Airride Posted April 27, 2012 Report Share Posted April 27, 2012 Dice Golem Level 1/DARK/Fiend/Effect/ATK - 2200/DEF - 1800 This card cannot be Normal Summoned or Set. Must be Special Summoned by the effect of a "Dice" card when you roll a 1, and cannot be Special Summoned by other ways. Once per turn; Discard 1 card: Roll a 6 Sided Dice. Special summon a "Dice" monster from your Hand or Graveyard equal to the Number rolled. This effect cannot be activated the turn this card is summoned. Dice Bat Level 2/WIND/Winged-Beast/Effect/ATK - 1300/DEF - 800 When this card is Special Summoned by the effect of a "Dice" monster; Draw 1 card. Once per turn; Discard 1 card: Roll a 6 Sided Dice. Special summon a "Dice" monster from your Deck equal to the Number rolled. This effect cannot be activated the turn this card is summoned. Dice Robo Level 3/LIGHT/Machine/Effect/ATK - 1600/DEF - 1000 When this card is destroyed by battle; Destroy 1 card on the field. Once per turn; Discard 1 card: Roll a 6 Sided Dice. Special summon a "Dice" monster from your Hand or Graveyard equal to the Number rolled. This effect cannot be activated the turn this card is summoned. Dice Manta Level 4/WATER/Fish/Effect/ATK - 1900/DEF - 1200 When this card Destroys a monster by battle; Add 1 Card from your graveyard to your Hand. Once per turn; Discard 1 card: Roll a 6 Sided Dice. Special summon a "Dice" monster from your Deck equal to the Number rolled. This effect cannot be activated the turn this card is summoned. Dice Arachnid Level 5/EARTH/Insect/Effect/ATK - 2200/DEF - 1400 Once per turn; Change the battle position of 1 Monster your opponent controls. When this card destroys if a monster by battle; Roll a 6 Sided Dice. Special summon a "Dice" monster from your Hand or Graveyard equal to the Number rolled. This effect cannot be activated the turn this card is summoned. Dice Drago Level 6/FIRE/Dragon/Effect/ATK - 2500/DEF - 1600 This card cannot be Normal Summoned or Set. Must be Special Summoned by the effect of a "Dice" card when you roll a 6, and cannot be Special Summoned by other ways. Once per turn; Discard 1 card: Roll a 6 Sided Dice. Special summon a "Dice" monster from your Deck, Hand, or Graveyard equal to the Number rolled. Then, activate the following effects based on the number rolled: - 1, 2, or 3: Destroy 1 card on the field. -4 or 5: Draw 1 card. -6: Special summon 1 Monster from your graveyard. Summoning Dice Normal Spell Roll a 6 Sided Dice; Special summon a "Dice" monster from your Deck, Hand, or Graveyard equal to or lower than the Number rolled. Returning Dice Quick-Play Spell Target up to 2 of your banished "Dice Monsters and Roll a 6 sided dice; activate one of the following effects based on the number rolled: -1 or 2: Add 1 of the targets to your hand. - 3 or 4: Put the target(s) in the graveyard -5: Special summon 1 of the targets. -6: Special summon the target(s). Dice Colosseum Field Spell All "Dice" Monsters on the field gain ATK equal to half their DEF. Up to twice per turn, When you roll a dice; Negate the roll, and Roll the Dice again. Either player can use this effect. Countering Dice Counter Trap Activate when your opponent activates a Monster effect, Spell or Trap card; Roll a 6 sided dice; Banish a "Dice" Monster in your Deck or Graveyard which has a level equal to the number rolled: Negate the effect or activation of the card, and destroy it. Buffing Dice Normal Trap Roll a 6 sided dice; Banish a "Dice" Monster in your Deck or Graveyard which has a level equal to the number rolled: The attack target gains ATK and DEF equal to the Banished Monster's ATK until your End Phase. Banishing Dice Normal Trap Target 1 Monster on the field and Roll a 6 Sided Dice; Send a "Dice" Monster from your hand or deck to your graveyard with the same level as the number rolled, and banish the target. Link to comment
KrakenNLD Posted April 28, 2012 Report Share Posted April 28, 2012 Ah, damn, just now I thought up a fun idea for Dice-monsters myself and somebody else has also posted their idea here. Although I do like each of them though, I think I would be having a minimum of at least responding here as well. So they are a dice group that rely on themselves to special summon themselves. I do like a few things: 1. You have the levels from lv1 to lv6, 6 different attributes and 6 different types. 2. But some of them are somewhat remarkably weak, like Dice Bat for example. Or is he for that reason the "unlucky" one. I do like a lot about them, with some more spell/trap cards (gonna make my topic after this too) as support they might actually be something to base a deck around. I give this deck a solid 7/10, which might become higher if it gets some good spell/trap support. But some of my ideas. Some questions about it though: 1. Does "Dice Golem" and "Dice Drago" require a "Dice" monster to roll a dice, or can it be any dice, in which case I would think my idea for a deck works like wonders with yours. 2. For obvious reasons, [url="http://yugioh.wikia.com/wiki/Dice_Armadillo"]Dice Armadillo[/url] can also be special summoned by your effects. You might try to change their names a little bit to make sure that won't be possible, unless you want to ofcourse . Link to comment
Airride Posted April 28, 2012 Author Report Share Posted April 28, 2012 Bat is intentionally weak, as it is Level 2. But he isn't quite an unlucky one, as you get to draw 1. Like I said, it's in progress. Drago and Golem can only be summoned with the effects of the "Dice" archetype cards. Whatever Link to comment
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