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[Finished]Major's Team CC#1: Corruption and Redemption [Judging Completed!]


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Corrupted Artifact Lancea
DARK - ***** - Fiend/Effect - 1700/2400
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn: You can discard this card from your hard; cards in your opponent's Graveyard are unaffected by other cards' effects for the rest of this turn. If an Artifact monster's effect is activated at Chain Link 3 or higher: You can Special Summon this card from your Graveyard, also you cannot Special Summon monsters for the rest of the turn after this chain link resolves. You can only use each effect of "Corrupted Artifact Lancea" per turn.

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inb4 both teams lose somehow.

 

[spoiler:Entry]Lightray Trance

Level 6 - LIGHT

[ Spellcaster / Effect ]

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 3 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish both that monster and this card until your next Standby Phase.

[ ATK 2600 / DEF 200 ]

 

 

Lightray Makyura

Level 4

LIGHT

Warrior/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from the hand) by having 3 or more LIGHT monsters in your Graveyard with different names. During either player's turn, if the only face-up monsters you control are LIGHT monsters; you can activate a Trap Card from your hand. Cards activated this way are banished when they leave the field. You can only use this effect of "Lightray Maryuka" once per turn.

ATK: 1600

DEF: 1200

 

I am so done with this whole freating thing.

 

I'm drawing a line in the sand with my submission:

 

Corrupted Artifact Chakram

DARK *****

Fiend/Effect

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn, if a monster you control would be destroyed by a card or effect, you can activate this effect; destroy 1 Spell/Trap you control and Special Summon this card from your Hand. If you do, monsters you control cannot be destroyed this turn.

1900/2000

 

Corrupted Artifact Lancea

DARK - ***** - Fiend/Effect - 1700/2400

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn: You can discard this card from your hard; cards in your opponent's Graveyard are unaffected by other cards' effects for the rest of this turn. If an Artifact monster's effect is activated at Chain Link 3 or higher: You can Special Summon this card from your Graveyard, also you cannot Special Summon monsters for the rest of the turn after this chain link resolves. You can only use each effect of "Corrupted Artifact Lancea" per turn.

All accepted! 

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Today is the deadline, so all entries are final! The following players did not submit entries:

  • Soulfire
  • Hexanort
  • SpellCounterKing

These player's scores will be treated as 0's for the team total. I will provide reviews for those who did submit their entries. I appreciate your guy's patience, and as always, looking forward to reviewing each and every one of your submissions! If you have any questions, be sure to PM me or reply in the thread. Good luck!

 

- YugsterMajor

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  • 2 weeks later...

Okay, after spending about half an afternoon (along with playing Artifacts to figure out what their interactions involve), here are my judging results.

 

Team Redemption

 

[spoiler Yuuji - Lightray Endymion]
LV7 LIGHT
Spellcaster/Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 4 or more LIGHT monsters in your Graveyard, and cannot be Special Summoned by other ways. When this card is Summoned: You can target 1 LIGHT monster in your Graveyard; add it to your hand, except "Lightray Endymion", but you cannot Normal or Special Summon that monster, or a monster with the same name, for the rest of this turn. Once per turn: You can banish 1 LIGHT monster in your Graveyard, then target 1 card on the field; destroy that target.
2700/1700

B - 42
C - 28
T - 10
O - 10

Total - 90
 

  • Rather spot-on parallel to Endymion. Just switch everything regarding Spell Cards to LIGHT monsters. Good picture choice, too.
  • Restriction on the recycling effect should be within targeting criteria. "...LIGHT monster in your Graveyard, except 'Lightray Endymion'; add it to your hand, ..."
  • Compared to normal Endy, it has been made easier to Summon and its removal effect also manipulates the Graveyard for other necessary interactions without trading hand advantage.
  • Summon lock on what has been recycled is new and understandable, though it doesn't stop hand traps like Honest, Effect Veiler, and Yuki Usagi. The opponent getting a warning signal gives them the option to play around, though if it forces them to do some uncanny footwork, that's still a benefit.
  • Where would I use it? It's hard to say. General bosses like these tend to compete with whatever an archetype already has at its disposal, and because the generic card is forced to be capable of fewer things it looks dull in comparison to what an archetype already has to offer. But the basic abilities to recycle and destroy, along with providing a nice body in a pinch, help this card's case a little, even though there isn't much that greatly impresses me.

[spoiler Tori - Lightray Risebell]
LV4 LIGHT
Psychic/Tuner/Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) while you have a banished LIGHT monster, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 LIGHT monster on the field, except this card; Reduce the Level of that card by 2, then you can increase the Level of this card by 1.
1500/1500

B - 45
C - 27
T - 10
O - 10

Total - 92
 

  • Redeemed version of Risebell the Star Psycher after purging himself of Hypnosister's control through Unwavering Bonds. Unusual change in hair colour, but I suppose going in and out of supernatural stuff does that to you.
  • Summon condition immediately brings to mind Kozmo. Not like they'd actually willingly run this card considering what their other base monsters are capable of doing, and the fact that their stronger monsters are DARK and thus incompatible. I suppose Forerunner can qualify for an emergency Rank 5 Summon or the creation of a LV9 or 10 Synchro, but Risebell can also work with DOG Fighter and its Tokens to access Level 8 and 9 or reach Rank 4.
  • The other way to accomplish this card's Summon condition is through use of Lightray Grepher, which in turn functions similarly to Dark Grepher. Well then.
  • I like how the Level manipulation is quick, affects both sides, and is optional on Risebell's end. This allows for more flexibility in setting up Synchro plays, or in niche cases, breaks apart opposing 'stellar Xyz setups. Looks like a mixture of Risebell's original effects and his time as a Star Adjuster.

[spoiler CCDCC - Lightray Gandora]
LV8 LIGHT
Dragon / Effect
(1)Cannot be Normal Summoned/Set.

(2)Must be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways.
(3) Each time a card(s) is destroyed and/or is banished, this card gains 300 ATK for each.
(4) Once per turn: You can banish 1 LIGHT monster in your Graveyard, then target up to 2 cards on the field; destroy those targets.
0/0

B - 30
C - 18
T - 9
O - 9

Total - 66
 

  • So, if a card is destroyed AND banished (i.e. BTH), does this gain 300 or 600 ATK?
  • Parallel to Gandora the Dragon of Destruction, but carries Lightray Daedalus' nerf of going from a field nuke to a 2-at-a-time poppage. Not bad on its own, but a big issue lies in its stats. While this card manages to stay on the field unlike the original Gandora, it scales up quite slowly.
  • On its own, without any assistance, this card scales up 900 ATK each time it uses its effect. This means in 3 turns it goes to a respectable boss-tier of 2700 ATK. With a little assistance this card can roll up to about 1500 ATK by its first turn. But in the meantime, it's very vulnerable to getting picked off before it can scale into the 2000 range during this first turn out. Yes, the opponent picking off your other cards will also make this card grow stronger, but what's stopping them from taking this card out first?
  • Now, Lightrays are designed to be generic supports or sub-bosses to LIGHT Decks in general - usually more of a card you splash rather than actually build around. It's not unheard of to try and run multiple Lightrays alongside each other, but it's often a rather clunky endeavour unless it's Lightsworn Graveyard shenanigans. This is why I normally don't expect to see a Lightray synergize with others of its ilk.
  • Ultimately, like Lightray Daedalus, this big guy took a massive hit to its effectiveness when making the transition.

