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[Leaderboard] Sage vs Aman Indra


Nathanael D. Striker

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Rules:
All Leaderboard rules apply.
First to 3 votes or most by 9:40am PST on 12/15 wins.
If there are no votes after the deadline, next vote wins.
All voters must elaborate on their votes.
The contestants 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 Level 5 or higher WATER Synchro monster that has a winter theme/flavor

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

Card A

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1 tuner + 1 or more non-tuner monster(s)
You can only control 1 "Lying Lyngbakr". During either player's turn, you can discard 1 card; Place this card face-up in your opponent's Spell/Trap Card Zone. While this card is face-up in your opponent's Spell/Trap Card Zone, if your oppponent Special Summons 2 or more monsters at the same time: You can destroy this card; Return all of those Special Summoned cards to the deck. If this card in your opponent's Spell/Trap Card Zone is destroyed, except by its own effect: You can banish all Synchro Materials used to Synchro Summon this card from your Graveyard; Special Summon this card (from the Graveyard).


Card B

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1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned or Special Summoned from the Graveyard by it's own effect: WATER monster(s) you control cannot be targeted by, and be destroyed by an opponent's card effect until the end of your opponent's next turn. Once per turn. if you control no monster(s): You can Banish 2 WATER monster(s) from your Graveyard; Special Summon this card from your Graveyard.

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I vote for Card B because Card B is very useful when you're using a Water Deck or a Ice-Barrier deck while Card A, well, it just doesn't seem likely that your opponent will summon more than one monster during a turn.

 

I think you are forgetting about Pendulum Summoning in your analysis of Card A. Vote rejected for now.

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I'm not sure how I'm going to vote rn, but I'll type stuff out and see what happens.

 

Card A is super obvious Pendulum hate. But despite this, it also has other uses. It acts as a clog to the S/T  heavy decks like HAT and burgesstoma, and it can be a recurring wall. However, that is the extent of its usefulness. It has to be destroyed by and opponent's eff in order to recur, and even then 2500 isn't too bad a wall. 

 

Card B is an azure-eyes for anything WATER. A recurring azure-eyes for anything water. With decent attack. I'm not sure how to place this. On the one hand, there aren't that many WATER decks that like getting banished and like synchros at the same time. I suppose this could have it's place in a strange ice barrier variant, but idk.

 

My vote is gonna go to card A. it just seemes to have more use overall than card B. 

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Card A can effectively act as a Solemn Notice / Warning (or whatever anti-summon card) of sorts on the opponent's end.

 

Given the state of the game nowadays, I can certainly see this being of use, though the one thing that I have some degree of issue with is with it being triggered on your opponent's field, which makes it sort of awkward in how it activates; least as far as rulings probably go. (I should consult evilfusion about this afterwards).

 

What the last voter didn't mention is that it just has to be destroyed by something not its own effect; doesn't necessarily have to be your opponent blowing it up on their own (though you can make them waste their resources). But then again, you only get 1 revival shot for this card; that's it.

 

At least it's within a common summon range, so there's that to consider.

 

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Card B offers protection to WATER monsters when it revives itself or is initially Synchro Summoned, so yeah it says "screw you" to Castel, Raigeki and the like for a while (bar for non-targeting banishing/bounce removal).

 

Though, the restriction on its summon sort of kills it, because it requires you to have no monsters. You still get a 2.5k monster with targeting/destruction immunity, but otherwise not many WATER decks that can feasibly run it.

 

Ice Barriers don't have the resources to make 8s consistently (least without going through hoops) and some other Decks probably don't want to.

 

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I'm going to give this to card A (barely) because of better usability in Decks, given that it can deal with the common threats (but yes, I will need to check with evil on that part).

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Card B would work on a slightly tuned version of Banishing Fish, with cards like "Oh F1sh!". Of course, Xyz is the default, but changes can be made. The anti-targeting and destruction effect opens up your field for swarming, so that's also a plus. Not sure what use it would have as a generic, but it would probably work in most WATER decks as temporary protection and a Summon if your field is dead.

 

Card A is an interesting lockdown card, never actually seen one quite like it. Basically a wall to prevent your opponent SSing two or more monsters, not too bad, and a nice way to deal with the card after you attack your opponent. The effect is kind of confusing though. If it's in your opponent's Spell/Trap Zone, doesn't that mean your opponent controls it, therefore the effect actually applies back to you? 

 

Regardless of the actual effect of Card A, I'm siding with Card B by a margin, due to the fact that it takes and oldish concept and revives it.

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After some clarification with evilfusion about card A's effect, the destruction thing wouldn't even be applicable, given how things are structured.

Even if card A's owner decides to trigger the effect, it belongs to the opponent now so you cannot even use it in the first place.

 

So yeah, I have to change vote to B by default.

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