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High Stakes Gambler Archetype ( Coin-Flip Based )


Ultimagamer

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These cards are a set of cards I thought of based around coin tossing, and my attempt to fix one of the inherent problems with coin tossing --> you aren't sure which effect you will get. If 2 effects aren't similar to each other, then you might miss an effect when you needed another one, or even worse, you get a penalty for getting the wrong coin toss. The idea behind these coin tosses is that both effects ( heads or tails ) are similar to each other, with one having an even better upside to the other. 

 

I'll be releasing these cards in sets of 3-4 over time, and updating as I go based on feedback, so please leave your thoughts below :D. 

 

[spoiler=Set 1]

High Stakes Gambler - Newcomer

Level 4 / Earth / Warrior / Effect

1800 attack / 100 defense

 

If this card is Normal or Special Summoned: you can toss a coin and apply the result.

  • Heads: Take 1 “High Stakes Gambler” Monster from your Deck and either add it to your hand or Special Summon it to your field in face-up attack position.

  • Tails: Add 1 “High Stakes Gambler” Monster from your Deck to your hand.

During the turn you Special Summon a Monster with this effect, you cannot Special Summon Monsters, except “High Stakes Gambler” Monsters.

 

High Stakes Gambler - Rookie Better

Level 4 / Earth / Warrior / Effect

1700 attack / 100 defense

 

If this card is Normal or Special Summoned: you can toss a coin and apply the result.

  • Heads: Add 1 “Gambler” Spell/Trap card from your Deck to your hand, also until the end of your next turn Spell/Trap cards you control that perform coin tosses cannot be destroyed by card effects, also their effects cannot be negated.

  • Tails: Add 1 “Gambler” Spell/Trap card from your Deck to your hand.

 

The Grand Gamblers Casino

Spell - Field

 

Whenever you would toss a coin for the effect of a “Gambler” card, treat all the results as Heads ( Regardless of what you toss ) ( Coin tosses that occur while this card is face-up in your Field Spell Zone are still treated as coin tosses performed ). Once per turn, if you control no Monsters: you can Special Summon up to 2 “High Stakes Gambler” Monsters from your hand, also you cannot Special Summon Monsters for the rest of this turn, except “High Stakes Gambler” Monsters.

 

Greed of the Gambler

Spell - Normal

 

If you control a “High Stakes Gambler” Monster; toss a coin and apply the result.

  • Heads: Draw 2 cards.

  • Tails: Draw 1 card.

You can only activate 1 “Greed of the Gambler” per turn.

[spoiler=Set 2]

High Stakes Gambler - Easy Rebounder

Level 2 / Earth / Warrior / Effect

1000 attack / 100 defense

 

If this card is sent to your GY: you can toss a coin and apply the result.

  • Heads: Special Summon this card from your GY, then you can Special Summon 1 “High Stakes Gambler” Monster from your hand or GY.

  • Tails: Special Summon this card from your GY.

You can only use this effect of “High Stakes Gambler - Easy Rebounder” once per turn. If you would perform a coin toss while this card is in your GY (quick effect): you can shuffle this card from your GY into your Deck; treat all of those results as heads.


High Stakes Gambler - Regular Gambler

Level 2 / Earth / Warrior / Effect

1100 attack / 100 defense


You can discard 1 other “Gambler” card from your hand to Special Summon this card from your hand. If this card is Normal or Special Summoned: you can toss a coin and apply the result.

  • Heads: Add 1 “Gambler” card from your GY to your hand, then you can have your opponent choose an additional card for you to add from your GY to your hand.

  • Tails: Add 1 “Gambler” card from your GY to your hand.

If this card is in your GY: you can shuffle this card from your GY into your Deck; Special Summon 1 “High Stakes Gambler” Monster from your GY. You can only use this effect of “High Stakes Gambler - Regular Gambler” once per turn.

 

The Gamblers Need a Place to Gamble!

Spell - Normal


Add 1 “The Grand Gamblers Casino” from your Deck to your hand. During your Main Phase, if this card is in your GY: You can banish this card from your GY, along with 1 other “Gambler” card; activate 1 “The Grand Gamblers Casino” from your GY. You can only use each effect of “The Gamblers Need a Place to Gamble!” once per turn.

 

The Gambling of the Gamblers

Trap - Continuous

 

Once per turn, If your opponent declares an attack while you control a Monster whose effect performs a coin toss: you can toss a coin 3 times then apply one of the following effects depending on the number of heads tossed.

0+ Halve the damage you take from that battle ( if any ).

1+ Negate that attack

2+ End the Battle Phase

3+ Shuffle that Monster into the Deck, then end the Battle Phase.

If this card you control leaves the field because of your opponent’s card effect: you can add 1 “Gambler” card from your Deck to your hand, except “The Gambling of the Gamblers”.

