Forum:Dice Jar-That Six Idea

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Revision as of 02:45, 4 October 2014 by LordGeovanni (talk)
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Dice Kar-That Six

Monster Cards

Insert Number of Monsters here

Spell Cards

Insert Number of Spells here

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)

You may use other Empty Jar cards, like "The Shallow Grave", "Book of Eclipse", "Book of Taiyou", "Gold Sarcophagus". --Missign0 (talkcontribs) 03:02, October 3, 2014 (UTC)

If you want to focus on re-setting Dice Jar then you could include Shifting Shadows to protect it and Stealth Bird to be annoying (and inflict burn damage). --Venom assult trooper (talkcontribs) 19:31, October 3, 2014 (UTC)

Both of those are great ideas, I will be placing in some "The Shallow Grave". The others mentioned would give my opponent too much advantage in my opinion, however I still need to look at Empty Jar. I am actually more concerned with making a stable deck with this possibility. I am thinking that I could develope this into a Chaos Deck or into an Xyz Heavy Deck. I am using "Card Guard" to protect "That Six" so after its counter is spent, I could use it for Synchro or Xyz Summons. Any other ideas using the methods I mentioned? --LordGeovanni- (Talk To Me) *Kupo* 02:45, October 4, 2014 (UTC)