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[Leaderboard] Season 14 Postseason (Match 2-1)


Flash Flyer - Sakura

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General stuff

- First to 3 votes or whoever gets the most votes by 9:00 pm HST on 8/26/2016 wins
- Voters must elaborate on their votes
- Participants or I reserve the right to nullify votes if reasoning is insufficient.

- Winner moves on to finals and receives a rep from the opponent
- All voters will get reps for accepted votes.

Requirement

Make a U.A. support card

 

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Card A

 

U.A. Reserve List
Spell | Continuous

During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 "U.A" card (if any), from the excavated pile to your hand, also, after that, shuffle the rest back into your Deck. You can only use this effect of "U.A Reserve List" once per turn. You can discard 1 "U.A" monster to Special Summon this card (from your hand) as a Normal Monster with the same Type, Attribute, Level, ATK and DEF of the discarded monster. (This card is NOT treated as a Spell Card.) You can only Special Summon "U.A Reserve List" once per turn this way. You can only control 1 "U.A Reserve List".

 

Card B

 

U.A. Training Ground
Spell | Continuous
When this card is activated: You can Special Summon 1 "U.A. Token" (Warrior-Type/EARTH/Level 1/ATK 0/DEF 0), but it cannot be Tributed, except for the Tribute Summon of a "U.A." monster. Each time a "U.A." monster(s) is returned from the field to your hand, place 1 U.A. Counter on this card. All "U.A." monsters you control gain 100 ATK and DEF for each U.A. Counter on this card. You can remove 3 U.A. Counters from this card; activate 1 of these effects. You can only use this effect of "U.A. Training Ground" once per turn.
● Immediately after this effect resolves, Normal Summon 1 "U.A." monster from your hand or Graveyard without Tributing.
● Add 1 "U.A." Spell/Trap Card from your Deck to your hand, except "U.A. Training Ground".

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Card A's first effect helps a lot with consistency, but the second effect is far more interesting. The SSing as a monster seemed a bit strange, especially from the hand and having a discard of 1, but then I realized it solved the deck's major problem: the first Normal Summon. This card allows you to not need it at all, which is really cool, It's a shame you cannot control the monster and the spell, but the OPT is fine.

 

Card B seems really ripped off the Yosenju counterpart, but it does have its own merits. I guess the first effect does kind of help with consistency, but only if you are playing offensively, as you don't want to be normal Summoning the defensive UAs or even setting them. The ATK boost is quite helpful, and is balanced by the fact that you use counters for its own effect. Something to complain about however, is the mirror match. While you may not see them often these days, since the spell adds a counter no matter who returns it to the hand, the game would become a race to activate this card, and the first person who does would get an advantage, not to mention there is no control only 1 or activate only 1 clause. The versatility of the last effect is really scary, and I feel you could've just left it with one of those effects.

 

I'm voting with Card A, as while I like both, I feel Card B does too much.

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Card A's first effect helps a lot with consistency, but the second effect is far more interesting. The SSing as a monster seemed a bit strange, especially from the hand and having a discard of 1, but then I realized it solved the deck's major problem: the first Normal Summon. This card allows you to not need it at all, which is really cool, It's a shame you cannot control the monster and the spell, but the OPT is fine.

 

Card B seems really ripped off the Yosenju counterpart, but it does have its own merits. I guess the first effect does kind of help with consistency, but only if you are playing offensively, as you don't want to be normal Summoning the defensive UAs or even setting them. The ATK boost is quite helpful, and is balanced by the fact that you use counters for its own effect. Something to complain about however, is the mirror match. While you may not see them often these days, since the spell adds a counter no matter who returns it to the hand, the game would become a race to activate this card, and the first person who does would get an advantage, not to mention there is no control only 1 or activate only 1 clause. The versatility of the last effect is really scary, and I feel you could've just left it with one of those effects.

 

I'm voting with Card A, as while I like both, I feel Card B does too much.

