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[Leaderboard] UltimateIRS vs Striker


UltimateIRS

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Rules:

All Leaderboard rules apply

Cards must be submitted by PM within 48 hours of entry

Each contestant may inspect the opponent's card to point out logical errors in its function and make final changes to his or her own card before the cards are submitted to voting

First to three votes or most votes within 48 hours wins; if tied at the 48 hour mark, next vote wins

All voters must elaborate on their votes

Either contestant may refuse a vote within twelve hours of that vote, but must explain why it is invalid

All cards will be posted in written format to help ensure anonymity

 

Requirement:

Challenger's choice: Make a monster with a minor floodgate effect

 

Rewards:

The winner gets a rep from the loser

All voters get a rep for voting

 

Card A:

Non-Aggression Coalition
EARTH, Level 3
Warrior/Effect
When this card is Summoned: You can change this card to face-up Defense Position. During the turn another monster is Summoned, it cannot declare an attack or activate its effects. If this card is destroyed (by battle or by an opponent's card effect): You can shuffle 1 monster from your Graveyard into your Main Deck; draw 1 card.
ATK 0/DEF 1700
 
Card B:
Magicaroid Pulse Conductor
LIGHT, Level 6
Spellcaster/Fusion/Effect
1 Psychic-Type monster + 1 Machine-Type monster
Must first be Special Summoned (from your Extra Deck) by Tributing the above monsters you control. (You do not use "Polymerization".) Your opponent can only activate 1 Spell Card each turn. Once per turn: You can target 1 face-up Spell Card on the field; destroy it, and if you do, this card gains 300 ATK and DEF. During your Standby Phase: Discard 1 Spell Card or negate this card's effects until your next Standby Phase.
ATK 2000/DEF 2500
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Card A: I personally wouldn't run it, but can see how that is useful, sort of like a version of Lose One turn. I feel like it could be run in some decks for a similar effect.

Card B: I feel that this card is underpowered because it has mediocre stats, an underpowered effect, and a cost to use its effects. It would be more balanced without the cost of discarding a spell every standby phase. I don't think it could be used for kozmo decks, unless you want to discard some valuable spells that allow you to get more monsters on a field.I feel like kozmos would work better without that card, although tbh, I feel that they don't even need an extra deck.

 

Overall, I feel like Card A is more usefull than Card B, so vote gotes to Card A.

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Card A has a temporary Lose 1 Turn effect, and a neat little +1 on destruction. Shame it's not Level 2 or it could be Summoned by that other Trap which Summons Level 2 Warriors. The first effect is weak due to the fact that it's Level 3, limiting it to non R4 decks, and even if you do get it out, because there are a few cards that can, it's really easy to get around considering it only limits activated effects. Although you can destroy it pretty easily, it gives you that little draw if it is, and that shuffle can help in some decks. I'm not too fond with it all in all, and see little viability.

 

Card B looks nice until you reach the cost at the end, and then you remember Kozmo is a thing. It feels like it was designed for that deck, and it does work well in combination, considering the amount of draw power that deck has. The destruction effect works on Kozmotown, allowing recycling of that card's effects and/or a free search, which again helps with the draw power. In other decks....eh....not too many of them have Machines and Psychics together, and even if you do, I can't see that deck also giving this card a spell card for discard each turn.. Kozmo is this card's saving grace, but boy does it work well with them. A definite side, if not a main, and would certainly change the deck structure a little.

 

Vote for B, because although it has limited uses, that one use works really well.

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I don't see how only hitting activated effects is an issue that Card A has, considering that most effects that you would want to do away with for a turn are effects that activate. You also have not mentioned the anti-battle component of the floodgate effect at all.

 

For Card B, you have yet to speak of the floodgate effect and how it interacts with the current card pool.

 

So still invalid.

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Jesus fucking Christ he commented on the cards as a whole with a reasonable assessment of their functions and interactions with existing cards. You can't retro-fit criteria that all votes must meet arbitrarily because you don't, seemingly, agree with where the vote went. This is going to end 0-0.

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Just as a reminder that the CC mods can overrule a contestant's acceptance/rejection of votes if the need arises, although we prefer not to exercise this authority unless absolutely necessary. To this day (at least since last year when the policy was implemented), we haven't needed to do so.

 

Anyway...

 

Card A is theoretically Lose 1 Turn for all monsters, regardless if you NS them or not, and yes it's coupled with an attack lock. In a nutshell, card locks off on-summon effects (which occur very often, if EmEm/Kozmos among other things are any indication of that). That, and you can recycle certain monsters in the Graveyard and get a draw off of it. So yeah, while it won't stop inherited effects (ones that are already active the moment they come on), the prevalence of on-summon effects gives this card an incentive for usage.

