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[Written] Chance Cards w/ Dova 10/?


Icy

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Note: Dova is responsible for all the card grammar corrections while I did the ideas, they helped with the balance and made a couple cards themselves. I really wanted these cards to be as competitive as possible without taking away the spirit of these types of cards. I don't know what to say about my design elements that wouldn't skew your bias besides that all the monsters are named after famous and infamous gamblers.
 
NEW (Made together not just Balance):
Card Counting Card Device
Equip Spell Card
If this card is in your hand or GY, and, this turn, you either flipped a coin and called it correctly as head or rolled a six-sided die and the result was 1: You can target 1 monster you control; equip this card to that target, and if you do, banish this card when it leaves the field. The equipped monster cannot be destroyed by battle, can attack directly and, if this card was equipped by its own effect, is unaffected by cards or effects. If the equipped monster attacks directly by this card's effect, its ATK becomes 2000 if a coin you flipped landed on heads this turn OR its ATK becomes equal to the result of the last six-sided die you rolled x500. These changes last until the end of the Damage Step.
 
NEW:
Dealers Choice
Quick-Play Spell Card
(1)If you rolled a six-sided die, until the end of the turn when you flip a coin this turn you can choose the result. (2) If you flipped a coin, until the end of the turn when you roll a six-sided die this turn you can add or minus up to 2 from the result. You can only activate the (1) and (2) effect of "Dealers Choice" each once per "Dealers Choice" per turn.
 

[icy's Cards]
Marcus the Stack
Spellcaster/EARTH/Effect/Level 5
Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 1 monster you control that has an effect that rolls a die or flips a coin. If this card is Special Summoned: You can target up to 3 cards in your GY or among your banished cards that roll a die or flip a coin; Special Summon 1 Rank 5 Xyz Monster from your Extra Deck, and if you do, attach those targets and this card to that target as Xyz Materials, and if you attached 3 or more cards using this effect, it cannot be targeted by cards or effects this turn. (This Special Summon is treated as an Xyz Summon.)
2450/2100
 
Kurt the Cheap
Spellcaster | Effect | EARTH | Level 1
Your opponent takes all battle damage you would have taken involving this card. If you flip a coin or a six-sided die: You can Special Summon this card from your hand. Twice per turn, if this card would leave the field because of an opponent's card (by battle or card effect), shuffle from your GY or banished 1 Spell/Trap Card AND 1 monster that each has an effect that rolls a six-sided die or flips a coin, then flip a coin. If the result is heads, negate that opponent's cards effects (if any), also this card does not leave the field, otherwise draw 1 card.
0/0
 
Shower of Broken Coins
Quick-Play Spell Card
If the number of coins flipped equaled tails 5 or more times during this turn and the last, destroy all cards on the field and inflict damage to your opponent equal to the number of destroyed cards x400.
 
Alvin the Compelling
Spellcaster/EARTH/Level 3/Effect
If another card you own rolled  a six-sided die or flipped a coin this turn, this card cannot be affected card effects until the Standby Phase of your next turn. Once per turn, if this card is unaffected by card effects: You can shuffle 1 card from your GY or that is banished into your Deck; draw 1 card and reveal it, then apply the appropriate effect, depending on the revealed card's type:
● Spell/Trap Card: roll a six-sided die, then inflict damage to your opponent and gain LP equal to the result x400.
● Monster Card: flip a coin, then if the result is heads, you can banish 1 card on the field, otherwise banish 1 card in the GY.
1200/2000
 
High Rollers Intuition
Trap Card
Banish 1 card from your GY, then target 1 other monster that can roll a six-sided die or flip a coin in your GY or among your banished monsters: Special Summon it, and if you do, apply one of its activated effects on the field, also it cannot be destroyed by battle or card effects until the end of this turn. During your opponent's turn, if you activated an effect(s) that would roll a six-sided die and flipped a coin, you can activate this card from your hand.
 
