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A Field Spell to make every Dice-roll and Coin Toss effect activate TWICE.


Eshai

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Dice World - Monte Carlo

Field - Spell

Each time a card or effect is activated that rolls a die or tosses a coin except this card, activate that card or effect again when that card or effect resolves. At the start of your Standby Phase: Roll a six-sided die, then gain the following effect:

● 1: Destroy this card

● 2, 3, 4, 5: Add 1 Spell/Trap from your Deck to your hand, that specifically lists "six-sided die" in its text.

● 6: All of your rolls of six-sided dies become 6 and all you choose all of the results of your coin tosses until the end of your opponent’s next turn.

 
This is really just an example (this is another of those 10-minute card ideas I do) so any criticism other than the stupid kind is very well appreciated.
 
The card essentially double the effectiveness of these roll effects. This is similar to how Diamond Dude worked where you don't have to pay costs for the card effects. Remember Snipe Hunter? With this card, it discards 1 card, targets 2 cards, and has around a 1/2 chance of killing both of them. Snipe Hunter isn't OPT though, so it could probably wipe the entire board. For this reason, I'm thinking it might be a good idea to make it only Spells/Traps or rather have it once per turn, which is sad but might be necessary.
 
As for the thing it can do all by itself, it's just shenanigans. The 1, 2-5, and 6 setup is probably exactly how cards like this should function. 2/3 chance of normal effect, 1/3 chance of an advanced version of the effect or a backfire. While this effect isn't exactly what I want, it's just a showcase of what could be done.
 
This whole thing screams agony but I swear I think I want to try making Dice Exodia a thing (even though that's the opposite of a good idea)
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Ok, I love this idea.

Monte Carlo? Why not Las Vegas? Btw, Duke approves this.

 

The card is well-made and balanced, IMO. I just don't like the fact that you're forced to activate the effect again, maybe I got a decent result and I don't want to roll the dice again.

 

The mechanic is quite new, because it isn't anything like Second Coin Toss or Dice Re-Roll, but a better version which limits costs.

Remeber that Snipe Hunter is still a target-and-destroy card, and many monsters would be immune anyway.

 

I think the Standby Phase effect might be a little overpowered. It has only 1/6 possibility of autodestruction, and 5/6 amazing effects. I don't think all of the dice rolls wants to be 6, though. I mean, there are way too many cards that have the best effect if you get 6 (I'm thinking about Charlie's Number 7 Deck, those cards were so overpowered if you get a 6 on this Field Spell), but there are cards that want low results too (Dangerous Machine Type-6 destroys itself if you get 6).

 

I love lucky Decks, and I've always wanted more Arcana Force cards (yeah, I know, nobody uses them), and this card would be run at 3 in all Dice decks.

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Question:

If you use it with Dice Jar and get the "6" effect of this card, you'd keep rolling 6s forever, causing an infinite loop. What now? It doesn't seem like destroying anything with card mechanics helps since the loop happens between an effect that has already resolved and an effect that is in the middle of resolving.

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Ok, I love this idea.

Monte Carlo? Why not Las Vegas? Btw, Duke approves this.

 

The card is well-made and balanced, IMO. I just don't like the fact that you're forced to activate the effect again, maybe I got a decent result and I don't want to roll the dice again.

 

The mechanic is quite new, because it isn't anything like Second Coin Toss or Dice Re-Roll, but a better version which limits costs.

Remeber that Snipe Hunter is still a target-and-destroy card, and many monsters would be immune anyway.

 

I think the Standby Phase effect might be a little overpowered. It has only 1/6 possibility of autodestruction, and 5/6 amazing effects. I don't think all of the dice rolls wants to be 6, though. I mean, there are way too many cards that have the best effect if you get 6 (I'm thinking about Charlie's Number 7 Deck, those cards were so overpowered if you get a 6 on this Field Spell), but there are cards that want low results too (Dangerous Machine Type-6 destroys itself if you get 6).

 

I love lucky Decks, and I've always wanted more Arcana Force cards (yeah, I know, nobody uses them), and this card would be run at 3 in all Dice decks.

 

The effect is supposed to be pretty consistent despite being a dice roll. Again the reason why Snipe Hunter was limited for a long time was that a 2/3 chance of getting a result was good enough, and it wasn't a opt effect. So I figure 2/3 1 effect, 1/6 better effect, and 1/6 no effect/negative effect is pretty balanced interesting in today's meta where consistency is necessary. 

 

Tbh other than Arcana Force 0 and The World they were kinda bad. Hearthstone is probably a good example of what needs to be done to make good random cards, where you overpower the best results in contrast with the sometimes low results, since having the effects in themselves are an inconsistency.

 

Monte Carlo because barely anyone knows what that is compared to the usual stigmas of Las Vegas. Besides, it sounds cooler.

 

Question:

If you use it with Dice Jar and get the "6" effect of this card, you'd keep rolling 6s forever, causing an infinite loop. What now? It doesn't seem like destroying anything with card mechanics helps since the loop happens between an effect that has already resolved and an effect that is in the middle of resolving.

 

Damnit

 

Anyway, I'm going to change it to "Your" rolls of six-sided dies since Dice Jar has your opponent rolling and that wouldn't count. This is fair because you have to roll the 6 to begin with, and you have to preset the Diice Jar. This also means if you have a monster and you roll a 6 with this, you can set a monster and have your opponent thinking crazy if it's Dice Jar or not... or they just activate Raigeki and kill you. Tbh that was a pretty easy fix for what I thought was an effect destroying comment.

 

 

 

I would really like some ideas on interesting mechanics or ideas for the effects that are more interesting. or at least a better way of setting up the effects, since this isn't supposed to be that at the moment.

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