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[Leaderboard] Dova vs. Striker (Cards are up)


Dova

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I'm really enjoying these.

 

Rules:

-All Leaderboard rules apply.

First to 3 votes or most votes by the deadline wins.

All voters must elaborate on their votes.

Both contestants have the right to refuse votes, but must explain why they don't accept it.

-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.

 

Rewards:

-The winner gets a rep from the loser.

-All voters get a rep for voting.

 

Deadlines:

-Contestants have 48 hours to submit their entries.

-The contest ends a week after it starts.

 

Requirement:

Challenger's choice: Level 5 Synchro monster

 

Card A:

 

Ancient Guardian of the Ruins

EARTH, Level 5

Rock/Synchro/Effect

1300/2300

1 Tuner + 1 or more non-Tuner monsters

Once per turn: You can change this card's battle position, then target 1 card on the field; negate its effects, until the end of the turn. If this card is destroyed (by battle or by an opponent's card effect): You can add 1 Level 4 or lower monster from your Graveyard to your hand.

 

Card B:

 

Gust Dancer

WIND, Level 5

Warrior/Synchro/Tuner/Effect

2000/1700

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can reveal 1 monster in your hand that has a Level; Special Summon 1 monster from your Graveyard with the same Level as the revealed monster, also it cannot be used as Xyz Material for an Xyz Summon. If this card is used as Synchro Material for a Summon: You can draw 1 card. You can only use each effect of "Gust Dancer" once per turn.

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This is quite an easy choice for me, voting for B. Elaboration is below if you're interested, but I think announcing the vote at the top as opposed to the bottom should keep people on their toes.

 

Card A is simply underwhelming. What I'm going to do at this point is direct you to Samsara, Dragon of Rebirth. It's a generic 5 that currently exists, has better stats defensively (which is the relevant number on a 1300 attacker), and on destruction becomes Reborn the Monster. This card is a blend of that and Clausolas, though with both effects watered down to the point that it really isn't even something I'd consider good. I mean, generic 5s tend to be either offensive (Armades, Chanbahra), advantage-retentive play enablers (Librarian, Accel Synchron), or shite (Haigota).

 

Samsara fills its own niche in that it's the only one who is what I'd describe as defensive, being as it is with the reliance on the opponent to kill it in order for anything to really get done. Card A therefore is competing with that moreso than the other 5s that exist, and it just is not as good. The Fiendish Chain-esque effect isn't even all that useful because it's spell speed 1. The only particularly cool interaction it has is literally turning floodgates on and off, but what the hell floodgate are you running that not only functions in a synchro deck but doesn't prevent you from making the plays that lead to this being out?

 

The last application it could have is, as a 5, in Quasar decks, and this is where I see it actually getting played. As is, once the Formula Synchron-Librarian sheniganry is done with, the final piece isn't really relevant, but this can actually do something when brought out which puts it ahead of the likes of Catastor and Armades solely in that department. If it recycled upon being sent (so as to get something back when used for a summon) or was actually just a generic RotA search on death, then I'd think a good deal more highly of it, but in its current form it's really really slow and not a card I'd consider running.

 

Now, for B.

 

I mean, I just love this card. The on-summon pseudo-reborn is particularly amazing in Speedroids because it basically just turns itself into Clear Wing with one of the level 3 tuners in the grave, and with it being WIND I imagine this was the idea of where its main usage would be. The fact that it then, when used for the summon, gives you a draw, is just beautiful. It's a hard OPT and its revival is somewhat conditional so it's far from broken, but the things that it does and the potential it has for explosive plays is really fantastic.

 

Like, it has no limitations on levels, so it can theoretically even revive high level monsters, or just even reviving any low synchros so it can be used in the aforementioned Quasar decks. I'd feel like it did too much were it not for that restriction on what it revives, because it means that it can't just be splashed into anything and it works best with archetypal synchro decks (such as the earlier mentioned Speedroids), and gives a boost to the RIP in pieces remnants of plant synchro because they have relative cohesion of levels as far as I'm aware. And then replacing itself with a draw but only if used as synchro material so it only boosts decks that have reason to use it and isn't a Naturia Beast type of thing, I really do love the card.

 

I'm rambling and edging toward incohesive at this stage so I'll wrap it up. The end.

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Card A: Looks underpowered; effect negation is only during your turn, plus it is too slow to stop traps, quickplays, and quick effects. The second effect helps, but doesn't too much to compensate for the effort of creating this synchro. It's stats are also mediocre. Stats are mediocre because you have to change its battle position to activate its effect, and its attack is very low.

Card B: This card would be great in a Synchro Deck; you get to draw an extra card on summon, like TG Hyper Librarian, also, I would say this coupled with th Special Summon even high level monsters OP, but the limitation clause helps balance that out.

Vote for Card B

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Would like them to expand on why the stats are mediocre given that it is a Rock-Type monster and why the second effect doesn't fully compensate for its Summon. Also, Card B is a +0 on Summon due to Synchro Monsters being a inherent -1 on Summon without any added effect, so I'd like them to address that too. Once those are settled, it is good.

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Would like them to expand on why the stats are mediocre given that it is a Rock-Type monster and why the second effect doesn't fully compensate for its Summon. Also, Card B is a +0 on Summon due to Synchro Monsters being a inherent -1 on Summon without any added effect, so I'd like them to address that too. Once those are settled, it is good.

 

Aight, vote denied until further reasoning is given.

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Card A is basically a Breakthrough Skill for any face-up card on the field, though it requires you change its battle position. I suppose one could summon it in Attack Position first, then trigger its effects, but honestly I would've preferred this thing to be permanent negation. It's not as versatile as BTS, so that would've been fine. The recovery effect is fine, but not necessarily great. Stats aren't that bad for a Level 5 Synchro (factoring in its Rock-Type), but stuff like Librarian/Armades and the like outclass it, either by stats or overall effects.

 

Card B enables (ladder) Synchro plays, which also lead to Accel Synchros if you have sufficient monsters in your hand/Graveyard, which I rather like. Granted, it can/will lead to higher Level Synchros without much effort (seeing as you could also revive one of its mats), but it's a hard OPT so it shouldn't be much of an issue. That, and you actually need the same Level (though most Decks will likely have a suitable monster in their hand when this comes out). And yes, it also makes Quasar decks happy (combined with Librarian/all).

 

Basically, it enables multiple Synchro Summons per turn, and that's something I can honestly see Decks making good use out of.

 

------------

So yeah, vote for B.

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