Nathanael D. Striker Posted April 29, 2015 Report Share Posted April 29, 2015 Rules: All Leaderboard rules apply. First to 3 votes or most votes by May 2nd, 11:59PM PDT wins. All voters must elaborate on their votes. Both contestants and myself have the right to refuse votes, but must explain why we don't accept it. Written cards are allowed. (Must be in written format, cards with blank pictures are not acceptable)Card C Votes are allowed. 3 Card C votes result in a tie. If the deadline passes with Card C leading, then it's a tie. Create a Synchro Monster with an effect upon Summon and a OPT effect.Rewards: The winner gets a rep from the loser. All voters get a rep for voting.Card A 1 WATER Tuner + 1 or more non-Tuner WATER monsters When this card is Synchro Summoned, you can Special Summon the Tuner monster used to Synchro Summon this card to your field in face-up Defense Position. Its effect is negated. As long as you control a face-up "Umi" or "Wetlands", face-up monsters you control cannot be destroyed by card effects. Once per turn you can discard 1 WATER monster from your hand, Special Summon 1 WATER monster from your Deck with a Level equal to or lower then the discarded monster card. It cannot declare an attack on the turn it is Special Summoned. Card B 1 Tuner + 1 or more non-Tuner monsterWhen this card is Synchro Summoned: Return all Set cards on the field to its owner's hand. Once per turn, during either player's turn: You can target 1 face-up monster on the field; change that target and this card to face-down Defense Position. Link to comment Share on other sites More sharing options...
ÆƵ– Posted April 29, 2015 Report Share Posted April 29, 2015 Card A is interesting. It ss's the tuner it uses, but unfortunately there are a limited number of WATER tuners to even use. The anti-destruction eff is cute, but the most widely used faux-Umi (A Legendary Ocean, iirc) makes its summon and summoning effect a bit tricky to use. Including wetlands is nice, but seeing as wetlands doesn't really like going into Synchros that high of a level, it probably wouldn't be used. Card B is simple and sweet. Bounces set cards and potential floaters, and is a double-sided book of moon. However, this card might be a bit too powerful, if it weren't for the high level. Card B gets my vote! A powerful level 9 is always nice, and Card A just seems a bit to situational imo. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted April 30, 2015 Author Report Share Posted April 30, 2015 0-1 Card B Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 30, 2015 Report Share Posted April 30, 2015 Card A has some interesting designs, but it does too much I feel. Its design also feels a little off as there's no limitation on either of its effects. Even though there's a discard cost, I know that there are plenty of water cards that do not care and mitigate that cost quite effectively. On top of that, because of the lack of limitation, being able to swarm the field with three of these in one turn is completely possible so long as you have monsters in your hand. I like some of the ideas, but the card's balance feels very off in its current iteration, and overall feels like it's trying to do too much. Card B, on the other hand, has a built-in Trunade. I have to say I'm a little disappointed that the creator didn't name it Trunade Dragon; real missed opportunity there. But, that doesn't really affect my judgment too much XD. Balance wise, though, it also feels like it needs some work; keeping Mist Wurm in consideration for a kind-of-similar effect. At the least, with its current effect, I feel like it should be a little harder to summon; as its first effect can be a devastating OTK enabler, which makes its second effect feel a little underwhelming. But, overall it has some good consistency with its design involving interaction with set cards, and besides its first effect needing some tweaking, it doesn't feel like it would be incredibly busted out the get-go. My vote goes to Card B. Overall it has a little better balance and doesn't feel like it tries to do as much as Card A. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted April 30, 2015 Author Report Share Posted April 30, 2015 0-2 Card B Link to comment Share on other sites More sharing options...
Hexanort Posted April 30, 2015 Report Share Posted April 30, 2015 Card A Ssing back the tuner used make it easier to make 9+ synch based on what tuner used, but with water restriction its okay. discarding water monster doesnt seem to be a cost based on the wording, a good thing so atlantean wont get double advantage with discard and special summon effect, special summoning from deck without hard opt seems to be a bit strong, but since you need a proper water monster to discard and there isnt much water monster that can take too much advantage from it, its okay card B the effect that return all set too hand is good, but still kind of limited for a level 9, which isnt an easy level to synch, and the effect to flip a monster face-down is kind of underwhelming since it also flip this card face-down, maybe if it also work for s/t would be better, and the stat is kind of low too for a level 9, especially the def to sync with this card's flip face-down effect card a is a good for water while card b is more splashable, its a bit underwhelming vote goes to card A Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted April 30, 2015 Author Report Share Posted April 30, 2015 1-2 Card B Link to comment Share on other sites More sharing options...
J-Max Posted May 1, 2015 Report Share Posted May 1, 2015 Bumping for yummy Votes ^^ Please don't let this end in a Timeout again lol Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted May 1, 2015 Report Share Posted May 1, 2015 Card A protects your 'mons (including itself) from removal, assuming you can keep up Umi/Wetlands. Then it has the power to SS any WATER monster from the Deck, provided it's a lower Level. Outside of Ice Barriers and maybe Atlantean builds that go Synchro, not much use for it. Barriers usually don't run either of the Field Spells, so they're out in terms of protection. So yeah, a lot of those old builds that ran Diva and stuff in the past might have a use for it here. Discard-wise, as one of the earlier members noted, it has the potential to trigger Atlanteans and a lot of other things when it summons stuff. Compounded with its on-summon effect, you can potentially make a second Synchro besides this one. The requirements are a big enough deterrent, yes, but also keep in mind that you can still use it to make another Synchro, or Xyz if the need arises. If it locked down your SS for the turn, then might've been okay, but that's not the case. ---- Card B bounces backrow stuff away (and other set monsters). I could probably see this being used as anti-Shaddoll/Ghostrick tech or something [and/or whatever Decks like playing face-down cards]. Its other effect is Book of Moon for both this card and whatever you decide to target on your opponent's end. Seems useful if you either need to stop them from attacking that turn, or soften them up for another monster to hit. It's a Level 9 with a strict 2-mat summon, so may be a little difficult to pull off in some Decks. However, it is still possible to do it. Getting rid of backrow/face-downs is always nice, and Book of Moon is good this time around. I'd probably say that the Level/materials counterbalance the effects nicely. So yeah, card B. A is helpful, but there are some abuse cases that need to be looked at. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted May 1, 2015 Author Report Share Posted May 1, 2015 Alright, 1-3 Zeaux. Link to comment Share on other sites More sharing options...
J-Max Posted May 1, 2015 Report Share Posted May 1, 2015 I will admit my card was a bit rushed due to Time Constraints but I take my loss with Grace and Dignity ^^ Link to comment Share on other sites More sharing options...
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