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[Finished][Leaderboard] A_Kuzuyu VS Aqua Hina


A_Kuzuyu

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-All Leaderboard rules apply.
First to 3 votes or most votes by the deadline wins.
All voters must elaborate on their votes.

-The winner gets a rep from the loser.
-All voters get reps.
-Written cards are allowed. (Must be in written format, cards with blank pictures are not acceptable)

-Cards must be PM'd to me.
-Remove any evidence of the card being made by you to ensure anonymity.
-In case a downtime happens, the deadlines may be extended.

-The creators should avoid posting comments that give away whose card is whose.

 

Make a Spellcaster-Type Extra Deck Monster (you can make either "Synchro Monster", "Fusion Monster" or "Xyz Monster"!)

 

Card A

KHuhkWl.jpg

"Blue-Eyes White Dragon" + "Dark Magician"
You can banish above monsters from your side of the field or your graveyard to Special Summon this card from your Extra Deck. Once per turn: you can discard 1 Spell card to destroy 1 card on the field. Monsters that battled with this card and was not destroyed by that battle will be destroyed at the End Phase.

 

Card B

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters
When this card is Synchro Summoned: You can destroy cards on the field, up to the number of Spellcaster-Type monsters used as its Synchro Materials. If this card is sent to the Graveyard by a card effect: You can target 1 card on the field; destroy and banish that target. You can only use this effect of "Magical Girl of Inferno - Ignesia" once per turn.

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Card A

Reminds me somewhat of Dragon Master Knight in that it fuses two monsters of the main characters. Fortunately, unlike Dragon Master Knight, it's a lot more lenient in that it doesn't require a Fusion as a Material, and can pseudo-Contact Fusion to ease the burden in bringing it out.

 

Still doesn't alleviate the fact that it means you're going to have to run 2 different Normal Monsters with support that can't work in tandem with each other.

 

So what do we get for the trouble? First effect allows you to discard a Spell Card to destroy a card on the field. I'm going to assume this is intended to target, as with many other similar effects, and because of that, I find it underwhelming. Unless you really have excess Spells that you no longer need or want in the Graveyard, you'd normally prefer to actually use those Spells you'd be discarding. But if I take the effect at face value and assume it doesn't target, the ability to bypass anti-targeting protection can arguably make it worth the Spell discard. So does it target or not? Please make sure the card reflects that.

 

Second effect is reminiscent of Red Dragon Archfiend, killing anything that it fails to destroy in battle. Does it activate even if you no longer control this card (e.g. it got destroyed in battle by something bigger)? The way it is phrased is akin to a Continuous Effect, implying it would only work if the card is still around by the End Phase. Which means that unless you grant it immunity to destruction in battle, the second effect only makes it good for wallbreaking.

 

Card B

Very reminiscent of Junk Destroyer, albeit restricting itself to Spellcaster non-Tuners. This, combined with its Level, restricts the average number of cards it gets to destroy, usually 1 or 2. But it doesn't target (I'm hoping this is intentional), leaving the opponent second-guessing what cards you'll go after before resolution and making this effect difficult to play around.

 

Second effect ensures that you do get a last laugh and have a slight edge in card advantage should the opponent choose to send her to the Graveyard using a card effect - and considering her 2700 ATK for a LV7, it's a likely occurrence. Of course, your opponent is likely to play around this and just crush her in battle, what with the number of boss monsters we have with at least 2800 ATK, but high chances you're expecting that and have ways to ensnare attackers. Deterrents are still a useful form of protection.

 

But of course, there's the question of this card competing with the existing Arcanite Magician in the LV7 Spellcasters slot. While Arcanite has severe explosive power with a well-stocked Endymion, on his own he simply pales in comparison to Ignesia, who can take out about the same number of targets while still boasting a much higher base ATK.

 

The Verdict

I feel that Card A's returns are not quite worth the jump through the hoop. Playing Dark Magician and Blue-Eyes in the same Deck can create a number of clashing synergy problems. While you get to play around the hoop using substitutes (and even Eye of Timaeus), it's still slightly difficult to effectively make the most out of Blue-Eyed Paladin. On the other hand, Card B isn't as name-specific, and can find a home in a variety of Decks which have the ability to bring out Arcanite Magician. Not to mention the immediate shift in card advantage upon Summon. Hence, Card B gets my vote.

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Card A is just a fusion of the main character's ace monsters of the original series (similar to Dragon Master Knight, but with easier summoning conditions). That being said, it requires you to run Blue-Eyes and Dark Magician together; both of them don't have synergy with each other in terms of support cards.

 

It can destroy a card on the field with a simple Spell Card and anything that doesn't die in battle with this card (stuff such as monsters with "can't die in battle" effects or defensive monsters that can tank at least 3500 ATK) will blow up at the End Phase. There is the issue with whether the Spell discard/destruction targets or not, however; since most cards that do it specify a target [unless it's a sweep one]. If you didn't intend for it to target, then it does get around some cards who have protection from such effects.

 

Card B is a Spellcaster version of Junk Destroyer and also destroys/banishes something when it gets hit by Mirror Force or some other form of removal. Granted, it still faces competition with Arcanite Magician for a Level 7 slot and within the Deck itself; but it has its own niche by being able to handle itself in battle for the most part (provided protection is given for stuff that it can't kill on its own)

 

 

As a result, card B gets it for being more usable/being worth the effort and usable in Decks that can afford to run her. Card A, while good, has some consistency issues (especially when it requires two monsters who don't operate on the same way)

 

[Gadj pretty much explained the rest]

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