 

Card B's requirements are better suited to Kozmo decks, given the requirements (I do not recall other Decks that can run Psychic/Machine monsters, at least ones that don't have consistency issues). It stops the opponent from activating multiple Spells that turn, so stuff like Pendulums can't go into Wavering Eyes, blow up their set Scales and then proceed to make more + summon like crazy (keeping EmEm and other things in mind). Then again, it can also blow up a Spell Card of choice and power up because of it, so yes, pop an opponent's Scales (or in the case of Kozmos, blow up their field and search another one). The drawback is obviously having discardable Spell Cards in hand to maintain; something I don't believe Kozmo (or whatever other Deck wants to do).

 

(We have other cards that restrict the opponent's S/T usage, and they certainly do not have maintenance costs)

 

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In all, voting for card A for usability.

B is pretty much restricted to Kozmos, and I don't think they'd have space for this card (given how their ships work in terms of floating).

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Excalibur's vote is okayish imo. Perhaps it could have expanded on Card A, but I'll accept it. Dova gave a vote what it can be used with. Hmm, I'd make it 2-1 A.

 

I'm not sure I can let Excalibur's vote slide. Thoughts in red.

 

Card A: I personally wouldn't run it, but can see how that is useful, sort of like a version of Lose One turn. I feel like it could be run in some decks for a similar effect. All he actually says here is that it's kind of like Lose 1 Turn; he doesn't talk about any other aspects of the card.

Card B: I feel that this card is underpowered because it has mediocre stats (a statement that is meaningless without qualifying it), an underpowered effect (also meaningless without qualifying it), and a cost to use its effects. It would be more balanced without the cost of discarding a spell every standby phase. I don't think it could be used for kozmo decks, unless you want to discard some valuable spells that allow you to get more monsters on a field. Fair point, although it could be argued that it may not necessarily need to keep its effect up for very long. I feel like kozmos would work better without that card, although tbh, I feel that they don't even need an extra deck. What is this last sentence trying to say? If a deck would be made worse by including this, then it either needs the Extra Deck space for better cards or has a reason to not include an Extra Deck at all. Kozmo isn't a deck that needs an empty Extra Deck, which means that in order for this card to make it worse it would have to be trying to compete with better cards. If, as Excalibur says, they don't actually need an Extra Deck, then why would having this card hurt the deck?

 

Overall, I feel like Card A is more usefull than Card B, so vote gotes to Card A.

 

His entire analysis of Card A is to state that it's kind of like Lose 1 Turn without talking about any of the differences. He does go into what could possibly use Card B and why the maintenance cost could discourage using it, however he says nothing about how its effects affect possible opponents and seemingly inflates his word count with meaningless statements.

 

Why should I accept this?

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Excalibur, look at the way Dova and I voted on cards in this contest, then write your opinions in a similar manner and ultimately render a decision on which one you think is better. If you think the effects aren't worth the cost, then provide reasoning for why they aren't. (Advice would be to compare them to other cards that do identical things)

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Excalibur, look at the way Dova and I voted on cards in this contest, then write your opinions in a similar manner and ultimately render a decision on which one you think is better. If you think the effects aren't worth the cost, then provide reasoning for why they aren't. (Advice would be to compare them to other cards that do identical things)

Compared to the only other two fusions that destroy spell cards, this card has a higher cost as the other cards require either a monster or any card from the hand to the Graveyard, which is a cost that is easier to be fufilled than discarding a spell. Also, those two cards allow you to destroy monsters as well as S/T, which makes this card underbalanced. If you have further problems feel free to voice them

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Compared to the only other two fusions that destroy spell cards, this card has a higher cost as the other cards require either a monster or any card from the hand to the Graveyard, which is a cost that is easier to be fufilled than discarding a spell. Also, those two cards allow you to destroy monsters as well as S/T, which makes this card underbalanced. If you have further problems feel free to voice them

 

As you do not state what those "other two fusions" are, you have not actually said anything here. Even if you had listed them, a comparison may still have been invalid, as they almost certainly have very different Summoning requirements. And even if you had perfectly reasoned why Card B does not deserve a vote, you still have not explained why Card A does.

 

If you do make another attempt at voting, I ask that you include everything relevant in the post in which you do so. In addition to making it easier to evaluate, it might perhaps help you organize your thoughts.

 

Also we seem to be overtime at 1-1, so next valid vote wins.

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