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[Leaderboard] Cold Sleeper vs Aman Indra


Nathanael D. Striker

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Rules:
All Leaderboard rules apply.
PM the card to me.
First to 3 votes or most by 3:30pm PDT on 11/9 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 Spell/Trap card that supports a Type (Warrior, Spellcaster, etc.) but not an Archetype.

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

Card A

Skull Shot
Normal Spell
Discard 1 Zombie-Type monster, then target 1 monster your opponent controls; destroy it, and if you do, send 1 Zombie-Type monster from your Deck to the Graveyard.

Card B

Dragon Ride

Normal Trap Card

Special Summon a Dragon-Type monster with 2500 or less Attack from your Deck. Your Opponent must control more cards than you to succesfully resolve this effect. Once per turn, except the turn this card was sent to the Graveyard : You can Banish this card; Dragon-Type monster(s) you currently control cannot be Targeted by and be Destroyed by card effects until end of the turn. You can only use 1 effect of "Dragon Ride" per turn and only once that turn.

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Card a gets rid of threats and helps set up the grave for zombies, and has the added bonus of being a solid turn 2 play since it's a spell.

 

Card b gets out a potential power house and is a pseudo azure eyes. Being unable to target redmd is nice, and getting out regular red is a blessing for red-eyes deck. But because it is a trap, it's a little slower, and the activation condition can make it a dead draw when you have an established field.

 

I think imma go with card a, simply because it's fast, almost never dead, and helps to really further the secondary goal of its deck type.

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Card A sets up the Graveyard for Zombies, and in return, pops a monster.

One can feasibly mill Mezuki after you pop something and then revive stuff later on OR do something else.

 

So in a way, this card pretty much has a use for most of the game, and that helps its usability quite a bit.

 

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Card B has a generous summoning range in terms of ATK (2500 is pretty good), so indeed stuff like new generation Red-Eyes can certainly make use of it, if to get out the Gemini members + NS them promptly.

 

Or for stuff like Hieratics, just get a monster out for them to use as Tribute bait or whatever (because yeah, they need the extra summon power right now, especially given their mechanic / necessity for Tributes for the most part). Not like people still use them nowadays, but the extra summon help is appreciated.

 

It offers a degree of protection from effect removal (which is, again, commonplace now), which also helps.

 

Although because it's a Trap and the activation requirement requires you to be behind in card advantage, this really only works if you haven't gotten set up yet or the opponent just broke your field in an earlier turn. Still usable though with its second effect though to protect your investment.

 

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Card A has better usage, yes, but one of my concerns here is that it fuels their Graveyard spam even more (which Zombies are known for).

Though that shouldn't be much of an issue, because pretty much most Decks spam the Grave nowadays.

 

Card B helps Dragon decks that need that summoning push, but the requirements to activate limit its usability outside of the two Decks I mentioned (and likely more).

Again, you can still play this card's second effect otherwise after you get things going, assuming you can wait a turn.

 

 

So yeah, A, but had B been a Spell or something, I might've voted the other way.

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Card A sets up most plays that zombies have while getting rid of a card, also the card you got rid of could easily be revived with mezuki and if you have psyframe lord omega, you can easily just loop for the rest of the game. Drawing it mid-game can help with a counter play but at late game i really dont see this helping much.

 

Card B can easily be used for a comeback play in  mid- late game in red-eyes hieratic blue eyes or if the dragon rulers weren't banned, dragon rulers. This card ca make red-eyes do a great XYZ play and even if the opponent manages to get rid of a monster that inflicts damage to the opponent everytime they do something, the backup effect can make great protection card against raigeki and stuff like that. The brutal force this card gives out matches what card A does in terms of use. Although, being a trap does make it a bit slow and your opponent needs more cards. But even if the opponent controls 1 more card then you, you can use it which is good.

 

My vote is Card B because overall, the cost can be easily avoided and it has another effect to back it up in a different time throughout the game.

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Vote for Card A.

 

Card A:

A simple but effective 1-for-1 Trap Card at first glance, but then you add in the milling effect, something that, as far as I know, is really sought after by Zombies, especially after losing Lavalval Chain in TCG, for Mezuki and other plays.

 

 

Card B

This card is just asking for trouble in my opinion, Sure, you have to control less cards than the opponent to use it, but then it rewards with you a relatively big Dragon whose effects are not even negated. I don't know what's the strongest monster this could Summon, but if there isn't anything threatening at this moment, we never know when we may get one in the future. So, the way I see it, this is a card that, if it can't be abused right now, it will be waiting for it.

 

And that's only the first effect. In addition this has a handy protection effect for your Dragons.

 

Oh, and it can also be used to get a target for Dragon's Bind faster, for whatever that's worth.

 

On the other hand, it can end up dead if you have more field advantage than the opponent. So... the card either gets in your way, or breaks something, and, correct me if I'm wrong, but as far as I know neither cases are desirable.

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