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[Leaderboard] Yuuji Kazami vs I Hate Snatch Steal (Cards are up!)


Yuuji Kazami

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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:
-Contestants have 48 hours to submit their entries.
-The contest ends after it starts in 3 days. After that, next vote wins.

Requirement:

-Make a hand trap based on a character from a Video Game

 

Card A: 

 

3yWzXFt.jpeg

 

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent declares a direct attack: you can special summon this card from your hand, then if there are 3 or more DARK monsters in your graveyard or banished zone (combined) destroy the attacking monster. Your opponent cannot target this card with card effects. If this card attacks, it is changed to Defense Position at the end of the Damage Step.

 

Explanation:

In starcraft 2, Dark Templars are invisible, meaning you can't attack then or target them with abilities unless you detect them first or hit them with an area of effect de-buff that disables their invisibility. This allows them to strike when one least expects it. They have high damage output but low HP and shields.

 

zFO2ASD.jpeg

 

Twice, while this card is face-up on the field, it cannot be destroyed by battle and/or by card effects. During either player's turn, when a Spell/Trap Card would activate its effect: You can send this card from your hand to the Graveyard; negate the activation, and if you do, Set it face-down if it is not a Pendulum Card. Otherwise, destroy it, and the zone that the card was occupied in cannot be used for the remainder of the turn. During the End Phase, if this card was sent to the Graveyard this turn to activate its own effect: Special Summon it. You can only control 1 "Sans, Arbiter of Timelines".

 

Explanation:

 

Sans has the ability to manipulate Gravity in the Soul, which is why it was given the effect of negating activated S/T and setting them. (This prevents the usage of cards like Twin Twisters, and Trap Cards for another turn). Also, it relates to the flavour of Sans understanding of the different timelines, and how he can notice when a RESET occurs.

 

The Level, ATK, and DEF references to his stats within Undertale. The freezing and destruction of the Pendulum references to his oppression of the player during the Genocide Run, and his knowledge of the different dimensions, which he continues to stand against the player (Gaster Blasters. There's also an ongoing theory of how Sans is actually Ness from Earthbound).

 

The protection from battle twice is a reference to his ability to continuously dodge until the 22nd turn. His return to the field after using him as a hand trap during the End Phase is a reference to his teleportation powers, aside from being an Emergency Teleport target.

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Um... If AsdfDuelist wants to do it as well, sure I guess?

 

Actually, now that I think about it, it's only basing the card on the character. The flavour doesn't have to be exact, as we're looking for balance and creativity here with the created effect. 

 

As long as your vote isn't completely biased on flavour, I'm okay with putting information in.

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Card B brings something new to the table, unlike Card A. A hand trap that works mainly against Pendulum Monster Cards in the Pendulum Zone, Quick-Play Spell Cards, and Trap Cards. The disruption against the latter two is valuable, even if impermanent, especially considering it's still done at a +0 and you get a wall and/or Tuner monster to work with afterwards. This plus the fact that it's a Level 1 Psychic-Type already makes it very good. But it's at its strongest as an anti-Pendulum hand trap, not only denying the Pendulum Monster entry to the Extra Deck, but also locking out the Pendulum Summon for the entire turn. Needless to say, it's too much for a generic hand trap.

 

Card A isn't as applicable or generic as Card B is. Whereas Card B is a Level 1 Psychic-Type, this is a Level 4 Warrior-Type—as hand traps that also aim to end up on the field after triggering their effects in the hand, this may be more appropriate. The hand trap effect is alright, better than Swordsman of Revealing Light's with the right setup (and the right Deck), and I reckon also a better body on the field. But in the end, it's a direct attack stopper that isn't especially spectacular, and with this kind of hand trap already existing, I find it a little boring.

 

Card A will probably do nothing in the TCG; no impact, but also no harm. Card B will become a staple Pendulum anti-support with additional applications on top of that, which I can't say is healthy. But I do find Card B more likeable; it just unfortunately does too much for its own good. This is a hard one, so I'll go for my first Card C.

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