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Dangerous Machine Archtype


Dom1996

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Hello! I used to be here many years ago, and so I return, older and hopefully wiser to the game/cards.

 

This Archtype is based on the Dangerous Machine Type-6 card, so I made monsters with a similar type of theme as the original card. Please comment on these fairly. Thank You!

 

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During each players' Standby Phases: Roll a six-sided die and apply the result:
● 1: Add a "Dangerous Machine" card from your Deck to your hand.
● 2: This card is treated as a Tuner monster until the End Phase.
● 3: This card's Level becomes 4 until the End Phase.
● 4: If this card is destroyed this turn, you take 500 damage.
● 5: You cannot summon during this turn.
● 6: Destroy this card.
 
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During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: This card gains 500 ATK.
● 2: This card gains 500 DEF.
● 3: This card loses 500 ATK.
● 4: This card loses 500 DEF.
● 5: You take 500 damage.
● 6: Destroy this card.
 
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During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: This card can make a second attack during this turn's Battle Phase.
● 2: This card cannot attack this turn.
● 3: Change this card to Defense Position.
● 4: Change this card to Attack Position.
● 5: Give control of this card to your opponent.
● 6: Destroy this card.
 
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When this card declares an attack: Roll a six-sided die and apply the result:
● 1: End the Battle Phase.
● 2: Change the battle position of one of your opponent's monsters.
● 3: Change the battle position of one of your monsters.
● 4: This card cannot be destroyed by battle this turn.
● 5: You take 800 damage.
● 6: Destroy this card.
 
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When this card declares an attack: Roll a six-sided die and apply the result:
● 1: This card returns to your Hand.
● 2: This card gains 400 ATK until the End Phase.
● 3: Inflict 800 damage to your opponent.
● 4: You take 800 damage.
● 5: Battle damage this card deals is doubled until the End Phase.
● 6: Destroy this card.
 
 
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When this card declares an attack: Roll a six-sided die and apply the result:
● 1: If this card attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent.
● 2: Damage inflicted by this card this turn is treated as Effect Damage.
● 3: Halve this card's ATK.
● 4: This card deals no battle damage to your opponent this turn.
● 5: You take 1000 damage.
● 6: Destroy this card.
 
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During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Destroy all cards on the field.
● 2: This card cannot be destroyed by card effects this turn.
● 3: This card cannot be banished by card effects this turn.
● 4: You cannot activate or Set Spells/Traps this turn.
● 5: Destroy all cards you control.
● 6: Destroy this card.
 
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During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Switch the ATK and DEF of all face-up monsters on the field during this turn.
● 2: Destroy all face-down cards on the field.
● 3: Destroy all face-up cards on the field.
● 4: Destroy all Spell/Trap cards on the field.
● 5: Destroy all monsters on the field.
● 6: Destroy this card
 
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During each of your opponent's Standby Phases: Roll a six-sided die and apply the result:
● 1: This card cannot be targeted by spells or traps during this turn.
● 2: This card cannot be affected by spells or traps this turn.
● 3: This card cannot be targeted by monster effects this turn.
● 4: This card cannot be affected by monster effects this turn.
● 5: Neither Player can Summon during this turn.
● 6: Destroy this card and inflict 1000 damage to your opponent.
 
wBR6rCn.jpg

 

During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Banish all cards in your opponent's Graveyard.
● 2: Banish all cards in your Graveyard.
● 3: When this card attacks this turn, halve your opponent's Life Points.
● 4: This card gains 1000 ATK.
● 5: You take 1500 damage.
● 6: Destroy this card.
 
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During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Inflict 1000 damage to your opponent.
● 2: Destroy 1 card your opponent controls.
● 3: This card can attack your opponent directly this turn.
● 4: This card gains 1000 ATK.
● 5: Send both players' hands to the Graveyard.
● 6: Destroy this card.

