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Dice Monsters


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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.

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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 ;).

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