[spoiler Asdf - Lightray Trance]
Level 6 - LIGHT
[ Spellcaster / Effect ]
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 3 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish both that monster and this card from the field, but return them in your next Standby Phase.
[ ATK 2600 / DEF 200 ]

B - 40
C - 27
T - 10
O - 10

Total - 87
 

  • It's... a beater. That can forcibly DD Gate itself and opponent's monsters. This doesn't sound like much, but it's an interesting way to adapt "returned from outer space", and can be downright annoying to combat, stunning opposing plays for a turn - usually long enough for you to dismantle head-on.
  • It's particularly more effective against Xyz monsters, since the flicker detaches the Xyz Material, rendering them helpless against this card unless they have the base stats to beat this card in single combat. or unless they have Quick Effects to dodge it.
  • You pretty much need to have Spell Speed 2+ removal to take care of this card, or have the ability to constantly proc its effect to keep this card off the field long enough to plow through the opponent's remaining defenses.

[spoiler Champion0 - Lightray Makyura]
Level 4
LIGHT
Warrior/Effect
Cannot be Normal Summoned/Set. Must first be Special Summoned (from the hand) by having 3 or more LIGHT monsters in your Graveyard with different names. During either player's turn, if the only face-up monsters you control are LIGHT monsters; you can activate a Trap Card from your hand. Cards activated this way are banished when they leave the field. You can only use this effect of "Lightray Maryuka" once per turn.
ATK: 1600
DEF: 1200

B - 40
C - 25
T - 10
O - 8

Total - 83
 

  • An adaptation of a currently banned card? Clearly some watering down is needed. Fortunately, just watering this card down to 1 Trap at a time averts what completely broke the original Makyura so we can't windmill-slam a chain of cantrip Traps and Exodia out of nowhere.
  • So what does that leave us with? The best use I can think of for this card is for Counter Fairies to use their Counters without needing backrow set. This not just furthers their game plan but also helps defend Lightray Makyura. The issue here now lies in how this effect is worded and whether it can interact with Counter Traps well, and that's where a slightly flawed OCG can mess things up.
  • Other than that, Makyura's function in most Decks in general feels rather weak in this time of day without specifically designing to exploit it, due to the relative lack of Traps we see due to things like TwiTwi being the prime choice of backrow-hosing. But perhaps by allowing Trap cards to activate without worry of getting hosed beforehand this card's presence could factor into a few more Trap-heavy builds.

 

Team Corruption

 

[spoiler Melon - Corrupted Artifact Chakram]
DARK *****
Fiend/Effect
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn, if a monster you control would be destroyed by a card or effect, you can activate this effect; destroy 1 Spell/Trap you control and Special Summon this card from your Hand. If you do, monsters you control cannot be destroyed this turn.
1900/2000

B - 45
C - 25
T - 10
O - 9

Total - 89
 

  • Really buffed up version of the original Chakram. Protects your monsters and puts 2 more monsters on the field to up the Artifacts' game plan. However, this is limited by the opponent needing to try and threaten your own monsters first, so you can't jump-start the effect with CotH or Sanctum.
  • What is interesting is that you can proc the effect yourself with something like your Torrential Tribute. If everything goes off you have a field full of indestructible monsters to push for game, especially if backed by Honest. The only thing you lose out on from such a stunt is that extra Artifact Summon you get if you tried this on your own turn.
  • Pretty much a must-have for Artifacts to nudge them back up in this day.


[spoiler Dova - Corrupted Artifact Lancea]
DARK - ***** - Fiend/Effect - 1700/2400
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn: You can discard this card from your hard; cards in your opponent's Graveyard are unaffected by other cards' effects for the rest of this turn. If an Artifact monster's effect is activated at Chain Link 3 or higher: You can Special Summon this card from your Graveyard, also you cannot Special Summon monsters for the rest of the turn after this chain link resolves. You can only use each effect of "Corrupted Artifact Lancea" per turn.

B - 40
C - 28
T - 10
O - 10

Total - 88
 

  • Stronger version of Lancea... kinda. It blocks recycling and reviving which are among the in-things in the game at the moment, though blocking banishment is also important in making sure your Artifacts self-revive on destruction. I suppose they can be used as interchangeable options.
  • The self-revival effect is rather quirky as you need some careful dancing-around to get it to work. Usually this involves SS'ing Vajra to trigger your own destruction of your backrow that's full of Artifacts, followed by the triggering of each Artifact's effect after it gets SS'd. No, adding things in there won't boost the Chain due to the quirks of SEGOC.
  • Interesting tool to the Artifacts, although I won't see this easily run as an immediate 3-of.

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Okay, after spending about half an afternoon (along with playing Artifacts to figure out what their interactions involve), here are my judging results.

 

Team Redemption

 

[spoiler Yuuji - Lightray Endymion]

LV7 LIGHT

Spellcaster/Effect

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 4 or more LIGHT monsters in your Graveyard, and cannot be Special Summoned by other ways. When this card is Summoned: You can target 1 LIGHT monster in your Graveyard; add it to your hand, except "Lightray Endymion", but you cannot Normal or Special Summon that monster, or a monster with the same name, for the rest of this turn. Once per turn: You can banish 1 LIGHT monster in your Graveyard, then target 1 card on the field; destroy that target.

2700/1700

B - 40

C - 23

T - 9

O - 10

 

 

  • Rather spot-on parallel to Endymion. Just switch everything regarding Spell Cards to LIGHT monsters. Good picture choice, too.
  • Restriction on the recycling effect should be within targeting criteria. "...LIGHT monster in your Graveyard, except 'Lightray Endymion'; add it to your hand, ..."
  • Compared to normal Endy, it has been made easier to Summon and its removal effect also manipulates the Graveyard for other necessary interactions without trading hand advantage.
  • Summon lock on what has been recycled is new and understandable, though it doesn't stop hand traps like Honest, Effect Veiler, and Yuki Usagi. But the opponent can at least see that coming.
  • Where would I use it? It's hard to say. General bosses like these feel more like space filler when compared to what's in an archetype engine. But the basic abilities to recycle and destroy, along with providing an easy body in a pinch, help this card's case a little, even though there isn't much that greatly impresses me.

[spoiler Tori - Lightray Risebell]

LV4 LIGHT

Psychic/Tuner/Effect

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) while you have a banished LIGHT monster, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 LIGHT monster on the field, except this card; Reduce the Level of that card by 2, then you can increase the Level of this card by 1.

1500/1500

B - 45

C - 27

T - 10

O - 10

 

  • Redeemed version of Risebell the Star Psycher after purging himself of Hypnosister's control through Unwavering Bonds. Unusual change in hair colour, but I suppose going in and out of supernatural stuff does that to you.
  • Summon condition immediately brings to mind Kozmo. Not like they'd actually willingly run this card considering what their other base monsters are capable of doing, and the fact that their stronger monsters are DARK and thus incompatible. I suppose Forerunner can qualify for an emergency Rank 5 Summon or the creation of a LV9 or 10 Synchro, but Risebell can also work with DOG Fighter and its Tokens to access Level 8 and 9 or reach Rank 4.
  • The other way to accomplish this card's Summon condition is through use of Lightray Grepher, which in turn functions similarly to Dark Grepher. Well then.
  • I like how the Level manipulation is quick, affects both sides, and is optional on Risebell's end. This allows for more flexibility in setting up Synchro plays, or in niche cases, breaks apart opposing 'stellar Xyz setups. Looks like a mixture of Risebell's original effects and his time as a Star Adjuster.

[spoiler CCDCC - Lightray Gandora]

LV8 LIGHT

Dragon / Effect

(1)Cannot be Normal Summoned/Set.

(2)Must be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways.

(3) Each time a card(s) is destroyed and/or is banished, this card gains 300 ATK for each.

(4) Once per turn: You can banish 1 LIGHT monster in your Graveyard, then target up to 2 cards on the field; destroy those targets.