 

Spells:

 

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When a "Dangerous Machine" card is destroyed by its own effect:Roll a six-sided die and apply the result
● 1: Gain 500 life points.
● 2: Draw 1 card
● 3: Add a "Dangerous Machine" card to your hand.
● 4: Add a card from your Graveyard to your hand.
● 5: Inflict 500 damage to your opponent.
● 6: Special summon a level 4 or lower monster from your graveyard, to your field.
 
Traps:
 
xIzrAYU.jpg
 
When a "Dangerous Machine" card is destroyed by its own effect, you can activate this card. Then, based on the type of card destroyed, apply these effects:
Monster: Inflict damage to your opponent equal to the Level of the monster destroyed x200.
Spell: Send the top 5 cards from your opponent's deck to the graveyard.

 

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During your Draw Phase, place 3 Tinker counters on this card (Max.3). When a "Dangerous Machine" card is triggered, remove a token from this card and negate the die roll. Then, target the triggered card and select 1 of the effects listed and apply it. If a "Dangerous Machine" card is destroyed by it own effect, remove a Tinker counter from this card. If you cannot, Banish this card.

 

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When this card is activated, Trigger the effects of all Face-up "Dangerous Machine" cards, regardless of their triggering conditions. For each "Dangerous Machine" card that is destroyed by its own effect this turn, you can target a card on the field and destroy it.

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So I heard you like dice. Quite unsure why you'd make them all monsters, since it'll make Type-6 stand out as the sole Continuous Spell in the Dangerous Machines.

 

[spoiler Type-1]During each of your Standby Phases: Roll a six-sided die and apply the result:

● 1: Add a "Dangerous Machine" card from your Deck to your hand.
● 2: This card is treated as a Tuner monster during this turn until the End Phase.
● 3: This card's Level becomes a level 4 until the end of this turn End Phase.
● 4: If this card is destroyed this turn, you take 500 damage.
● 5: You cannot summon during this turn.

● 6: Destroy this card.[/spoiler]

Nice touch on making Types 1 to 5 being capable of forming Crazy Box. Gotta love that flavour interaction. It's a pity that Type-1 is rather frail and prone to getting killed before you even get an opportunity to use its effect. Why not break the theme a little and make it a once-per-turn Ignition effect?

 

[spoiler Type-2]During each of your Standby Phases: Roll a six-sided die and apply the result:

● 1: This card gains 500 ATK.
● 2: This card gains 500 DEF.
● 3: This card loses 500 ATK.
● 4: This card loses 500 DEF.
● 5: Inflict You take 500 damage to the controller of this card.
● 6: Destroy this card.[/spoiler]
No major qualms about this card. Its relatively benign effects makes it a decent, easily-Summoned beatstick which players will be willing to gamble over.
 
[spoiler Type-3]During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: This card can make a second attack Twice during this turn's Battle Phase.
● 2: This card cannot attack this turn.
● 3: Change this card is switched to Defense Position.
● 4: Change this card is switched to Attack Position.
● 5: This card switches Give control to of this card's controller's to your opponent..
● 6: Destroy this card.[/spoiler]

Seems like an effect that would be better as once-per-turn Ignition effect. At the very least, it can last until the Standby Phase to begin its roulette.

 

[spoiler Type-4]During each of your Standby Phases: Roll a six-sided die and apply the result:

● 1: Inflict 500 damage to your opponent.
● 2: Change the battle position of one of your opponent's monsters.
● 3: Change the battle position of one of your monsters.
● 4: This card cannot be destroyed by battle this turn.
● 5: Inflict You take 800 damage to yourself.
● 6: Destroy this card.[/spoiler]
Whoa, 2200 ATK with no significant downside until your Standby Phase? Even though Koa'ki Meiru Powerhand had a similar degree of power, it needed an End Phase maintenance cost.
 
