Jump to content

Lucky Straight Support (Charlie McCay anime adaptations)


Ultimagamer

Recommended Posts

These are cards used in Charlie McCay's deck from Zexal to turbo out and support Number 7: Lucky Straight. While he was in possession of the number, his luck was incredible (rolling nothing but 6s when needed). These cards are my attempt to recreate that feeling with his cards in a real life format. This time with pictures! 

Die rolls for these cards will let you cheat them as 6s by revealing a Lucky Straight in your Extra Deck (much in the same way Charlie did in the anime)

 

971346801_MajesticJester.thumb.jpeg.dd0d35c212329ec331b2e599c80fdc8a.jpeg

Majestic Jester 

Level 1 / Light / Spellcaster / Effect 

0 attack / 0 defense 

At the start of the Damage Step, if this card battles an opponent’s monster: You can roll a six-sided die, and if the result is 6, destroy that monster. If you do not roll a 6 with this effect, you can reveal 1 “Number 7: Lucky Straight” in your Extra Deck to make that result 6. If this card is used for an Xyz Summon, it can be treated as a Level 7 monster. 

 

445605704_DiceLeveler(1).thumb.jpeg.c0bb82707aa0d1787726f15d338df0ca.jpeg

Dice Leveler 

Level 1 / Light / Fairy / Effect 

100 attack / 100 defense 

If you control a monster that has an ability to roll one or more dice, you can Special Summon this card (from your hand). Once per turn: You can roll a six-sided die. Until the end of this turn, increase this card’s Level by the value rolled. If you do not roll a 6 with this effect, you can reveal 1 “Number 7: Lucky Straight” in your Extra Deck to make that result 6.  

 

1451725297_TakeaChance.thumb.jpeg.7c996c9fdc6bcadc7b8b032fc5a130a0.jpeg

Take a Chance 

Spell - Continuous 

During your Main Phase: You can roll a six-sided die, and if the result is 6, double your LP. Otherwise, your LP becomes the same amount you had when this card was activated, you cannot activate this effect again, also you take 1000 damage during each of your Standby Phases. If you do not roll a 6 with this effect, you can reveal 1 “Number 7: Lucky Straight” in your Extra Deck to make that result 6. You can only use each effect of “Take a Chance” once per turn. 

 

1050076403_DreamDice.thumb.jpeg.cb2ccbb914eb1de0c7542b83c0d6ca91.jpeg

Dream Dice 

Spell - Normal 

Roll a six-sided die. If the result is 6, the ATK of all face-up monsters your opponent currently controls become 0. Otherwise, the ATK of all face-up monsters you currently control become 0. If you do not roll a 6 with this effect, you can reveal 1 “Number 7: Lucky Straight” in your Extra Deck to make that result 6. If this card is in your GY: You can banish this card, then Target 1 monster you control that has an effect to roll 2 or more dice; This turn, if it activates an effect to roll 2 or more dice, you can treat one of the results as 6 and another of those results as 1. 

 

2091186401_SunScale.thumb.jpeg.b60e4cdcc33adacda4880d6f20c7689d.jpeg

Sun Scale 

Spell - Continuous 

During your Main Phase: You can roll a six-sided die, and if the result is 6, destroy all monsters your opponent controls. Otherwise, destroy 1 monster you control. If you do not roll a 6 with this effect, you can reveal 1 “Number 7: Lucky Straight” in your Extra Deck to make that result 6. When this card you control is destroyed and sent to the GY: You can inflict 500 damage to your opponent for each card in your GY with an effect to roll one or more dice with different names. You can only use each effect of “Sun Scale” once per turn. 

 

373010141_TripleAce.thumb.jpeg.8b9419e7efc13abca8b6e90f3d356507.jpeg

Triple Ace 

Spell - Normal 

Special Summon up to 3 monsters from your hand that have an ability to roll one or more dice. You can only activate 1 “Triple Ace" per turn. If this card is in your GY: You can banish this card, then Target 1 monster you control that has an effect to roll 2 or more dice; This turn, if it activates an effect to roll 2 or more dice, you can treat one of the results as 6 and another of those results as 1. 

 

59028682_DiceCrisis.thumb.jpeg.d321bd77a7b25124b70b9ecec623f06a.jpeg

Dice Crisis 

Trap - Normal 

When an opponent’s monster declares an attack or activates its effect on the field: target that monster; roll a six-sided die, and if the result is 6, equip this card to that target. Take control of it. If you do not roll a 6 with this effect, you can reveal 1 “Number 7: Lucky Straight” in your Extra Deck to make that result 6. When this card leaves the field, return control of the equipped monster to its owner. When the equipped monster leaves the field, destroy this card. You can only activate 1 “Dice Crisis” per turn. 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...