0/0

B - 25

C - 18

T - 9

O - 9

 

  • So, if a card is destroyed AND banished (i.e. BTH), does this gain 300 or 600 ATK?
  • Parallel to Gandora the Dragon of Destruction, but carries Lightray Daedalus' nerf of going from a field nuke to a 2-at-a-time poppage. Not bad on its own, but a big issue lies in its stats. While this card manages to stay on the field unlike the original Gandora, it scales up VERY slowly.
  • Assuming you have no other cards to destroy things, this card will show up at 600 ATK on its first turn out on the field. It takes a total of 4 turns, not counting any other card interventions, for this to reach a respectable 2400 ATK, but by then the opponent would have just killed this card themselves. Yes, the opponent picking off your other cards will also make this card grow stronger, but what's stopping them from taking this card out first?
  • Ultimately, like Lightray Daedalus, this big guy took a massive hit to its effectiveness when making the transition.

[spoiler Asdf - Lightray Trance]

Level 6 - LIGHT

[ Spellcaster / Effect ]

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 3 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish both that monster and this card from the field, but return them in your next Standby Phase.

[ ATK 2600 / DEF 200 ]

B - 40

C - 27

T - 10

O - 10

 

  • It's... a beater. That can forcibly DD Gate itself and opponent's monsters. This doesn't sound like much, but it's an interesting way to adapt "returned from outer space", and can be downright annoying to combat, stunning opposing plays for a turn - usually long enough for you to dismantle head-on.
  • It's particularly more effective against Xyz monsters, since the flicker detaches the Xyz Material, rendering them helpless against this card unless they have the base stats to beat this card in single combat. or unless they have Quick Effects to dodge it.
  • You pretty much need to have Spell Speed 2+ removal to take care of this card, or have the ability to constantly proc its effect to keep this card off the field long enough to plow through the opponent's remaining defenses.

[spoiler Champion0 - Lightray Makyura]

Level 4

LIGHT

Warrior/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from the hand) by having 3 or more LIGHT monsters in your Graveyard with different names. During either player's turn, if the only face-up monsters you control are LIGHT monsters; you can activate a Trap Card from your hand. Cards activated this way are banished when they leave the field. You can only use this effect of "Lightray Maryuka" once per turn.

ATK: 1600

DEF: 1200

B - 38

C - 25

T - 10

O - 8

 

  • An adaptation of a currently banned card? Clearly some watering down is needed. Fortunately, just watering this card down to 1 Trap at a time averts what completely broke the original Makyura so we can't windmill-slam a chain of cantrip Traps and Exodia out of nowhere.
  • So what does that leave us with? The best use I can think of for this card is for Counter Fairies to use their Counters without needing backrow set. This not just furthers their game plan but also helps defend Lightray Makyura. The issue here now lies in how this effect is worded and whether it can interact with Counter Traps well, and that's where a slightly flawed OCG can mess things up.
  • Other than that, Makyura's function in most Decks in general feels rather weak in this time of day without specifically designing to exploit it, due to the relative lack of Traps we see due to things like TwiTwi being the prime choice of backrow-hosing. But perhaps by allowing Trap cards to activate without worry of getting hosed beforehand this card's presence could factor into a few more Trap-heavy builds.

 

Team Corruption

 

[spoiler Melon - Corrupted Artifact Chakram]

DARK *****

Fiend/Effect

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn, if a monster you control would be destroyed by a card or effect, you can activate this effect; destroy 1 Spell/Trap you control and Special Summon this card from your Hand. If you do, monsters you control cannot be destroyed this turn.

1900/2000

B - 45

C - 25

T - 10

O - 9

 

  • Really buffed up version of the original Chakram. Protects your monsters and puts 2 more monsters on the field to up the Artifacts' game plan. However, this is limited by the opponent needing to try and threaten your own monsters first, so you can't jump-start the effect with CotH or Sanctum.
  • What is interesting is that you can proc the effect yourself with something like your Torrential Tribute. If everything goes off you have a field full of indestructible monsters to push for game, especially if backed by Honest. The only thing you lose out on from such a stunt is that extra Artifact Summon you get if you tried this on your own turn.
  • Pretty much a must-have for Artifacts to nudge them back up in this day.

 

[spoiler Dova - Corrupted Artifact Lancea]

DARK - ***** - Fiend/Effect - 1700/2400

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn: You can discard this card from your hard; cards in your opponent's Graveyard are unaffected by other cards' effects for the rest of this turn. If an Artifact monster's effect is activated at Chain Link 3 or higher: You can Special Summon this card from your Graveyard, also you cannot Special Summon monsters for the rest of the turn after this chain link resolves. You can only use each effect of "Corrupted Artifact Lancea" per turn.

B - 40

C - 28

T - 10

O - 10

 

  • Stronger version of Lancea... kinda. It blocks recycling and reviving which are among the in-things in the game at the moment, though blocking banishment is also important in making sure your Artifacts self-revive on destruction. I suppose they can be used as interchangeable options.
  • The self-revival effect is rather quirky as you need some careful dancing-around to get it to work. Usually this involves SS'ing Vajra to trigger your own destruction of your backrow that's full of Artifacts, followed by the triggering of each Artifact's effect after it gets SS'd. No, adding things in there won't boost the Chain due to the quirks of SEGOC.
  • Interesting tool to the Artifacts, although I won't see this easily run as an immediate 3-of.

What happened to Team Corruption? o_O

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Okay, after spending about half an afternoon (along with playing Artifacts to figure out what their interactions involve), here are my judging results.

 

Team Redemption

 

[spoiler Yuuji - Lightray Endymion]

LV7 LIGHT

Spellcaster/Effect

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 4 or more LIGHT monsters in your Graveyard, and cannot be Special Summoned by other ways. When this card is Summoned: You can target 1 LIGHT monster in your Graveyard; add it to your hand, except "Lightray Endymion", but you cannot Normal or Special Summon that monster, or a monster with the same name, for the rest of this turn. Once per turn: You can banish 1 LIGHT monster in your Graveyard, then target 1 card on the field; destroy that target.

2700/1700

 

B - 40

C - 23

T - 9

O - 10

 

  • Rather spot-on parallel to Endymion. Just switch everything regarding Spell Cards to LIGHT monsters. Good picture choice, too.
  • Restriction on the recycling effect should be within targeting criteria. "...LIGHT monster in your Graveyard, except 'Lightray Endymion'; add it to your hand, ..."
  • Compared to normal Endy, it has been made easier to Summon and its removal effect also manipulates the Graveyard for other necessary interactions without trading hand advantage.
  • Summon lock on what has been recycled is new and understandable, though it doesn't stop hand traps like Honest, Effect Veiler, and Yuki Usagi. But the opponent can at least see that coming.
  • Where would I use it? It's hard to say. General bosses like these feel more like space filler when compared to what's in an archetype engine. But the basic abilities to recycle and destroy, along with providing an easy body in a pinch, help this card's case a little, even though there isn't much that greatly impresses me.

...........

 

I'd like a re-score on the following reasons:

 

http://vignette3.wikia.nocookie.net/yugioh/images/d/dc/BrotherhoodoftheFireFistLionEmperor-CBLZ-EN-SR-1E.png/revision/latest?cb=20130718223235

 

Archlight had initially corrected me on the card, because it is very similar to Lion Emperor. The restriction should be determined after the cost semicolon. 

 

Summon lock is for balancing purposes, otherwise you can jump something nasty like a recycled Judgment Dragon the instant this card would be Summoned. Aside from that, it serves to stop Tellars from going crazy once they get the add from the Special Summon.

 

I reworked the card to stay in flavour of Lightrays as well as matching it with Endymion's effect, but with a little twist, as Konami had did for Diabolos and Daedalus (their Level 7 boss monsters with Ignition effects). I tried following the style as close as possible, while making the card effective and balanced, but was pretty surprised to lose a huge ton of marks for doing so. That's why it was so on-spot.

 

"Is it relevant, fair, balanced and useful?"

