Trebuchet MS Posted November 6, 2014 Report Share Posted November 6, 2014 Rules All Leaderboard rules apply. First to 3 votes or most votes by the deadline wins. The winner gets a rep from the loser. Voters are to explain their reasoning. Better-explained thought processes will receive reps. Written cards are allowed. (Must be in written format, cards with blank pictures are not acceptable) Remove any evidence of the card being made by you to ensure anonymity. In case a downtime happens, the deadlines may be extended. Deadlines PM your cards within 48 hours after I accept the challenge. Voters have 72 hours to vote once the cards are posted up. Requirements Create a card that supports Spirit monsters. Card A [spoiler Card Text]2 Spirit Monsters Must be Fusion Summoned (from your Extra Deck) by returning the above materials, except "Bake-Kujira", from your Graveyard to your hand, and cannot be Special Summoned in other ways. (You do not use "Polymerization). You cannot Normal Summon/Set during the turn you Special Summon this card. During the End Phase of the turn this card was Fusion Summoned, return this card to the Extra Deck or discard 1 Spirit Monster to the Graveyard. If you Tribute Summon a Spirit Monster, you can treat this card as 2 tributes. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from the Graveyard; During this turn, you can Normal Summon 1 Spirit Monster in addition to your Normal Summon. You can only activate the effect of "Bake-Kujira" once per turn.[/spoiler] Card B [spoiler Card Text]You can Normal Summon Spirit Monsters for 1 less Tribute. Once per turn, during the End Phase, when a Spirit Monster(s) you control is returned to the hand: You can target 1 monster your opponent controls; return that target to the hand. You can only control 1 "Spiritual Catalyst".[/spoiler] Link to comment Share on other sites More sharing options...
Northern Sage Posted November 6, 2014 Report Share Posted November 6, 2014 Allow me. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 6, 2014 Author Report Share Posted November 6, 2014 Hee-ho! Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 6, 2014 Author Report Share Posted November 6, 2014 Cards are up, get voting! Link to comment Share on other sites More sharing options...
Progenitor Posted November 7, 2014 Report Share Posted November 7, 2014 Hmm. I don't play spirits at all, but lets see what I can do with this. Card A Wow this thing is strong. Great walling potential, and some fantastic effects to support both the new and the old Spirits The only thing is it's slow, as all of its effects revolve around speeding up Spirits, but you can't use any of them until a turn has passed, in which time your opponent has a chance to get over this. That kinda kills this thing's effectiveness, as if your opponent does get over it, you potentially just went -3, since you need to banish 2 for the summon and discard 1 to maintain it. Additionally, based on the wording, it has absolutely zero turn 1 potential, since if had previously done a summon that turn you can't bring it out. In summary, this thing is great support, but at a big risk of disadvantage. Card B Not much to say here. This supports the very mechanics behind Spirits, and synergies perfectly with it. So many of Spirit's advantage come from simply getting a summon effect and ending the turn. This lets them set up as well as remove treats. Fantastic. While this is a tough one, I have to give my vote to Card B. It is not only faster, but synergies better with the way that spirits are currently being played (at least the ones I have faced.) Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 7, 2014 Author Report Share Posted November 7, 2014 1-0 Card B. Link to comment Share on other sites More sharing options...
Darj Posted November 7, 2014 Report Share Posted November 7, 2014 Card A: This thing is too much. Just look at the summoning conditions: it is a +3 on Summon with a huge body. Even if it didn't have any effect and just the self-bouncing Spirit clause the card would already be ridiculously good. But then you can save it by discarding 1 of the Spirits you recovered, possibly setting up for second fish next turn and thus another +3 and optionally a Rank8. And the existence of Nikitama/Aratama takes this to another level: Nikitama -> Aratama -> Search for a Spirit and go Rank4. When it loses its material or is removed: Go for this and recover the Niki/Aratama. Repeat. Card B: It forces the opponent to play the Spirit game by bouncing their monsters when your Spirits do and, in a way, making things even, except when bouncing big monsters but you get the idea; besides, the opponent should avoid Summoning such monsters while this is on the field, unless said monsters can deal with it. Not sure if the first effect is fair because while it makes the Summon of Yamata Dragon and Hino-kagu-tsuchi easier, it turns 1-Tribute Spirits such as Dark Dust and Fenghuang abusable. I vot for Card B because, although the "1 less Tribute" effect may be dangeorus, it is more fair than Card A in my opinion. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 7, 2014 Author Report Share Posted November 7, 2014 2-0 Card B. Link to comment Share on other sites More sharing options...
VampireofDarkness Posted November 7, 2014 Report Share Posted November 7, 2014 Card A: Sometimes archetypes don't ask for things, but then they get them, and voila, they become a big threat. Introducing Bake-Kujira, a demonstration on how this would happen. You bounce back 2 from your Grave, then you have the chance to summon Yamato Dragon or Hino Kage Tsuchi practically. Even better, you can discard a Spirit and next turn you can make another and make Felgrand, a card I find to be very relevant this format. Voltex Curse explained the worse part, looping Nikitama and Aratama for endless Rank 4s. Spirits don't need this kind of shenanigan pulling to be anywhere near good. It's a cool idea, but way too overkill Card B: I'm surprised no one has mentioned that the second effect of this card already exists. It's called Spirit's Invitation. The difference between that and this though, is that this card is a Continuous Spell, not Trap. That makes the card that much better because you can immediately use the effect without worrying you won't get a chance to pull anything off. I always wanted to try such tricks in Spirits because people rely on the Extra Deck so much nowadays, and this allows that to happen. The first effect is a bit worrysome because Dark Dust Spirit is a thing, but this also makes Great Long Nose an outright hilarious card, and it makes Yamato Dragon viable. I guess now every card with Yamato in its name would have a chance to be good My vote has to go to Card B by a landslide. While not quite as original and the 1 less tribute can be daunting, it also leaves room for things Spirits would need to hold up on their own, especially now that cards like Shaddoll Fusion exist for punishing you for going outside of the main deck and is much more fair game than the Niki-Ara Loop. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 8, 2014 Author Report Share Posted November 8, 2014 3-0 for Card B and my victory. I must mention that Card B was intentionally designed to have a slight variant of Spirit's Invitation. Differences between this and Invitation is that Invitation has a maintenance cost and triggers any time your Spirit gets bounced for any reason, and can trigger multiple times a turn. But when you're only NS'ing 1 Spirit a turn, I suppose the differences won't be as apparent in practice. Thank you for playing, Jack Frost. Link to comment Share on other sites More sharing options...
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