Nathanael D. Striker Posted January 16, 2015 Report Share Posted January 16, 2015 Rules: -All Leaderboard rules apply. First to 3 votes or most votes by January 17th, 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 This card gains the following effects based on the number of DARK monsters in your Graveyard:-1+: Fiend-Type monsters cannot be destroyed in battle, and once per turn, Battle Damage taken from a battle involving a Fiend-Type monster is equal to that Fiend-Type monster's original ATK.-3+: Once per turn, this card cannot be destroyed by card effects, except its own.-5+: During the End Phase, destroy this card; add 1 Level 7 or higher DARK monster with 0 DEF from your Graveyard to your hand. Card B (This card is always treated as a "Trap Hole" card.)When your opponent Summoned a monster(s) in face-up Attack Position: Negate its effects until the end of this turn, then switch it to face-up Defense Position. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up monster your opponent controls; Special Summon 1 Level 4 or lower "Traptrix" monster from your hand or Graveyard, and if you do, that target's DEF becomes 0 until the end of this turn. You can only use this effect of "Traptrix Ambush" once per turn. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted January 16, 2015 Report Share Posted January 16, 2015 I don't quite need to clarify on Card B here, as Card A kind of completely flunks the whole premise of this round. Card B has good amounts of search, and rather nicely fits the bill for this round. It provides defense in the form of blocking, which is nice…and then lowers its defense while reviving a Traptrix. Rather strong, even...but at least it fits the requirements for this round. Card A has a neat recovery effect, but…yeah…doesn't make a whole lot of sense. The "Defensive capabilities" is prevention by ALL battles, which is ludicrous. I see no offensive capabilities here, unless that battle damage thing counts. Voting for Card B, all the way. Link to comment Share on other sites More sharing options...
Darj Posted January 16, 2015 Report Share Posted January 16, 2015 Card A: Not a fan of this card. Turning all your Fiends indestructible through battle can be really annoying, and the 3+ effect only make this card harder to play against. The battle damage effect is unclear and potentially unfair. From what I understand, you could leave a fiend in with low ATK in ATK Position and whenever it is attacked, instead of taking full damage you will take minimal damage because of the fiend's low ATK. That's just heavy stalling. The 5+ effect is cute but I can't think of cards that could take advantage of this. But even if there are, chances are their decks can't get 5+ DARKs in the grave to make this effect consistent. Card B: Arguably the card that Traptrix need. The first effect is a more reliable TTHN but shifts the threat to DEF Position instead of destroying it. In a way, it is a "Trap Hole" version of Fiendish Chain, albeit temporary. Then, not only the effects of Myrmeleo and Dionaea will trigger when revived by its second effect, but it can even make Nepenthes worth of being played by using it during your turn while she is on your field. Vote for Card B. Amazing card that further provides Traptrix with support they badly need to potentially become playable on their own. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 17, 2015 Author Report Share Posted January 17, 2015 0-2 Card B Link to comment Share on other sites More sharing options...
chiagirl Posted January 17, 2015 Report Share Posted January 17, 2015 I like card A, but it does seem a little too good. It prevents all fiends from battle destruction, as well as protecting itself from destruction once per turn. Those 2 things by itself make an annoying soft lock that's fairly difficult to break, and as you only need 3 fiends in the graveyard to do that it can be achieved fairly easily. I'd probably let the card stay on the field for it's battle immunity rather than use it's last effect. I have a deck that I would absolutely love to put this card in, but it does seem a tad OP. Card B is interesting as it can effectively stop a threat for a turn, though I would have liked if it worked only on special summons like traptrix trap hole nightmare. While it's second effect can't be used the turn it's sent to the graveyard, I believe you could banish a different copy of this card from your graveyard that was used in an earlier turn to bypass this. And stopping a monster's effects, turning it defense and (with a second copy in grave) changing it's DEF to 0 and special summoning a traptrix monster (likely myrmelo or dionaea for an additional effect) does seem pretty OP. While I think they both have the potential to be a little too good, I'll vote for B as it's at least archetype specific, so some new archetype can't come along in the future that will really bust it. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 17, 2015 Author Report Share Posted January 17, 2015 0-3 Noel And that's game. Link to comment Share on other sites More sharing options...
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