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Are you ready to take a gamble?


Freezyefc

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Dunno.. just thought of a "gambling" theme.. Kinda liked the arcana force monsters, which require coin tosses to determine their effects. Since there are no "themed" dice roll monsters (I think?!), and inspired by an "interesting" counter trap: [spoiler=Guess the answer]Dice Try!

I decided to make one. Presenting the "Roulette Warrior" monsters (and others)!

 

[spoiler=Monsters]

Roulette Master - LORD (Light/10-Star/3000ATK/2000DEF)

Warrior/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "Roulette Warrior" monsters in your graveyard. When this card is Special Summoned this way, roll 1 six-sided die 3 times. If the result is 18, you win the Match. If the result is 3, you lose the Match.

 

Roulette Warrior - DUKE (Light/8-Star/2600ATK/1800DEF)

Warrior/Effect

Whenever an effect of an Effect Monster/Spell/Trap card your opponent controls activates, you can declare 1 number between 1-6. Then, roll 1 six-sided die. If the number rolled is the declared number, negate the activation and effect of that card, and destroy it.

 

Roulette Warrior - MARQUIS (Light/6-Star/2200ATK/1600DEF)

Warrior/Effect

Increase the ATK of all "Roulette Warrior" monsters you control by 200. Once per turn, you can roll 1 six-sided die 2 times. If both results are the same, destroy 2 cards on your opponent's side of the field.

 

Roulette Warrior - EARL (Light/4-Star/1800ATK/1400DEF)

Warrior/Effect

Once per turn, you can roll 1 six-sided die. If the result is:

1 or 2 - Discard that many cards from the top of your deck to the graveyard.

3 or 4 - Destroy 1 face-down card your opponent controls.

5 or 6 - This card can attack twice during this Battle Phase.

 

Roulette Warrior - VISCOUNT (Light/4-Star/1400ATK/1200DEF)

Warrior/Effect

When this card battles, during the Damage Step roll 1 six-sided die. Increase the ATK of this card by the result x 100, until the End Phase.

 

Roulette Warrior - BARON (Light/3-Star/1000ATK/1000DEF)

Warrior/Effect

Once per turn, you can negate 1 six-sided die roll of a "Roulette Warrior" monster you control and re-roll it. This effect can be activated during either players' turn. Also, once per turn, if this card would be destroyed, it is not destroyed. (Damage calculation is applied normally.)

 

Roulette Warrior - BARONET (Light/2-Star/600ATK/800DEF)

Warrior/Tuner

When this card is sent to the graveyard, add 1 Level 4 or lower "Roulette Warrior" monster from your deck to your hand.

 

Fixed Die (Dark/1-Star/0ATK/100DEF)

Fiend/Effect

This card cannot be Special Summoned. When an effect of a card you control that requires a die roll activates, you can Tribute this card. Treat the result of that roll (or one of the rolls, if the effect requires more than 1 die roll) as any number from 1-6. You can only control 1 "Fixed Die".

 

Virtuoso Gambler (Dark/5-Star/1300ATK/1600DEF)

Spellcaster/Effect

Toss a coin 3 times. If all 3 results are Heads, send all cards on your opponent's side of the field and hand to the graveyard. If all 3 results are Tails, send all cards on your side of the field and hand to the graveyard. You can only activate this effect once per turn, during your Main Phase.

 

Maestro Gambler (Dark/7-Star/2300ATK/1600DEF)

Spellcaster/Effect

This card cannot be Special Summoned. When this card is Tribute Summoned, toss a coin 3 times. If all 3 results are Heads, you win the Duel. If all 3 results are Tails, you lose the Duel.

 

Fixed Coin (Light/1-Star/100ATK/0DEF)

Fairy/Effect

This card cannot be Special Summoned. When an effect of a card you control that requires a coin toss activates, you can Tribute this card. Treat the result of that toss (or one of the tosses, if the effect requires more than 1 coin toss) as either Heads or Tails. You can only control 1 "Fixed Coin".

 

NEW!!

 

Hexadragon (Earth/4-Star/1900ATK/300DEF)

Dragon/Tuner

If this card is used for a Synchro Summon, roll 1 six-sided die. If the result is:

1 or 2 - Draw that many cards from your deck.

3, 4 or 5 - Decrease the ATK of the Synchro Summoned monster by the result x 100, until this End Phase.

6 - Destroy the Synchro Summoned monster during the End Phase.

 

Wishing Well Fairy (Water/3-Star/1300ATK/500DEF)

Fairy/Tuner

If this card is used for a Synchro Summon, toss a coin and call Heads or Tails. If you call right, for the rest of this turn, increase the ATK of the Synchro Summoned monster by 1000. If you do not, discard 1 random card from your hand.

 

Roulette Monarch - PRINCE (Light/6-Star/2600ATK/1800DEF)

Warrior/Synchro/Effect

1 Tuner + 1 or more non-Tuner "Roulette Warrior" monsters

Control of your "Roulette Warrior" monsters cannot switch. Once per turn, you can roll 1 six-sided die. If the result is:

1, 2 or 3 - Return that many cards your opponent controls back to their owner's hand.

4 or 5 - You take damage equal to the result x 200.

6 - Discard all cards from your hand. During this Battle Phase, this card can attack your opponent directly. Monsters other than this card cannot attack the turn you activate this effect.

