Inquest Gamer's Demon Dice

Killer Joe

New member
This an exact copy of the chart from the pages on an Inquest Gamer magazine some years ago (circa Marcadian Masques era). There was a picture of Evincar's Ascendent (Evil Crovax) on the page.

Mooseman and I, along with some friends played this as a variant this past Saturday. It was kind of cool but needs some re-tolling, I think. Read and let me know what you think and what suggestions you might have if your were to play it. I have a good idea of some of the stuff I'd change but I want to hear it from you first.


Demon Dice

Number of Players: 2 or more.

The Gist: A random effect each turn adds unexpected twists into every game.

The Rules: During each player’s turn, before the untap step, he must roll a six-sided die. Rolling a “1” will produce an effect loosely based on a white card; “2” produces a blue effect; “3” black; “4” red; “5” green; and “6” colorless. The colors have nothing to do with the type of deck you are playing. They simply refer to the theme of the effect.

After rolling for color, roll again and consult the chart on this page. Each color has six effects. For example, my first roll is a “2” – the blue section of the chart. Rolling again, I get a “4” – Effect #4 on the blue chart is “Draw a card.” I draw the card, then untap and continue my turn as normal. Be wary of rolls of “6”, for they hurt the roller.

Chart effects cannot be countered or misdirected, but may be responded to. If “red 3” is rolled, and somebody targets your land, you can tap it for mana before it’s destroyed. You cannot, however, cast Force of Will to counter the effect, Sorry.

Tokens produced by the chart are treated as normal creatures of their said color.

An exception is made for creatures that have protection from a color. You cannot place a -1/-1 counter on your foe’s Llanowar Knight, since it has protection from black and the counter is a black effect.

One last thing, you cannot decline to follow a roll if it’s not in your best interest. If you’re instructed to give a creature trample and the only monster in play is your opponent’s Air Elemental, that s*cks for you.

Ideal Decks: Preconstructed, though any will do.

The Verdict: The element of luck gives even Wild E. Coyote a fighting chance.

The Chart:

1: WHITE
1) Put an 0/1 white Knight token creature into play. Damage that would reduce your life total to less than 1 reduces it to 1 as long as token remains in play.
2) Each opponent taps a creature he controls.
3) Target opponent’s creatures do not deal combat damage this turn.
4) All your creatures gain +0/+2 until end of turn.
5) Target creature permanently gain protection from the color of your choice.
6) Roll a D6. Each of your opponents gain X life, where X is the number rolled
.


2: BLUE
1) Put an 0/1 blue Merfolk token creature into play. Sacrifice this token. Target spell with a single target targets another target instead. You choose the new target.
2) Roll a D6. On a roll of 1, return all white permanents to their owners’ hands; 2, blue permanents; 3, black permanents; 4, red permanents; 5, green permanents; 6, artifacts.
3) Two target lands become the basic land types of your choice until end of turn.
4) Draw a card.
5) Target creature permanently gains flying.
6) Roll a D6. Until the end of turn, each spell you cast costs an additional X, where X is the numbered rolled
.


3: BLACK
1) Put an 0/1 black Tutor token creature into play. When this token leaves play, search your library for a card and place that card in your hand. Shuffle your library afterward.
2) Each of your opponents choose and discards a card.
3) Destroy target non-black creature. It cannot be regenerated.
4) Return a creature from your graveyard to play under your control.
5) Target creature gains a permanent -1/-1 counter.
6) Roll a D6. Lose that much life; target opponent gains that much life.


4: RED
1) Put an 0/1 red Goblin token creature into play. As long as this token remains in play, all your creatures have haste.
2) Each opponent takes 2 points of damage.
3) Destroy target land.
4) Whenever any creature comes into play under your control this turn, it deals damage equal to its power to target creature or player.
5) Target creature permanently gains the ability: “When this creature deals combat damage to another creature, destroy that creature at the end of combat.”
6) Roll a D6. Multiply the number by the number of creatures you own. Do that much damage, distributed however you wish to your creatures
.


5: GREEN
1) Put a 2/2 green Ape token creature into play. The creature has trample.
2) Each opponent sacrifices a flying creature.
3) Search your library for a land of your choice. Put that land into play.
4) Target land becomes a 3/3 creature until the end of the turn. It is still a land.
5) Target creature permanently gains trample.
6) Roll a D6. Place X +1/+ counters on target creature opponent controls, where X is the numbered rolled
.