Cardsharp's Gambit
Quick-Play Spell Card
Can only be activated on a Chain Link of 2 or greater. Add to your hand from your graveyard or banished the number of cards that would flip a coin or roll a six-sided die equal to the number in the chain minus one.

[Dova's Cards]
Ron the Insider
Cyberse/LIGHT/Effect/Level 3
If this card is Normal or Special Summoned: You can roll a six-sided die, then look at an equal number of cards from the top of your Deck, then place them on top of your Deck in any order. Once per turn: You can flip a coin, then if the result is heads, draw 1 card, regardless, you can add 1 card that rolls a six-sided die or flips a coin from your GY to your hand.
1600/0
 
Nature's Chance
WIND - ✪✪  - Plant/Effect - 400/1300
If a card or effect is activated that wouldn't flip a coin or roll a six-sided die, fip a coin when that card or effect resolves, then if the result is tails, negate that effect. If this card would be destroyed by an opponent's card (by battle or card effect), you can roll a six-sided die, then, if the result is not a 1 or 6, this card is not destroyed.
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Since Dova asked for a review here, yeah, you get it. 

 

One of the major concerns for this set being competent enough for competitive play is its reliance on luck-based cards, especially given the number of cards that actually flip a coin or roll dice and are seen in common usage (taking into consideration luck and probability that you'll get a certain roll).

 

Marcus: Where exactly are you summoning this from originally? I will assume the hand, but this needs to be explicitly mentioned. Then again, what are you Tributing to summon this consistently? Outside of the other monsters in here, the rest of the options either are bad right now, or you have little reason to actually Tribute them for this. Granted, you do get a free Rank 5 out of it with up to 4 materials (which is somewhat concerning given it doesn't ignore conditions and no restrictions on potential Ranking Up if you choose to do so). I do feel this needs a hard OPT on either summoning itself or the pseudo-Xyz thing. 

 

Kurt: So let me get this straight; you must shuffle both a backrow card AND a monster that involves die rolls / coin flips, THEN toss another coin to negate the effect. If you don't roll heads, you're dead and if this wasn't getting hit by an effect (and by battle), you're dead too with no draw power (unless you equip it with something that protects it from battle). Your opponent still takes the damage, but for all that, you have to have a lot of set up.

 

It can trigger twice per turn, yes, but in the modern state of the game, how often are you going to have the necessary fodder in your Deck without having to mass dump on a regular basis?

 

Shower: OK, a field wipe. The end result is nice, but...again, unless you run this in Arcana Force (for lack of any other Decks besides maybe Barrel Dragon stuff that can actually spam coin flips), yeah. It's doable, but just a matter of if you can do it or not. Least it's not relegated to a specific result, or it will screw you over hard.

 

Alvin: Generally alright for the most part, though given most Decks and their composition nowadays, you're probably not getting the LP gain, which still boils down to you getting a 50% chance of non-targeting banishing. This one is fine, and usually never dead (considering the fact that even if you do have to banish 1 of your GY cards, it's return fodder for triggering again). 

 

LP gain is somewhat minimal though; it's not "bad" but nothing special either. 

 

High Rollers: As I mentioned at the start of this post, question here is "what monsters are you feasibly running that involve gambling and can be consistent enough to run on a regular basis". I would like to say it'd probably be a gimmick tech in Arcana Force or something so you can avoid the drawbacks, but it's a long shot considering Trap status at this time. Hand activation helps its cause though, so...it works. 

 

Cardsharp's Gambit: This would be funny in Chain Burn if any of their cards actually involved gambling. Application is fine, but at most, you're probably getting back 1-2 cards on average. If you can play this in a long chain and recur your stuff late game without getting killed first, then sure. But it's high risk / high reward, so it's fine in a flavor sense. 

 

Ron: Generally fine since either way, you know what's coming and can prepare plays ahead of time; also sets up your next draw if stuff goes right and recur other stuff. 

