Jump to content

[Leaderboard] BatMed vs '


BatMed

Recommended Posts

Rules:

  • All Leaderboard rules apply.
  • First to 3 votes or most votes by deadline wins.
  • All voters must elaborate on their votes or else the vote will be rejected.
  • Both contestants have the right to refuse votes, but must explain why they don't accept it.
  • Cards must be PM'd to me.
  • Both participants must approve both cards via notes, to help prevent functional and grammatical errors .
  • If arts are provided, I will remake both cards in the same template to help ensure anonymity.
  • In case a downtime or an emergency happens, the deadlines may be extended.

Deadlines:

  • The deadline for cards is 2 days after challenge has been accepted.
  • The deadline for votes is 3 days after cards have been posted.
  • In case of a challenger failing to meet the above deadline without explanation, the challenger slot will open up again, at which point it becomes first-come-first-serve between the previous challenger's and new submissions.

Rewards:

  • The winner gets a rep from the loser.
  • All voters get a rep for voting.

Requirements:

  • Let's make a handtrap!

Cards:[spoiler=Card A]

JlzSClr.png

 

If your opponent Summons a monster(s): You can discard this card and pay LP in multiples of 100; that monster(s) loses ATK and DEF equal to the amount paid, and if you do, it cannot activate its effects this turn, also, if your opponent Summons a monster(s) this turn, it loses ATK and DEF equal to the amount paid.

[spoiler=Author s note']It's a reverse Summoned Skull retrained as a handtrap. Pays LP because of the new link monster. It's very DARK attribute, but I'd argue that the lightning bolts in the art of the OG Summoned Skull make it look a bit LIGHT attribute.

 

 

 

[spoiler=Card B]

x8ud4Wy.png
 

When a card or effect is activated that includes an effect that sends a card(s) to the GY (Quick Effect): You can discard this card; banish that card(s) instead, also, for the rest of this turn, cards in the GYs cannot be banished nor be moved to a different place.

[spoiler=Author s note']

It's a WATER-themed add to the "smtg&stmg" handtrap series. What I noticed is that each of those 3 we currently have concerns a specific zone, in other words; it perturbs a play/combo/effect in that specific zone:
LIGHT - Field, DARK - Extra Deck, and FIRE - Main Deck. That leaves us with 3 Attributes left, and ALSO, 3 Zones: Graveyard, Hand, and banished pile (or whatever you call it). So the card I made is a WATER that freeze the GYs. From another point of view, it's a "Dank Law-Nercovalley" for all.

 

 

 

 

Link to comment
Share on other sites

Phew, this is a toughie! I'd like to start off by saying both card's feel legitimately and equally balanced in design. I try to shy away from card reviews due to my extremely limited knowledge on what's new and meta, but I think I'd be safe enough to fairly give these cards my own vote.

 

There are two things that helped me decide which card to give my vote to, and honestly, one is a very negligible reason and doesn't really take away from either of these cards being amazing. For Lightningbolt Doom Archfiend, I was almost inclined to give it my vote simply because it's a Summoned Skull retrain, which is a card that's been a favorite of mine since the DK era.

 

However, I don't think this card would make as much of an impact as it's competitor would. Sure, this card is very versatile in it's cost that you could pay chump change or a heavy weight to assure the targeted card is too weak to do anything, but the fact that you're tossing a Level 6 card only to stall your opponent from attacking or using it's effect for one turn seems slightly underwhelming. Sure, for negating card effects that trigger only when activated, this would be extremely useful; however, as far as a longer-lasting effect, I believe the competitor takes the cake.

 

Additionally, although the artwork is fine, I don't feel it justifies it being LIGHT as the creator described in the notes. To me, I believe it still deserves to be DARK, both due to it's predecessor and the card artwork. If it wasn't for these reasons, I'd have no idea which card to pick between the two other than favoritism based on the card's relationship to Summoned Skull.

 

Unfortunately, Horned Elegance & Frozen Solitude really doesn't give me any vibe that there is anything wrong with it. Maybe it has an opportunity to be overpowered if it were to be combined with certain cards from the TCG, but if it does, I certainly don't see it. Everything about this card makes sense to me, from the typing to the attribute to the card artwork. This probably would work as a really good side deck card, and I'm not sure if there is a deck that it would be advantageous for this card to be both WATER and a Fiend-Type, but nonetheless, I still believe this card would serve it's purpose of eliminating problematic cards that deal with coming to life in the GY.

 

So I'd like to give my vote to Card B.

Link to comment
Share on other sites

Phew, this is a toughie! I'd like to start off by saying both card's feel legitimately and equally balanced in design. I try to shy away from card reviews due to my extremely limited knowledge on what's new and meta, but I think I'd be safe enough to fairly give these cards my own vote.

 

There are two things that helped me decide which card to give my vote to, and honestly, one is a very negligible reason and doesn't really take away from either of these cards being amazing. For Lightningbolt Doom Archfiend, I was almost inclined to give it my vote simply because it's a Summoned Skull retrain, which is a card that's been a favorite of mine since the DK era.

