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"Warp Driver": Yay, an inconsistent die-based card!


Stan Alda

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Yu-Gi-Oh, as skill-based as it is, still has an element of luck to it; you still have to draw just the right card you need, and hope that your opponent doesn't have any nasty tricks up their sleeve. Adding another element of luck with coin and die-based effects, while fun, makes things even less consistent. So, naturally, I'm making another luck-based card. Roughly based on an "Infinite Improbability Drive" I made a few years ago, this thing "uncontrollably" moves a targeted monster somewhere in the game field, or off it entirely.

[b][i]Warp Driver[/i][/b]
SPELL
Target 1 monster on your opponent's side of the field. Roll a 6-sided die and activate the effect based on the die result:
1: Move the card to an adjacent unoccupied Monster Card Zone.
2: Move the monster to an unoccupied Spell/Trap Zone on your opponent's side of the field. The targeted monster is treated as a Continuous Spell card.
3: Return the card to your opponent's hand.
4: Return the card to your opponent's Deck.
5: Destroy the monster.
6: Banish the monster. This effect cannot be negated.

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All of the cards that get rid of monsters have some sort of a cost (Tribute to the Doomed, Dark Core). However, even though in 5 out of 6 cases this card would get rid of 1 monster on your opponent's side of the field, it doesn't have a cost.

I might be wrong on this one and it doesn't deserve a cost because it's a die roll.

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The last effect is interesting because the only things that could negate it would be Continuous, like Unicore.

Moving a monster to the Spell/Trap Zone might be the best form of Leviar-proof removal I can imagine.

In 1 of these cases, the effect is useless. In 5 of these cases, you skunk an Extra Deck monster. In 4 of these cases, you eliminate a Main Deck monster.

It's pretty powerful if you can slow the game down, though I think it should be a Trap, and work during your Standby Phase like Needle Wall.

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