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Dice Jar


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Funny, yes, but it's completely out of your control (unless you use Dice Re-Roll, but that is a card that honestly needs to be screwy with the rules and be able to activate in the middle of the effect (like right after you roll the die)). You have to waste your Normal Summon on this, though you hardly have anything better to Normal Summon if you're focusing on running this. Then, it has to not get exploded by something before it gets flipped up. Finally, you need to roll better than your opponent.

 

The few times I ran this on Tagforce 1, I had pretty good luck with it, but I took it out before I came across the situation where my opponent gets a 6.

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That 6 comes more often than one would think. 

The main thing that prevents it from being played despite the potential 6000 damage, is that the odds are actually against the user.

-It takes your Normal Summon more often than it is Special Summoned.

-It needs to survive enough to flip, and successfully resolve without a Veiler or Fiendish Chain.

-Then after those sacrifices, your opponent has as much of a chance as you do of making up to 6000 damage to you.

 

It really is too much of a risk, but it's always hilarious when it appears. A win or loss caused by this card makes me laugh more than anything. It's just that type of card.

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A thought - how broken would this card be if only you rolled and only your opponent could take damage, all else held constant.

It'd be solid enough.

500 = meh

1000 = decent for pre-Synchro era, meh nowadays

1500 = decent

2000 = good

2500 = good

6000 = jackpot (and even gg sometimes)

 

The "good" ones plus something like Magic Cylinders and reviving it with Debris + flipping down with books, yeah it's a rather linear burn stall-ish thing (or make a Black Rose, whatever you feel like doing), but it sounds effective at least 50% of the time. 1500 is also acceptable to me so it's actually 2/3 of the time just like Snipe Hunter, except it always would something regardless of how small.

 

Give this card more of a solid DEF and there you go.

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I guess that's true.

It's a potential "flip and win" card. Without the potential "flip and lose" effect, there's no reason not to take the risk.

 

I personally think could get away with something like x300 or x400 and a solid DEF with no drawback and no jackpot, and it'd probably be ok. It's not like loops that could flip it down are very reliable when you can waste a turn on 300 damage.

 

 

 

To be honest, a bit less than half the time I see this flipped, someone loses that turn here at home. It's funny.

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