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[Leaderboard] J-Max vs Aqua Hina (Done)


J-Max

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All Leaderboard Rules apply

First to 3 Votes or 48 Hours wins

Winner gets 1 Like from the Loser

Voters must give good reasons for Voting. ALL Voters get a Like

 

Challenge: Make a card based around Dice Rolls or Coin Tosses. That is it.

 

CARD A

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This card cannot be Tributed or be used as Fusion, Synchro or Xyz Material during the turn it is Special Summoned. This card gains 100 ATK for each card in your opponent's hand. When this card is Summoned: Toss a coin and call it. If you call it wrong, your opponent draws 1 card. During your Main Phase, if this card is in the Graveyard: You can toss a coin and call it. If you call it right, Special Summon this card. You can only use this effect of "Varia, the Vengeful Soul" once per turn.

 

CARD B

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Activate when a player activates a card effect involving a Dice Roll. Negate the effect and destroy the card. Both players roll a Dice and activate 1 of the following effects.
- Special Summon 1 monster from their hand, Deck or Graveyard with a Level equal to the number rolled.
- Draw cards from their Deck equal to half the Dice Roll (rounded down)

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Card A is actually pretty nicely done. Its high base ATK and relatively low Level already enters the boundaries of "must be counterbalanced" with a drawback, but this card interacts with the drawback in such a way that even if you fail you get a return. Yes, 100 more ATK is nothing against the opponent getting one more option to beat you in the head with, but once you've crossed the 2400 threshold (which is easy to do in the first few turns of the Duel) the smallest ATK change matters as you approach the 3100 ATK asymptote. Most cards with coin toss effects usually have drastic results on failure, but both of this card's coin-tosses have negligible downsides for failure such that you really don't mind gambling about with it.

 

However, I can already see that Card B has problems just by its activation condition - there aren't a lot of widely-used die-rollers lying around (except Celfon) due to the general risk-averse mentality of players, so having a card specifically designed as die-rolling hate presents a lot of activation issues. As for the die-rolling afterward, I presume the players choose after they see the roll result, reducing their probabilities of getting bummed out by the roll itself. Worst case scenario, you whiff the effect while your opponent draws like 3 cards, putting this at an advantage range varying from +3 to -3 or greater depending on the monster(s) Summoned. That won't sit well with the risk-averse.

 

Vote goes to Card A for not terribly screwing over its user in the worst case scenario.

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Card A

Very powerful for a level 4. One fun combo I can imagine using this with, which would be hard to do, is 3x Gift of Greed, wipe the field, summon 2+ of this, call it wrong each time, attack for 5600+.

 

Of course, I'm just stupid and like to come up with very situational, but interesting, scenarios like that. A deck built around OTKing with this would be an interesting one, to say the least.

 

Card B

Not very powerful, but it's time for very situational, but interesting, time with Degritone! Run some die rolling card and this in Exodia for a draw. Yeah, that's all I've got.

 

Even then, no thank you. It'd be a waste of space in Exodia. Even side decks wouldn't really want this due to the very small number of die rollers. Maybe if they start making die rolls big in the future, but, for now, just no thanks.

 

Vote

Card A because it's uses are higher, but still low.

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I'm in a hurry, so these ones will be short.

 

Card A:

A level 4 monster with 2k ATK, and with the ability to (possibly) summoning it again for free. Its can't be used to do something effect is pointless if it's used as a beatstick. Also, it gains +100 ATK for each card in your opp hand. Even with all of those effects though, including its possible free draw for your opp, this card is pretty good. It gets its downside of unstability and that free draw. So I guess a mostly 2400 ATK level 4 monster is fine.

 

Card B:

Umm . . . this will be pretty short. Sixth Sense, with harder requirement though, and for both players. Its special summoning effect won't see any use unless someone's dice result is 1 (special summon effect veiler perhaps). Also, its negating part is more like the condition to use it.

 

I vote Card A.

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