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Diamon (dice based cards)


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Wanted to make some cards involving luck that could actually be consistent and usable, so decided to add some cheating to the mix. The names of full of puns, being mods of “die”, “demon”, and “Diamond”; that last one being what led them to being Rock. Monsters are all weak, with effects meant to punish the opponent for assuming them to be underwhelming.

Monsters

 

Diemon Death                        DARK/Rock   LV1                 ATK 100 / DEF 200

You can only Special Summon a monster with this name once per turn. If this card is Special Summoned by the effect of a “Diemon” card, you can destroy one card the opponent controls. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Diemon Doom                        DARK/Rock   LV2                 ATK 200 / DEF 400

You can only Special Summon a monster with this name once per turn. If this card is Special Summoned by the effect of a “Diemon” card; draw 2 cards. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Diemon Destitution               DARK/Rock   LV3                 ATK 300 / DEF 600

You can only Special Summon a monster with this name once per turn. If this card is Special Summoned by the effect of a “Diemon” card, you can return up to 3 “Diemon” cards with different names from your GY to the bottom of your Deck. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Diemon Destruction             DARK/Rock   LV4                 ATK 400 / DEF 800

You can only Special Summon a monster with this name once per turn. If this card is Special Summoned by the effect of a “Diemon” card, you can add a “Diemon” card from your Deck to your hand. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Diemon Devastation              DARK/Rock   LV5                 ATK 500 / DEF 1000

You can only Special Summon a monster with this name once per turn. If this card is Special Summoned by the effect of a “Diemon” card; this turn, the opponent cannot activate cards/effects in response to the activation of cards/effects that mention die rolls in their text. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Diemon Dread                       DARK/Rock   LV6                 ATK 600 / DEF 1200

You can only Special Summon a monster with this name once per turn. If this card is Special Summoned by the effect of a “Diemon” card, you can target a LV 5 or lower “Diemon” monster in your GY; apply that monster’s effect as if you had Special Summoned it instead. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Diemon  Duplicitous           DARK/Rock LV7                   ATK 700 / DEF 1400

You can only Special Summon a monster with this name once per turn. Once per Duel, while you control this card, if you would roll a die, you can declare a number between 1 and 6 instead; that number takes the place of the die roll. If this card leaves the field by an opponent’s card effect or because it was destroyed by battle, you can roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll.

 

Spells

 

Burning Diemon                    Continuous

Whenever you Special Summon a “Diemon” monster; inflict damage to the opponent equal to that monster’s original level x 100. If you roll a die while you control this face-up card, you can send this card to the GY to increase or decrease the result of the roll by 1.

 

Blessed Diemon                     Continuous

Whenever you Special Summon a “Diemon” monster; gain LP equal to that monster’s original level x 100. If you roll a die while you control this face-up card, you can send this card to the GY to increase or decrease the result of the roll by 1.

 

Graceful Diemon                  Continuous

Whenever you Special Summon a “Diemon” monster, monsters you control gain ATK equal to the original level of that monster and monsters your opponent controls lose the same amount. If you roll a die while you control this face-up card, you can send this card to the GY to increase or decrease the result of the roll by 1.

 

Extra Diemon                        Quick-Play

Roll a six-sided die; you may Special Summon a “Diemon” monster from your Deck whose level equals the result of the roll. You can only activate “Extra Diemon” once per turn.

 

Countdown Diemon              Normal

You gain a counter that starts at 0. Whenever you roll a die, increase the value of that counter by the result (after any modifications to that result). If this count becomes 100 or greater, you win the Duel.

 

Spell Diemon                         Normal

Roll a six-sided die and apply the appropriate effect:

  1. You may set a “Burning Diemon” from your Deck or GY.
  2. You may set a “Blessed Diemon” from your Deck or GY.
  3. You may set a “Graceful Diemon” from your Deck or GY.
  4. You may set an “Extra Diemon” from your Deck or GY.
  5. You may set a “Countdown Diemon” from your Deck or GY.
  6. You may set a card from your Deck or GY.

Cards set by any of these effects can be activated this turn.

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This isn't one of your best sets, I'm sad to say ;-; 

 

Firstly, flavour... with the monsters, they're basically cookie cutter effects, even past the Level 4s onto 5 and 6. Not only are they basically the same thing in terms of conditions for each monster, but their complete and utter archetypal-ness allows for little freedom of play. It doesn't help that their stats all numerically increase with their Level. You could argue that this is just going up with the roll of the dice or something similar, but that doesn't change the fact that they're not memorable at all. The spells aren't as bad, despite having their identical conditions as well, but at least they're more creative when it comes to effects and have a little more wiggle-room. Extra Diamon is pretty basic, despite being different, and does what you would expect, so there's no saving grace there.

 

Then, we have the issue of speed. All of their on-dead effects that actually Summon monsters only work if your opponent kills them. You have no way of guaranteeing this. You say that "Monsters are all weak, with effects meant to punish the opponent for assuming them to be underwhelming." but the problem here is that nobody good can assume in Yu-Gi-Oh. However, the one thing it does have in its favour is the fact that, well...your opponent can't really do anything about them. They have to deal with them at some point, although they still get to trigger them when/if they want to. OTK decks will murder you, strong deck fields will have more of an issue. I do kinda like the SS once per turn clause instead of hard once per turn on the last effect, as it essentially bricks certain rolls as the turn goes on, enabling the continuous spells to actually be useful. Sadly, they're barely searchable, save for Destruction and the atrocity that is Spell Diamon.

 

(Brief interlude: Half of the cards are Diamon and the other half are Diemon, with the monsters only working if Summoned by a Diemon monster yet only Summoning Daimon monsters. I would say it was a mistake, with one of your Continuous Spells being Diemon and the rest being Diamon, yet your Spell Diamon mentions them all with their specific spellings. Just assuming it's all meant to be one archetype :P)

 

The third is the win condition. Keeping away from Countdown for now, Duplicitious is awful, even ignoring the fact that it's not the real win condition for the archetype. It's incredibly difficult to get out, and the only benefit it provides is a once-per-duel dice-changing effect? No other support, no other protection, and only useful once in the entire game by fiddling with some card's effects; literally every other card in the set is better than this, even Destitution with its deck-filling consistency-lowering effect. Back to Countdown, it's actually a decent idea, but right now...assuming you get to roll 3 dice every two turns and getting a 6 each time; that's taking 10 turns total for you to win. It's a very slow card, and it's terrible for drawing into. What are you supposed to do with multiple copies? I really like the idea, but it could be implemented better.

 

Spell Daimon. Never dead. Always plussing, and potentially searching any card in your Deck. Not even just Spell/Trap Cards, and remember, you can always modify this roll. You need Spell searchers, but not like this. Please.

 

Yeah...pretty weak, pretty boring, and sometimes downright broken in places. You can do better than this :P

 

 

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Thank you for your brutal honesty. I think I have a cracked rib or two over here...

 

Joking aside, thank you. I had a feeling these weren't that good, but it's been bugging me to make a luck based set for so long and I couldn't come up with anything better so...yeah. I might revisit the concept at some point in the future but I think for now die and luck based cards need to go away for a while.

 

PS: Yeah that die/dia thing was an error. Fixed it.

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