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[Leaderboard] Dragon Sage vs Striker


Northern Sage

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Rules:

-All Leaderboard rules apply.
First to 3 votes or most votes by the deadline wins.
All voters must elaborate on their votes.

Both contestants 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)

-Cards must be PM'd to me.
-Remove any evidence of the card being made by you to ensure anonymity.
-In case a downtime happens, the deadlines may be extended.

 

Rewards:

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

 

Deadlines:
-The deadline for entries is July 12th, 11:59 P.M. GMT+1.

-The contest ends on July 15th, 11:59 P.M. GMT+1.

 

Requirement:

Make a monster with an effect to Normal Summon other monsters outside the hand.

 

Entries:

 

Card A:

Poor Man's Necromancer

***

DARK

Fiend/Tuner

1100/700

During your Main Phase 1, if you haven't Normal Summoned this turn: You can reveal this card in your hand to target 1 Level 4 or lower monster in your Graveyard; Normal Summon that target. If this card is in your Graveyard: You can banish 1 monster in your Graveyard; Normal Summon this card (this is treated as an additional Normal Summon this turn). You can only use each effect of "Poor Man's Necromancer" once per turn.

 

Card B:
NrA6XQr.jpg

 

You can discard this card, then target 1 Level 4 or lower Thunder-type monster in your Graveyard, except "Flash Marble"; Normal Summon that target in addition to your Normal Summon/Set this turn. When that card leaves the field, banish it. You can only gain this effect of "Flash Marble" once per turn. You can only Normal and Special Summon Thunder-type monsters during the turn you activate this effect.

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Card A

This one I like, but the fact that there is no restriction except a level restriction on the monster you can normal summon scares me. I don't think there is anything too abusable since it doesn't give you an additional normal summon or anything. Except for that one little thing though, this seems alright.

 

Card B

First thing's first: since Flash Marble is a discard effect and not a continuous effect of face up card, the player is not "gaining" the effect. The correct restriction should be your everyday Hard OPT, since there is a cost and resolution of an effect that activates. Onto the card itself. There aren't a whole lot of thunder based archetypes, but the on that comes to mind is Hunders. This card is indeed searchable by Thunder Sea Horse, which is fantastic. I'm not sure how I feel about the fact that if you use the revived monster for anything except an Xyz summon it gets banished.

 

All in all, I do like both of these cards a lot, but I think I'm going to have to give it to Card B. Card A does fish an astounding number of good targets, but the fact that it eats your normal summon really limits the card's possibilities, and it really just acts as a Niiche card to get an effect real quick, where otherwise you might as well use Call of the Haunted. The second effect is phominal on Card A, especially since its a tuner, but it has no easy route to the grave. It has to stay in your hand to revive your stuff, and so very rarely will it actually hit the grave, which, in the end, makes the second effect almost irrelevant.

 

On the other hand Card B can be searched astoundingly easy, and synergizes incredibly well with an already existing thunder archetype, providing the late game explode power Hunders just don't have. Since they all explode from the hand, late game they can all but run out of options, and Card B fixes that issue with flying colors. And since their aren't too many abuseable thunder cards, it just seems safer all around. My only concern is Denko and Thunder King, but those don't really seem like optimal targets anyway.

 

TL:DR

I vote Card B

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Alright, so Card A is obviously a bit more versatile on the grounds that it can grab any Level 4 from the Graveyard and Normal Summon it. Doesn't have a whole lot of restrictions except for the fact that it does eat up your Normal Summon. A bit inconvenient, but useful if you haven't drawn into anything decent in awhile. Unfortunately, it does have to stay in your hand to use its effect and since you can't Normal Summon it to the field after using its effect, its role as a Tuner is severely minimized as it cuts into its own usability. It does redeem its Tuner quality by allowing you to normal summon itself from the grave at the cost of banishing another monster, which is negligible. However, Progenitor makes a very good point about being hard pressed to find a quick way to get it into the grave. 

 

I really like the flavor of Card A as well. The name's creative and the effect meshes well with the theme.

 

Card B is obviously more limited in the amount of decks you can play it in. Not only does it only target Thunder monsters but it also limits you from summoning anything but Thunder-type monsters. This looks like it would have synergy with with the Hunders and maybe, if you got creative, could find a place among Batterymen or maybe Watts(?). The thing that really limits this card is only being able to get Thunder types out after using the effect. The pool for Thunder-type Extra Deck monsters is extremely limited! You have Lightning Chidori for Xyz, you've got a couple of Watt monsters, Mist Wurm, and Mist Valley Thunder Lord. Unfortunately, the most promising card in that pool is Lightning Chidori, which can't even be summoned unless you would have 2 WIND monsters, along with Thunder typing to summon it. So it would actually probably run better in Watts, but would honestly be more clunky than anything else tbh.

 

My vote goes to Card A. Even though it has its flaws, its usability far outstrips Card B, which appears to have decent synergy within its niche until the last line. 

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The theme of the contest kind of breaks some of the standards in the game, although let's disregard that fact, and grade on the cards themselves as if there wasn't a particular place to NS from.

 

Card A is free on what you can summon with it (save for the Level restriction), but it does require that you haven't NSed this turn, so things are limited here.

That, and you need it in the hand to do stuff.

 

Most Decks are SS-oriented nowadays, yes, but a few do require that initial NS to get things going.

 

Then, it can banish another monster and you can NS this again (in addition to your regular one).

Of course, it is indeed a Tuner, so it opens up further Synchro plays, or Xyz/Fusion/whatever.

 

However, aside from using it as a Tuner to make another Synchro and stuff, I concur with the other voters that indeed, it's hard to get this into the Graveyard to trigger (2).

 

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Card B is restricted to Thunder-Type Decks only, which essentially equates to 'hunders, Batteries and Watts. (For non-Archetypal stuff, Denko and Rai-oh)

It can pseudo-revive a monster from the Graveyard (you technically get it out of the Graveyard, but it's not SSed), so helps with swarming and stuff.

 

Of course, the monster will be banished if it goes.

 

I would say that you can use it to make Extra Deck, but at the moment, only Watts can really do that with their bosses, given the restriction

Chidori is the only Thunder-Type Xyz we have, but none of the above named Decks can run it due to requirements.

 

So yeah, most likely for Tribute Summons and some other things.

 

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If card B didn't have that last clause, I would vote for it here; Rank 4 spam might exist, yes, but it's not already something more abusive Decks can't do as they are.

As it stands, only 'hunders can really use this card, given the restrictions.

 

Card A, while it indeed requires that you keep in the hand and eats up your Normal Summon when it triggers, being a Tuner does open up more options for what it can do; combined with its 2nd effect.

 

 

So yeah, A gets my vote, if only because it has better usability than B does.

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