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[Leaderboard] Striker vs. Koko


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Rules

1. All Leaderboard Rules Apply

2. Cards are due in 48 hours.

3. First to 3 votes or most after 72 hours since voting has begun.
4. Votes must have a valid reason with a minimum of 2 sentences.

5. Votes can be invalidated by either competitor with just cause.
6. Winner gets 1 Rep from loser.

7. Card must be PM'd to me.

 

Card Requirement

Make a Synchro Monster that requires a Synchron Tuner.

 

Card A

Steam Warrior

*******

WATER

Warrior/Synchro/Effect

2300/1600

[i]"Steam Synchron" + 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can target 1 monster your opponent controls; that target's effects are negated and it cannot be used as an Xyz Material. If this card is destroyed by an opponent's card effect: You can add 1 "Synchron" monster from your Graveyard to your hand.[/i]

 

Card B

TIeY5nA.jpg

"Unknown Synchron" + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can target up to 1 "Synchron" monster in your Graveyard; Special Summon that monster in face-up Defense Position. That monster cannot be used for the Synchro Summon of a monster, except for a monster that lists it specifically as a Synchro Material Monster.

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Card A:

Effect negation is basically an staple in the metagame, and it should be a great addition to the "Warrior" Synchro pool available through "Quickdraw Synchron". Then, the floating effect is nice, as it lets you recycle cards like "Junk Synchron" or "Synchron Explorer", 1-card Synchros, to keep up the aggression.

 

Card B:

I really like this card since "Unknown Synchron" is my favorite "Synchron" Tuner, the artwork is awesome, and the name sounds cool, too. However, the effect is lackluster, since it turns the card into nothing more than a bridge, so to speak, for access to Synchros of higher Levels. And the last restriction was unnecessary in my opinion: it severely limits your Synchro options, and I can't see how having access to any Synchro could get out of hand. To be fair, the card does have interesting tricks, like Summoning "Quickdraw Synchron" and going for a Rank 5, but that is somewhat situational.

 

 

I vote for Card A.

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Card A is not really the pinnacle of creativity, but it does it job well enough. The negation/Xyz lock on summon is quite nice, and it also floats. Though, 2300 is quite small for a 6-star with no direct +1 effect.

 

Trust me, Card B for me is basically a big display of "Quickdraw into a Rank 5". Though, it basically requires either Junk Synchron or Quickdraw already in grave to be useful, as reviving Unknown sucked when you can't go into anything. The last restriction is indeed needed, but I do think it could be a bit more flexible.

 

I'll vote for card A.

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I vote for Card B.

The reason being it does open Xyz capabilities to Synchron decks, which hasn't been done this well before. It adds versatility to the Deck, and even if you don't wish to Xyz, you can still use it as a Vaj-like effect to chain into a higher Lv. Synchro, though there aren't many options bar Junk Destroyer or Nitro Warrior, and the latter being terrible and the former being decent (better beater than A w/ a destroy). It was said that grabbing Quickdraw was situational with this, but really, I don't believe so. You should pretty much always have access to it in the Grave.

Card A is more creative in that it utilizes the effect of Steam Synchron more than Card B uses Unknown Synchron's effect, but the disruption is minor and the card is rather weak for being Lv. 7. Has some good synergy w/ CotH, but I digress. The recycle is a nice slap on effect, but with those stats, I don't believe the opponent will waste an effect destroying it.

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Well, let's see.

 

Card A is mediocre negation. Negation is only good when there's more to it, like Paladynamo or Tiger King. This doesn't help you 9/10. And it's so tiny it's easy to run over/mediocre at killing things, so negation isn't worth it.

 

This is something I notice YCM doesn't seem to understand; Negation for the sake of it is bad, unless it's traplike (Veiler, BTS, Fiendish). There's a reason no one runs Number 106: Giant Hand unless they have loads of extra space; Even though traplike, it's small and does nothing. The issue here remains. It's technically traplike, due to its tuner, but not likely enough. It's gonna be made with Quickdraw, anyways.

 

Card B makes Rank 5s with Quickdraw, as said above. Gives it versatility. And it requires a tuner that isn't shit. Quickdraw's gonna be the main one used to make it, but the point remains.

 

Even then, it's an easy Junk Destroyer. Which is in no way bad, even for just 1 pop. I fail to see how laddering into Destroyer is worse than negating alone. Not to mention, both Turbo Synchron and Nitro Synchron want to tune with a level 5, so there's FLAVOR.

 

Card B gets my vote, hands down.

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Card B easily.

 

Card A is pretty pointless overall, considering Steam Synchron is useless and the second effect is pretty much pointless considering how low the stats are. Along with that, the negation really isn't that good considering that it can't be used during the opponents's turn easily, since it needs to be Synchro Summoned. It can happen, but it's more likely to be summoned with Quickdraw. The effect negation can't be used when it's actually helpful.

 

Card B is actually summonable using a good Synchron, and along with that let's you continue your Synchro's during the turn. Along with that, it can be used as a stepping stone with Junk Synchron to get Beserker, Turbo into Turbo Warrior, and is just generally better since you can Rank 5 with Quickdraw. Easily card B.

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