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Nathanael D. Striker

[Leaderboard] xray1324 vs Dragon Sage (Match 1-2)

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All Leaderboard rules apply.

First to 3 votes or most votes by 11:59pm PST March 4th, 2018 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.

Written cards are allowed.

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

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


Card Requirement

Create a WATER monster that can Summon a monster when another monster is destroyed.


Card A


If you have two or more monsters in your Graveyard, you can Special Summon this card (from your hand), and if you do, equip up to two monsters from your Graveyard to this card. If this card would be destroyed, you can shuffle 1 of the equipped monsters into your deck, instead. If another monster you control is destroyed by battle or a card effect: You can Special Summon 1 "Drowned Almagamate" from your deck, and if you do, equip the destroyed monster. You can only activate this effect of "Drowned Amalgamate" once per turn.


Card B

Revival Gel
Level 1/WATER/Aqua/Tuner
If this card is in your hand, and a monster you control is destroyed by a card effect or battle (Quick Effect): You can reveal this card from your hand; Special Summon this card from your hand, and 1 other WATER monster from your GY, but it has it's effects negated. If this card is face-up on the field and you control only 1 other monster, and that monster is WATER (Quick Effect): You can use both this card and that card as Synchro Materials for a Synchro Summon of a WATER monster. You can only activate each effect of 'Revival Gel' once each per turn.

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Card A


Considering the existence of heavy mill Decks (or really, most stuff being heavily GY reliant), the summoning conditions are technically laughable and make it generally difficult to remove. Yes, you can Kaiju it, bounce it with non-destructive removal or repeatedly strike it with attacks (since 22/5 stats aren't too hard to pass), but you get it. Going on assumption that the second effect equips the destroyed monster to the card, which it probably does but difficult to tell because of the wording. Flavor-wise, the card technically fits its name. Then again, equipping stuff from the GY also limits the amount of backrow you can invest in, but since current design is apparently aiming for literal hand traps or minimal S/T usage, yeah, you could probably go the full 2 monsters from the start.


Card B


This one is fine for what it does. First effect is fine, and least gets you some field presence. Other one helps with Synchros, but on a normal basis, either you're making Coral Dragon, one of the White Synchros (from ARC-V) or Brio if you feel it's still worth it post-nerf. These targets aren't bad and you can least combo it with its first effect. Granted, this card is useless outside WATER decks, but there's plenty of them to go around and even if you don't Synchro with this card, you can at least get Link Materials or something for later, assuming you survive. So yeah, it does what it needs to and worth a slot in Decks that can run it. 



Vote goes to B.


I can't agree with A, given the type of Decks that exist nowadays (and even taking into account chances of actually having multiples out that clog your backrow).

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