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[Leaderboard] AsdfDuelist vs. Brimtosis (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:

-A 48 hour deadline for a contestant to submit.

-A week after the cards are submitted until the end of the 1v1. If there are no votes at this time, next vote will win.

 

Requirement:

Create a Trap card with a weird name.

 

Card A:

Damnit Jimmy, Ya Dropped the Turtle Box Again!

[ Trap / Continuous ]

When this card is activated, Special Summon as many "Lost Turtle Token"s (Reptile-Type/WATER/Level 1/ATK 300/DEF 300) to both sides of the field as possible. Every time a "Lost Turtle Token" is destroyed, place 1 Retrieved Turtle Counter on this card. During the End Phase, if there are no "Lost Turtle Token"s on either side of the field: Remove all Retrieved Turtle Counters from this card; this card is destroyed and you gain Life Points equal to the number of Retrieved Turtle Counters removed from this card x200.

 

Card B:

Dog On Si Ereht

[ Trap / Counter ]

When a card/effect is activated that would negate the activation of a card/effect or the Summon/Set of a monster(s): Negate the activation, and if you do, destroy that card, then Set the destroyed card on your field.

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Card A:

Ok it Special Summons as many Tokens as it can on the field, gains counters for every Token destroyed, and gives you LP equal to number of counters x200 when it is destroyed. I'm not sure how useful this is considering most run Twin Twisters at 2 or 3 in their deck so this card can easily get popped without giving you anything but summoning tokens, not very good imo.

 

Card B:

Now this is a good card, it can negate Solemns, Grand Horn of Heaven and Hole Trap Cards and set them on your side of the field, this card is also more generic and can be used in any Deck really so it will definitely see more plays than A.

 

Verdict:

Card B definitely wins my vote because it is more useful and is more generic without going too much meanwhile Card A wouldn't see as many plays as B and its effect is mediocre at best.

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