game (e.g. during your opponent's turn where they'd be trying to break apart your board state), it would better fit the mold of a defensive card.

 

Card B tends to function as an attack deterrent only if you've established sufficient board presence, and in a pinch it works as an emergency attacker. I find it to fit better into the spirit of this round's goal, even though it tends to backfire in some situations where a purely defensive card shines (e.g. trying to use it when your opponent's about to direct attack you with a field full of monsters)

 

Vote goes to Card B for fitting the requirements better.

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Card A:

The requirement is a defensive card that can shift to offense, but 2000 ATK and indestructible by card effects is too offensive and most likely the card will be used for its offensive capabilities. Also, 2000 ATK on a Level4 monster monster + backed up by immunity to effect destruction may be pushing it a bit too far. The only cards with 2000+ ATK and a positive effect are Koa'ki Meirus, but they come with the drawback of being bound to an Iron Core or cards with the same type. Yes, this card shifting its position after battling could be considered a drawback, but when its DEF becomes 2200 and gains immunity to effect targeting then it is not as awful.

 

Card B:

A 2500-DEF wall that can shift to offense if the opponent outnumbers you. This card is interesting an amusing as it most likely would require the player to be smart and make predictions to bring out the best of it. As a Trap Card, it looks like its can change its position also during the opponent's turn, which greatly helps the card. Finally, as a Level 6 FIRE it can support the underused "Hazy Flames".

 

 

I vote for Card B because it looks fun to play with and sticks closer to the requirment than Card A, which can straight out be used offensively.

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