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Gambler Archetype


Wildprince15

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Hey all. I'm back with another archetype. This one's a gamble based archetype I came up with while reading a manga about the same thing. I don't have extra deck monsters yet. If you could help with that, it would be greatly appreciated.

 

I have a few cards already, and more might come to me as I go, but here's what I have for now.

 

Monsters

 

1. Gambler Haki

Lv.4 LIGHT Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, When this card is summoned, you can flip a coin and call it. If you call it correctly, you can special summon one "Gambler" monster from your hand. If you call it wrong, you take 500 points of damage.

 

2. Gambler Shizu

Lv. 4 Light Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, when this card is summoned, you can flip a coin and call it. If you call it right, you can add one "Gambler" card from your deck to your hand. If you call it wrong, you take 500 damage.

 

3. Gambler Tora

Lv. 4 LIGHT Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, you can flip a coin and call it. If you call it right, you can destroy one monster your opponent controls. If you call it wrong, you take 500 damage.

 

4. Gambler Aura

Lv. 4 LIGHT Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, you can flip a coin and call it. If you call it right, you can destroy one spell or trap your opponent controls. If you call it wrong, you take 500 damage.

 

5. Gambler Sora

Lv. 4 LIGHT Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, When your opponent activates a monster effect, you can flip a coin and call it. If you call it right, Negate the activation and destroy that card. If you call it wrong, you take 500 damage.

 

6. Gambler Rio

Lv. 4 LIGHT Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, when your opponent activates a spell or trap card that targets a monster you control, you can flip a coin and call it. If you call it right, Negate the activation and destroy that card. If you call it wrong, you take 500 damage.

 

7. Gambler Roy

Lv. 4 LIGHT Warrior-type effect monster

1600 ATK/1500 DEF

Effect: Once per turn, When your opponent declares an attack, you can flip a coin and call it. If you call it right, Negate the attack, and end the battle phase. If you call it wrong, you take 500 damage.

 

Spells/Traps

 

1. Luck of the Draw

Normal Spell Card

Effect: This card is always treated as a "Gambler" card. Flip a coin and call it. If you call it right, you draw two cards. If you call it wrong, send two cards from the top of your deck to the graveyard.

 

2.Lucky Steak

Normal Spell card

Effect: This card is always treated as a "Gambler" card. Flip a coin and call it. If you call it right, special summon one "Gambler" monster from your hand. If you call it wrong, send one card from your hand to the graveyard. If you called 3 coin tosses right before you activated this card, you can banish this card from your graveyard, special summon one "Gambler" monster from your graveyard.

 

3.Gambler's Casino

Field spell card

Effect: When this card is activated, you can flip a coin and call it. If you call it correctly, you can add one "Gambler" card from your deck to your hand. If you call it wrong, take 500 damage.

Once per turn, you can flip a coin and call it. If you call it correctly, "Gambler" monsters you control gain 200 ATK for each "Gambler" monster on the field. If you call it wrong, you take 500 damage.

 

4. Gambler's Slots

Continuous spell card

Effect: When a coin toss is performed, you can choose to redo the coin toss. Once per turn, If you call a coin toss correctly, you can send one random card in your opponents hand to the graveyard.

 

5. Risky odds

Continuous Trap card

Effect: This card is always treated as a "Gambler" card. When your opponent declares an attack, you can flip a coin and call it. If you call it right, all monsters your opponent controls lose 1000 ATK. If you call it wrong, all monsters you control lose 1000 ATK.

 

6. All in

Counter Trap card

Effect: This card is always treated as a "Gambler" card. When your opponent declares a direct attack, you can flip a coin and call it. If you call it right, you can special summon as many "Gambler" monsters as possible from your graveyard in defense position. They cannot be destroyed by battle. If you call it wrong, take 500 damage.

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I will write some random thoughts that will come to mind as I read your cards so I might not make sense at all but anyway
 
Shizu is probably the best one among the monsters. The others could use some more interesting, a stronger version of the already existing effects, or something to help them synergize with each other since right now all of them are pretty much stand alone and can't help themselves to build a powerful board.
Luck of the Draw is pretty damn strong. Milling two cards from the top of the deck is barely a punishment so it makes pretty much a win/win situation when activated and would be a great fit in mill decks.
Gambler's Casino's activation effect is good. The field effect not so much. I'd have expected some kind of way to make the coin tosses be more beneficial to the player on this card tbh.
Gambler's Slots is fine, but its effect could have been on the Field Spell.
Risky Odds is too slow for a coin toss that will only take out 1000 ATK from your opponent's monsters. Not really useful.
All-In is kinda creative. It has potential to be crazier.
 
