Nathanael D. Striker Posted October 30, 2015 Report Share Posted October 30, 2015 Rules:All Leaderboard rules apply.PM the card to me.First to 3 votes or most by 1:15pm PDT on 11/1 wins.If there are no votes after the deadline, next vote wins.All voters must elaborate on their votes.My opponent and I 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)Create a monster that can Special Summon itself from the hand.Rewards:The winner gets a rep from the loser.All voters get a rep for voting.Card ABalance SynchronMachine-Type/LIGHT/Tuner/Level 1/ATK 0/DEF 0You can only use (1) effect of "Balance Synchron" once per turn.(1) During either player's turn: You can Reveal this card from your hand then target 1 face-up monster that has a Level; Special Summon this card. If Special Summoned this way, Banish this card when it leaves the field.(2) If this card is Summoned: You can target 1 other face-up monter that has a Level; Both this card and that monster's Level become the combined Level of those 2 monsters.If you activate any of this card's effect, You cannot Special Summon monsters for the rest of the turn, except Fusion, Synchro or Xyz Summon using this card as Material.Card BWhen your opponent activates a Spell Card during either player's Main Phase 1: You can pay 1000 LP; Special Summon this card from your hand, then negate it. This card cannot be used for an Xyz Summon when it is Special Summoned this way. You can only use the effect of "Angeonette" once per turn. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted October 31, 2015 Report Share Posted October 31, 2015 Card A helps with making high Level / Rank monsters that one would normally be unable to access in the Deck; well, with resources at time if that proves problematic. Though, I do worry that it gives Synchrons (or whatever Deck this gets used in) access to stuff that they shouldn't have, but I don't think it'll be too much of a concern. (This assumes you can get the necessary monsters to even make them, if it's feasible with your current strategy). It also messes up the opponent's stuff too, so there's that to consider. Ah yes, and it can be triggered during either turn, so you can still use this as an emergency wall (i.e. Fader), should you require it. ----Card B is a Yuki Usagi-esque thing, though it requires that you can pay LP and summon it first, THEN the negation kicks in. I would mostly see this used during the opponent's turn, since aside from Quick-Plays, opponent isn't too likely to trigger stuff on your turn (and even then, usually during the Battle Phase, which this card does not trigger in). Still, you can use this as a surprise counter to MST attempts and Scale setting (among other things), so there's that. ----So, what do we have here: A quick Synchro/Xyz enabler/messer for Synchrons and stuff VS a hand trap for Spell Cards on a 13/9 body.Both of them have their uses, but giving it to A. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted October 31, 2015 Author Report Share Posted October 31, 2015 1-0 A Link to comment Share on other sites More sharing options...
Darj Posted November 1, 2015 Report Share Posted November 1, 2015 This contest is tough for me. Card AIt is amazingly flexible as a self-summoning Tuner that only requires a non-Xyz monster on either side of the field to be Summoned, unlike other Tuners with less practical summoning conditions such as Unknown Synchron, D.D. Sprite, etc. Then, it can modulate levels for access to not only stronger Synchros that normally wouldn't be accessible with a Level1 Tuner. but also high-Rank Xyzs. If Red Resonator did wonders to some decks (or at least 1) just for being a Tuner that Special Summons from the hand, now think of a Tuner that doesn't get in the way of on-Normal Summon effect monsters and can enable bigger Synchros/Xyzs. EDIT: I forgot to mention that in addition to the above, as a "Synchron" monster this gets support from cards such a Tuning and Starlight Junktion, which is a nice plus. Card BFirst, Spell negation is amazing overall. Whether it be negating scales, Fusion/Ritual Spells, or good old removal spells such as MST and Raigeki. So, in a way this is more of a side card or meta call against decks that rely on the former 2. Then, the negation doesn't cost you any card advantage but only LP, so you are actually plusing from this card. It's not as flexible as Card A when it comes to Synchro Summoning, but just for being a Spell negation "hand Trap", and thus playable in first turns, it can drastically shift the game to your favor depending on the matchup, even potentially winning games. Voting for Card A. Its flexibility seems dangerous, but it doesn't threat the opponent as hard as Card B. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted November 1, 2015 Author Report Share Posted November 1, 2015 2-0 A Link to comment Share on other sites More sharing options...
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