 

Not only that, but it's generic to be used in, in my option, any Light Deck. This was also the original intentions of the Level 7 Lightrays, if not the rest. They're most effective with Lightsworns, if you remember the Structure Deck released with them. You wouldn't run 3 copies, but having atleast one copy of this in a Light deck should be rather useful for the addition upon inherent summon as well as the OPT destruction. 

 

For where would you use it, the Lightrays are pretty much usable in any Light Deck, even if you wouldn't use all of the cards within the set. I tried making Endymion more favourable with a fair requirement for its effects. Lightsworns, Tellars, Agents, Fables, Constellars, Bujin, Watt, Noble Knights, Hieratics, random mishmash of Light monsters with Krystia, etc. 

 

I don't think just calling a card "space filler" would undermine the fact that it's still very potent card with the free return of a Light monster from the Graveyard, without including the OPT destruction effect or the fact that it's a complete Light generic. If it can add an Honest or an Effect Veiler, doesn't that acts as a rather potent deterrent from preventing your opponent from making aggressive plays? Not only that, Endymion isn't a small monster either, being a 2700 ATK body that's not too easy to bull through. Generic cards with generic Graveyard adding effects, without a good cost, tends to receive a lot of hate.

 

Even if the contest theme was actually specified on making an archetype specific Corruption/Redemption card, I would've done the same thing. However, technical archetypes that only would work due to corruption are archetypes such as Shaddolls or Evilswarms, with redeeming only being Lightrays or Metaphys. Unless there's an obvious increase in Level/Rank or if the monster had some sort of upgrade added in its names with effects changed to match the attribute, such as the entire Gigabyte ----> Gogiga Gagagigo/Gagagigo the Risen thing, then it would stray from the flavour. This was the biggest area that I had tried to avoid.

 

Pointing out, how does corrupting Artifacts stay within the flavour/creativity? There's nothing to suggest that it was corrupted, other than the name, but was only given an improved effect that benefits the archetype in general. 

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The main point loss is attributed to how bland it feels. When you match up a generic "sub-boss" with what else is at a Deck's disposal, you begin to evaluate how it fits into the rest of the archetype - whether it can synergize with the rest of the support, benefit from it. To make up for their increased ability to fit anywhere, generic monsters tend to do a little less on their own, and because they generally don't benefit off the synergy (with a few exceptions) they don't shine as strongly as an archetype's own bosses or engine pieces. Unless the generic card itself can also function as an engine piece, like Galaxy Soldier in Cydras.

 

But I see your point, and on reflection I think the point deduction for "failing to impress" alone is a tad severe. I'll think this over.

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Just a few specifics, not sure if those can still affect the rating, but this is how it was supposed to work:

 

Lightray gandorra is supposed to:

 

Gain 300 ATK for each card that is banished but not destroyed while it is one the field, ALSO gain 300 atk for each card that is destroyed but not banished, ALSO 300 atk for each card that is destroyed AND THEN -immediately after being destroyed- banished. This includes cards that are destroyed/banished as cost, and applies immediately.

 

It's own effect would give it 900/900 stats. (2 destroyed, one banished)

 

Using 2 other lightray effects (assuming each create an average of 1.5 procs of the effect) would likely put it to 1800/1800 (the "synergy" of this card), still weak, but the card is pretty much a +2 in itself...

 

It's intended to be a high priority target for removal effects (as not removing it from the field = lots of free advantage gradually feeding an immense beater, 10 cards total (which can be achieved in 2 turns) already give it 3k/3k).

 

The strict summoning condition is due to lightrays ability to recycle the card anyways, enhanced by the other custom cards we made. (Lightray Endymion) 

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If all goes well, I should have my review up and available later today! Thanks Trebuchet MS for submitting your judgement, I'll include it in the totals once everything is sorted out. Once again, thank you all for your patience.

I'm sorry to say this, but have you finished your judgement yet? I'm not trying to rush you or anything, but I just want to know.
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I'm sorry to say this, but have you finished your judgement yet? I'm not trying to rush you or anything, but I just want to know.

It's about 75% completed. I'll be finishing and re-reviewing it tonight. If everything comes together, I'll have it uploaded by tonight. Thanks again for your patience!

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Hello Hello!~
 
Once again, I want to thank each and everyone of you for competing in this 1st effort of mine! Admittedly, there were glaring flaws in the execution of this competition. I’m going to be looking over ways to improve alternate competitions such as this for the near future. In the meanwhile, I'll return to standard CC tournaments for some time, and use the feedback provided to me to make improvements for the next CC like this. I will be listing the individual reviews, along w/ the total & combined total w/ Trebuchet MS’s scorings. Then, I will award each individual player the 3 bonus awards in a separate spoiler below.
This review will be compressed far more than my standard reviewing fiasco, but hopefully it still gets across my points equally as well. Points will also be awarded after a couple days gracing period w/ the reviews provided. Again, be sure to point out anything I may have missed regarding these reviews. I appreciate your patience with me, and look forward to hosting the next tournament!
 
Team Redemption:
[spoiler=Yuuko Kazami - Lightray Endymion]
[spoiler=Submission]lTqHEbY.jpeg


Balance/Utility/Mechanic (50/50): This is a very fair card. Much like the other Lightray monsters, its powerful effect is only useful in the mid-late game, making it more difficult to abuse. It’s a risk-free card that generates +1 advantage through its board manipulation, while restricting the advantaged garnered to be only useful a turn afterwards. True, this doesn’t apply to hand traps, but considering the statements made previously, it’s not game breaking by any stretch of the imagination. If anything, it encourages more interesting and dynamic ways to build mill decks, by giving them a more powerful recurring engine to generate advantage. Simply taking Endymion’s effect and tweaking it to work w/ LIGHT engines shows the potential of actually creating a Lightray archetype, without providing more tools to decks that could easily abuse it. Quite the balancing act you’ve demonstrated here! First 50/50 I've awarded so far!
Flavor/Creativity (26/30): It does exactly what a Lightray monster should do, and fits the theme well. It’s difficult to award an outstanding amount of creativity, due to the concept of Lightray being pretty straightforward. However, can’t knock off anything for being true to the original archetype.
OCG (8/10): the term “except ‘Lightray Endymion’” should have been added as part of the cost, not the effect, and didn’t need “same” in the term “same name”.
Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 
Total (92/100)


[spoiler=Tori-Kun - Lightray Risebell]
[spoiler=Submission]ExpCT3L.jpg


Balance/Utility/Mechanic (20/50): It’s easier than you’d imagine to have 1 banished LIGHT monster to meet this card’s Summoning Condition. It’s a free SS Tuner from hand w/ level manipulation, while also being good for R4 fodder. It’s innocent enough, based on its stats and typing, but the potential to intertwine powerful synchro engines into a majority of LIGHT decks is too much. However, In the circumstances that you don’t open a play to enable this card, it can remain dead in-hand, making its power levels sharply teeter from broken to useless. I feel this card wasn’t designed with enough precautions to prevent unnecessary Synchro abuse, and lacks necessary cohesion with the Lightray archetype.
Flavor/Creativity (22/30): I’m mixed on this card. On the one hand, its effect and stats are mixed well together from its previous dark incarnations, making it rather creative. On the other hand, it starkly contrasts the Lightray archetype with its easy Summoning Condition and poor synergy. Shame, because thematically, the idea of redeeming Risebell is a genuinely good one! Still not sure on the image though, probably could have used more references from the artwork of “Risebell, the Summoner”.
OCG (9/10): Good for the most part, but for the summoning condition, it’s phrased in a way that isn’t plural (so you can technically only have 1 banished LIGHT monster). Pretty sure that wasn’t your intention.
Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 
Total (59/100)


