Forum:Dice Jar-That Six Idea

From Yugipedia
Revision as of 22:36, 2 October 2014 by LordGeovanni (talk) (Created page with "{{Forum/header|Yu-Gi-Oh! Deck Help}} <!-- Please put your content under this line. Be sure to sign your edits with four tildes: ~~~~ --> {{Decklist| Dice Kar-That Six |mons...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Dice Kar-That Six

Monster Cards

Insert Number of Monsters here

Spell Cards

Insert Number of Spells here

  • Book of Moon
  • Insert Spell Name 2
  • Insert Spell Name 3
  • Insert Spell Name 4

Trap Cards

Insert Number of Traps here

  • That Six
  • Insert Trap Name 2
  • Insert Trap Name 3
  • Insert Trap Name 4

Alright. I have an idea for a Deck that I would like some recommendations on how to build. The main focus of the Deck is this wonderful new Trap Card, "That Six". It can be used multiple times a turn, and is completely free to use. I would like to use it to improve the odds of "Dice Jar". I just do not know what cards to use though.

"Dice Jar" is known for being a bit tricky, so I will explain really quick. It is a FLIP effect monster that causes both players to roll a six-sided die. Who ever rolls higher deals damage to the opponent equal to their roll times 500. If they roll a 6, instead the opponent takes 6000 damage. If the rolls are the same, both players reroll.

"That Six" is wonderful in the fact that it doesn't activate. I decide if I want to use the effect of it after the roll has occured. Even better, if a reroll has to happen, I can then use the effect another time. Because of the odds for "Dice Jar", it isn't really worth using if half the time I would take damage. Because of "That Six", I can make almost a 75% chance of dealing 6000 Damage to my opponent.

I use "Book of Moon" to reset "Dice Jar", and "Card Guard" to protect "That Six".

Any other thoughts? --LordGeovanni- (Talk To Me) *Kupo* 22:36, October 2, 2014 (UTC)