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DM7FGD's Look Into the Future

Vehement Valuables

By looking at the title of today’s article, you may think that I’ll be reviewing some cards that are actually valuable, or worth quite a sum of money.. But that’s not the case. Today, we’ll be taking a look at 3 recently released Ultra Rare Japanese Promo Cards, all from Valuable Book 6. None of the cards’ English releases are known, and it will certainly be quite some time before they are released in English. We begin this article with Maximum Six.

Maximum Six

Earth/Warrior - Level 6 - 1900/1600

Effect: When this Monster is successfully Tribute-Summoned, roll a die once. Increase this Monster’s ATK strength by the number rolled x 200 as long as this Monster remains face-up on the Field.

VB6-001

Maximum Six is an interesting new Warrior Monster, with a self-ATK-increasing Effect. In order to get its Effect, it must be successfully Tribute-Summoned. That shouldn’t be too hard to pull off, but this isn’t really a Monster you’d want to Special Summon through any Effect, simply because it’s quite weak for a Level 6 Monster, unless you do successfully Tribute-Summon it.

Its Effect is simple, though it requires a bit of math. Nothing you’d really need a calculator for, but if you can roll a 5 or 6 with Maximum Six, or sometimes even a 4, Maximum Six can be a very powerful Monster. Having rolled a 6, Maximum Six would be a Monster of 3100 ATK strength.. 5 = 2900, 4 = 2700, 3 = 2500, 2 = 2300, and 1 = 2100. If you don’t roll more than a 3, then Maximum Six wasn’t too worth using for you.. So you basically have a 50/50 chance of either having a pretty strong Monster out on the Field, or a Monster that really won’t last long, with a weak ATK strength for a Tribute Monster.

Maximum Six can fit into some Warrior Deck, as well as some Beatdown Decks, if you wanted to try out playing Maximum Six for fun. It’s not too great for competitive play, though.

Since Maximum Six can’t be searched by anything, it doesn’t make it too fast in any deck. It’s rather slow, and 50% of the time, Summoning it just won’t be worth it. I’d give Maximum Six an overall rating of 6/10. We’ll now be taking a look at the Dangerous Machine - Type 6.

Dangerous Machine - Type 6

Permanent Magic/Spell Card

Effect: Roll a die once during each of your Standby Phases. Activate the following Effects according to the result.

1 - Discard one card from your hand.

2 - Your opponent must discard 1 card from their hand.

3 - Draw 1 card from your Deck.

4 - Your opponent must draw 1 card from their Deck.

5 - Destroy one of your opponent’s Monsters on the Field.

6 - Destroy this card.

VB6-002

Dangerous Machine - Type 6 is an interesting (Permanent) Magic/Spell card, to say the least. For each Effect, there is an equally opposite Effect if you were to roll a different number. Let’s begin with taking a look at what happens if you are to roll a 1 or a 2..

If you roll a 1, you’ll be having to discard 1 card from your hand.. That’s something that could end up either slightly hurting you, or it may even end up helping you, or it could end up not hurting or helping you at all.. If all your hand contains are important Magic/Spell or Trap cards, and/or Monsters that would hurt you to be discarded, then that’s the only real way the discard would hurt you.. If you have a Sinister Serpent, or Monsters in your hand that’ll set up for Revival or the Messengers of Chaos, then it could end up actually helping you.

If you roll a 2, your opponent will end up having to discard a card.. It’s more Hand Destruction, but it’s basically just like it is with you having to discard, with its ups and downs. It could prove very useful, though, especially if you could end up rolling multiple 2’s.

If you roll a 3, you’ll get to draw a card from your Deck.. Now who wouldn’t like that? Half of a Pot of Greed Effect, or a Jar of Greed-like Effect, but in a Magic Card. 3 will always be a nice number to roll when using Dangerous Machine - Type 6.

If you roll a 4, your opponent will be drawing a card.. Therefore, 4’s certainly not a number you’ll want to roll. The only real way that rolling a 4 could end up benefiting you is you have a Chaos Emperor Dragon ready to bring out, as that’ll be an extra 300 damage being done to the opponent.. But otherwise, 4’s not really a good number to roll.