[spoiler=CCDCC - Lightray Gandora]
[spoiler=Submission]25wR54O.jpg


Balance/Utility/Mechanic (23/50): I would love to say its powerful effect offsets its terrible stats, but I can’t. While it’s immensely powerful to SS a monster that pops 2 card every turn, it’s not potent enough at the stage of the game required in order to actually summon it. To generate a decent body (2100ATK & DEF), you’d have to destroy a total of 7 cards while it's face-up on the field! Gandora doesn’t stick around after its destruction effect is used, so its stats are irrelevant in its design. Because this card is normally used in a mid-late game scenario (much like the other Lightray monsters), it has to provide enough of a body to survive an average monster attack from your opponent, so its presence can deal pressure. This card fails to do that, and essentially becomes a late-game 2-for-1 on the board, which just isn’t good enough in a lot of scenarios.
Flavor/Creativity (18/30): Gandora has always been a blowout card, threatening a presence by destroying entire board states at a heavy cost. This conversion, while keeping true to Lightray, does not retain the same traits as Gandora. Its design and functionality does not represent the flavor of card attempted, but there is creativity in the theme, so I’ll give credit for that.
OCG (9/10): the statement “a card(s) is destroyed and/or is banished” doesn’t need the “is” in front of banished. Everything else is fine.
Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 
Total (58/100):


[spoiler=AsdfDuelist - Lightray Trance]
[spoiler=Submission]Lightray Trance

Level 6 - LIGHT

[ Spellcaster / Effect ]

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 3 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish both that monster and this card from the field, but return them in your next Standby Phase.

[ ATK 2600 / DEF 200 ]


Balance/Utility/Mechanic (29/50): A main deck Psyframe Zeta with a more difficult Summoning Condition isn't too appealing. While it is a good temporary removal that can be chained as a Speed 2 effect to ANY monster, its effect doesn’t serve as good a purpose as Zeta. Its only functionality is removing pieces of established boards which, while it significantly benefits Lightray and mill decks that can’t make Synchro Monsters, isn’t consistent and requires too much setup. It at least has a decent body and provides better removal as the only Speed 2 card in the archetype.
Flavor/Creativity (18/30): It does fit well into the Lightray archetype, and has the same flavor, but its effect is pretty uninspired for being based off a vanilla monster. True, it fits the lore of the card, but not in a way that provides an identity to both the archetype it represents, and the lore it's based off of.
OCG (9/10): “in” in the last sentence should be “during”, but everything else is good.
Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 
Total (64/100)


[spoiler=Champion0 - Lightray Makyura]
[spoiler=Submission]Lightray Makyura

Level 4

LIGHT

Warrior/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from the hand) by having 3 or more LIGHT monsters in your Graveyard with different names. During either player's turn, if the only face-up monsters you control are LIGHT monsters; you can activate a Trap Card from your hand. Cards activated this way are banished when they leave the field. You can only use this effect of "Lightray Maryuka" once per turn.

ATK: 1600

DEF: 1200


Balance/Utility/Mechanic (27/50): Interesting this is the only card in the archetype that can be Special Summoned by other means after its initial Summoning requirements were met. The prospect of providing 1 Trap card to be activated in chain from hand is very powerful. However, there are flaws in the mechanics of this card. The way it's phrased, its effect triggers in a Chain Link to activate a Trap Card, which doesn’t work. Having the trigger occur, then resolve the chain link by activating the card would allow you to use the trap card’s effect within a sub-section of a chain is game breaking. This makes it impossible to activate Counter Traps with (since they directly have to respond to the card being activated). Let me explain in a diagram:

Activating: CL1 (Opponent’s Effect) → CL2 (Makyura activates) → Opponent has no response
Resolving: CL2 (Makyura resolves) → Sub-CL2 (Trap Card is activated, Trap Card effect is immediately applied, because there is no Chain Link for your Opponent to respond to) → CL1 (Opponent’s Effect resolves).

It also being a Level 4 Warrior-Type makes it compatible with multiple tech options to easily continue to re-summon this card (ROTA, Warrior Returning Alive, etc). Activating 1 Trap from hand doesn’t actually have that big of an impact in the long run (especially since its effect is hard OPT), and its Summoning Condition is balanced enough to justify the powerful effect and good Stats, Typing, and Level. It's luckily not too easily splashable into non-milling decks, so it can’t be further abused in Rank 4 or Chain Burn decks. It’s difficult to find a happy median with this card regarding power levels, but for the sake of keeping it brief, it’s good enough.
Flavor/Creativity (22/30): It keeps the idea of Makyura in-tact, while adapting the effect to fit a reasonable power level. While it's mostly OK with the Lightray Archetype, it is the only card that can be Summoned via other means, which clashes. The number of monsters should have been 2 instead of 3, just to keep with the rest of the archetype (but it's understandable why it's not).
OCG (8/10): The semicolon in the effect should have been a colon, and “a” in the trap card effect should have been “1”.
Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 
Total (65/100)

 

[spoiler=Team Total]

Major's Shadow

Yuuji Kazami - (92/100)

Tori Kun - (59/100)

CCDCC - (58/100)

AsdfDuelist - (64/100)

Champion0 - (65/100)

Total - (338/500)

 

Trebuchet MS

Yuuji Kazami - (90/100)

Tori Kun - (92/100)

CCDCC - (66/100)

AsdfDuelist - (87/100)

Champion0 - (83/100)

Total - (418/500)

 

Overall - (756/1000 OR 75.6%)

 


 
Team Corruption
[spoiler=Mr. Melon - Corrupted Artifact Chakram]

[spoiler=Submission]Corrupted Artifact Chakram

DARK *****

Fiend/Effect

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn, if a monster you control would be destroyed by a card or effect, you can activate this effect; destroy 1 Spell/Trap you control and Special Summon this card from your Hand. If you do, monsters you control cannot be destroyed this turn.

1900/2000


Balance/Utility/Mechanic (7/50): The concept of this is excellent. Having a full board protection for your monsters as a Hand trap is very powerful, and greatly benefits the Artifact engine. However, I need to cover some points before moving forward:

  • It’s Set as a Trap Card, but since the effect only lets you SS from hand, its only effect as a trap card becomes “destroy 1 S/T card you control”.
  • The Summoning Condition doesn’t require it to hit the Graveyard and can’t miss timing, making it objectively better than the other Artifact cards in this regard.
  • The ability to have incredibly easy to trigger board protection for ANY monsters, simply by destroying 1 S/T card you control is nutty to be a hand trap. It’s almost impossible to counter, and can deny your opponent their Battle Phase or other forms of destruction as a Speed 2 effect.
  • Its protection doesn’t trigger on the field, so it HAS to be responded to in the hand (and can activate in damage step).
  • Technically, it only triggers if your opponent attempts to destroy 1 monster (since it has monster instead of monster(s) in the condition), so board clears can work.
  • The effect triggers to prevent destruction, but the wording “would” is reserved strictly for Speed 3 effects (Solemn Warning) or continuous effects (If “etc.” would be destroyed, you can destroy other “etc.” instead). Why? Because would either has to: a) respond directly to the effect (Speed 3). b) occur w/o trigger (continuous effects). Otherwise, it’s unclear when in the Chain it can activate (Ex: When in the Damage Step would this activate?).

