TGPhoenix Posted December 4, 2013 Report Share Posted December 4, 2013 This is my first set on YCM! After a discussion on one of my RC threads, I decided to make a deck around dice. CnC welcome~ Its hard/weird balancing them... [spoiler='Main Deck Monsters'] Once per turn, you can roll a six-sided die. If the result is 1, 2, or 3; destroy 1 card your opponent controls. If the result is 4, 5, or 6; you cannot conduct your Battle Phase this turn. Once per turn, you can roll a six-sided die. Reveal cards from the top of your Deck equal to the roll and Special Summon 1 Level 4 or lower "Genesis" monster from among them, ignoring the Summoning conditions. Shuffle the rest into the Deck. Monsters Special Summoned by this effect have their effects negated, and and cannot be used as an Xyz Material. If this card on the field is destroyed and sent to the Graveyard: Roll a six-sided die. If the result is 1,3, or 5; Special Summon 1 "Genesis" monster from your hand, Deck, or Graveyard, except "Genesis Burning Soul". Once per turn, when you activate and effect that rolls a die; you can Special Summon this card (from your hand). You cannot Normal or Special Summon any monsters during the turn you activate this effect, except "Genesis" monsters. This card cannot be used as an Xyz Material. Once per turn, you can roll a six-sided die. If the result is not 1 or 6; you can activate 1 of these effects. ● Add 1 "Genesis" monster to your hand. ● Add 1 Spell/Trap Card that has "Die-" or "Dice" in the name to your hand. Once per turn, you can declare 3 numbers from 1 to 6; and roll a six-sided die. If the result is one of the declared numbers; you can Set 1 "Die-" or "Dice" Spell/Trap Card directly from your Deck. [/spoiler] [spoiler='Spell/Trap Cards'] Activate only as Chain Link 2 or higher; both you and your opponent pick two different numbers from 1 to 6. Roll a six-sided die, and if the result is one of the numbers; select 1 card in the Chain that involves a die roll. Declare a number from 1 to 6, that cards effect resolves as if you rolled the declared number. If the result is not one of the numbers, Pay half your Life Points. You can only activate "Consuming Greed" once per turn. Activate only if you control a "Genesis" monster. Your opponent declares 2 numbers from 1 to 6, then rolls a six-sided die. If the result was the same as a declared number; negate the activation of this card and destroy it. If the result was not the same as the declared number: Negate the Summon of your opponents monster, and if you do, destroy that card. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, card effects that involve rolling a die cannot be negated. [/spoiler] [spoiler='Extra Deck Monsters'] 1 "Genesis" Tuner + 1 or more non-Tuner monsters Up to twice per turn, during either players turn; if either player(s) rolls a die (or dice), you can have the player(s) re-roll. 1 "Genesis" Tuner + 1 non-Tuner monster Once per turn, during either players turn; when an effect activates, you can roll a six-sided die. If the result is 2, 4, or 6; negate the activation of the effect and destroy the card whose effect was activated. [/spoiler] Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.