It's true that Card B maybe does a bit too much, but you do need to look at the archetype itself though. (It's horrendous.) At least I'm 100% sure that U.A. wouldn't become anything more than Tier 2 with Card B released. The "mirror match" argument is also kinda irrelevant in this case, as Card B did specify that the U.A. monster(s) must return from the field to YOUR (aka the controller of Card B's) hand to gain 1 counter, so it shouldn't really affect the opposing player that much.

 

TL;DR: I wish to deny Dova's vote.

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U.A is a horrendous archetype? This is the first time I'm hearing this.

 

I also missed the "your hand" vs "the hand" thing that Dova mentioned. Looks like it's back to 0-0 I guess.

 

The reason as to why A was limited to controlling only 1 copy because you could've bounced it back to your hand and re-activate as a S/T, even after you use it as a monster. Not only that, it's also possible to be used in a tight situation by acting as a beatstick with Power Jersey. Again, you can simply bring it back to your hand to re-use and gain more card advantage. If you were allowed to control more than 1 copy, it would be borderline broken.

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U.A. aren't horrendous, per say, but they are heavily-reliant on getting Midfielder out and/or using Signing Deal to get their aces out. Konami's ban hits have not been kind to them however; loss of 2 RoTA to even search Midfielder and now Stormforth got hit with the latest lists. Even another Level 4 and under would help them out.

 

I can ask Dova to look it over and reconsider his vote though.

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It's true that Card B maybe does a bit too much, but you do need to look at the archetype itself though. (It's horrendous.) At least I'm 100% sure that U.A. wouldn't become anything more than Tier 2 with Card B released. The "mirror match" argument is also kinda irrelevant in this case, as Card B did specify that the U.A. monster(s) must return from the field to YOUR (aka the controller of Card B's) hand to gain 1 counter, so it shouldn't really affect the opposing player that much.

 

TL;DR: I wish to deny Dova's vote.

 

Denial accepted, didn't realize I missed that.

 

I'll still vote with Card A, as while Card B does help when it comes to when it comes to setting up resources in the long run, Card A helps the main flaw the deck has: getting started. With Card A, you don't need that first normal summon as much, and the best thing is that you might even be able to choose whether to have the Normal Summon or not, as the card gives you the searching ability, and is constantly active. Card B's token is alright, I guess, but it can't return to the hand, meaning its useless unless you are playing offensively.

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Denial accepted, didn't realize I missed that.

 

I'll still vote with Card A, as while Card B does help when it comes to when it comes to setting up resources in the long run, Card A helps the main flaw the deck has: getting started. With Card A, you don't need that first normal summon as much, and the best thing is that you might even be able to choose whether to have the Normal Summon or not, as the card gives you the searching ability, and is constantly active. Card B's token is alright, I guess, but it can't return to the hand, meaning its useless unless you are playing offensively.

I thought you said that Card B does too much though, now it's doing too little? Also, being Normal Summon reliant doesn't make an archetype bad, but being super-reliant on 1-2 cards in your archetype makes it bad (which in this case is U.A. Midfielder and U.A. Signing Deal.), so Card B is there to ensure that you won't do nothing first turn if you don't have U.A. Midfielder or U.A. Signing Deal in hand and steadily support the archetype in the long run. (Also, I believe that U.A. are sometimes used with Monarchs, so there's that.)
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Your argument for Card B can be also applied to Card A with the "you won't do nothing first turn if you don't have U.A. Midfielder or U.A. Signing Deal in hand and steadily support the archetype in the long run". However, Card A maintains the fact that you pretty much wouldn't brick, and dualities a U.A card needed to complete the combo from your Deck without limiting the SS.

 

For Monarchs, that's not true. The only tech card that are used from Monarchs is Stormforth, and that is it. It's not even a common tech card.

 

The only thing that the archetype needs is some sort of draw card to enforce an OTK, not more cards that make it's Special Summoning easier, although it would help a certain extent. People actually used Hand Destruction for the archetype to getting at what they want.

 

To be honest, this is getting nowhere. Not only that, this is also a contest to judge on which card is designed better. I'm pretty sure that Dova mentioned B being quite a ripoff from Yosenju Training Grounds.

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