All in all, the archetype is not very interesting. There's a reason coin toss monsters haven't appeared for a long time and that's because the good effects wouldn't be good enough and the bad ones would sometimes be too bad. In your case, the good effects are sometimes good, sometimes great, sometimes meh, and the bad effects (which is almost the same in almost all the cards) are pretty mild so at least there's that.
However, I would go for a different line of thought. Instead of having a clearly good and bad effect, I'd instead go for two different lines of effect in the cards that would create two different forms of defeating your opponent and then you'd have to work through the coin tosses to establish a good board in different ways.
[spoiler=Example of what I said above]Gambler Shizu

Lv. 4 Light Warrior-type Effect Monster

1600 ATK/1500 DEF

Effect: Once per turn, you can flip a coin and call it. If you call it right, Special Summon one "Gambler" monster from your Deck. If you call it wrong, add a "Gambler" card from your deck to your hand.

(of course this is just an example it doesn't need to be like this alright)


I'd also have on the Field Spell some kinda of effect that would make it so once per turn you could forcibly declare the result of a coin toss on a card's effect so you could activate the right/wrong effect at will and have the ability to better manipulate how your board's going to be established, considering the idea I gave above.

 

Anyway, good job and keep on putting them ideas dude

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I will write some random thoughts that will come to mind as I read your cards so I might not make sense at all but anyway

 

Shizu is probably the best one among the monsters. The others could use some more interesting, a stronger version of the already existing effects, or something to help them synergize with each other since right now all of them are pretty much stand alone and can't help themselves to build a powerful board.

Luck of the Draw is pretty damn strong. Milling two cards from the top of the deck is barely a punishment so it makes pretty much a win/win situation when activated and would be a great fit in mill decks.

Gambler's Casino's activation effect is good. The field effect not so much. I'd have expected some kind of way to make the coin tosses be more beneficial to the player on this card tbh.

Gambler's Slots is fine, but its effect could have been on the Field Spell.

Risky Odds is too slow for a coin toss that will only take out 1000 ATK from your opponent's monsters. Not really useful.

All-In is kinda creative. It has potential to be crazier.

 

All in all, the archetype is not very interesting. There's a reason coin toss monsters haven't appeared for a long time and that's because the good effects wouldn't be good enough and the bad ones would sometimes be too bad. In your case, the good effects are sometimes good, sometimes great, sometimes meh, and the bad effects (which is almost the same in almost all the cards) are pretty mild so at least there's that.

However, I would go for a different line of thought. Instead of having a clearly good and bad effect, I'd instead go for two different lines of effect in the cards that would create two different forms of defeating your opponent and then you'd have to work through the coin tosses to establish a good board in different ways.

[spoiler=Example of what I said above]Gambler Shizu

Lv. 4 Light Warrior-type Effect Monster

1600 ATK/1500 DEF

Effect: Once per turn, you can flip a coin and call it. If you call it right, Special Summon one "Gambler" monster from your Deck. If you call it wrong, add a "Gambler" card from your deck to your hand.

(of course this is just an example it doesn't need to be like this alright)

 

I'd also have on the Field Spell some kinda of effect that would make it so once per turn you could forcibly declare the result of a coin toss on a card's effect so you could activate the right/wrong effect at will and have the ability to better manipulate how your board's going to be established, considering the idea I gave above.

 

Anyway, good job and keep on putting them ideas dude

Thank you very much for your feedback. What I try to do with my archetypes is spread the effects out so that I can create a full archetype, as well as balance them by giving them restrictions or negatives, which is why each of the monsters has a negative effect if you screw up. Each of my archetypes are meant to be used in pure builds and these guys don't have graveyard effects, so milling is not an issue, but making it so I can force the effects into the right position would be broken, and I've already gotten grilled for making a broken archetype and that one isn't even finished.

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Thank you very much for your feedback.

 

1. What I try to do with my archetypes is spread the effects out so that I can create a full archetype, as well as balance them by giving them restrictions or negatives, which is why each of the monsters has a negative effect if you screw up.

2. Each of my archetypes are meant to be used in pure builds and these guys don't have graveyard effects, so milling is not an issue

3. but making it so I can force the effects into the right position would be broken, and I've already gotten grilled for making a broken archetype and that one isn't even finished.

 

1. I can guarantee you the coin toss is already a restriction and a negative at the same time so don't worry about that haha

2. These guys don't have GY effects but decks like Lightsworns work pretty well with milling and nothing on luck of the draw stops it from being used on Lightsworns so there's that

3. With the right amount of balancing which I believe you are very much capable of making since you are pretty creative I don't think they would become broken but either way the archetypes are yours so you do you, as long as what you make satisfies you then it's pretty good

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