 

Roulette Monarch - PRINCESS (Light/6-Star/2300ATK/2100DEF)

Warrior/Synchro/Effect

1 Tuner + 1 or more non-Tuner "Roulette Warrior" monsters

Once per turn, you can roll a six-sided die 2 times. Inflict damage to your opponent equal to the total result x 100. If you activate this effect, this card cannot attack during this turn. When this card is destroyed, inflict 1200 damage to both players.

 

Roulette Monarch - QUEEN (Light/8-Star/2900ATK/2700DEF)

Warrior/Synchro/Effect

1 Tuner + 1 or more non-Tuner "Roulette Warrior" monsters

When this card is Synchro Summoned, destroy all cards on the field. Inflict damage to both players equal to the number of cards destroyed x 200. When this card is sent to the graveyard, roll 1 six-sided die. If the result is 5 or 6, Special Summon this card during your next Standby Phase. When this card is Special Summoned this way, send all cards on your side of the field to the graveyard, except "Roulette Monarch" monsters. You can only control 1 "Roulette Monarch - QUEEN".

 

Roulette Monarch - KING (Light/10-Star/3200ATK/2400DEF)

Warrior/Synchro/Effect

1 Tuner + 2 or more non-Tuner "Roulette Warrior" monsters

This card cannot be Special Summoned except by Synchro Summon. When this card is Synchro Summoned, Special Summon any number of "Roulette Warrior" monsters from your hand. All "Roulette Warrior" monsters you control are unaffected by the effects of your opponent's Spell/Trap cards. Once per turn, you can Tribute 1 "Roulette Warrior" monster to activate the following effect:

- Roll 1 six-sided die 2 times. If both results are the same, destroy all monsters your opponent controls. If both results are different, increase the ATK of this card by the total result x 200, until the End Phase this turn.

 

Launcher Dragon (Dark/9-Star/2900ATK/1400DEF)

Machine/Synchro/Effect

1 Tuner + 2 or more non-Tuner monsters

Once per turn, you can toss a coin 3 times. Destroy a number of cards on the field equal to the number of Heads.

 

 

[spoiler=Spells/Traps]

Opportunist's Sword (Equip Spell)

When this card is activated, roll 1 six-sided die. Increase the ATK of the equipped monster by the result x 200.

 

Rogue's Casino (Field Spell)

Each time a card's effect that requires a coin toss/die roll activates, that card's controller draws a card from his/her deck.

 

Flippin' Out (Normal Trap)

Toss a coin until the result is Tails. Inflict damage to your opponent equal to the number of Heads x 200.

 

Shortchanged (Counter Trap)

Negate the activation of an opponent's Spell Card, Trap Card or Effect Monster's effect that requires a coin toss, and destroy that card.

 

NEW!!

 

Revered Kingdom (Field Spell)

When a "Roulette Warrior", "Roulette Monarch" or "Roulette Master - LORD" monster(s) is Summoned, place a "Revered" counter on this card. Once per turn, this card's controller can move a "Revered" counter from this card to a "Roulette Warrior", "Roulette Monarch" or "Roulette Master - LORD" monster (you can only put 1 counter on each monster). If a monster with a "Revered" counter would be removed from the field, remove the counter. That monster is not removed from the field.

 

Esteemed Nobility (Continuous Spell)

If you control a "Roulette Warrior", "Roulette Monarch" or "Roulette Master - LORD" monster(s), once per turn, you can roll a six-sided die. If the result is:

1,3 or 5 - Your opponent can only activate/set up to 2 Spell/Trap cards during their next turn.

2,4 or 6 - Your opponent cannot Normal/Special Summon any monsters during their next turn.

 

Knight's Rapier (Equip Spell)

Equip only to a "Roulette Warrior" monster. Increase the ATK of the equipped monster by 300. By sending 2 cards from your hand to the graveyard, treat the equipped monster as a Tuner monster.

 

Knights Of The Round Table (Normal Spell)

Activate only at the start of your Main Phase 1. Pay half of your LP. Special Summon up to 2 "Roulette Warrior"/"Roulette Monarch" monsters from your graveyard. During this Battle Phase, all "Roulette Warrior", "Roulette Monarch" or "Roulette Master - LORD" monsters you control can declare a direct attack. If this card is activated, you cannot summon, set or activate any other cards for the rest of this turn.

 

 

That's all so far.. Do contribute/comment/critique :) Will update if it attracts any interest. Still a novice at card-creating so constructive criticisms are definitely appreciated. Thx for reading anyways! (Oh just in case anyone was wondering, the roulette warriors are basically warriors with a "roulette" on their abdomen, with an arrow and numbers 1-6. No disrespect to the British nobility in any way)

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Archfiends are dice themed, specifically with all of their different protection effects enacting a die roll to successfully complete the protection of itself or another Archfiend. Not a great theme, but it's the only thing that comes to mind as a legitimate "dice theme." >_>

 

"Roll a six-sided die three times" instead of "thrice." Referenced to Gatling Dragon, the fact that he mentions flipping coins is irrelevant: "Once per turn, you can toss a coin 3 times."

 

These cards are funny. They're all pretty weak on their own, but if you can establish some control with a few of them on the field, you'll be rolling dice quite a lot.

 

Fun stuff. 9/10 on the idea.

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