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Psychic Spirituality Vs. Seija Kijin (finished)


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[spoiler='Rules']

Standard YCM rules apply.

Card A / Card B system

Cards due 72 hours after the opponent is accepted.

Voting period is 72 hours after cards are posted.

Votes must be elaborate (successful votes receive a rep from myself)

Winner receives a rep from the non-winner
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[spoiler='Card Requirements']
Make a card that includes the following somewhere in the effect: "If this card attacks: change it to defense position at the end of the Damage Step."
[/spoiler]

[spoiler='Friendly reminder']
Have fun when you make your card. Even if you do not win with it, at least you get sole cool advice on how to improve it.
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[spoiler='Card A']
kcYTCSS.jpg
[spoiler='lore']
Cannot be Normal Summoned/Set. If you control no monsters and your opponent controls at least 1: You can Special Summon this card (from your hand). If this card attacks: Change it to face-up defense position at the end of the Damage Step. While this card is in face-up defense position, neither player can activate effects that target cards on the field. If a monster is Special Summoned: You can banish this card from your Graveyard; Negate the effects of that monster. You can only activate this effect of "Breakthrough Knight" once per duel.
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[/spoiler]

[spoiler='Card B']

lrAn5Oc.jpg

[spoiler='Lore']
Special Summon this card in Attack Position as an Effect Monster (Insect-Type/DARK/Level 4/ATK 2100/DEF 300). (This card is also still a Trap Card.) When this card attacks: change it to Defense Position at the end of the Damage Step; it cannot change Battle Position until the End Phase of your next turn, except with a card effect. If this card were to be destroyed by battle: you can tribute 1 Insect-Type monster you control instead.
[/spoiler]

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Card B is terrible in all aspects, having no real uses and no true effect, besides over costly protection for a really, REALLY bad card. Card A is a nice card, having a really powerful in Grave effect, balanced via OPD clause. The targeting prevention is nice, perhaps allowing MP2 shenanigans that could be stopped via cards being targeted. In the same respect, it also allows you to Set MP2 S/T without fear of MST during EP.

Vote for Card A hands down.

 

EDIT: Having seen the reminder saying you get advice on where to improve, I'll offer mine to Card B.

1st, it shouldn't have had the effect to not change battle positions. It isn't strong enough to warrant such a draw back. To add on, it needs to have some other effect on the board or else it is just a one time use 2100 beater, which is decent but not the least good competitive. Even a simple draw 1 card when this card is destroyed would seriously aid the uselessness of the card. Also, why protect it? Perhaps that protection being for others, like "You can Tribute this card: Insect-Type monsters you control cannot be destroyed by battle or by card effects, until the End Phase." would've gone much farther.

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As previously stated Card B does absolutely nothing. A is a bit of a mouthful, considering having it sit in defense position with Safe Zone will make it incredibly hard to get it off the field- there are very few instances of cards which destroy spells or traps without targeting them. It's searchable by Tenki and a 2100 beater with a bunch of useful other effects would normally not be what I'd vote for...

 

But the second card is just so underwhelming and well, bad; that I am left with no realistic alternative. So A it is.

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Card A gets my vote w/out doubt. Though a bit much, the effects are actually usable and can essentially act like Rai-Oh in graveyard (banish itself; kill SS monster) or set up with its Defense effect.

 

Card B: While it does have its merits at being a 2100 ATK monster; it essentially is another Goblin Attack Force or any of those monsters that switch modes after attacking; only with a protection effect that requires Tributing another monster. That's about all to it. 

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