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[Leaderboard] VCR Cat vs Faytality


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Rules:

All Leaderboard rules apply.
First to 3 votes or most votes by May 10th, 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 card with banishing as a secondary focus.

Rewards:
The winner gets a rep from the loser.
All voters get a rep for voting.

Card A

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3 Level 10 Monsters
You can also Xyz Summon this monster using a Rank 7 or higher Machine-Type Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. If the total number of banished cards is an even number, this card can make additional attacks on monsters equal to half the number of banished cards during each Battle Phase. If this card attacks more than once during a Battle Phase, it is changed to face-up Defense Position at the end of the Battle Phase. You can detach 1 Xyz Material from this card; target up to 2 Spell or Trap Cards in either player's Graveyard: Banish them. You can only use this effect of "Assault Marshal" once per turn. If this card leaves the field: Destroy all monsters you control.

 

Card B

Blindsider Golem
Level 4, EARTH, Rock
When a Rock-Type monster is Special Summoned from your Graveyard by a Monster effect, you can Special Summon this card (from your Graveyard). When this card is Special Summoned during your opponent's turn, you can target 1 face-up monster your opponent controls: Banish it. You can only use each effect of "Blindsider Golem" once per turn.
1000/1600

 

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Card A is a rather accessible walking OTK. It has the issue of Gaia in that you can throw it onto any used up target with a rather monstrous 3.8k ATK. The condition for multiple attacks may seem arbitrary, but even if there are no banished cards before, that's 1 detach for 3 unrestricted attacks, and you can get your opponent's resources out of reach. "Up to 2" essentially means you can always make it an even number (have an odd number -> banish 1, have an even number -> banish 2). Also, that number can get pretty darn high.

Card B has a reasonable trigger and it targets. I am rather okay with it.

 

Vote for B for not setting up stupid OTK possibilities.

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Card A is a Gaia Knight-esque summon that triggers off Machine Xyz. I hope you realize that Dracossack still exists, AND is a viable target for this.

So yeah, MPBs (on virtue because their own boss is a target for this) and any other Deck that can afford to run Draco (and there are still a few left) will have no problem playing this.

 

Let's assume you make this off of Draco (or 42 if you can't afford/find a copy of Draco RL; but assume online and free access to all cards). That's already 3 mats on it; which equates to 6 possible banishes and a total of 4 attacks from its detaches alone; although yes it can only strike monsters. Given its stats though, that still equates to a rather large amount of damage. Or you can run this in Trains, since they too are capable of summoning monsters that meet the conditions (technically, they have 2 options).

 

This card is basically a walking OTK enabler, depending on how many banished cards you can get out (even if the number isn't even). It's still a 3.8k beater that can banish stuff in the Graveyard; although yes it is only possible to hit S/T cards. If you lacked the hard OPT on that effect, then we'd have more problems.

 

It destroys everything else should it die, yes, but most of the time, you'll likely win before then (unless you were foolish enough not to consider backrow and other things).

 

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Card B is fine in comparison.

I don't know too much about Rock Decks, but at least it allows for some R4 plays and gets to hit something when revived during the opponent's turn.

 

Basically, you could combo this with Call of the Haunted or something; and then hit a 'mon. 

 

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Definitely on card B due to not enabling OTKs and a lot of other things like what A does for most intents/purposes.

If Draco weren't a thing, then perhaps this wouldn't be as bad [although it's still going to be a pain]; but since it is, well you get it.

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If I may say quickly, for future reference; consider what cards are needed for a card to be an OTK enabler and how viable that strategy is and how often it's going to happen before throwing that label down as a big negative. A lot of this card was inspired by Skypalace Babylon, who, with the same attack, has a better multi-attack effect WITH an additional burn effect on top of ranking up from Gangaridai who deals 1000 for popping a card; has difficulty dealing that 7K if even one monster is involved. In fact, in order to OTK with Babylon, your opponent needs to control a 600 ATK or weaker monster in attack-position and no other cards, and this is if you use Gangaridai's popping effect on another card first. Assault Marshal, who is intentionally more splashable, doesn't get that extra direct attack because of his effect and will usually only be able to attack 2 monsters based on a normal game (obviously much more against decks that make use of banishing effects). On top of that, I don't think there are really any rank 7 or 8 decks that are easily able to summon two Xyz monsters in a turn, or even have an easy time keeping one on the field. I know for a fact that a Trains deck is unable to summon 2 in one turn and be able to attack and deal damage with both without an absolutely absurd hand.

The design of this card is supposed to be an easily summoned monster with huge muscle, but a glaring weakness; which is a combination of its forced defense-mode while having a meager 1650 defense and its self-nuke when removed from the field. Unless there's a rank 7+ deck currently that is able to really fill the field fast that I'm not aware of; you would need a very strong and unlikely hand in order for this card to enable a sudden and difficult-to-stop OTK. And as I've said before, OTK's inherently are not bad for the game; it's how difficult to stop and easy to pull off the OTK is that makes it bad or not. Right now this guy's a big beatstick on the field, but I can't see him enabling bad OTK's nearly as much as other cards in the game or created on this site. 

Or maybe I should just start making cards for decks that are more widely used to avoid any problems with anyone not quite understanding the impact the card will make on the game.

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