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Magic Dealers


Toffee.

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If this card is Summoned, and your opponent controls a card, you can reveal 1 "Magic Dealer" monster in your hand: Special Summon 1 "Magic Dealer" monster from your Deck. Your opponent can choose to negate this effect. If they do, they call 3 numbers from 1 to 6. Then, roll a die. If the result is any of the called numbers, the controller of this card Draws 2 cards. If not, destroy 1 card your opponent controls. The effect of "Magic Dealer, Heart" can only be activated once per turn.

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If this card is Summoned, you can reveal 1 "Magic Dealer" monster in your hand: All cards you currently control are unaffected by your opponent's card effects until your opponent's End Phase. Your opponent can choose to negate this effect. If they do, they call 3 numbers from 1 to 6. Then, roll a die. If the result is any of the called numbers, the controller of this card can add 1 "Magic Dealer" card from there Deck or Graveyard to there hand. If not, all face-up monsters you currently control gain 1000 ATK.

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If this card is Summoned, you can reveal 1 "Magic Dealer" monster in your hand: Inflict 1500 damage to your opponent. Your opponent can choose to negate this effect. If they do, they call 3 numbers from 1 to 6. Then, roll a die. If the result is any of the called numbers, the controller of this card gains 1500 Life Points. If not, you can Special Summon 1 "Magic Dealer" monster from either Graveyard.

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During either player's turn, you can Tribute this card from your hand or face-up on your side of the field: Once this turn, the first effect of a "Magic Dealer" monster you control cannot be negated. During your turn, except the turn this card was sent to the Graveyard, you can Banish this card: Once this turn, the first time you roll a die because of the effect of a "Magic Dealer" monster, you can re-roll the die.(called numbers stay the same)

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1 "Magic Dealer" Tuner + 1 or more non-Tuner Spellcaster-Type monsters.

If this card is Synchro Summoned, you can add 1 "Magic Dealer" monster from your Deck or Graveyard to your hand. Once per turn, if the opponent activates the effect of a card, you can make them call 3 numbers from 1 to 6. Then, roll a six sided die. If the result is any of the called numbers, you can Special Summon 1 Level 4 "Magic Dealer" monster from your Deck or Graveyard. If not, negate the activation and effect of that card and return it to the Deck.

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If your opponent activates a card/card effect, you can reveal 1 "Magic Dealer" monster in your hand: Draw 3 cards, then Discard 1 card. Your opponent can choose to negate this effect. If they do, they call 3 numbers from 1 to 6. Then, roll a die. If the result is any of the called numbers, the controller of this card can Special Summon 1 "Magic Dealer" monster from there Deck, and it's effect(s) cannot be negated. If not, your opponent cannot activate cards/effects of the same type(monster, spell, trap) as the card This card was chained to, for the rest of the turn. You can only activate 1 "Magic Dealer's Gamble" per turn.

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Posting these because of a Skype conversation.

Basically, despite the fact all of these are luck based, they have no real downsides for you, and instead, do tuff that would otherwise make it harder for your opponent. But that's the point; These are the dealers and the house always wins.

But of course, the effects are a sort of pick-your-poison in regards to how the outcome is for your opponent, provided, they chose to gamble the outcome in a loaded game... Heh.

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  • 2 weeks later...

I think the Opponent will frequently let the effect activate because if they negate it it will benefit the controller more, plus I like the design and concept of this cards, Roulette, Cards , and Dices, but I think it's hard to deplete the opponent's life to 0 using this deck since it lacks attack and defense power, still it's fun to play

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