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Dr. Wily V.S. King of Dyspraxia LOCK! King wins


NightGuardian1764

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Me 1 on 1 with King of Dyspraxia

 

Rules

-Make a Random Field Spell Card

--First to 5 votes wins.

-Winner get 1 Rep and 30 points from loser.

-All votes must have good reasons.

-AND I have 2 cards so judge carefully.

 

[spoiler=My Card]

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When this card is activated, destroy all face-up non-FIRE monsters on the field and you take 500 points of Damage for each monster destroyed. All FIRE monsters you control gain 500 ATK. During your End Phase, you can send this face-up card to the Graveyard to activate 1 "Ice World" from your Deck or Graveyard.

 

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When this card is activated, All non-WATER monsters loses 500 ATK and DEF becomes 0. When a non-WATER monster is destroyed by battle and sent to the Graveyard, inflict 500 points of Damage to its controller. During your End Phase, you can send this face-up card to the Graveyard to activate 1 "Inferno" from your Deck or Graveyard.

 

 

 

[spoiler=King of Dyspraxia]

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Each player receives certain effects, depending on the monster Attributes they control: ●LIGHT: Once per turn draw a card from your Deck. ●DARK: Once per turn you can send 1 monster from your Deck to the Graveyard. ●EARTH: Once per turn Specail summon a Level 4 or lower monster from your Deck to your side of the Feild. ●WATER: Once per turn Specail summon a Level 4 or lower monster from your Graveyard to your side of the Feild. ●FIRE: Once per turn Inflict 500 damage to your opponent ●WIND: Once per turn Increase your Life Points by 500 points.

 

 

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Guest PikaPerson01

Fire/Ice World:

 

The fact you were too poor of a card maker to combine the effects into one card says... you're a poor card maker.

 

Ice World's effect is just garbage, for the most part. Fire World is too overpowered, becoming a quick Lightning Vortex every other turn.

 

Also, bad OCG but I don't give a damn about that.

 

 

Harsh Terrains:

 

God damn, Wind and Fire got completely shafted.

 

Earth and Water are completely unoriginal.

 

Light is overpowered. Dark is alright but is possible harshly overpowered. Not to mention these effects stack. Having a light and a dark on the field gives you a free card and a free Foolish Burial every single turn.

 

 

Both entrants suck, but I'll give it to Harsh Terrains strictly because he didn't try to pull of his effect with multiple cards. (You can activate this card from your deck or graveyard when you normal summon or special summon a light monster!)

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Ice World's effect is just garbage, for the most part. Fire World is too overpowered, becoming a quick Lightning Vortex every other turn.

Only every other turn? I see nothing in the effects that stops me from turning Inferno into Ice World, and then immediately turning Ice World back into Inferno. And since they fetch from the Graveyard as well as the Deck, they can loop infinitely. Which means that even if, for example, the opponent has FIRE or destruction-proof monsters, I can always just flip between Ice World and Inferno over and over again until their ATK falls to 0 from Ice World draining 500 ATK each activation.

 

And that's not even considering that Fire World is already a Lightning Vortex that doesn't require a discard and that also gives an ATK boost.

 

Harsh Terrains:

 

God damn, Wind and Fire got completely shafted.

The one time I tried to make a card that gave different benefits based on what Attribute monsters you had (it was a Chimeratech variant that got a new effect for each differently-Attributed Fusion Material Monster), I made sure to give the strongest effects to WATER and WIND. I don't understand why people would design cards so that using the weakest Attribute produces the smallest benefit; the reverse ought to be true.

 

Earth and Water are completely unoriginal.

Not to mention ridiculously broken. I mean, EARTH is practically Last Will.

 

I'm with Pika here: both entries are absolutely awful and both contestants should be ashamed of themselves. Both are horrendously broken and neither shows any regard for balance whatsoever. I suppose I'll give my vote to Harsh Terrains, because for all its faults, at least being a Field Spell means that the opponent gets to benefit from its broken insanity too, whereas Inferno is a one-sided field nuke that also grants the user ATK bonuses.

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I wouldn't choose the same words as the previous speakers, but I can only agree: Neither card is all that good. Though in theory I like the effects of Inferno and Ice World, steadily changing the environment... but it's not executed that well. But at least it's an original idea, unlike Harsh Terrains, which is just a different version of... gnah, I don't know that cards name, but it works just the same.

 

Therefor, Dr. Wily gets my vote.

 

Edit: Clear World, that what it was.

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