Jump to content

[Major Changes] Wondermender Ace | Trade your Dices with Coins


Dokutah

Recommended Posts

Wondermender Ace

DARK / Level 7 / Fairy / Pendulum / Effect

L-Scale 8 / R-Scale 8

 

Pendulum Effect

Each time you rolls a die(s) (or dice). you can choose 1 die result, and after that choose 1 more Result. then toss a coin.
● Head: The die(s) result is treated as the 1st Chosen result. also then when this effect resolved, all monster your opponent control lose ATK and DEF equal to that result x200.
● Tail: The die result is treated as the 2nd Chosen result . also then when this effect resolved, target 1 monster you control: that monster gain ATK and DEF equal to that result x100.

 

Monster Effect

At the start of the Damage Step, if it battles an opponent's monster: Both Player must roll a six-sided die, and your opponent take damage equal to their die result x400, also banish that opponent's monster until the Standby Phase of the Nth turn after this effect's activation (N = your result).

 

ATK 2500 / DEF 2000

 

[spoiler=old version]

Wondermender Ace

DARK / Level 7 / Fairy / Effect

 

Each time you rolls a die(s) (or dice). you can choose 1 die result, also then your opponent choose 1 die result different than your choice; and then toss a coin.
● Head: The die(s) result is treated as the result Chosen by you. also then when this effect resolved, all monster your opponent control lose ATK and DEF equal to that result x100.
● Tail: The die result is treated as the result Chosen by your Opponent. also then when this effect resolved, this card gain ATK and DEF equal to that result x100.

 

ATK 2500 / DEF 2000

 

 

 

Designers note: Dice Roll is arguably the weakest of luck-based effects in this game. obviously being  the most random. at best if that card ratio of "good" effect is higher, there still high probability that you gonna miss the effect that you really need...so by "transform" the die rolling to coin tossing here we can cut down the randomness so you can choose certain effect to be triggered for that current play while still retain if not improving by a slight the randomness of that card. the hidden power of this monster also lies in its typing and sizeable stat that you can use to beat face or other utility to progressing the game..but again since this card effect is rather specialize i think its rather balance since it won't aid your play to much other than advantage provided by its trait

Link to comment
Share on other sites

The effect is nice and all, but not on a Level 7+ monster IMO, at least not one without a practical inherent summoning condition. That makes it difficult to access it and assist the effects it is meant to support. Also I would give this card something else to do on its own, rather than just having this passive boosts that applies and depends on specific effects. You could pretty much turn this into an maindeck "boss" monster akin to Hyperion, High Priestess of Prophecy, etc., or perhaps take it to the Extra Deck as a generic Synchro/Xyz/Contact Fusion. Otherwise... you may as well make it a Continuous Spell/Trap.

Link to comment
Share on other sites

  • 2 weeks later...

Actually, I was thinking the effect may not be as appealing as it looks, because most dice effects have at least 1 negative effect, and thus the opponent most likely will pick the number for that effect, so, while it gives 50% chance for you to get the good effect, it also gives a 50% chance to end up with the worst one. Of course, since it is optional, you can always choose to keep the dice for those effects that have a more than 50% chance of getting a neutral-to-good result (e.g. Crazy Box, Snipe Hunter), but then one starts wondering why bother with this card at all if it's only good for only a small bunch of cards.

If it also applied on the opponent's dice effects, then it could also work as a disruptive effect, but the opponent isn't to have dice effects if its deck isn't built around them.

Link to comment
Share on other sites

I was thinking that you can get away with letting the effect choose the 2 results yourself; that way, you can ensure you get the top 2 results from any dice effect, while still retaining a slight drawback of 50% chance of getting the top best one. Then the card will have amusing interactions with the dice effects. For example, Crazy Box could turn into a sort of toolbox by picking the 2 effects you want the most from the 4 goods ones it has. Another example is with Zorc: by choosing 1 and 2 you ensure you get the Raigeki effect.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...