Natural Gambler
Deck Primer
This is the deck that will make you say, "Just my fuckin' luck...".
Spells and Trap heavy deck that all orient around chance that rely on delaying your opponent and chip away their LP towards victory.
The game starts as soon as the first coin flip happens to give you the moral and the better chance to win Gambler is in your starting hand to refresh your hand after your first move. Second Dice Roll is a must have to increase your chance to get the results you want and to avoid the negative repercussions of getting the wrong call, especially with Gambler. Its high risk, high reward at the beginning of the duel.
Consider your monster cards as your opponent's dealer. Ms. Judge and Dice Jar forces your opponent to test their own luck. If their luck is as shitty as yours, you can cripple your opponent's monster field to keep yourself alive. The Paths of Destiny and Head Judging also makes your opponent to test their luck and to deal good damage if luck is on your side.
Tour of Doom, Fairy Box, and Roulette Spider should be considered as your last line of defense.
Having That Six should only be used to rig the result of Dice Jar's outcome and use the maximum potential of it's effect. By changing your dice result to a 6, you deal 6000LP without relying on luck.
There are a few things to consider while using this deck that the cards don't make clear;
- Second Coin Toss only works once, and only once. It can't be used on multiple cards that has a coin flip effect.
- Against decks that can kill spells and traps or cards like Harpies' Feather Duster or Lightning Storm is this deck's weakness since there's no defense against them.
- Activating Second Coin Toss after activating The Paths of Destiny also give your opponent the chance for another coin toss.
- Use Dicephoon before placing down any cards if by the off chance that your roll a 5 and must destroy one of your spell/trap card after destroying your opponent's.
https://www.youtube.com/watch?v=9__fRBhRzXM
Spells and Trap heavy deck that all orient around chance that rely on delaying your opponent and chip away their LP towards victory.
The game starts as soon as the first coin flip happens to give you the moral and the better chance to win Gambler is in your starting hand to refresh your hand after your first move. Second Dice Roll is a must have to increase your chance to get the results you want and to avoid the negative repercussions of getting the wrong call, especially with Gambler. Its high risk, high reward at the beginning of the duel.
Consider your monster cards as your opponent's dealer. Ms. Judge and Dice Jar forces your opponent to test their own luck. If their luck is as shitty as yours, you can cripple your opponent's monster field to keep yourself alive. The Paths of Destiny and Head Judging also makes your opponent to test their luck and to deal good damage if luck is on your side.
Tour of Doom, Fairy Box, and Roulette Spider should be considered as your last line of defense.
Having That Six should only be used to rig the result of Dice Jar's outcome and use the maximum potential of it's effect. By changing your dice result to a 6, you deal 6000LP without relying on luck.
There are a few things to consider while using this deck that the cards don't make clear;
- Second Coin Toss only works once, and only once. It can't be used on multiple cards that has a coin flip effect.
- Against decks that can kill spells and traps or cards like Harpies' Feather Duster or Lightning Storm is this deck's weakness since there's no defense against them.
- Activating Second Coin Toss after activating The Paths of Destiny also give your opponent the chance for another coin toss.
- Use Dicephoon before placing down any cards if by the off chance that your roll a 5 and must destroy one of your spell/trap card after destroying your opponent's.
https://www.youtube.com/watch?v=9__fRBhRzXM
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Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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