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[Leaderboard] Therrion vs.Flufflepuff [Finished]


Therrion

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1. All rules of 1v1 apply.
2. Cards Due: 7/6/13
3. First to 3 votes win. Voting Ends: 7/9/13
4. Winner will receive 1 LIKE from the loser.

5. Writtens allowed

 

Requirements: Make a card that supports Equip Spell Cards in general. Don't focus on supporting only one type (Noble Arms, Vylon, etc).

Make it work well in a Equip Spell Card heavy Deck.

 

Card A:

zuy4.jpg

Once per turn, when an Equip Spell Card is activated; Add 1 card from your Deck to your hand with the same name as the activated card, but you cannot activate that card, or cards with the same name for the rest of the turn. When an Equip Spell Card you control is sent to the Graveyard: You can shuffle that card into your Deck. During your Standby Phase, you can pay 1000 Life Points; target 1 face-up Equip Spell Card you control and 2 cards your opponent controls. Destroy this card and those targets.

 

 

Card B:

p0ilXS2.jpg

 

When an equip spell card is equipped to a monster you control: You can target 1 face-up monster your opponent controls with ATK or DEF less than the equipped monster's ATK; destroy that target.

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Card A:

 

An interesting card, it tries to do a bit too much for my liking though. The 1st effect could be handy, gets consistent boosts onto your monsters, and the 2nd effect allows it to loop by returning the card to the deck. Those effects in themselves make this card decent enough in my opinion for a continuous card. The last effect isn't doing much for me however. The destruction of 2 cards your opponent controls along with itself and an equip does give it some effective utility, but I think it makes it more flexible than I'm comfortable with. 

 

Card B:

 

This card basically makes it that the majority of the time, equipping to a monster you control destroys 1 face-up monster your opponent controls. Again, as its continuous I'm not sure how comfortable I am with it, but it does get rid of targets with effects that would prevent sheer ATK alone to plow through it, so I can see some use for it.

 

Both usable, but I think Card A is a bit too flexible for my liking. Card B could have been better, maybe a bit more original. But considering how simple its effect is, I think it'd be sufficiently useful.

 

I'll vote for Card B. 

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Thank you for your vote.

0-1 Card B.

 

A 2-4-2 is something Icarus does at any time at SS2 without Life Point cost, but Card A does during Standby Phase alone, and is easy to see that it will be done, but I accept your opinion regardless.

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Both are good support, the first provides more recycling, and allows to add some cards, but since the add is mandatory, that might screw up a lot of plays, and in the end, mess it up. The last effect seems weirdly out of place, since it looks like you would want to keep that card going. Another problem is having multiple copies, basically making you gain tons of Equip Cards, which I dunno if I'm a fan off. The +0 pop is alright, not too powerful since I already said that.

 

The second card, well, it can be considered powerful, since most Equips do increase ATK/DEF a little bit, the since you have the choice, it can easily screw up a lot of decks with low DEF (such as Fire Fist/King) which is good, but still powerful. But that said, it doesn't do anything else, doens't recycle, doesn't add, it does pop, and only that, so I consider that more balanced in that regard, as it's the only thing it does. Does it make it useless? Probably not, if you play with Equip Cards, you want more control, so I like the card, but I also feel eh about it still.

 

I think my vote goes to card B here, but good cards both of you, needs a few fixes here and there I think.

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Thank you for your vote.

0-1 Card B.

 

A 2-4-2 is something Icarus does at any time at SS2 without Life Point cost, but Card A does during Standby Phase alone, and is easy to see that it will be done, but I accept your opinion regardless.

 

And yet, Icarus doesn't add equip spell cards to your hand, or shuffle them into your deck either. It was the combination of effects that seems excessive to me, not that effect alone.

 

Besides, Icarus is exclusive to Winged Beasts. 

 

P.S. Nice Avi/Sig, does this make you my cyber parent? :P

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@ Therrion - being mandatory makes it so that if you're unable to add a card, your opponent gets to check your deck to make sure you're not just refusing to add one.

As for this, both cards are pretty solid, but I would say that for truly Equip-centric decks, Card A is more universally beneficial, allowing for reusing and recycling. The last effect also works well if you need it. Card B is good as well, though it's not as versatile, being reliant on strong monsters to use. Granted that it gives Axe of Despair and possibly Megamorph a valid use, but even still, I find it slightly conditional.

Vote for Card A.

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My vote goes to card "A". Card "B" is far too conditional, due to the fact that A) the opponents monster mus be face up, and, B: your card not only has to be stronger than the opponent's monster, and you need a second card to push the card's effect. This doesn't help the card advatage problem that equip decks are normally plauged with, however card "A" does. If card be did something to knock out a face-down, then I would've considered it more.

My vote goes to card "A".

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True Fraxure, though this only works with Equip Spells :P

@Zazu, what plays would it being mandatory mess up?

0-2 Card B Lead

 


Since it's mandatory, you arn't allowed to play more of that card per turn, so if you have the 2nd copy in your hand, and the 3rd copy gets added, that messes things up. It isn't really what Zex said, though it is true that you arn't allowed to not add it to your hand if you don't want to, and your opponent must check your deck if you're lying about that.
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I don't find that Drawing Slash is really worth running. Considering that (correct me if I'm wrong) Equip Spell Cards are rather inconsistent in the first place and many don't necessarily increase ATK, this card can clog and not necessarily go off. Though, it is an interesting card removal as many monsters have high ATK but low DEF or vice versa, but it can be rather conditional.

 

Black Out The Sun readies you for the next turn and maintains your card advantage. Since Decks that run Equip Spells aren't usually the OTK-centric type, this does support their playstyle. The last effect is a nice extra and makes your opponent consider targeting this instead of one of your Equip Spells if you have more than one Equip Spell Card on the field.

 

Vote to Card A.

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