Black D'Sceptyr Posted April 19, 2018 Report Share Posted April 19, 2018 Rules:All Leaderboard rules apply.First to 3 votes or most votes by deadline wins.All voters must elaborate on their votes or else the vote will be rejected.Both contestants have the right to refuse votes but must explain why they don't accept it.Card C votes are allowed in case the voter thinks both cards don't deserve a vote but must elaborate on why he/she thinks so.Cards must be PM'd to me.Written cards are allowed.Winner gets 1 point from the loser; each voter gets 1 point from the person they voted for.Remove any evidence of the card being made by you to ensure anonymity.In case a downtime or an emergency happens, the deadlines may be extended. Deadlines:The deadline for cards is 48 hours after the challenge has been accepted.The deadline for votes is 96 hours (4 days) after cards have been posted.In case of a challenger failing to meet the above deadline without explanation, the challenger slot will open up again, at which point it becomes first-come-first-served between the previous challengers and new submissions. Requirement: Your choice, fellow challenger; we'll make a card to support either:A) "LV" monstersB) "/Assault Mode" monstersC) Wicked Gods [spoiler=Card A]Assault AvatarWATER/Psychic-Type Effect Monster/Level 1/100 ATK/100 DEFYou can discard 1 Tuner and this card; add up to 2 cards from your Deck to the hand, that specifically lists the card "Assault Mode Activate" in its text, except "Assault Avatar". (Quick Effect): You can Tribute 1 Tuner and this card; send 1 Synchro Monster from your Extra Deck to the GY, and if you do, you can Special Summon 1 "/Assault Mode" monster from your hand or GY whose name includes the sent monster's name, ignoring its Summoning conditions, but you lose LP equal to its ATK, also shuffle it into the Deck when it leaves the field. You can only use 1 "Assault Avatar" effect per turn, and only once that turn. [spoiler=Card B]Assault Mode OverchargeNormal SpellDiscard 1 card; add 1 "/Assault Mode" monster and 1 Level 4 or lower monster that lists "Assault Mode Activate" in its card text from your Deck to your hand. If this card was not sent to the GY this turn: You can banish this card from your GY; add 1 "Assault" card from your GY to your hand. You cannot Special Summon monsters from the Extra Deck during the turn you activate this effect, except Synchro monsters. Link to comment Share on other sites More sharing options...
Dova Posted April 19, 2018 Report Share Posted April 19, 2018 /assault mode go Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted April 20, 2018 Author Report Share Posted April 20, 2018 You got it. Cardmaking process begins....now. Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted April 23, 2018 Author Report Share Posted April 23, 2018 And the cards are up folks-the great race has begun! Place your bets. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 28, 2018 Report Share Posted April 28, 2018 Might as well clear this one, so neither of you did this for naught. Card A IDK about this; it's technically a +0 on the discard at best, considering /Assault Mode is still crappy, given the effort needed to access them even now (and the supports). Also note that adding the actual /Assault Mode to the hand is generally useless because the Trap specifies it to be from the Deck. Not saying that the base Synchros for a lot of them are a pain to get out, but ignoring their summon conditions here doesn't hurt them too much; also does help that they're less dead in the hand and not just fodder for Teleport. Then again, you did make them much easier to get out, but then again, the only one that is actually worth summoning is Stardust because it's still workable nowadays (or Arcanite if you need to nuke something). The latter would take less of a toll on your LP though so you can set up though, but just summon either one whenever it's convenient at the time you trigger this. Card B Similar to what I noted above, there's little reason for you to actually have the /Assault Mode in hand outside Teleport. But at least you get faster access to Beast which can ditch itself to search Assault Mode Activate (or use Mercenary to recycle stuff for backrow removal). The other effect is fine, but locking you into Synchros for the turn isn't really helpful, especially given how they are. That in mind, Assault cards in Japan are "Buster" (so you'd have to exclude a lot of cards that are "Assault" in TCG but not here; then again, the same could be said about non-Assault Mode type "Buster" cards). At least the discard cost is less compared to A, but... Card A gets the vote because it technically makes the actual /Assault Modes less of a dead draw and easier to pull out. Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted April 28, 2018 Author Report Share Posted April 28, 2018 1-0 Card A: Dova, your verdict? Link to comment Share on other sites More sharing options...
Dova Posted April 28, 2018 Report Share Posted April 28, 2018 I did like the post :P Yeah, fine. Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted April 29, 2018 Author Report Share Posted April 29, 2018 Alright, Sakura, call it. It's been some days. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 29, 2018 Report Share Posted April 29, 2018 Well, it's more on you guys to do it, but since both of you are fine with it, card A wins 1-0. One of you needs to report this result. ====Hmm, and what to do about that other one Dova's involved in. Link to comment Share on other sites More sharing options...
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