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[Written] Kaiser Roulette


Kid Gambino

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Kaiser Roulette

Continuous Spell Card

Once per turn, at the start of each player's Battle Phase: Roll a six-sided die twice. Neither player can control more cards on the field than the total of the die result; each player must send cards they control to the GY until they control cards equal to or less than the die result. If either of the die rolls a 6, the roll is treated as 0 instead.

 

[spoiler=Notes]Just a fun idea I came up with after thinking about Kaiser Colosseum. Most likely to be ran in Decks that benefit on having the least amount of cards on the field throughout the game. The constantly-changing limitation of the card prevents this from being as broken as it's namesake, and can even be used to self-detonate if you control too many cards. Thanks for any and all constructive critique!

 

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Fun little idea:
Specify that the die result of 6 be treated as 0, so you can have 0 to 10 cards instead of 2 to 12, increasing the probability that players will get screwed over by the card's probability, instead of keeping a conservative and stall-ish play style.

Though something like Banisharks would love this card, being able to escape the trigger every time. This concept idea should also exist as a Field Spell for them... fine-tuned for the play-style of course.....  *cough*

 

Your card can do some seriously amusing plays. Isn't there a card out there that turns your die roll into a 1 or 6? Lol.

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Fun little idea:

Specify that the die result of 6 be treated as 0, so you can have 0 to 10 cards instead of 2 to 12, increasing the probability that players will get screwed over by the card's probability, instead of keeping a conservative and stall-ish play style.

Though something like Banisharks would love this card, being able to escape the trigger every time. This concept idea should also exist as a Field Spell for them... fine-tuned for the play-style of course.....  *cough*

 

Your card can do some seriously amusing plays. Isn't there a card out there that turns your die roll into a 1 or 6? Lol.

 

Hm... I mean, it's not that bad of an idea, but my concern with it is that it nullifies this card's purpose of being a dependable stall tactic in decks that don't need large fields. That was my intention when I made this card, to punish large field swarms while benefiting the conservative player, but the possibility of an entire board-wipe and losing cards you never wanted to be destroyed could be what make-or-breaks this card from being a card someone would even consider (i.e. Final Countdown decks, even though that's long-since dead). I don't know.. maybe that's just the anti-gambler in me talking, lol.

 

And yep, That Six is the name of the card. I could see that being a good combo with this card, being able to increase the probability of screwing over your opponent and opening up your field a little more for the turn.

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Hm... I mean, it's not that bad of an idea, but my concern with it is that it nullifies this card's purpose of being a dependable stall tactic in decks that don't need large fields. That was my intention when I made this card, to punish large field swarms while benefiting the conservative player, but the possibility of an entire board-wipe and losing cards you never wanted to be destroyed could be what make-or-breaks this card from being a card someone would even consider (i.e. Final Countdown decks, even though that's long-since dead). I don't know.. maybe that's just the anti-gambler in me talking, lol.

 

And yep, That Six is the name of the card. I could see that being a good combo with this card, being able to increase the probability of screwing over your opponent and opening up your field a little more for the turn.

 

 

Hmm I can respect not wanting a full nuke option. Especially if it can wind up self-destroying (though I wouldn't complain if I got a Black Rose-like nuke out of it xD )

The result of 2 to 12 in range worries me a little, because the way I see it, there are 3 ranges which are.... pretty similar to the Tribute rules of the game hehe.

7+: I don't think the card will have an impact.

5,6: It may punish absurd over-extension, but I guess depends on the field at the right time.

4, 3, 2: It'll punish in a sweet manner most decks from this point.

 

It is also worth noting, I'm not 100% sure on the exact best timing for the effect to take place. Standby Phase might be a little neglectable, to be honest, which is a bit of a drawback. Like, they won't get any consequences that turn and will try to push for an OTK before the field checkup.

 

To really force players to think about what they put and in a way that'd justify a 2+ result more instead of a 0+, I recommend kicking it off at the start of each Battle Phase, xD

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Hmm I can respect not wanting a full nuke option. Especially if it can wind up self-destroying (though I wouldn't complain if I got a Black Rose-like nuke out of it xD )

The result of 2 to 12 in range worries me a little, because the way I see it, there are 3 ranges which are.... pretty similar to the Tribute rules of the game hehe.

7+: I don't think the card will have an impact.

5,6: It may punish absurd over-extension, but I guess depends on the field at the right time.

4, 3, 2: It'll punish in a sweet manner most decks from this point.

 

It is also worth noting, I'm not 100% sure on the exact best timing for the effect to take place. Standby Phase might be a little neglectable, to be honest, which is a bit of a drawback. Like, they won't get any consequences that turn and will try to push for an OTK before the field checkup.

 

To really force players to think about what they put and in a way that'd justify a 2+ result more instead of a 0+, I recommend kicking it off at the start of each Battle Phase, xD

Well, never really thought of it that way. This card as of right now has a more than a 50~60% chance of having no real effect, which is a little too safe for my intention.

 

Also, that Battle Phase idea is a good one as well, making the turn player have to place his bets during MP1 before the gambling starts to take effect.

 

Edits will be made. Thanks!

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DID SOMEBODY SAY PROBABILITY?!

 

No?

 

okay

 

But seriously, I wanna do the math here. Since you have 0-5 instead of 1-6, here's the probabilities:

 

7+: ~28%. So, a quarter chance of barely hurting the field. Actually, I rather like these odds, as it's still a reasonably possible chance, and yet not going to be a big thing.

5-6: ~30%: Slightly more likely, and slightly worse off for either player.

4-: ~42%: Most likely outcome, and very painful for most fields. Considering its slightly less than 50%, it's JUST not as likely for little to happen than for something painful to happen.

 

I see this card seeing potential play in a defensive archetype, as you can completely skip the BP if you don't care about your MP2. Or, you can conduct your BP first, if you still have a field left over, and then do plays, depending on how you want to take risks. And, while this is a quirky and somewhat effective card, it's not exactly majorly playable. Its lack of any form of protection/support makes drawing into it/actually keeping it up a risky move for a key card in your Deck. What about a tech? Well, perhaps a side against a swarming deck, but I certainly wouldn't run it, because the last thing I need is even more bad luck in my duels (because that's totally the reason I always lose).

 

Summary: Good fun card in an annoying metagame.

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