There are some serious mechanical issues with this card, and is generally unfair in a lot of cases. It becomes Rank 5 fodder that’s techable into a good deal of decks, while offering full board protection for little cost, while also being a hand trap. It offers too much for too little.
Flavor/Creativity (9/30): Corrupting Artifacts is absolutely brilliant, and could offer an interesting dynamic, while still technically working with the archetype (Kozmoll/Kozmo, for example). However, the execution feels lazy. It protects other monsters, yet it’s a corrupted or "evil" form. It’s a Trap Card for no other reason than to fit the “corrupted” theme, I guess. Fiend-Type makes sense, but is unnecessary. 
OCG (8/10): the semicolon should have been a colon, and the use of “if you do” shouldn’t be separated by a period, since it’s supposed to activate in sequence within the same effect.
Theme (3/10): The archetype and effects are consistent, so there was some teamwork put into the post-processing. However, little effort was put into correcting mistakes across the entries made, or just making the idea unanimously more unique. Lack of team effort was demonstrated here. 
Total (27/100)


[spoiler=Dova - Corrupted Artifact Lancea]

[spoiler=Submission]Corrupted Artifact Lancea

DARK - ***** - Fiend/Effect - 1700/2400

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn: You can discard this card from your hard; cards in your opponent's Graveyard are unaffected by other cards' effects for the rest of this turn. If an Artifact monster's effect is activated at Chain Link 3 or higher: You can Special Summon this card from your Graveyard, also you cannot Special Summon monsters for the rest of the turn after this chain link resolves. You can only use each effect of "Corrupted Artifact Lancea" per turn.

 

 

Balance/Utility/Mechanic (18/50): Just like Mr. Melon's entry, I’ll bullet each issue I find with this card, as it helps lay out the issues I have better:

  • Unlike Mr. Melon’s entry, this card doesn’t have any manner of activating as a Trap Card, even though it's treated as one.
  • While making cards unaffected in your opponent’s grave can be useful in-chain, it’s relatively niche. It’s a miniature Necrovalley with less functionality as a hand trap, but sadly doesn’t work well. Being that it only touches your opponent’s Grave, it offers little versatility. Even in those niche matchups that often pull resources from the Graveyard (Satellas, BA’s, etc), it doesn’t do much else than prevent them from going +1 or more (if in the same chain, since it's unlikely your opponent will do much else that turn to use effects in the grave), but in a less effective manner. It’s not as potent a sideboard option, and doesn’t offer enough options for your own Graveyard, making it not worth Main Decking (unless you run Artifacts).
  • While generating an extra monster is nice, the conditions to properly summon this card is impractical. You need to have at least 3 set “Artifact” monsters, while also having this card in-grave. Then, you need all 3 of them to be destroyed at the same time.
  • Because the clause of “after this chain link resolves”, if you use this card’s effect for the Summoning trigger, your other Artifact monsters effects won’t properly resolve, as you can’t SS them in the same chain. Not sure if this was intentional or not.

The utilities of this variation of Lancea are generally weaker, but it does open more of a sideboard option that’s difficult for your opponent to respond to. I can’t see this being used currently or in the long run over other cards already in the game.
Flavor/Creativity (16/30): A lot of my opinions carry over from Mr. Melon’s card. At the very least, it actually parallels Lancea in an interesting way, offering its own set of strengths and weaknesses. The effects fit the flavor of the card, manifesting itself when the other Artifacts are all bundled together.

OCG (6/10): "hard" should be "hand", but even then, the phrase "discard from your hand" is redundant. Discarding is already a mechanic, so you don't need to specify where. Artifact monster's effect should have "Artifact" in parentheses, and the term "monsters" before Special Summons doesn't need to be there either. You forgot the "once" in "once per turn" with the last sentence. 
Theme (3/10): The archetype and effects are consistent, so there was some teamwork put into the post-processing. However, little effort was put into correcting mistakes across the entries made, or just making the idea unanimously more unique. Lack of team effort was demonstrated here. 
Total (43/100)

 

 

[spoiler=Team Totals]

Major's Shadow

Mr. Melon - (27/100)

Dova - (43/100)

Soulfire - (0/100)

Hexanort - (0/100)

SpellCounterKing - (0/100)

Total - (70/500)

 

Trebuchet MS

Mr. Melon - (89/100)

Dova - (88/100)

Soulfire - (0/100)

Hexanort - (0/100)

SpellCounterKing - (0/100)

Total - (177/500)

 

Overall - (247/1000 OR 24.7%)

 

 

 

 

Winner - Team Redemption (756/1000 OR 75.6% Overall)

[spoiler=Bonus Awards]

Most Creative - Tori-Kun

Most Balanced - Yuuko Kazami

 

Best Team Entry:

Team Redemption - Yuuko Kazami

Team Corruption - Dova

 

 

thPunk_Tenten.jpg

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Hello Hello!~

 

Once again, I want to thank each and everyone of you for competing in this 1st effort of mine! Admittedly, there were glaring flaws in the execution of this competition. I’m going to be looking over ways to improve alternate competitions such as this for the near future. In the meanwhile, I'll return to standard CC tournaments for some time, and use the feedback provided to me to make improvements for the next CC like this. I will be listing the individual reviews, along w/ the total & combined total w/ Trebuchet MS’s scorings. Then, I will award each individual player the 3 bonus awards in a separate spoiler below.

This review will be compressed far more than my standard reviewing fiasco, but hopefully it still gets across my points equally as well. Points will also be awarded after a couple days gracing period w/ the reviews provided. Again, be sure to point out anything I may have missed regarding these reviews. I appreciate your patience with me, and look forward to hosting the next tournament!

 

Team Redemption:

[spoiler=Yuuko Kazami - Lightray Endymion]

[spoiler=Submission]lTqHEbY.jpeg

 

Balance/Utility/Mechanic (50/50): This is a very fair card. Much like the other Lightray monsters, its powerful effect is only useful in the mid-late game, making it more difficult to abuse. It’s a risk-free card that generates +1 advantage through its board manipulation, while restricting the advantaged garnered to be only useful a turn afterwards. True, this doesn’t apply to hand traps, but considering the statements made previously, it’s not game breaking by any stretch of the imagination. If anything, it encourages more interesting and dynamic ways to build mill decks, by giving them a more powerful recurring engine to generate advantage. Simply taking Endymion’s effect and tweaking it to work w/ LIGHT engines shows the potential of actually creating a Lightray archetype, without providing more tools to decks that could easily abuse it. Quite the balancing act you’ve demonstrated here! First 50/50 I've awarded so far!

Flavor/Creativity (26/30): It does exactly what a Lightray monster should do, and fits the theme well. It’s difficult to award an outstanding amount of creativity, due to the concept of Lightray being pretty straightforward. However, can’t knock off anything for being true to the original archetype.

OCG (8/10): the term “except ‘Lightray Endymion’” should have been added as part of the cost, not the effect, and didn’t need “same” in the term “same name”.

Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 

Total (92/100)

 

[spoiler=Tori-Kun - Lightray Risebell]

[spoiler=Submission]ExpCT3L.jpg

 

Balance/Utility/Mechanic (20/50): It’s easier than you’d imagine to have 1 banished LIGHT monster to meet this card’s Summoning Condition. It’s a free SS Tuner from hand w/ level manipulation, while also being good for R4 fodder. It’s innocent enough, based on its stats and typing, but the potential to intertwine powerful synchro engines into a majority of LIGHT decks is too much. However, In the circumstances that you don’t open a play to enable this card, it can remain dead in-hand, making its power levels sharply teeter from broken to useless. I feel this card wasn’t designed with enough precautions to prevent unnecessary Synchro abuse, and lacks necessary cohesion with the Lightray archetype.

Flavor/Creativity (22/30): I’m mixed on this card. On the one hand, its effect and stats are mixed well together from its previous dark incarnations, making it rather creative. On the other hand, it starkly contrasts the Lightray archetype with its easy Summoning Condition and poor synergy. Shame, because thematically, the idea of redeeming Risebell is a genuinely good one! Still not sure on the image though, probably could have used more references from the artwork of “Risebell, the Summoner”.

OCG (9/10): Good for the most part, but for the summoning condition, it’s phrased in a way that isn’t plural (so you can technically only have 1 banished LIGHT monster). Pretty sure that wasn’t your intention.

Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 

Total (59/100)

 

[spoiler=CCDCC - Lightray Gandora]

[spoiler=Submission]25wR54O.jpg

 

Balance/Utility/Mechanic (23/50): I would love to say its powerful effect offsets its terrible stats, but I can’t. While it’s immensely powerful to SS a monster that pops 2 card every turn, it’s not potent enough at the stage of the game required in order to actually summon it. To generate a decent body (2100ATK & DEF), you’d have to destroy a total of 7 cards while it's face-up on the field! Gandora doesn’t stick around after its destruction effect is used, so its stats are irrelevant in its design. Because this card is normally used in a mid-late game scenario (much like the other Lightray monsters), it has to provide enough of a body to survive an average monster attack from your opponent, so its presence can deal pressure. This card fails to do that, and essentially becomes a late-game 2-for-1 on the board, which just isn’t good enough in a lot of scenarios.

Flavor/Creativity (18/30): Gandora has always been a blowout card, threatening a presence by destroying entire board states at a heavy cost. This conversion, while keeping true to Lightray, does not retain the same traits as Gandora. Its design and functionality does not represent the flavor of card attempted, but there is creativity in the theme, so I’ll give credit for that.

OCG (9/10): the statement “a card(s) is destroyed and/or is banished” doesn’t need the “is” in front of banished. Everything else is fine.

Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 

Total (58/100):

 

 

[spoiler=AsdfDuelist - Lightray Trance]

[spoiler=Submission]Lightray Trance

Level 6 - LIGHT

[ Spellcaster / Effect ]

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 3 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish both that monster and this card from the field, but return them in your next Standby Phase.

[ ATK 2600 / DEF 200 ]

 

Balance/Utility/Mechanic (29/50): A main deck Psyframe Zeta with a more difficult Summoning Condition isn't too appealing. While it is a good temporary removal that can be chained as a Speed 2 effect to ANY monster, its effect doesn’t serve as good a purpose as Zeta. Its only functionality is removing pieces of established boards which, while it significantly benefits Lightray and mill decks that can’t make Synchro Monsters, isn’t consistent and requires too much setup. It at least has a decent body and provides better removal as the only Speed 2 card in the archetype.

Flavor/Creativity (18/30): It does fit well into the Lightray archetype, and has the same flavor, but its effect is pretty uninspired for being based off a vanilla monster. True, it fits the lore of the card, but not in a way that provides an identity to both the archetype it represents, and the lore it's based off of.

OCG (9/10): “in” in the last sentence should be “during”, but everything else is good.

Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 

Total (64/100)

 

 

[spoiler=Champion0 - Lightray Makyura]

[spoiler=Submission]Lightray Makyura

Level 4

LIGHT

Warrior/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from the hand) by having 3 or more LIGHT monsters in your Graveyard with different names. During either player's turn, if the only face-up monsters you control are LIGHT monsters; you can activate a Trap Card from your hand. Cards activated this way are banished when they leave the field. You can only use this effect of "Lightray Maryuka" once per turn.

ATK: 1600

DEF: 1200

 

Balance/Utility/Mechanic (27/50): Interesting this is the only card in the archetype that can be Special Summoned by other means after its initial Summoning requirements were met. The prospect of providing 1 Trap card to be activated in chain from hand is very powerful. However, there are flaws in the mechanics of this card. The way it's phrased, its effect triggers in a Chain Link to activate a Trap Card, which doesn’t work. Having the trigger occur, then resolve the chain link by activating the card would allow you to use the trap card’s effect within a sub-section of a chain is game breaking. This makes it impossible to activate Counter Traps with (since they directly have to respond to the card being activated). Let me explain in a diagram:

 

Activating: CL1 (Opponent’s Effect) → CL2 (Makyura activates) → Opponent has no response

Resolving: CL2 (Makyura resolves) → Sub-CL2 (Trap Card is activated, Trap Card effect is immediately applied, because there is no Chain Link for your Opponent to respond to) → CL1 (Opponent’s Effect resolves).

 

It also being a Level 4 Warrior-Type makes it compatible with multiple tech options to easily continue to re-summon this card (ROTA, Warrior Returning Alive, etc). Activating 1 Trap from hand doesn’t actually have that big of an impact in the long run (especially since its effect is hard OPT), and its Summoning Condition is balanced enough to justify the powerful effect and good Stats, Typing, and Level. It's luckily not too easily splashable into non-milling decks, so it can’t be further abused in Rank 4 or Chain Burn decks. It’s difficult to find a happy median with this card regarding power levels, but for the sake of keeping it brief, it’s good enough.

Flavor/Creativity (22/30): It keeps the idea of Makyura in-tact, while adapting the effect to fit a reasonable power level. While it's mostly OK with the Lightray Archetype, it is the only card that can be Summoned via other means, which clashes. The number of monsters should have been 2 instead of 3, just to keep with the rest of the archetype (but it's understandable why it's not).

OCG (8/10): The semicolon in the effect should have been a colon, and “a” in the trap card effect should have been “1”.

Theme (8/10): The consistency of entries in the group is above average, and good teamwork was demonstrated with the cohesiveness of the theme. However, there is a lack of attention to fine details in some of the card's mechanics and effects. 

Total (65/100)

 

 

[spoiler=Team Total]

Major's Shadow

Yuuji Kazami - (92/100)

Tori Kun - (59/100)

CCDCC - (58/100)

AsdfDuelist - (64/100)

Champion0 - (65/100)

Total - (338/500)

 

Trebuchet MS

Yuuji Kazami - (90/100)

Tori Kun - (92/100)

CCDCC - (66/100)

AsdfDuelist - (87/100)

Champion0 - (83/100)

Total - (418/500)

 

Overall - (756/1000 OR 75.6%)

 

 

 

Team Corruption

[spoiler=Mr. Melon - Corrupted Artifact Chakram]

[spoiler=Submission]Corrupted Artifact Chakram

DARK *****

Fiend/Effect

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn, if a monster you control would be destroyed by a card or effect, you can activate this effect; destroy 1 Spell/Trap you control and Special Summon this card from your Hand. If you do, monsters you control cannot be destroyed this turn.

1900/2000

 

Balance/Utility/Mechanic (7/50): The concept of this is excellent. Having a full board protection for your monsters as a Hand trap is very powerful, and greatly benefits the Artifact engine. However, I need to cover some points before moving forward:

  • It’s Set as a Trap Card, but since the effect only lets you SS from hand, its only effect as a trap card becomes “destroy 1 S/T card you control”.
  • The Summoning Condition doesn’t require it to hit the Graveyard and can’t miss timing, making it objectively better than the other Artifact cards in this regard.
  • The ability to have incredibly easy to trigger board protection for ANY monsters, simply by destroying 1 S/T card you control is nutty to be a hand trap. It’s almost impossible to counter, and can deny your opponent their Battle Phase or other forms of destruction as a Speed 2 effect.
  • Its protection doesn’t trigger on the field, so it HAS to be responded to in the hand (and can activate in damage step).
  • Technically, it only triggers if your opponent attempts to destroy 1 monster (since it has monster instead of monster(s) in the condition), so board clears can work.
  • The effect triggers to prevent destruction, but the wording “would” is reserved strictly for Speed 3 effects (Solemn Warning) or continuous effects (If “etc.” would be destroyed, you can destroy other “etc.” instead). Why? Because would either has to: a) respond directly to the effect (Speed 3). b) occur w/o trigger (continuous effects). Otherwise, it’s unclear when in the Chain it can activate (Ex: When in the Damage Step would this activate?).

There are some serious mechanical issues with this card, and is generally unfair in a lot of cases. It becomes Rank 5 fodder that’s techable into a good deal of decks, while offering full board protection for little cost, while also being a hand trap. It offers too much for too little.

