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KuriMaster13 — YGO Custom card - Archfiend's Gambit

#archfiend #kurimaster13 #chess #customcard #spellcard #yugioh #yugiohgx
Published: 2020-05-03 11:35:42 +0000 UTC; Views: 1053; Favourites: 10; Downloads: 0
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Description Taking a break fro the Signer Dragon stuff, I present to you... support for the classic Chess archfiend monsters? Yep. Who would have thought? Here's the effect:
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When your opponent activates a Spell or Trap card that doesn't target a card you control while you control an "Archfiend" monster, you may treat it as though it is targeting one "Archfiend" monster you control (your choice) as a cost. When you roll a die (or dice) by the effect of an "Archfiend" monster, once per use of the effect, you may re-roll the 1 die. Whenever your opponent's spell or Trap card is negated by the effect of an "Archfiend" monster; roll 1 die, then apply the following effect depending on the result:
1 or 4: Draw 1 card.
2 or 5: Banish 1 random card from your opponent's hand (face-down).
3 or 6: Banish 1 card from your opponent's field (face-down).
You can only control 1 "Archfiend's Gambit" face-up on your field.
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Okay, there is a lot going down with this card, so I guess I should break it down some...
The classic Chess archfiend monsters have effects that can negate any spell or Trap card that targets them... keyword, 'CAN', rather they will or not is based off of a Die roll. And that is where this card starts getting it's use.
First up, by treating all your opponent's cards as though they specify a target, you can extend the rang f the archfiends to possibly negate any spell and trap your opponent plays.... and all of them because it is not once per turn, nor do the effects "activate" so even Counter Traps and Super Poly are subject to this.
Second, that dice re-roll effect is do boost your odds of successfully negating your opponents spell and trap cards, for some of the weaker ones it won't help much (I think Knights negation only works 1/6th of the time, with this it would just be 11/36, I think, did that in my head) but for others like Skull Archfiend of Lightning (who by himself is already a 50/50 shot) it can really make it so your opponent may only get a quarter of there card effects to work (unless it is a monster effect, which they would likely try to use anyway).
And thirdly, it's own Dice roll effect has no downside to you, and activates whenever your opponent fails to use one of their spell or trap cards, effectively turning each and every one of there spell and traps cards into a gambling card, and lets face it, how often do those cards see any type of competitive play?
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Comments: 2

wesh81 [2021-03-02 16:47:20 +0000 UTC]

👍: 0 ⏩: 1

KuriMaster13 In reply to wesh81 [2021-03-02 16:58:08 +0000 UTC]

👍: 1 ⏩: 0