If you roll a 5, you’ll get to Destroy one of your opponent’s Monsters on their side of the Field.. Well, of course that’s Effective, but certainly not if your opponent doesn’t have any Monsters on the Field. Any Monster can be Destroyed; face-up or face-down. Rolling a 5’s like a free-of-cost Tribute to the Doomed. Pretty good there.

If you roll a 6, the Dangerous Machine will be no more.. Not too much of a bad thing, but 6 certainly isn’t something you’ll want to roll if you’re looking to activate one of its other Effects. At least rolling a 6 doesn’t require you to destroy one of your own Monsters. Then it might be a bit more of a downside.

The Dangerous Machine - Type 6 can be a very fun card to use, but since it’s a Permanent Magic card, it’ll be hard to keep it on the Field for very long. I’d give it an overall rating of 6.3/10. For the final card of this article, and the last card from the Valuable Book 6, we’ll be taking a look at Sixth Sense.

Sixth Sense

Normal Trap

Effect: Announce two numbers between 1 and 6. Your opponent then rolls a die once. If the result is either of the two numbers that you announced, draw cards from your Deck equal to the number rolled. If the result is different from either of the two numbers you announced, discard cards from your Deck equal to the number rolled.

Now, Sixth Sense is an extremely powerful card, with loads of drawing power within. It’s a Normal Trap, so it may be actually chained to things like MST or other M/T removal, making it even more powerful. It can, of course, also be activated just as any other Normal Trap card can be. If you can’t see how good this card is yet, let’s take a closer look at it..

First, you announce two numbers 1-6. The numbers you’ll most likely want to announce are 5 and 6. It gives you a 1 in 3 chance of drawing either 5 or 6 cards.. You want Draw Power? There it is. Sixth Sense is so powerful, that some people may even concede the duel if their opponent ends up successfully using Sixth Sense.. Yeah, it’s that good. Drawing 5-6 cards fills up your hand, almost or actually to its maximum. Sixth Sense can be easily abused in such decks as Chaos Decks, Reversal of Worlds Decks, Dark Necrofear Decks, and quite a few others. But in some decks, using more than 1 or 2 Sixth Sense’s could end up hurting you more than it would help you, as it could end up bringing you closer to decking yourself out, and risking discarding quite a few important cards. I myself like using just 1 Sixth Sense, and even with just 1, it’s an extremely powerful card.

Sixth Sense will most likely soon be restricted to 1, anyway. A majority of people think it should be, anyway.

When you call 5 and 6, the only number you really have to worry about your opponent rolling is a 4. If you call 5 and 6, and your opponent rolls a 1 or 2, it’s a mere 1-2 cards you’ll have to discard from your Deck. That won’t hurt you too much at all, really, unless you’re in a tight situation and you end up discarding some important card(s). It’s basically the same if you end up having to discard 3 cards, though it’s a little more risky, and could hurt you a little more. Having to discard 4 would hurt you the most, though, as that makes it pretty likely you’ll be discarding a pretty important card or two.

Of course, 5 and 6 aren’t always the two numbers you’ll want to announce, but most of the time they will be, and most of the time it’ll end up helping you a lot more than it hurts you. a 1 in 3 chance for drawing 5-6 cards? That’s certainly a chance a majority of people would be willing to take in nearly any Deck Type.

Sixth Sense is showing up in more and more Japanese Decks seemingly everyday. Some Decks using 3 of them, some with 2, and some with just 1.. Either way, Sixth Sense is some absolutely mad drawing power, and it’s a very effective card. It may be risky, but it’s certainly well-worth the risk. I’d give Sixth Sense an overall rating of 8.2/10.

Overall, the promo cards of the Valuable Book 6 are all very interesting, all can be very fun to play, and one of them is truly a great and powerful card.. So the VB6 is certainly a promo set to be excited about, and not disappointed with. It lived up to its expectations, even though some may think that those expectations were exceptionally exceeded.

And that’ll do it for today’s article. Until Next Time..

~DM7~


 

 

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