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MoppMoppMopp Vs. Mr. Spaz


moppmoppmopp

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So thiz iz the ruelz:

first 1 to post a Lv7 Fiend-Type effect-monster here will be my opponent.

First to 5 votes win.

(Info: Will probarly be offline next tuesday, wednesday and thursday. Maby also saturday and sunday.)

 

My card:

169755.jpg

Lore: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned. except by removing 2 "Darkness Being" monsters in your Graveyard from play. Every time a Spell Card is activated, put 1 Darkness Counter on this card. you can then move any number of Darkess Counters from this card to another "Darkness Being" monster on your side of the field. This monster does piercing damage.

 

Spaz's card:

260852k.jpg

Lore: This card cannot be Normal Summoned or Set. This card cannot be Special SUmmoned except by removing from play 5 Fiend monsters in your Graveyard. If this monster attacks, you may remove from play 1 Fiend monster in your Graveyard. The defending monster loses 800 ATK.

 

Vote please.

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Guest Synergy

i vote for spaz because nightmare rider is a bit complicated and is pretty weak in ATK for 7 stars. Incarnation of terror also isn't that great since you need many fiends in your graveyard but I still think it is better.

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I saw typos in both cards, so I decided not to consider them in voting, since they were only typos.

 

moppmoppmopp's card:

What I like about the card is that it is balanced for a 7-star monster. What I don't like is that the effect doesn't do much by itself, plus there are OCG errors, one glaring one in particular. Piercing damage is NOT the correct OCG.

 

Mr.Spaz's card:

What I like about this card is that it has a more interesting effect than mopp's, plus it had better OCG. What I didn't like was the ridiculous summoning cost. It should of had a stronger effect to balance out the summoning cost.

 

This was a hard choice, but in the end my vote goes to Mr.Spaz simply because it has a more interesting effect that I could see being useful in a Fiend deck.

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Guest .:Overdrive:.

Mr. Spaz' card:

• Summoning conditions are too hard.

• The last effect has an OCG error.

• The name is pretty nice imo.

• The 2nd effect: Too much "removing from play". Maybe...discard 2 cards or something like that would be better imo.

• Kind of too weak...I mean, if you want to remove 5 monsters from play, this card needs stronger effect(s).

 

Mopp's card:

• Name is...good.

• Summoning conditions are better then Spaz' (They are a lot easier).

• OCG errors.

• It seems that this card is a part of archetype. This card is probably useful in that archetype with it's effect about counters, but as a single card...no.

 

Vote for...Spaz. More useful as a single card.

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