When an opponent's monster declares an attack: Roll a six-sided die and apply the result.
1: Halve your LP.
2: Make that attack a direct attack.
3: Choose 1 monster you control, change the attack target to it, and perform damage calculation.
4: Choose 1 other monster your opponent controls, change the attack target to it, and perform damage calculation.
5: Negate the attack, and if you do, inflict damage to your opponent equal to that monster's ATK.
6: Destroy that opponent's monster.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
July 21, 2015
After a lengthy vacation, I return to the Card of
the Day scene. We look at a Joey card today,
once of those dice cards, used in his duel in Battle
City against Espa Roba I believe. Dice cards
are erratic and unreliable as a whole for the
potential to not work, or even backfire. But
this one has some things going for it.
Quickplay, to start, which is good, and this card
has six different outcomes.
1: Halves your Lifepoints. Obviously the
outcome you don't want at all.
2: Changes the attack coming to you to a direct
attack. Might not be so bad, so long as you
don't lose on said attack.
3: Change the attack to a different Monster you
control. So long as your changing to something
stronger, this one is good. If not, maybe you
have something unable to be destroyed by Battle, but
this is still a what if card.
4: Change the attack target to a Monster your
opponent controls. Good effect here.
5: Negate the attack, and if successful, inflict
Damage to your opponent equal to the attacking
Monsters attack. This is great, might even be
enough to win you a game.
6: Destroy the attacking Monster. Also good, makes
this card a 1 for 1.
Consider that 5 and 6 and really the best options,
still only giving you a 1 in 3 shot in something
really good happening. 2 and 3 are situational, and
4 at leas can work in your favor, but it's just not
the most reliable of cards. Not awful though.
Hello Pojo Fans,
I was hoping for something fun to appear in this
pack aside from the completion of the Legendary
Knights, and I got it with Roulette Spider.
Roll the dice after activating this when your
opponent attacks, and hope you have the lucky touch.
Numbers 4-6 look to be beneficial 9 out of 10 times.
Rolling a 2 could be beneficial if you want to save
your monster and can take the damage. If you don't
have a monster then rolling a 3 is useless, but you
could potentially direct their attack into a
stronger monster. Rolling a 4 is ideal, you will be
redirecting their attack and destroying one of their
monsters. Life Point damage is always good, so
rolling a 5 is good too. Rolling a 6 is the best
option for you.
The real problem with Roulette Spider is not its
activation restriction, but the fact that it is
random. Even if you have the odds stacked in your
favor when activating it, you could still end up
using a card (RS) and losing out on a bad roll.
Players like guaranteed effects and instant
gratification, and Roulette Spider, though fun,
doesn't guarantee positive results for you. There
are cards you can sub in place of Spider that can do
any of the positive sides of Roulette Spider without
the game of chance.
Advanced-2.5/5- Still fun and could be used.
Art-4/5- I really like the art
Until Next Time
I always liked cards with multiple effects. I
don't like cards with multiple effects that rely on
a roll of a die. Roulette Spider is right out of the
anime and is kind of the same. It can only be
activated when your opponent's monster declares an
attack. Roll a die and whatever you get, you get
that applied effect. 1: Halve your LP (Not good) 2:
Make that attack a direct attack (ugh) 3: Change the
attack to another monster you control (too
situational) 4: Choose 1 other monster our opponent
controls and change the attack to that monster (Not
bad) 5: Negate the attack, and inflict damage to
your opponent's LP equal to the attacking monster.
(Magic Cylinder) 6: Destroy that monster (Yay!) This
Quick-Play spell is just not up to snuff, as some of
the effects are ok, and the rest are not worth
taking a chance on the roll of the die. If i want to
do effect 5, i'd use Magic Cylinder, and 6? I have a
bunch of other options, such as Mirror Force and
Sakaretsu Armor. I like the concept of Roulette
Spider, but too many downsides puts this Joey card
in the do not play pile.
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