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


Dova

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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: Alien Support.

 

Card A:

 

Alien Crash Site

Spell/Field

Effect: When this card is activated: You can remove 2 A-counters from anywhere on the field; add 1 "Alien" monster from your Deck to your hand. Once per turn: You can remove 1 A-counter from anywhere on the field; you can Normal Summon 1 "Alien" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

 

Card B:

 

Alien Cleansing

Trap/Continuous

Effect: At the end of each turn: Place 1 A-counter on every other card on the field. You can remove 2 A-counters from any 1 card on the field; add 1 "Alien" card from your Deck to your hand. If another "Alien" card you control is destroyed: You can remove 2 A-counters from any 1 card on the field; add the destroyed card to your hand, also it cannot be Summoned/activated for the rest of this turn. You can only use each of these effect of "Alien Cleansing" once per turn. Destroy this card at the start of the Standby Phase if it has no A-counters on it.

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Alien Crash Site

Spell/Field

Effect: When this card is activated: You can remove 2 A-counters from anywhere on the field; add 1 "Alien" monster from your Deck to your hand. Once per turn: You can remove 1 A-counter from anywhere on the field; you can Normal Summon 1 "Alien" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

Nice swarming power with a touch of searching ability. Its even a field spell which is something to brag since the alien's actual field spell sucks.  Grammar is alright. Naming is kinda weird but I think it makes sense given its effects.

 

Alien Cleansing

Trap/Continuous

Effect: At the end of each turn: Place 1 A-counter on every other card on the field. You can remove 2 A-counters from any 1 card on the field; add 1 "Alien" card from your Deck to your hand. If another "Alien" card you control is destroyed: You can remove 2 A-counters from any 1 card on the field; add the destroyed card to your hand, also it cannot be Summoned/activated for the rest of this turn. You can only use each of these effect of "Alien Cleansing" once per turn. Destroy this card at the start of the Standby Phase if it has no A-counters on it.  

 

A nice searching card but with salvage power."I like the place 1 A-counter on every other card" effect as it helps the Aliens use their main effect of reducing enemy ATK by 300. My problem with this card is the last effect. A-counters are provided to monsters exclusively with the exception of Code A Ancient Ruins which places a-counters on itself. Thus it has no way of getting a-counters and eventually destroy itself. Grammar is also nice but I think card A did it better. Name is pretty okay (even though it actually spreads a-counters and not clean it lol)

 

Card A gets my vote.

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Card A: A combo generator, I like it. Basically, for three Alien Counters, you can add an Alien from your Deck that you can additionally Summon. A little disappointed that the adding effect only applies when it is activated though, although the additional Summon is a really good effect. This paves the way for the possibility of Alien Xyz Monsters in the future, where this card would be crucial for an Alien Deck. Also, this would really speed up the playing of an Alien Deck.

 

Card B: Well, that's certainly powerful. During the end of each turn, you would be able to place an A-Counter on ALL other cards on the field. Since it's also a Continuous Trap, you can apply the effect of removing and adding on your opponent's turn as well. It also protects your Aliens by returning them to the hand rather than sending to the grave. The last effect is debatable, since two copies of this on the field would clearly prevent that from happening, although it would be hard if you only managed to draw 1 copy.

 

Hmm. The previous voter had stated that because Card B would destroy itself since it doesn't give itself A-Counters, and I agree that it really kills the card. I'll also be voting for Card A, since it can become crucial for the future of the Alien Archetype. Hoping to see Komoney (Konami) decide to make some Alien Xyz or even Pendulums soon.

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