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[AGM] -Jackbots-


towitori

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[spoiler=Prompt]

Jackbot
A small group of Machines with a huge luck-based strategy behind them, using very powerful effects that use dice rolls to trigger. There are only 6 in the Main Deck, with a naming scheme based on various games of pure luck (Jackbot Rue Lette, for example), and they all share a pretty fun effect: if you have several copies of the same one, you get extra chances to roll the die and try again (2 copies allows each one to trigger twice for four total attempts, et cetera). Even better, all of them have Hydride's effect: They're all Tuners that can be treated as non-Tuners. In the end, lucksack Machines that make for a fun Synchro engine, with both Accel Synchro and Double Tuning capacity.

 

 

[spoiler=Monster Card]

[spoiler=Jackbot - Blackjack]

Jackbot - Blackjack

DARK / Level 3
Machine / Tuner / Effect
ATK / 300 DEF / 0
During your Main Phase: You can roll a six-sided die and apply the following effect depending if the result is Odd or Even.
*Odd: Special Summon 1 Level 3 "Jackbot" monster from your hand or Deck.
*Even: Special Summon 1 Level 2 "Jackbot" monster from your hand or Deck.
You cannot Special Summon monsters the turn you activate this effect, except "Jackbot" monsters. You can use this card's effect times the number of face-up "Jackbot - Blackjack" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

[spoiler=Jackbot - Slots]

Jackbot - Slots
DARK / Level 2
Machine / Tuner / Effect
ATK / 200 DEF / 0
During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, draw 2 cards. Otherwise, banish 1 random card from your hand. You can use this card's effect up to the number of face-up "Jackbot - Slots" you control per turn.  If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

[spoiler=Jackbot - Roulette]

Jackbot - Roulette

DARK / Level 3
Machine / Tuner / Effect
ATK / 300 DEF / 0
During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, send 1 card your opponent controls to the Graveyard. Otherwise, banish 1 card you control. You can use this card's effect up to the number of face-up "Jackbot - Roulette" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

[spoiler=Jackbot - Poker]

Jackbot - Poker
DARK / Level 2
Machine / Tuner / Effect
ATK / 200 DEF / 0
During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, look at your opponent's hand and discard 1 card from their hand. Otherwise, banish the top 2 cards of your Deck. You can use this card's effect up to the number of face-up "Jackbot - Poker" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

[spoiler=Jackbot - Craps]

Jackbot - Craps
DARK / Level 3
Machine / Tuner / Effect
ATK / 300 DEF / 0
During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, send 1 card from your Deck to the Graveyard. Otherwise, banish 1 card from your Graveyard. You can use this card's effect up to the number of face-up "Jackbot - Craps" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

[spoiler=Jackbot - Baccarat]

Jackbot - Baccarat
DARK / Level 2
Machine / Tuner / Effect
ATK / 200 DEF / 0
During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, banish 1 Spell/Trap Card your opponent controls. Otherwise, banish 1 Spell/Trap Card from your Deck. You can use this card's effect times the number of face-up "Jackbot - Baccarat" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

[spoiler=Spell/Trap Card]

[spoiler=Casino Royale]

Casino Royale
Spell / Field
Each time a player rolls a die(or dice): place 1 Cheat Counter on this card. All face-up "Jackbot" monsters on the field gain 300 ATK for each "Cheat Counter" on the field. If this card would leave the field, you can remove 1 Cheat Counter on the field instead. You can remove 4 "Cheat Counters" on the field and target up to 2 of your banished cards; add those targets to your hand.

[spoiler=Card Counting]

Card Counting
Spell / Quick-Play
Activate only when a player rolls a die(or dice). Choose 1 die result and declare 1 number from 1 to 6; the die result is treated as the number you declared. You can banish this card in your Graveyard; place 2 Cheat Counters on a face-up card you can put a Cheat Counter on. You can only use this effect of "Card Counting" once per turn.

