Forum:Dice Jar-That Six Idea
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Dice Kar-That Six
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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)