[spoiler=Set 3]

High Stakes Gambler: King of the Casino

Link 3 / Earth / Warrior / Link / Effect

Link Materials: 3 Monsters whose effects perform coin tosses

Link Markers: Bottom Left, Bottom, Bottom Right

2500 attack

 

While you control “The Grand Gamblers Casino”, this card cannot be targeted by your opponent’s card effects, also your opponent cannot destroy this card with card effects. Once per turn: you can toss a coin 3 times, then apply one of the following effects depending on how many heads you toss.

0+ This card gains 700 ATK.

1+ You can destroy 1 card your opponent controls.  

2+ You can shuffle 1 card your opponent controls or from their hand into the Deck ( The card in the hand is chosen at random ).

3+ Draw 3 cards, then discard 1 card.

 

Comeback of the Gamblers

Spell - Equip


Activate this card by targeting 1 “High Stakes Gambler” Monster in your GY while you control no Monsters; Toss a coin and apply the result.

  • Heads: You can either Special Summon that Monster then Equip it with this card, or shuffle that Monster into the Deck, and if you do, Special Summon 1 “High Stakes Gambler” Monster from your Deck with a different original name from that Monster, and if you do that, Equip that Summoned Monster with this card.

  • Tails: Special Summon that Monster then Equip it with this card.

If this card is destroyed, destroy the Equipped Monster. During the turn you Special Summon a Monster from your Deck with the effect of “Comeback of the Gamblers” you cannot Special Summon Monsters, except “High Stakes Gambler” Monsters. You can only activate 1 “Comeback of the Gamblers” per turn.

 

The Gamblers Go All In!

Spell - Quickplay


Activate only while you control a “High Stakes Gambler” Monster and after you have performed at least 50 coin tosses during this duel: toss a coin and apply the result.

  • Heads: You win the duel.

  • Tails: You lose the duel.


Outplayed by the Gamblers!

Trap - Counter


When a Monster(s) is Summoned, or a card or effect is activated: Tribute 1 “Gambler” Monster you control; toss a coin 3 times, then apply one of the following effects, depending on how many heads you toss.

0+ Gain 3000 LP.

1+ Destroy 1 card your opponent controls.

2+ Place 1 card your opponent controls on the bottom of their Deck.

3+ Banish up to  2 cards your opponent controls face-down.

You can only activate 1 “Outplayed by the Gamblers!” per turn.

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Love the concept its definitely really creative! 

 

High Stakes Gambler - Newcomer: balanced effect for now (but it all depends on the upcoming boss monster for the set!) For now he works really well! 

 

High Stakes Gambler - Rookie Better: my favourite of the set so far, and the one i think you desperately need that heads for! the addition to it not being able to be targetted by card effects is massive! also cycling out greed of the gambler to fuel your field spell is always welcomed (I think looking at it so far that will be the way the archetype is most competitive!)

 

The Grand Gamblers Casino: A couple of things with this one, only opinion preference nothing negative at all:). I would change the +200Atk to +200 ATK for every heads coin flip (you obviously know its gonna land on heads due to the field spell it just gives in more beef! I would also change the second effect to if you pull off a heads flip, special summon upto 2 monsters! that way your opponent could negate an effect and not have to worry about 2 monsters coming in; both with guaranteed heads flips leading to more special summons and spell / trap activation. I would also think about them having their effects negated but I assume they will be used as fodder for an xyz / link monster?? 

 

Edit: forgot to review: Greed of the Gambler: nice and balenced card by its once per turn effect and the fact you have to have a face up gambler monster!

 

 

Really good so far love the creativity!

 

~MK

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I can't say I'm a huge fan of the the effects do the same thing but one slightly better than the other, if only for card text reasons, but it's better than one positive one negative. I'd prefer slightly different things personally, to make for a more dynamic play, but yours fits better into the current format, so...yeah. One thing I would suggest if you aren't making the effects different is ditching the standard coin flipping format and instead doing this:
 

If this card is Normal or Special Summoned: you can toss a coin, and if you do, take 1 “High Stakes Gambler” monster from your Deck and add it to your hand, or, if the result of your coin toss was Heads, you can Special Summon it instead. During the turn you Special Summon a Monster with this effect, you cannot Special Summon Monsters, except “High Stakes Gambler” Monsters.

and

 

If this card is Normal or Special Summoned: you can toss a coin, and if you do, add 1 "Gambler" Spell/Trap Card from your Deck to your hand, also, if the result of your coin toss was heads, until the end of your next turn Spell/Trap cards you control that perform coin tosses cannot be destroyed by card effects, also their effects cannot be negated.

Personal preference, so you don't have to do this, but I think this is more succinct in the long run...if perhaps slightly less readable.
 
I can't believe I spent like 3 paragraphs on a concept. Anyway, onto the cards themselves...

There's not much to talk about thematically. You have the barebones of a theme here, although that isn't necessarily a bad thing. There's a bit of creativity with Rookie, and Greed, while being very simple...works for the archetype. I'm glad you chose drawing rather than searching for it, as it leaves more to luck, fitting the theme of gambling. Casino looks like it could be deadly as the set expands though, as it vomits out 2 monsters from your hand, gives them the little bit of ATK and guarantees the best effect. Why the Special Summon from hand effect? I can't really comment on how to nerf it as I'm unsure how you really want to expand this; is it a main deck, xyz, ritual etc. archetype, and what does it do besides coin flipping?

