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[Written] Diceverse Archetype


Sleepy

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Monsters that revive themselves if a die roll effect results in a number equal to their Level, and they come with little bonuses if Summoned this way. 

They also can send themselves from hand/field to the GY to alter die results of other cards in various ways.

The animals don't reference anything in particular, other than each having a different Attribute and Level... I was mostly just making it up as I went.

 

For the meantime it still lacks Levels 5 and 6, and Attributes DARK and LIGHT. And a Level 7 boss of some sort, because die rolls and lucky number 7 must exist in some way too.

 

 

[spoiler=Monsters]

Diceverse Starfish

WATER [ Aqua / Effect ] Level 1 100/2000

If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): Add 1 to the result.

If the result of a die roll is 1: You can Special Summon this card from your hand or GY, and if you do, double its DEF.

You can only use each effect of "Diceverse Starfish" once per turn.

 

Diceverse Bull

FIRE [ Pyro / Effect ] Level 2 1400/1000

If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): Double 1 die result.

If the result of a die roll is 2: You can Special Summon this card from your hand or GY, and if you do, double its ATK.

You can only use each effect of "Diceverse Bull" once per turn.

 

Diceverse Flamingo 

WIND [ Winged Beast / Effect ] Level 3 1600/200

If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): Subtract 3 from the result.

If the result of a die roll is 3: You can Special Summon this card from your hand or GY, and if you do, you can roll 1 six-sided die.

You can only use each effect of "Diceverse Flamingo" once per turn.

Diceverse Stegosaurus

EARTH [ Dinosaur / Effect ] Level 4 1900/1700

If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): Add 1 to the result if uneven, and the result is halved.

If the result of a die roll is 4: You can Special Summon this card from your hand or GY, and if you do, you can add 1 Spell/Trap from your Deck to your hand whose effect requires a die roll.
You can only use each effect of "Diceverse Stegosaurus" once per turn.

 

 

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"If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): [insert effect]"

 

I don't quite get how this works. What do you mean with "as it resolves"? You mean in the middle of the chain? If so, then this shouldn't start a chain on its own, and instead should be a Continuous effect, or alternatively apply at a different timing. What you could do for instance is chaining this card to the die-rolling effect so this would resolve first, then the die effect will resolve next, which will then be affected by this effect. To add more flexibility, you can make it apply to the next die-rolling effect in the chain, so you don't have to necessarily chain this effect to the die-rolling effect.

 

Anyway, you got a nice signature effects going for these, but IMO they are missing something. To be specific, since they appear to reach the GY ASAP so you get to Summon a monster with any die result, I think some floating effects would be appropriate. Said floating effects would be further supported by their own self-discard effects. You did give extra +1 effects to the Flamingo and Stegosaurus, but they still rely on being Summoned first with their effects, falling a bit on the overkill side instead of offering consistency.

Also I wish their typing had a more clear theme. You seem to start with the elemental Types of Aqua-Pyro-Rock-Thunder, but halfway you switch to animal Types. More consistency on that department would be welcomed IMO.

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"If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): [insert effect]"

 

I don't quite get how this works. What do you mean with "as it resolves"? You mean in the middle of the chain? If so, then this shouldn't start a chain on its own, and instead should be a Continuous effect, or alternatively apply at a different timing. What you could do for instance is chaining this card to the die-rolling effect so this would resolve first, then the die effect will resolve next, which will then be affected by this effect. To add more flexibility, you can make it apply to the next die-rolling effect in the chain, so you don't have to necessarily chain this effect to the die-rolling effect.

 

Anyway, you got a nice signature effects going for these, but IMO they are missing something. To be specific, since they appear to reach the GY ASAP so you get to Summon a monster with any die result, I think some floating effects would be appropriate. Said floating effects would be further supported by their own self-discard effects. You did give extra +1 effects to the Flamingo and Stegosaurus, but they still rely on being Summoned first with their effects, falling a bit on the overkill side instead of offering consistency.

Also I wish their typing had a more clear theme. You seem to start with the elemental Types of Aqua-Pyro-Rock-Thunder, but halfway you switch to animal Types. More consistency on that department would be welcomed IMO.

 

Hmm yeah to tell the truth, I'm not sure at what time it is supposed to do things in order to be able to interfere with the die roll of other effects. If it's at activation or resolution. Ir rolling the die considered more of a cost? If so, I'll reword them xD

 

I was gonna make them all elemental, but I got to WIND and my mind went blank in there. I was probably tired...

Thunder should cover LIGHT. Rock could probably cover EARTH.

Pyro for FIRE and Aqua for WATER was easy..

WIND and DARK though....

 

and to be fair, it was a half-cooked idea. The bonus effects were thought out after the 4 cards had been written xD

I wanted the first to become a 4000 DEF with a "can only target this card for battle/effects" effect.

While the other was gonna be a 4000 ATK only when battling monsters and have a "can't do stuff when it attacks" clause like Utopia Lightning or Odd-Eyes Meteorburst, or Ancient Gear Reactor Dragon.

but that was gonna be too long of an effect text...

 

I think I gotta think of those ideas and probably re-make the thread when I get around to do it.

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Thunder is more fitting for WIND IMO, if you take Gem-Knights as reference, which despite most being EARTH, their types reflect the 4 elements of fire, water, wind and earth, and they do so with Pyro, Aqua, Thunder and Rock types respectively.

The question is which type to give to DARK and LIGHT from an element-based standpoint rather than creature-based like Fairy, Fiend or Zombie. Or to stay and theme you can make multiple DARK and LIGHTs and re-use the Pyro, Aqua, Thunder and Rock types. For instance, LIGHT/Thunder is a no-brainer, while a DARK/Aqua could be some kind of mist or fog monster. But I digress.

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