Yuuji Kazami Posted June 26, 2016 Report Share Posted June 26, 2016 Rules:-All Leaderboard rules apply.-Best of 3 votes 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 only for anonymity.-Cards must be PM'd to me.-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:Design an anti-Pendulum hand trap that does not outright say to negate the Pendulum Summon. Entries: Card A: Mysterious HexDARK / Level 1Spellcaster / EffectATK / 300 DEF / 300 Cannot be Special Summoned from the Deck or Graveyard. During your opponent's turn, if your opponent successfully Pendulum Summons a monster(s): You can send this card from your hand to the Graveyard; the ATK and DEF of all Pendulum Summoned monsters your opponent controls becomes 0. You can only use this effect of "Mysterious Hex" once per turn. Card B: Frost Summoner & Ice DragonWATER / Level 3Dragon / Tuner/ EffectATK / 0 DEF / 1800 During either player's turn, when a Spell Card is activated: You can send this card from your hand to the Graveyard; destroy that card, and if you do, the zone that the destroyed 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: You can Special Summon this card. You can only use each effect of "Frost Summoner & Ice Dragon" once per turn. Link to comment Share on other sites More sharing options...
towitori Posted June 26, 2016 Report Share Posted June 26, 2016 >leaderboard rules>not leaderboard I'm in for some casual 1v1 Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 26, 2016 Author Report Share Posted June 26, 2016 I was on my phone, so I forgot Lol. Leaderboard or no then? Link to comment Share on other sites More sharing options...
towitori Posted June 26, 2016 Report Share Posted June 26, 2016 If you want to Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 26, 2016 Author Report Share Posted June 26, 2016 If you want toUp to you. Link to comment Share on other sites More sharing options...
towitori Posted June 26, 2016 Report Share Posted June 26, 2016 Up to you.Aight. Leaderboard Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted June 26, 2016 Report Share Posted June 26, 2016 One [Leaderboard] tag in the title, please. Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 27, 2016 Author Report Share Posted June 27, 2016 Cards are up. EDIT: I had made a couple mistakes while posting up both cards on my phone B since I couldn't copy and paste for some reason, but I fixed it afterwards. This note came a little late. Link to comment Share on other sites More sharing options...
Azuriena Posted June 27, 2016 Report Share Posted June 27, 2016 Card A should only reduce ATK imo. A monster that is Pendulum Summoned in Attack Position is usually forced into becoming Material, whereas one in Defense Position can be a 0 DEF wall instead, possibly with a useful effect (e.g. Xiangke) that can be used on the current or next turn. This card's existence will make players take more precautions and will encourage more Pendulum Summons in Defense Position, especially if they know their opponent is using this card. So to foster more of that interactivity, and to give this card less potential to be a blowout, I think monsters should keep their DEF when this card is used on them. (My actual opinion of the card is in the last paragraph.) I find it funny that the contest requirements states that the card cannot outright negate the Pendulum Summon, when a hand trap that does so wouldn't be acceptable anyway. And although Card B doesn't negate the Pendulum Summon, it renders it useless for the turn nonetheless, as long as your opponent has to set up their Pendulum Scales. Because it is a hand trap that cannot be removed like other anti-Pendulum Summon Traps, this card is honestly just too much. But that's not all, as this card isn't even exclusively anti-Pendulum and can be used against all Spell/Trap Cards in general. It stops all Continuous-like Spell/Trap Cards, and even makes effects like Tenki's resolve improperly. At this point it's clear that this card does too much, so I wasn't impressed to know that it actually has another effect on top of all of that to Special Summon an 1800-bodied Tuner monster for free. It activates in the End Phase so you can use it freely on your turn after disabling your opponent's Pendulum Summon. It's overkill and I don't even know why you decided to include it when neither Ghost Ogre nor Ghost Reaper have multiple effects. Card A. It is effective in what it does (as mild disruption, characteristic of a hand trap; as a counter to the large amounts of battle damage a Pendulum Summon can produce), but at the same time it is not oppressive because in the situation that monsters are Pendulum Summoned for use for a Summon, this card makes no difference, and regardless, monsters keep their effects and bodies on the field. It discourages mass Pendulum Summons that have no follow-up plays. Card B just does too much and is oppressive. Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 27, 2016 Author Report Share Posted June 27, 2016 Card A should only reduce ATK imo. A monster that is Pendulum Summoned in Attack Position is usually forced into becoming Material, whereas one in Defense Position can be a 0 DEF wall instead, possibly with a useful effect (e.g. Xiangke) that can be used on the current or next turn. This card's existence will make players take more precautions and will encourage more Pendulum Summons in Defense Position, especially if they know their opponent is using this card. So to foster more of that interactivity, and to give this card less potential to be a blowout, I think monsters should keep their DEF when this card is used on them. (My actual opinion of the card is in the last paragraph.) I find it funny that the contest requirements states that the card cannot outright negate the Pendulum Summon, when a hand trap that does so wouldn't be acceptable anyway. And although Card B doesn't negate the Pendulum Summon, it renders it useless for the turn nonetheless, as long as your opponent has to set up their Pendulum Scales. Because it is a hand trap that cannot be removed like other anti-Pendulum Summon Traps, this card is honestly just too much. But that's not all, as this card isn't even exclusively anti-Pendulum and can be used against all Spell/Trap Cards in general. It stops all Continuous-like Spell/Trap Cards, and even makes effects like Tenki's resolve improperly. At this point it's clear that this card does too much, so I wasn't impressed to know that it actually has another effect on top of all of that to Special Summon an 1800-bodied Tuner monster for free. It activates in the End Phase so you can use it freely on your turn after disabling your opponent's Pendulum Summon. It's overkill and I don't even know why you decided to include it when neither Ghost Ogre nor Ghost Reaper have multiple effects. Card A. It is effective in what it does (as mild disruption, characteristic of a hand trap; as a counter to the large amounts of battle damage a Pendulum Summon can produce), but at the same time it is not oppressive because in the situation that monsters are Pendulum Summoned for use for a Summon, this card makes no difference, and regardless, monsters keep their effects and bodies on the field. It discourages mass Pendulum Summons that have no follow-up plays. Card B just does too much and is oppressive.So if Card B could have only negated the activation of Spell Cards instead of Spell and Trap cards, it would still be oppressive? You probably had the original up with the mistakes while writing the vote. BTW, Ghost Ogre can resolve her effect from both the field or the hand, if you hadn't noticed before. Link to comment Share on other sites More sharing options...