[spoiler Type-5]During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Inflict 500 damage to your opponent.
● 2: Inflict You take 500 damage to yourself.
● 3: Inflict 800 damage to your opponent.
● 4: Inflict You take 800 damage to yourself.
● 5: Inflict You take 1000 damage to yourself.
● 6: Destroy this card.[/spoiler]

All these self-burn effects can be easily neutralized by Des Wombat or the like, effectively turning half the roulette into duds.

 

[spoiler Type-6]Wait what am I doing[/spoiler]

 

[spoiler Type-7]During each of your Standby Phases: Roll a six-sided die and apply the result:

● 1: If this card attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent during this turn.
● 2: Damage inflicted by this card deals this turn is treated as Effect Damage.
● 3: Halve this card's ATK is halved.
● 4: This card deals no battle damage to your opponent this turn.
● 5: Inflict You take 1000 Effect damage to yourself.
● 6: Destroy this card.[/spoiler]
Slightly getting out of hand with 2800 ATK on a one-Tribute monster. Keeping it at 2500 will still make it respectable, or force the roulette to trigger when this card attacks.
 
[spoiler Type-8]During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Destroy all cards on the field.
● 2: This card cannot be destroyed by card effects this turn.
● 3: This card cannot be banished by card effects this turn.
● 4: You cannot activate or Set Spells/Traps this turn.
● 5: Destroy all cards you control on your side of the field.
● 6: Destroy this card.[/spoiler]

Hello again, Dark Master - Zorc. I see you have changed up your roulette a bit.

 

[spoiler Type-9]During each of your Standby Phases: Roll a six-sided die and apply the result:

● 1: Switch the ATK and DEF of all face-up monsters cards on the field during this turn.
● 2: Destroy all face-down cards on the field.
● 3: Destroy all face-up cards on the field.
● 4: Destroy all Spell/Trap cards on the field.
● 5: Destroy all monster cards on the field.
● 6: Destroy this card.[/spoiler]
Is it just me, or are the higher-level Dangerous Machines turning into more potent nukes if they stick around for long enough?
Oh, wait. They're dangerous. They also are prone to blowing themselves up at the same time.
 
[spoiler Type-10]During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: This card cannot be targeted by spells or traps during this turn.
● 2: This card cannot be affected by spells or traps this turn.
● 3: This card cannot be targeted by monster effects this turn.
● 4: This card cannot be affected by monster effects this turn.
● 5: Neither Player can Summon during this turn.
● 6: Destroy this card and deal inflict 1000 damage to your opponent.[/spoiler]
0/0 with no innate protection from battle? You do realize the opponent can just attack it to defuse it, right?

 

[spoiler Type-11]During each of your Standby Phases: Roll a six-sided die and apply the result:

● 1: Banish all cards in your opponent's Graveyard.
● 2: Banish all cards in your Graveyard.
● 3: When this card attacks this turn, halve your opponent's Life Points.
● 4: This card gains 1000 ATK.
● 5: Inflict You take 1500 damage to yourself.
● 6: Destroy this card.[/spoiler]
Once again, 0/0 with no innate protection from battle. See Type-10 on my issues with it.
 
[spoiler Type-12]During each of your Standby Phases: Roll a six-sided die and apply the result:
● 1: Inflict 1000 damage to your opponent.
● 2: Destroy 1 card your opponent controls.
● 3: This card can attack your opponent directly this turn.
● 4: This card gains 1000 ATK.
● 5: Send both players' hands to the Graveyard.
● 6: Destroy this card.[/spoiler]

And at the end of the production line, we have roulettes that are mostly beneficial. Barring roll results 5 and 6. After seeing what Type-10 and Type-11 are capable of doing (banishing all cards in a player's Graveyard, stopping Summons altogether) this looks kinda mediocre. But hey, at least it has great stats to go with its mostly beneficial roulette.