Flavor/Creativity (9/30): Corrupting Artifacts is absolutely brilliant, and could offer an interesting dynamic, while still technically working with the archetype (Kozmoll/Kozmo, for example). However, the execution feels lazy. It protects other monsters, yet it’s a corrupted or "evil" form. It’s a Trap Card for no other reason than to fit the “corrupted” theme, I guess. Fiend-Type makes sense, but is unnecessary. 

OCG (8/10): the semicolon should have been a colon, and the use of “if you do” shouldn’t be separated by a period, since it’s supposed to activate in sequence within the same effect.

Theme (3/10): The archetype and effects are consistent, so there was some teamwork put into the post-processing. However, little effort was put into correcting mistakes across the entries made, or just making the idea unanimously more unique. Lack of team effort was demonstrated here. 

Total (27/100)

 

 

[spoiler=Dova - Corrupted Artifact Lancea]

[spoiler=Submission]Corrupted Artifact Lancea

DARK - ***** - Fiend/Effect - 1700/2400

You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed: Special Summon it. During either player's turn: You can discard this card from your hard; cards in your opponent's Graveyard are unaffected by other cards' effects for the rest of this turn. If an Artifact monster's effect is activated at Chain Link 3 or higher: You can Special Summon this card from your Graveyard, also you cannot Special Summon monsters for the rest of the turn after this chain link resolves. You can only use each effect of "Corrupted Artifact Lancea" per turn.

 

 

Balance/Utility/Mechanic (18/50): Just like Mr. Melon's entry, I’ll bullet each issue I find with this card, as it helps lay out the issues I have better:

  • Unlike Mr. Melon’s entry, this card doesn’t have any manner of activating as a Trap Card, even though it's treated as one.
  • While making cards unaffected in your opponent’s grave can be useful in-chain, it’s relatively niche. It’s a miniature Necrovalley with less functionality as a hand trap, but sadly doesn’t work well. Being that it only touches your opponent’s Grave, it offers little versatility. Even in those niche matchups that often pull resources from the Graveyard (Satellas, BA’s, etc), it doesn’t do much else than prevent them from going +1 or more (if in the same chain, since it's unlikely your opponent will do much else that turn to use effects in the grave), but in a less effective manner. It’s not as potent a sideboard option, and doesn’t offer enough options for your own Graveyard, making it not worth Main Decking (unless you run Artifacts).
  • While generating an extra monster is nice, the conditions to properly summon this card is impractical. You need to have at least 3 set “Artifact” monsters, while also having this card in-grave. Then, you need all 3 of them to be destroyed at the same time.
  • Because the clause of “after this chain link resolves”, if you use this card’s effect for the Summoning trigger, your other Artifact monsters effects won’t properly resolve, as you can’t SS them in the same chain. Not sure if this was intentional or not.

The utilities of this variation of Lancea are generally weaker, but it does open more of a sideboard option that’s difficult for your opponent to respond to. I can’t see this being used currently or in the long run over other cards already in the game.

Flavor/Creativity (16/30): A lot of my opinions carry over from Mr. Melon’s card. At the very least, it actually parallels Lancea in an interesting way, offering its own set of strengths and weaknesses. The effects fit the flavor of the card, manifesting itself when the other Artifacts are all bundled together.

OCG (6/10): "hard" should be "hand", but even then, the phrase "discard from your hand" is redundant. Discarding is already a mechanic, so you don't need to specify where. Artifact monster's effect should have "Artifact" in parentheses, and the term "monsters" before Special Summons doesn't need to be there either. You forgot the "once" in "once per turn" with the last sentence. 

Theme (3/10): The archetype and effects are consistent, so there was some teamwork put into the post-processing. However, little effort was put into correcting mistakes across the entries made, or just making the idea unanimously more unique. Lack of team effort was demonstrated here. 

Total (43/100)

 

 

[spoiler=Team Totals]

Major's Shadow

Mr. Melon - (27/100)

Dova - (43/100)

Soulfire - (0/100)

Hexanort - (0/100)

SpellCounterKing - (0/100)

Total - (70/500)

 

Trebuchet MS

Mr. Melon - (89/100)

Dova - (88/100)

Soulfire - (0/100)

Hexanort - (0/100)

SpellCounterKing - (0/100)

Total - (177/500)

 

Overall - (247/1000 OR 24.7%)

 

 

 

 

Winner - Team Redemption (756/1000 OR 75.6% Overall)

[spoiler=Bonus Awards]

Most Creative - Tori-Kun

Most Balanced - Yuuko Kazami

 

Best Team Entry:

Team Redemption - Yuuko Kazami

Team Corruption - Dova

 

 

thPunk_Tenten.jpg

Thanks for getting the final scores out even when it's quite hectic. I still have a Calc final left. I only have one question.

 

The same issue I had told Gadjiltron. If you went to look at Brotherhood of the Fire Fists: Lion Emperor:

 

http://yugioh.wikia.com/wiki/Brotherhood_of_the_Fire_Fist_-_Lion_Emperor

 

I'm even more unsure now that you and Gadj both said that the restricted name should be before the cost. Can I see an example of a card that does?

 

It was Archlight who had notified me to change the restriction similar to Lion Emperor's, so this is why I'm more unsure as I'm being told mixed responses on the card.

 

Nvm, Gadjiltron explained it to me. Thanks.

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Edit- welp, the contest is already over? I'll leave this anyways, then. (Just me being a sore loser, sry, can't help it XD)

 

Okay, if that's what we were meant to do concerning the "flavor" I'll admit I lost the flavor of the card... to top it all of, that was kind of intentional, as a card that is set on destroying everything just doesn't fit a "redeemed" card IMO (what would I be redeeming it from? I thought the purpose was to alter the card in a way it does not maintain what tagged it as "evil" (other than just changing its card picture -.-), and for gandorra, its nuke was what made it "evil" from what I understand, so I redeemed it, having it go back on its way of mass destruction and slightly tame its power)...

 

But okay, there's judgement dragon (even thought those guys are more of religious fanatics than anything else)... well, I've never been good at that good/ evil stuff anyways. So yeah, if I failed on that, kay.

 

However, I'd like the judges (or, since I already told Majors Shadow, Yuuko Kazami in this case) to keep in mind that most of the other Lightray cards would give this card +300 by their effects... if the OCG is wrong, again, this card is meant to gain 300 ATK for each card that is destroyed without being immediately banished, 300 ATK for each card that is banished without having been destroyed immediately before that occurring, and 300 ATK for each card that is banished and then immediately thereafter banished, whenever a card(s) is banished or destroyed for any reason, including cost.

 

So, its own effect puts it at 900, and if I have endymion+, let's say, grepher, on the field and use their effects, that's 1800. If I or my opponent then destroy any card in addition to that (either mine or my opponents) or banish another card, that's 2100. IMO 2100 within a turn does seem rather realistic with this card. Which makes it a special-summonable 2k+ beater with a +2 once per turn effect (that's not even bound to its name). 

 

I do understand if the reason is that its summoning conditions are too strict when compared to its actual utility. But a card able to gain 300 ATK when I use mst, 600 when I use twin twister, 900 on its own effect... I don't think it's stats should be called weak, at least not in a deck that can support it even slightly. Which was my whole deal while making the card, instead of a card that is pretty powerful by itself, I wanted a card that is powerful only when supported, but if it is, can be potentially even more powerful than the original.

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The problem I see is getting the card to survive long enough to break into the 2000+ territory. You can supply with additional effects that can speed up the process, but that's making a lot of assumptions on your board state, resources at hand, and whether you can afford to make the investments. Before it finally reaches the 2000 threshold, it is vulnerable to basic monsters strolling over it in battle.

 

If your card needs to be supported to become a viable offensive threat, and is not as great in other situations, it's what we call "winmoar". But it's not like it's absolutely useless otherwise when it looks like a 2-for-1 one-shot wonder at worst.

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