[spoiler=Ace in the Hole]

Ace in the Hole
Spell / Normal
Add 1 "Jackbot" monster from your Deck to your hand. You can banish this card in your Graveyard; place 2 Cheat Counters on a face-up card you can put a Cheat Counter on. You can only use this effect of "Ace in the Hole" once per turn.

[spoiler=Price Pot]

Price Pot

Trap / Continuous
When this card is activated: Place 1 Cheat Counter on this card. Each time a player rolls a die(or dice), place 1 Cheat Counter on this card. If a card with a Cheat Counter(s) leaves the field, place its Cheat Counters on this card. If this card with Cheat Counters leaves the field, gain 500 Life Points for each Cheat Counters on it.

[spoiler=Bust Card]

Bust Card
Trap / Counter
When an opponent's Spell/Trap Card or monster's effect is activated: Remove 3 Cheat Counters on the field; negate the activation and if you do, destroy it. You can banish this card in your Graveyard; place 2 Cheat Counters on a face-up card you can put a Cheat Counter on. You can only use this effect of "Bust Card" once per turn.

 

[spoiler=Extra Deck Monsters]

[spoiler=Jackbot - Mahjong]

Jackbot - Mahjong
DARK / Level 6
Machine / Synchro / Tuner / Effect
ATK / 600 DEF / 0
1 Tuner + 1 or more non-Tuner monsters
During your Main Phase: You can roll a six-sided die and place Cheat Counters on this card equal to the result. This card gains 300 ATK for each Cheat Counters on it. During your opponent's turn, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control including this card (this is a Quick Effect). If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster. If this card is banished: You can target 1 "Jackbot" monster in your Graveyard; Special Summon it.

[spoiler=Jackbot - Pai Gow]

Jackbot - Pai Gow
DARK / Level 4
Machine / Synchro / Tuner / Effect
ATK / 400 DEF / 0
1 Tuner + 1 non-Tuner monster
During your Main Phase: You can roll a six-sided die and place Cheat Counters on this card equal to the result. If this card has Cheat Counters, its Level becomes equal to the number of Cheat Counters on it. During your opponent's turn, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control including this card (this is a Quick Effect). If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster. If this card is banished: You can target 1 "Jackbot" monster in your Graveyard; Special Summon it.

[spoiler=Jackbot - The Big Six]

Jackbot – The Big Six

DARK / Level 10
Machine / Synchro / Tuner / Effect
ATK / 1000 DEF / 0
1 Synchro Tuner + 1 or more non-Tuner Synchro Monsters
During your Main Phase: You can roll a six-sided die and if the result is not 1, this card’s number of attacks this turn is equal to the result. Otherwise, it cannot attack this turn. You can place Cheat Counters on this card. This card gains 300 ATK for each Cheat Counters on the field. If this card would be destroyed by battle or card effect, remove 1 Cheat Counter on the field instead. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

[spoiler=Jackbot - Rummy]

Jackbot - Rummy

DARK / Level 9
Machine / Synchro / Tuner / Effect
ATK / 900 DEF / 0
2 Tuners + 1 or more non-Tuner monsters
During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, this card can make a second attack during each Battle Phase this turn. Otherwise, it cannot attack this turn. You can place Cheat Counters on this card. This card gains 300 ATK for each Cheat Counters on it. If this face-up card with Cheat Counters leaves the field: Special Summon, from your Graveyard or banished, Level 4 or lower "Jackbot" monsters up to the number of Cheat Counters that was on this card. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

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Okay I think you had an interesting idea going here and I especially love the names, They sound like they could be real monsters in the game. The problem I have is the heavy restriction when you call it wrong. It would make the deck a bit too risky to play. As an alternative, try and make the correct call effect really good and the incorrect call effect a water-downed version of the first one.

Ex: Call it right, destroy 2 Spell/Trap Cards. Call it wrong, take 800 LP and destroy 1 Spell/Trap Card on the field.

My favorite one is the first one because this sort of thing was incorporated into it's effect. If you made them all like that one, I'd say the potential is much higher.

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