 

I understand it would break the pattern, but some Dangerous Machines can afford to activate their roulette at different times. For example, Type-1 can afford to have it activate during your Main Phase, while Type-10 can afford to have it trigger on any Standby Phase. Some of them can use static continuous effects so that they're not effectively vanilla monsters outside your turn. Maybe change some of the Dangerous Machines to offer the player an additional chance to activate its roulette.

 

Interesting archetype, all in all. For S/T support, I would like to see:

  • Cards that offer additional chances at a Dangerous Machine's roulette, or the ability to re-roll if you get a 6 on them.
  • Cards that grant you a refund if a Dangerous Machine destroys itself by rolling 6.
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I have gone and redone stuff, as well as added spells and traps for the cards. As for your question about making them all monsters, it's partly because I have had no luck finding decent spell/trap card pictures to use. I'll see what i can find and make A final "Dangerous Machine Type-13" to finish off that part.

 

I do hope these added spells/traps meet what you hoped. Thank you for taking time to critique.

 

I also took your suggestion about alternate activation times and added them in, and threw in the trap for alternate Activation mehtod. I'll see if i can rustle up so more pictures for another spell or two.

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[spoiler Compensation Roulette]When a "Dangerous Machine" card is destroyed by its own effect: Roll a six-sided die and apply the result

● 1: Gain 500 Life Points.
● 2: Draw 1 card.
● 3: Add 1 "Dangerous Machine" card from your Deck to your hand.
● 4: Add a Target 1 card from in your Graveyard; add it to your hand.
● 5: Inflict 500 damage to your opponent.
● 6: Special summon a Target 1 Level 4 or lower monster from in your Graveyard, to your field Special Summon that target.[/spoiler]
Your Spell's missing an icon, but I presume it's a Continuous Spell. The lifegain/burn amounts look relatively mediocre in comparison to the other card advantages you can get from the results, but since they're all beneficial and this is a chance thing, I suppose it's okay to have a chance of a mediocre compensation.
 
[spoiler Dangerous Explosion]When a "Dangerous Machine" card is destroyed by its own effect: you can activate this card. Then, based on the type of card destroyed, apply these this effect, based on the card type that was destroyed:
● Monster: Inflict damage to your opponent equal to the Level of the destroyed monster destroyed x200.
● Spell: Send the top 5 cards from your opponent's Deck to the Graveyard.[/spoiler]
The funny thing is that Type-9 has more than one way of destroying itself, giving Dangerous Explosion a higher chance of comboing with it. Oh, right. Type-9 is an explosive.
 
[spoiler Dangerous Tinkers]During your Draw Phase, place 3 Tinker Counters on this card (Max.3). When the effect of a "Dangerous Machine" card is triggered activated: You can remove a token 1 Tinker Counter from this card and target that card; and negate the die roll. Then, target the triggered card and select apply 1 of the that target's effects without rolling a die listed and apply it. If a "Dangerous Machine" card is destroyed by its own effect, remove 1 Tinker Counter from this card. If you cannot, banish this card.[/spoiler]
Made the "fix the result" effect optional in case you have more effects going off at the same time but want to save Counters. Would suggest that you add a "you can control only 1" clause to this card so that you don't get too many refilling Tinker Counter reserves at once. Take caution that Type-9, being the unstable explosive it is, can unintentionally sap off extra Tinker Counters.
 
[spoiler Full-Power Destruction]When this card is activated, Trigger Force the activation of the effects of all Face-up "Dangerous Machine" cards, ignoring the activation timings regardless of their triggering conditions. For each If a "Dangerous Machine" card that is destroyed by its own effect this turn, you can target a destroy 1 card on the field and destroy it.[/spoiler]
Oh, imagine the fun you will have when you combo this card with Dangerous Tinkers - you get to pick and choose up to 3 effects at once. Hope you like SEGOC. But what happens if, during the Main Phase, you force Type-4's effect and roll a 1 to "end the Battle Phase"?

 

All in all, pretty neat. Didn't expect Tinkers to come around and one-up my suggestion by fixing results.

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