 

Nature's Chance: Considering how much the rest of this set requires some form of coin tossing or die rolls, this triggering one on nearly everything else helps to get things going. Only problem is the obvious: It negates your stuff too if either Second Coin Toss isn't up for redos or whatnot (but conversely, the opponent faces the same risk). 

 

Protection is fine; I find it cute that it shares Snipe Hunter's result thing (if you don't get a 1 or 6, you're fine) and the odds are still good that it survives. Might end up being annoying in the long run though, given the chances of evading getting hit (well, barring bounce removal or getting Kaiju'd if the opponent really wants to do that as opposed to removing another problem). 

 


 

Like I noted above, cards that rely on the luck factor just don't do very well in a competitive environment, especially as things are now. While I commend the effort put in here (and some of the cards in here like Nature's Chance and Ron probably can work), yeah, by design, where are you running these consistently that can maximize their potential? We got a few legacy cards in the last Duelist Pack, yes, but how good are they?

 

Considering what you were trying to design for anyway, it's fine. 

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Added 1 new card. For more consistency.

 

I was honestly scared you'd move this to Casual or something as you have in at least one topic and pessimism got the best of me because of how hard I am trying to make these kinds of cards playable. And thank you for replying as I wanted to see your perception on cards like these. Now onto the cards...

 

Marcus the Stack
I got really upset at first with the OPT clause for historical reasons I'm sure you can gather but this is why I talk about my cards so much now before posting... usually. 

And after doing so with a friend (Burnpsy if you remember them), they do agree with you as no longer how you spin it it's an effective if specific costless Rank 5 engine.

I try very very hard to avoid "OPT Balance Clauses" but I suppose for this to work it'll be necessary.

 

Kurt the Cheap

I just kind of copy+paste Dova's grammar fixes and trust them. Or anyone really. Rarely do we see it, you're meant to shuffle from the GY or Banished for the cost.

My sincerest apologies. The card is meant to be a protection card or a +0? A lot more than what you sadly got the wrong text for, my apologies for not catching that

and bad Dova -shifty eyes-. Edited with red text.

 

In regards to the frequency, not sure but the option is there so its not dead after the first use and the idea is to quickly use and recycle these cards. Its the only real

futureproofed card I made here I think?

 

Shower of Broken Coins

I guess another futureproofed card? But also not meant for the specific deck these cards imply but far more generic and encouraging overextension with reward.

 

Alvin the Compelling
No real comment beyond being slightly disappointed that you didn't see the LP gain as a built in defensive tech.

 

High Roller's Intution

It's meant to be this whole thing's variant of  Call of the Haunted while still giving an upside?

 

Cardsharp's Gambit

Pretty much. Just a dead searcher with benefits to playing off your opponents or your own shenanigans, considering changing to be a deck searcher instead though.

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In response to Sakura:

 

Your Ron comment was pretty basic, as, well, it is a basic card. At least mechanics wise. Glad you didn't see it as broken!

 

Nature's Chance: Considering how much the rest of this set requires some form of coin tossing or die rolls, this triggering one on nearly everything else helps to get things going. Only problem is the obvious: It negates your stuff too if either Second Coin Toss isn't up for redos or whatnot (but conversely, the opponent faces the same risk). 

 

Protection is fine; I find it cute that it shares Snipe Hunter's result thing (if you don't get a 1 or 6, you're fine) and the odds are still good that it survives. Might end up being annoying in the long run though, given the chances of evading getting hit (well, barring bounce removal or getting Kaiju'd if the opponent really wants to do that as opposed to removing another problem). 

 

I thought the negating your stuff too would be fine. You do see that this set has a quite a lot of both, and die rollings/coin flipping also has a large amount of semi-decent cards, should the randomness be removed.

 

The protection, as you say, could get annoying, because potentially it could stay on the board all game, but the chances of that happening are small, and, as you also say, there are other means of removal. This is dying 1 out of 3 times in general, after all.

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