Jump to content

[Written] Volatile Numbers


cp49100

Recommended Posts

Volatile Numbers

Continous Magic

Lore: Once per turn: You can target a monster you control that has a level, roll either 1 or 2 dice and multiply its level by the combined result, then Special Summon 1 "Number" monster from your Extra-Deck that has a number in its name equal to the level of the targeted monster, using it as an Xyz-Material (This Special Summon is treated as an Xyz-Summon) and if you do, attach this card to it as an Xyz-Material.

If you have no valid "Number" target in your Extra Deck; take damage equal to the targeted monster's level x 100 divided by the number of dice rolled by this card's effect.

You can only have 1 face-up "Volatile Numbers" on your side of the field.

 

Trying some new things with this so the OCG being off is inevitable

You can combine this with a high level monster, Number 43 and Rainbow Life to have your opponent take the damage you'd take instead.

 

[spoiler=Edit]The level restriction hast been lifted,and considering that the ammount of cards required to burn your opponent is about the same as the ones used in an OTK involving The Kickman,DNA Surgery and Bound Wand,I don't feel that bad...kinda

 

Link to comment
Share on other sites

Level cannot be over 12.

You may:

 

Once per turn: You can target a monster who has a level. Roll a dice once or twice, and multiply the result(s) with that monster's level. Then, Special Summon a "Number" Xyz monster from your Extra Deck who contains that number in his name. If you do not have any monster that can be Summoned via this effect: Take damage equal to the original monster level * 100.

 

If you divide the level number by the die result you may get a 0.2777777777 Life Points damage. How would you get that damage?????

 

Then it's really hard to do not take damage. You have 15 extra deck cards, they're all numbers (e.g.) and the max result is 12*6*6=432. So you have 15/432 probability, then 0.034722222222 on 1 (*100=3.4722222%, i thought worse). It's an useless card, I would see how do maths genius rage when they found this card!

Link to comment
Share on other sites

Actually monsters can exceed level 12,the only rule there is that limits the modulation levels is that they can't fall bellow 1.

Trust me I have seen otks revolving around getting a monster to level 40 or 80.

 

The multiplication between the level and 100 happens first and then it is divided by the number of dice roled,not their result (it's either divided by 1 or by 2)

so if you roll 2 dice and make a monster's level 2 you'd only take 100 damage at minimum (2*100/2)

Also if you roll 2 dice then their results are added together ("the combined result"),if you rolled two 6's they'd add to 12 and then multiply the monster's level

and as such the maximum result, without increasing a monster's level past 12, is 12*12 which is 144,also I don't need to be the one to say that rolling 2 dice while targeting a level 12 monster without any protection is suicidal. (you'd take 7200 damage at maximum).

 

Unless you're burning your opponent or gaining LP with the combo mentioned in the OP then your Extra-Deck should consist mostly of Numbers who are the products of your Main Deck monsters (or the one monster you feel like targeting for this card's effect), for the best result possible.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...