 

However, I don't think this card would make as much of an impact as it's competitor would. Sure, this card is very versatile in it's cost that you could pay chump change or a heavy weight to assure the targeted card is too weak to do anything, but the fact that you're tossing a Level 6 card only to stall your opponent from attacking or using it's effect for one turn seems slightly underwhelming. Sure, for negating card effects that trigger only when activated, this would be extremely useful; however, as far as a longer-lasting effect, I believe the competitor takes the cake.

 

Additionally, although the artwork is fine, I don't feel it justifies it being LIGHT as the creator described in the notes. To me, I believe it still deserves to be DARK, both due to it's predecessor and the card artwork. If it wasn't for these reasons, I'd have no idea which card to pick between the two other than favoritism based on the card's relationship to Summoned Skull.

 

Unfortunately, Horned Elegance & Frozen Solitude really doesn't give me any vibe that there is anything wrong with it. Maybe it has an opportunity to be overpowered if it were to be combined with certain cards from the TCG, but if it does, I certainly don't see it. Everything about this card makes sense to me, from the typing to the attribute to the card artwork. This probably would work as a really good side deck card, and I'm not sure if there is a deck that it would be advantageous for this card to be both WATER and a Fiend-Type, but nonetheless, I still believe this card would serve it's purpose of eliminating problematic cards that deal with coming to life in the GY.

 

So I'd like to give my vote to Card B.

1-0 for card B, also bump for other votes.

Link to comment
Share on other sites

Horned Elegance absolutely murders anything that has anything to do with their GY in a way that Necrovalley flooded with a school of Abyss Dwellers couldn't do better. I mean, we already have D.D. Crow, Ally of Justice Cycle Reader, Artifact Lancea, and Skull Meister. 

 

I have a particular weakness for Archfiends, and Lightningbolt Doom Archfiend has unmistakable badassery coupled with the perfect artwork. It's an inverted Summoned Skull that puts the drop on obnoxiously populous Pendulum Summons, a niche no other hand trap fills.  

 

Both these cards are ridiculously overpowered, so that's a wash.

 

I vote for Card A: Lightningbolt Doom Archfiend

Link to comment
Share on other sites

Horned Elegance absolutely murders anything that has anything to do with their GY in a way that Necrovalley flooded with a school of Abyss Dwellers couldn't do better. I mean, we already have D.D. Crow, Ally of Justice Cycle Reader, Artifact Lancea, and Skull Meister. 

 

I have a particular weakness for Archfiends, and Lightningbolt Doom Archfiend has unmistakable badassery coupled with the perfect artwork. It's an inverted Summoned Skull that puts the drop on obnoxiously populous Pendulum Summons, a niche no other hand trap fills.  

 

Both these cards are ridiculously overpowered, so that's a wash.

 

I vote for Card A: Lightningbolt Doom Archfiend

It's a tie. Bump for final vote!

Link to comment
Share on other sites

Alright, I guess I'll tiebreak. 

 

Card A

 

At least retrained Terrorking has a more reliable target to mill with, while also softening up stuff. Current issue with Terror is obviously lack of good targets that can be milled when you pay LP (exact amounts), so you do have a more consistent option. Still doesn't prevent them from laddering, but the stat drop still hurts.

 

Card B

 

(Ignoring the season / ghost pun in Japanese here...)

 

Yeah, this essentially is a middle finger towards Foolish Burial (w/Belongings), Chaos/banish Decks (Twilightsworn, Shiranui?, etc) and so forth. As Polaris already mentioned, we already got a lot of stuff that locks off the GY, and Necrovalley is already potent as-is. Also lack of hard OPT on its triggering, unlike the other three. Even if you did give it a hard OPT, yeah, it's still locking out stuff.

 

====

I have to vote A on this one for fairness. Granted, Archfiends aren't doing much right now, but at the very least, the lasting stat drop works fine and combos with their new Link.

 

B is definitely usable, but it's a temporary Necrovalley that punishes most common plays and lacks a hard OPT on its usage. 

Link to comment
Share on other sites

Alright, I guess I'll tiebreak. 

 

Card A

 

At least retrained Terrorking has a more reliable target to mill with, while also softening up stuff. Current issue with Terror is obviously lack of good targets that can be milled when you pay LP (exact amounts), so you do have a more consistent option. Still doesn't prevent them from laddering, but the stat drop still hurts.

 

Card B

 

(Ignoring the season / ghost pun in Japanese here...)

 

Yeah, this essentially is a middle finger towards Foolish Burial (w/Belongings), Chaos/banish Decks (Twilightsworn, Shiranui?, etc) and so forth. As Polaris already mentioned, we already got a lot of stuff that locks off the GY, and Necrovalley is already potent as-is. Also lack of hard OPT on its triggering, unlike the other three. Even if you did give it a hard OPT, yeah, it's still locking out stuff.

 

====

I have to vote A on this one for fairness. Granted, Archfiends aren't doing much right now, but at the very least, the lasting stat drop works fine and combos with their new Link.

 

B is definitely usable, but it's a temporary Necrovalley that punishes most common plays and lacks a hard OPT on its usage.

That settles it! Card A won 2-1, congrats to Speedroid!
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...