Azuriena Posted June 27, 2016 Report Share Posted June 27, 2016 So if Card B could have only negated the activation of Spell Cards instead of Spell and Trap cards, it would still be oppressive? Yes. Should also note Card B doesn't negate activations. I just looked over some history and I mean it's just Sans 2.0. >.< In response to your edit: You probably had the original up with the mistakes while writing the vote. BTW, Ghost Ogre can resolve her effect from both the field or the hand, if you hadn't noticed before. Probs. I wrote it an hour ago. I do know that (you can enable her effect with E-Tele), but why is that relevant? Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 27, 2016 Author Report Share Posted June 27, 2016 Yes. Should also note Card B doesn't negate activations. I just looked over some history and I mean it's just Sans 2.0. >.<Mean but funny Terrie, so alright. =3 Since I know that you know your stuff, it's completely valid if you feel that way. Also because E-tele is pretty much allowing an Ogre from the Deck Lol, but that's rather irrelevant. =P Link to comment Share on other sites More sharing options...
Azuriena Posted June 27, 2016 Report Share Posted June 27, 2016 MeanSoz. </3 Also because E-tele is pretty much allowing an Ogre from the Deck Lol, but that's rather irrelevant. =P Well that's like having 2 more copies of a less effective Ghost Ogre. Also to whoever made Card B, I think Frost Summoner should discard instead of send imo. :3 Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 27, 2016 Author Report Share Posted June 27, 2016 Soz. </3 Well that's like having 2 more copies of a less effective Ghost Ogre. Also to whoever made Card B, I think Frost Summoner should discard instead of send imo. :3You little adorable rep whore imo. =3 But the mistakes should've been fixed before first vote imo, so might as well as leave it imo. Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 27, 2016 Author Report Share Posted June 27, 2016 Bump. Link to comment Share on other sites More sharing options...
ÆƵ– Posted June 27, 2016 Report Share Posted June 27, 2016 I think I'll go with Card B here. Card A drains anything and everything that is pend summoned, even the ones not p summed on that turn. However, most pend decks not named metalfoe like to xyz, making this card sadly a lil pointless. Card B however stops pends in their tracks by cutting off a scale for the turn. Not only that, it turns into a +1 by ep because of the neato self summoning. Link to comment Share on other sites More sharing options...
towitori Posted June 27, 2016 Report Share Posted June 27, 2016 1-1 Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted June 28, 2016 Report Share Posted June 28, 2016 I think I'll go with Card B here. Card A drains anything and everything that is pend summoned, even the ones not p summed on that turn. However, most pend decks not named metalfoe like to xyz, making this card sadly a lil pointless. Card B however stops pends in their tracks by cutting off a scale for the turn. Not only that, it turns into a +1 by ep because of the neato self summoning. Elaborate on this vote please. Namely possible Decks it could be used in. Link to comment Share on other sites More sharing options...
ÆƵ– Posted June 28, 2016 Report Share Posted June 28, 2016 It seems to me that it could be a decent card in any deck a la effect veiler, being especially good in chaos p1per, or any chaos deck for that matter. Card B seems like it would work best in a lvl 3 deck such as pk fire, r3nk rocks, etc, but also synchro decks because of its tuner status and self summoning. My vote for B still stands. Link to comment Share on other sites More sharing options...
Abdelrahman Posted June 28, 2016 Report Share Posted June 28, 2016 Card A:Reduces the ATK and DEF of Pendulum Summoned monsters your opponent controls after he Pendulum Summons to 0. I don't see how useful this is considering Xyz Monsters are a thing I mean this is basically to force your opponent into using his Pendulum Summoned monsters for an Xyz Summon so it isn't very useful imo. Card B:A Level 3 Tuner with 1800 DEF that destroys a Spell Card after activation and renders the zone of the destroyed Spell useless for the rest of the turn and then Special Summons itself. This card does too much imo, It destroys a Spell Card and renders the zone useless for the rest of the turn and Special Summons itself, this card's effect needs to be limited to Pendulum Monsters to make it balanced. I honestly don't think either card is good as one is op and another one is not very useful so I will vote for Card C. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted June 29, 2016 Report Share Posted June 29, 2016 It is now 1-1-1 assuming no objections.If that is the case, this 1v1 is a tie. Link to comment Share on other sites More sharing options...
Yuuji Kazami Posted June 29, 2016 Author Report Share Posted June 29, 2016 I have no objections even though I was going to reject Abdel's vote. It would've ended up in the same result. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.