A●O●J Posted October 18, 2008 Report Share Posted October 18, 2008 ok so i mainly run an archfiend deck. my friend has a warrior deck.Recently, i found out that they change vilepawns effect to this one.It use to be his normal effect now, except now it excludes vilepawns. But maruading captains can do it and can get ANOTHER maruading captain on the field or something else without even a cost, where as vilepawn cant get another one on the field and i must pay life points every turn. (unless i have pandamoneium)Do u really think it was fair of them to change Vilepawn's effect?I certainly don't. Lore::The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. As long as this card remains face-up on the field, your opponent cannot attack any Archfiend Monster Card on your side of the field except "Vilepawn Archfiend". Lore::Your opponent cannot select another Warrior-Type monster you control as an attack target. When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower monster from your hand. Link to comment Share on other sites More sharing options...
Phantom Roxas Posted October 18, 2008 Report Share Posted October 18, 2008 If you have two Marauding Captains out, your opponent can't attack ANY of your Warrior's. If you have two Vilepawn Archfiends out, your opponent can still attack at least one of them. In short: Marauding Captain>>>>>>Vilepawn Archfiend Link to comment Share on other sites More sharing options...
CrabHelmet Posted October 18, 2008 Report Share Posted October 18, 2008 Also, Marauding Captain has a Special Summon effect. Vilepawn Archfiend has...a Life Point cost and a minute chance of negating an effect that targets it. Link to comment Share on other sites More sharing options...
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