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[Leaderboard] Gadjiltron vs Faytality


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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

4UFXWp2.jpg

1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Excavate the top 2 cards of your Deck, then add 1 of the excavated cards to your hand, and place the remaining card on the bottom of your Deck. Once per turn: You can look at the top 2 cards of your opponent's Deck, then place 1 of those cards on the top of the Deck and the remaining card on the bottom of the Deck.

 

Card B

Firewurm Snapdrake
Reptile, Level 7, FIRE, Synchro
1 Tuner + 1 or more non-Tuner monsters
When this card is Summoned; target up to 3 Set cards your opponent controls: Reveal them. Once per turn, you can declare a card name, then reveal up to 2 Set cards your opponent controls. If any of the revealed cards are the declared card: Banish them, otherwise take 1000 damage.
2300/1950
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I like the design of A better, it consistently does something useful-ish. Where as firewurm is still a bit of a one shot wonder because it would need dedication outside of its summon effect to be consistently helpful.

I vote card A for design aspects since neither really pack a punch for impact IMO.

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Card A has an interesting design. I mean, I can see it being a pain in the butt if used in more of a stall build, but the card itself isn't guaranteed to provide either player a position of advantage/disadvantage, but it has a cool effect regardless. Personally I would probably lower the defense a little, but that's the only real issue I can actually see with the card. It wouldn't make a big impact on the meta, but it would still be fun to use.

Card B's first effect is alright. It provides a good peak at backrow set-heavy decks, but the big downfall is it its second effect; not because it isn't good, but it makes the card's design just feel very inefficient. Considering there is no chance of the player being wrong about the set card really (unless they, for some reason, decide to look at a card they didn't check), it just feels unnecessary to have that extra hoop to dive through for a generic banish effect; there's no reason for the card to ask you to check what's underneath if you're going to know without a shadow of a doubt what it is. Now if the effect was looking at X number of cards in an opponent's hand and then being able to discard if they choose a random card and call it, THAT would be a lot more interesting as there's actually a reason to guess what the card is. As of right now, though, there's no reason for the player to guess what's underneath and the effect is essentially just targeting a set card and banishing it.

My vote goes to Card A. I feel it has a more solid design and a more set flavor for its effect.

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Card A nets you a card of your choice from the Deck (very similar to that of Crystal Seer; look it up on Wikia if you don't know), and allows you to mess around with your opponent's Deck also.

In essence, make them draw weak cards and/or send their threat cards to the bottom of the Deck so they can't be used the next turn (if any).

 

You still have to worry about multiple copies coming out, but given how the game is; 1 copy of this card should be ideal enough.

There are other generic L5s that you'd rather be making than another of this.

 

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Card B is useful for revealing your opponent's backrow (or face-down monsters), but that's about it for the most part.

 

Second effect is good if you can figure out what your opponent MIGHT be playing (certain Decks have the tendency to run particular cards), but otherwise it may not be worth taking the damage (although it does afford you the chance to see what they have on board).

 

 

So in a way, card A takes it for consistency (although I probably think being Aqua might fit it better, flavor-wise, since jellyfish/squid aren't fishes). But it does what it needs to do, so there's that.

 

Card B, while useful, will likely end you with damage, especially if you guess wrong (unless you run this in D/D/D's, in which you can afford to guess wrong with LP gain; then again, doesn't really help them anyway)

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