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[Leaderboard] [FINISHED] AsdfDuelist vs. Trebuchet MS (Cards are UP!)


Bellringer Angel

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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 72 hours to submit their entries. (PM me if you want more time.)

-The contest ends 2 weeks after it starts.

 

Requirement:

Create a Level 1 monster that cannot be Normal Summoned/Set.

 

Card A:

ghostrick-wisp.png?w=480&h=480&fit=clip

Ghostrick Wisp

Level 1

[ DARK / Fiend / Tuner / Effect ]

Cannot be Normal Summoned/Set. If you control a "Ghostrick" monster, you can Special Summon this card (from your hand). You can only Special Summon "Ghostrick Wisp" this way once per turn. Once per turn: You can change this card to face-down Defense Position. If a "Ghostrick" card you control would be destroyed, you can banish this card from your Graveyard instead.

ATK 0 / DEF 0

 

Card B:

Sanda, the Roaring Thunder

Level 1

[ LIGHT / Thunder / Effect ]

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand or Graveyard) by returning 2 Level 4 or lower LIGHT Thunder-Type monsters you control with the same Level and different names back to your hand. If Summoned this way: This card gains the following effects.

● This card gains 2000 ATK and DEF.

● Neither player can Special Summon monsters with ATK and/or DEF more than or equal to 2000.

● Once per turn, you can discard 1 LIGHT Thunder-Type monster; draw 2 cards, then discard 1 card.

If this card is destroyed by battle, or if this card in its owner's possession leaves the field by an opponent's card effect: You can pay 2000 LP; Special Summon 2 Level 4 or lower LIGHT Thunder-Type monsters from your hand and/or Graveyard with the same Level and different names, except "Sanda, the Roaring Thunder", ignoring their Summoning conditions, but they cannot be used as a Material for a Fusion/Synchro/Xyz Summon, except for the Fusion/Synchro/Xyz Summon of a Thunder-Type monster. You can only Special Summon 1 "Sanda, the Roaring Thunder" per turn.

ATK 0 / DEF 0

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Card A is kinda of...eh...to be honest. Yes, you get your face-down defense position, but as it cannot be Normal Summon/Set you cannot use it as Defense with Manor or whatever, and it only protects one card from destruction as the card effect does not apply to card(s). Other than, it's your basic Ghostrick, so maybe run at 1, if at all. But wait, it's a tuner, so it adds Synchro-ness to the archetype...hm...that is very useful for Synchro Decks, as you can easily Formula Synchron or whatever with the low levels, so it's actually okay.

 

Card B is not going to be used for Xyzs or whatever, but as a boss, so, does it fit the definition of a boss well? Lockdown is one thing, as it can prevent your opponent from beating over it outside of card effects. In fact, this card's only weakness is card effects, as it has no protection. Floating is a thing, I suppose, but the locking to Thunder Types I feel really limits its usefulness. Draw power is alright, but just having a +0 is okay...hold on. It can be SSd by any means? Awesome! Free floats...except for the high cost. I really dunno about this card. I don't feel it adds to the current field of Thunder-Types, and is not worth running in decks such as Batteryman, except by siding, and even then it is easily dealt with.

 

Gonna have to go with Card A, as although both are weak, Card A adds more versatility to the archetype, and goes with the current theme of Ghostricks, and while Card B is generic, Thunders are gonna need something more than what that card provides.

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Let's see...

Card A does offer a way to summon Level 1 ghostricks (and ultimately Dullahan) that isn't purely reactive, so it has that going for it. About it being a Tuner, I don't really like it tbh, since the deck is quite Xyz oriented and I think this goes a bit off their theme (and tbh, there aren't that many synchros you would want to do, and Dullahan > Formula except if you are running them with a Synchro engine or something). As Dova said, it would be slight better if its Graveyard effect had "Card(s)" instead of "Card", but the card is actually good even without it. I'm not used to playing Ghostricks but it does seems quite decent in a more aggressive build (as aggressive as they can be, I guess).

 

Card B could have been interesting. But first, I have to say that it doesn't make much sense that the card has "can only be used for Thunder-Type ED monsters". Because you know, the only existing Thunder Xyz is Lighting Chidori, which you need WIND materials to do (so its impossible here), and the only Thunder Synchros are 2 Watt monsters, a Mist Valley and Mist Wurm. To summary, literally the only deck that could benefit from the float summon would be Watts (mist valley doesn't have Lv4 thunders and Wurm needs 3 monsters). And well, outside Watts being kinda bad, I don't think they would actually try running this card, because its dead if you don't have the setup and the float requires 2k LP (which is really a lot for what it allows). Although I must say that the card does offer a powerful floodgate effect that some decks should have quite a hard time getting around (and it does fits the Thunder theme), but as I said, requiring you to have 2 summoned thunders, while its biggest advantage being the SS restriction... in the end it doesn't feel worth running in anything that values consistency (plus its something you want to summon turn 1 or when your opponent doesn't have monsters on field, and that's another variable to worry about in the card's usefulness).

 

So I'm voting for Card A, mainly because it offers something its archetype kinda lacks, and that half of Card B's effect is pretty much unusable.

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A is a bit weird, but it does tie into whatever Ghostricks do at present and that means flipping themselves down for the Fields. Or really, it's another helper for Rank 1 plays into Dullahan or whatever, or even Synchro options if they want to. Protection effect is nice though, even in light of bouncing and other forms of non-destructive removal exists. Might've been better if it protected multiple cards (since Raigeki and other sweep removal exists), but I'm not exactly familiar with Ghostricks and their playstyle nowadays so can't say if they already have that area covered; protection is still good though, even if it is just to protect the Fields and stuff.

 

B locks off most bosses from being summoned (Monarchs and other things that NS don't really care though). But to get it out, you'll have to be running stuff like 'hunders or Batteries, and I'm not sure if they can really afford to lose their field advantage for Rank 4s or whatever. While it does have a response to being Castel'd and reviving stuff, the ED lock pretty much kills it (Chidori is WIND so you can't Xyz off of it). Like Fluffyfish mentioned, Watts are pretty much the only Deck that can even benefit from the float thing, given the restrictions, but even then, only for Mist Wurm and their own stuff (I don't think they can really make anything higher than 7 though [Hydra]). The floodgate effect is nice (and probably the only reason someone would even run this in Thunders), but it's restrictive in where it can be used, and those Decks have better things to do with those monsters.

 

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So yeah, A gets my vote. 

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