Still, solid foundation, with really only one problem card.
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I've never liked twice per turn effects; they just seem to stand out far too much, and I think once per turn works just fine on Rebounder, as it triggers if he is sent to the GY in any way. Still, mandatory head swapping effect is present if you don't have your field, and it complements his main effect nicely by allowing recycling.

Regular is good for the GY plays, but you seem to be falling into your old habits again and making very bland cards. You have GY recycling, GY Summoning, Spell/Trap searching AND Monster searching, and most of the other things your cards do they either already do or share with another monster. I see the gambling effect in the Heads/Tails, but I don't really see much more than that in terms of theming. There's no sort of wincon here, or even the hints of one yet; I can't really tell what this Deck does other than flip coins.

This is also present in your Field Searcher, but to a much greater degree. It is rather strong, netting you a search for free from anywhere, bumping up the number of copies of your Casino from 3 (normal copies), then 6 (+Terraforming), then 9 (+Rookie Better), and now to 12 (+this card). I could forgive this if the Field Spell was instrumental in making the cards work, but your idea of making the monsters be useful regardless of the coin flip makes the searchability of the Field Spell far too strong and unnecessary. I'd say scrap this card altogether, or maybe work the Field searching into a very subtle and late-game effect of another Spell/Trap Card.

Gambling of the Gambler is kinda neat? Proper gambling and Field Spell interaction, along with a payoff if it leaves the field (which I think is the ideal way to buff Traps by making them "traps" if your opponent destroys them), but I think its infinite activation is a bit too strong as long as you control that monster, as if you control multiple monsters the chance of the Battle Phase ending goes up by nearly 25% for each attack, already at 60% for 2 attacks. One could argue that gambling comes into play by forcing your opponent choose whether to attack or not, but attacking is how you win 90% of the time in Yu-Gi-Oh, and unless they have a way of removing it, all they can do is pass. Still, this is a rather premature nerf call, because while the Deck is rather strong consistency-wise...it doesn't really do anything yet. No removal, no cards to ladder into, no win-condition. It just sits there and decks out.

Really eager to see how this set actually goes about winning duels, and perhaps some proper flavour later on!

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Alrighty, if it's a win condition you want, it's a win condition you shall get! :D 

 

Set 2 Changes 

1. Both monsters are now once per turn ( instead of twice per turn ) 

2. Field Spell Searcher now only searches from deck, it must banish itself along with another gambler card from your graveyard to activate the field spell from the graveyard, and both effects are once per turn. 

3. Trap card is now once per turn ( soft once per turn ) 

 

And now for set 3! This deck's win condition shall become crystal clear! :D 

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Let's see

 

Set 1
Newcomer - Good enough fodder card, good toolbox, allows for some light swarming with good RNG to set up plays. 

 

Rookie - The effect is fine, but there's one card that makes this effect flat out broken. Will talk about it later

 

Casino - Very strong field spell, and is searchable within the archetype which is always nice.

 

Greed of the Gambler - This card would get straight up banned. At the worst, it's a no demerit upstart goblin, and at its best it's a pot of greed. The former being a limited card with a demerit and the latter being straight up banned. The activation requirements don't actually matter because this is a searchable spell card in the archetype. The hard once per turn isn't much of a demerit either. Draw cards nowadays, especially if you're drawing 2 cards have very real drawbacks. Sekka's light prevents you from using spell/trap cards altogether, pot of desires banishes the top 10 cards face down, all for a generic "Draw 2" effect. This card needs some serious reconsideration or a much more debilitating drawback.

 

Set 2

Rebounder - Strong enough floater, good for extending link plays. However, because it summons itself from it's effect, I think the head effect should only restrict itself from SS from the hand on top of summoning itself.

 

Regular Gambler - It's strong and has potent combo potential. However, I think its summon effect needs a hard once per turn, or newcomer's summon effect needs a hard once per turn if this stays the same.

 

Gamblers need a place to gamble - Typical field searcher, good for deck thinning with rookie. However, the second effect seems very situational. You can't really activate it unless you've been completely board wiped. And at that point, you're probably gonna lose the game.

 

Gambling of the gamblers - Too underwhelming for a trap card nowadays.

 

Set 3

King of the gamblers - Strong enough boss monster I guess, with some nice protection. Easy Kaiju target, but what boss monster isnt. I'll assume this deck is capable of summoning more than one of these in a single combo.

 

Comeback - Has enough drawbacks to not get straight up banned like premature burial, however, I would make it so that the equipped monster is destroyed if Comeback is simply removed from the field. Nothing too crazy about it

 

All in - fun little card, though it'd be way too slow in a competitive game. Even the most explosive combo decks don't play 50 cards in a single turn. Plus if you keep track of this, your opponent will know what type of deck you're playing.

 

Outplayed - decent enough, though I think it would be better design if you toned down  the effects, and gave it a way to activate from your hand, or on the same turn you set it in.

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