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[Leaderboard] Junko vs A I X [VOTE NAO]


Maeriberii Haan

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Junko used Revive!

 

Rules:

1. Cards are due 48 hours from this post
2 .First to 3 votes or most votes by 72 hours after
contest starts wins.
3. All votes must have at least 2 lines of reasoning.
4. Winner gets a like from the loser.
5. Opponent must PM me their card.

6. Writtens are allowed


Requirements:

 

Create an Xyz monster that has a self-revival effect.

 

[spoiler=Card A]

oMGRMKp.jpg

 

2 Level 2 monsters
When a monster is destroyed by battle and sent to the Graveyard: You can detach 1 Xyz Material from this card; Special Summon that monster to its owner's side of the field. When this card without Xyz Material is sent to the Graveyard: Special Summon it and attach 1 Level 2 monster in your Graveyard to it as Xyz Material.

 

[/spoiler]

 

[spoiler='Card B']Saint of Eternity
Rank 5 Fairy/Xyz/Effect Light 2400/2400
2 level 5 monsters
Once per turn, you can detach 1 Xyz Material from this card and select 1 card on the field; until your next Standby Phase, the selected card cannot leave the field. If this card with no Xyz Materials was destroyed, you can Special Summon this card during your next Standby Phase by discarding 1 card. If you do, attach 1 Fairy-type monster from your graveyard to this card as an Xyz Material.[/spoiler]

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Ugh I accidentally deleted my writing so I had to restart.

 

Card A is a bit unbalanced. 2 Level 2 monsters to get a 2000 DEF wall that can revive monsters, and revive this card with no delays, but the disadvantage of it is when it is revived, a second attack can stop it from reviving since it needs no Xyz Material to revive. This is a good card for 2v2's in my opinion with being able to save your teammates monster when it dies.

 

Card B is definitely something I would add to my deck. 2 Level 5's is a reasonable cost for this card. Good for stopping and saving a lot of combos (Ex. Protecting a Spell/Trap, Saving a Monster, or Stopping an Opponents plans.) There is a setback for the revival of this card, having it revived during your next standby phase, discarding a card to do so, this setback balances it out a bit better than Card A does.

 

Grading Scale:

Balance /10

Creativity /10

OCG /10

 

[spoiler='Card A's Report Card']B = 8 (Okay, just the high DEF, quick revive)
C = 10 (Original name, good pic)
O = 10 (No errors that I can see)
FINAL = 28[/spoiler]

 

[spoiler='Card B's Report Card']B = 10 (Very balanced)
C = 10 (I like the name, goes with the effect)

O = 9 (1 or 2 OCG errors that I can see, using semicolon instead of colon, little things)
FINAL = 29[/spoiler]

 

My vote goes to Card B.

(PS. Please print that card out and send me a copy, I mean it when I say I want it in my deck. =P)

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Card B is a bit so much, cannot leave the field clause make 90% of YGO cards can't do anything to it, also considering about when revived, card A need your opponent to eliminate another monster b4 it can ss itself, unlike card B that can just activate its effect to make it revivable again, also 2000 Def R2 is not so bad, considering Gachi is a card, so I vote card A

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I vote for Card A.

 

When I was first read A, I found it overpowered because I thought it could keep bringing itself back, but then I noticed that if it is destroyed with Materials attached the effect fizzles. In addition, the first effect will only work if another monster is destroyed by battle, but doesn't offer you an "insurance" against effects, which should make it fair. In short, it is great wall against attacks, but not against effects.

 

Then I read Card B, which I found more powerful than A, even before I fully understood the effect of the latter. It is essentially a Rank 5 Felgrand Knight that can bring itself back. By targeting itself with the first effect, you can pretty much ensure the survival of this card and remove the remaining material in the next turn, fulfilling the conditions for triggering its self-revival effect.

The discard is barely a drawback because the card basically becomes a Monster Reborn for specifically this monster, and it further pays off with the attaching effect if you are running Fairies (eg. Artifacts).

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Is it just me, or can Card A fight 101? Yeah, no one would play this in ATK mode.

 

Well, either way, I vote for B. The revival=Discard seems to balance out much better than easy revives, but then again, Card A requires detaching via a slightly more "difficult" method. I also like the general protection that card B provides more.


It was a tough choice, it really was. I just like the idea of B better.

One last thing. Who gets to choose the position of the SS monster for card A? It is worded a bit confusingly.

It can easily set up attack loops on weaklings to dodge boss monsters. Another, but minor, reason I vote for B.

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