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[Leaderboard] D'Sceptyr vs. Kishume (Triple Terrain Trials) (Cards UP!)


Black D'Sceptyr

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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.

Card C votes are allowed in case the voter thinks both cards don't deserve a vote but must elaborate on why he/she thinks so.

Cards must be PM'd to me.

Written cards are allowed.

Winner gets 1 point from the loser; each voter gets 1 point from the person they voted for.

Remove any evidence of the card being made by you to ensure anonymity.

In case a downtime or an emergency happens, the deadlines may be extended.

 

Deadlines:

The deadline for cards is 48 hours after the challenge has been accepted.

The deadline for votes is 96 hours (4 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-served between the previous challengers and new submissions.

 

Requirement:

 

You've all seen how Field Spell trios work well-Ghostricks, Triamids, and now F.A. So, it's your turn at bat. Either we: 

A) create three (3) co-dependant Field Spells to support a TCG/OCG Archetype without any specific Field Spells to their name, 

OR

B) create 1 Field Spell for a TCG/OCG exclusive archetype/series with exactly 2 Field Spells that specifically lists their Archetype/series in the name or the text

[spoiler=Accepted Archetypes for Option B]

Mist Valley 

Meklords (slightly out of tune with their Field Spells, but it's close enough)

Six Samurais

Crystal Beasts

Trickstars

Elemental HERO

Destiny HERO

Performapals

Odd-Eyes

Archfiends


 


[spoiler=Card A]

 

 

The Lagoon of Mist Valley

Field Spell Card

Once per turn: You can add 1 Level 5 or lower "Mist Valley" monster from your Deck to your hand. Once per turn, if you Synchro Summon using a non-Tuner WIND monster you control, the other materials can be "Mist Valley" monsters in your hand. During each of your End Phases, you can return 1 monster you control to the hand. If you do not, shuffle this card into the Deck, and if you do, you can activate 1 "Mist Valley" Field Spell from your hand or Deck, except "The Lagoon of Mist Valley".

 


 

[spoiler=Card B]

 

Protean Fortress of the Meklords

Field Spell Card

While you control a face-up "Meklord" monster, non-Synchro monsters on your opponent's side of the field and in their GY are also treated as Synchro Monsters. If this face-up card is sent to the GY: You can Special Summon 1 "Meklord Army" monster from your hand or GY.

 

 


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RIP Option A.

 

Look, gonna be honest here, the simplicity of Card B, while I love how it makes them actually useful, it doesn't help their consistency and speed issues. I'd honestly say Mist Valley in their current state are better than Meklords before this card, and Card A doing more than Card B doesn't help matters in the slightest. Not to mention that Card A actually works with the Field-Spell swapping mechanic, and allows you to play this card AND Divine Wind. Shuffling into the Deck really helps Card A as it always grants a search, so it basically isn't Deck Thinning. Not particularly powerful, and yet nothing to scoff that.

 

Despite the simplicity and flavour of Card B, vote to Card A for strength and taking advantage of the theme.

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Card A

 

Unless I haven't been paying attention, Mist Valleys don't have a searcher of their own right now (why Konami never gave them one is anyone's guess), so it helps. The Synchro Summon thing is nice too, considering their lack of speed at the moment. Then again, the return effect does trigger Thunderbird, so you don't really lose anything. Divine Wind is still good; Shrine is somewhat iffy but isn't bad.

 

Card B

 

This would've been really nice...if Link format didn't sheet over ED spam and mess up the rules. Granted, it does make the Meklords work against every other summon mechanic in this game, but the issue is still "how are you consistently summoning the Meklords in the first place?" Yes, you could make Mekanikle and not actually summon the other Emperors via self-blowing up your own cards (and does trigger Asterisk), but fact remains that other than that, it doesn't help them overall in field presence. You can also summon a Meklord Army monster when this gets blasted, but all three of them are bad right now.

 

Even if we were to consider this in Master Rule 3, it'd be a little better, but still not good enough. 

 

======

Voting A as well because it helps Mist Valleys a bit without being restricted to the opponent's setup and gives them searching power. 

 

B works thematically, but not so much viability-wise.

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