6: COLORLESS
1) Put a 0/1 artifact creature token into play. Sacrifice this creature after a dice roll to cancel the roll and force a new roll.
2) Choose one: Destroy all artifacts or destroy all enchantments.
3) Sacrifice any number of permanents you control. Draw a card for each permanent sacrificed this way.
4) Flip the top card of your library and set it aside. For the remainder of the turn, you may play this card for free. If card is a creature, it gains haste. Put flipped card into the graveyard at the end of the turn.
5) Target creature permanently gains flying, trample and first strike.
6) Roll a D6. At the end of the turn, take X damage for each creature you control that did not attack this turn, where X is the number rolled
.
 

Killer Joe

New member
It went okay at first but then got just a little stale near the very end. Moosie had some suggestions, maybe he'll chime in.
 

turgy22

Nothing Special
Seems interesting, but I don't like a lot of the abilities.

First, permanent changes are confusing, so I'd probably change all the #5's to "until end of turn."
The red #5 isn't a read ability. It's black/green. I'd change it.
I'd also probably change just about all the colorless ones. Most seem to fit better with a specific color. I'd probably take a look at some of the more recently-printed artifacts and come up with some new ideas for it.
 
D

DarthFerret

Guest
for Red #5 change it to "Target Creature gains Firebreathing until end of turn).

I agree with changeing the permenant abilities to EOT abilities for all the #5's.

As for the Artifacts, that can be tricky. Only thing I can think of this fast is to have the number rolled add that much colorless mana to your mana pool. (eligible for burn if not used in first main phase.)
 

turgy22

Nothing Special
Here's some ideas for the colorless abilities (in no particular order):

The Rack/Black Vise effect: Choose an opponent. Deal one damage to that player for each card in his hand (greater than 4 / less than 3).

Mirari effect: Reroll the demon dice and play the effect twice.

"Chimeric" effect: Pay X mana. Put an artifact creature token into play with haste, whose power and toughness are each equal to X divided by 2, rounded down.

"Lucky Charm" effect: Choose a color. Until EOT, whenever a player plays a spell of the chosen color, you may gain 1 life.

"Darksteel" effect: Target creature is indestructible until EOT.

Gate to the Aether effect: Reveal the top card of your library. If it's an artifact, creature, enchantment, or land card, put it into play.


I should also note that I do really like the first colorless ability. It's completely unique to the format - something you'd expect to see on an artifact.
 

Killer Joe

New member
For me, the tokens seem out of place, maybe all the #1's could be 1/1's with the most popular ability of that color:
White token: 1/1 with first strike
Blue token: 1/1 with flying
Black token: 1/1 with fear
Red token: 1/1 with haste
Green token: 1/1 with landwalk (trample for a 1/1 doesn't seem right, maybe if it were a 2/2 with trample)
And maybe you should two creature tokens instead of one. Maybe. :rolleyes:

The #5's should be "...until end of turn." The black one could be -2/-2 though. Red #5 doesn't fit at all, maybe it could be "first strike" until eot, red used to have a lot of first strike creatures. Firebreathing requires red mana unless you make it have firebreathing for X colorless. #5 colorless should be: The next creature you play gains first strike, flying, trample, fear and haste until end of turn.

I think red 6 should be: Roll D6. Do that much damage to each creature you control without flying. Kind of like an Earthquake.

Green 3 should say "Basic Land", OY! Yeah, I'll go get my dual land, ch'yeah, riiiight!

Last night I put together a deck with the actual crads of many of these effects and wondered if that could work instead. It would one card of each type and no one would get the the same one ever. Just remove it from the game when it's used. You could even use permanents like equipment, once they're destroyed or leaves play then remove them from the game.
 

Mooseman

Isengar Tussle
All tokens should have the same name and be legendary..... thus a player will not build up an army of token creatures from the dice.

Blue 2: Should be removed from game until end of turn.....
Red 5 could be changed to destroy this creature with the ability too...

All the number 5's should be creature target opponent controls, if you kept them permanent, else till EOT would be good, but might be a non-issue since if you can't attack or are not being

"Chimeric" effect: Pay X mana. Put an artifact creature token into play with haste, whose power and toughness are each equal to X divided by 2, rounded down."
Make X = d6 roll or 2d6 roll

"Mirari effect: Reroll the demon dice and play the effect twice." Rerolling this same one a second time should just cancel your dice roll for the turn or make you use one of the #6's....

Colorless #6 is real powerfull


Also, the effects should not be organized like they are.... all 6 rolls are bad and all 1 rolls get you a creature, to make it more interesting, they effects should be mixed up within their colors.... so Blue 3 could get the Merfolk and Red 1 could get the Goblin....etc.
 

turgy22

Nothing Special
Mooseman said:
All tokens should have the same name and be legendary..... thus a player will not build up an army of token creatures from the dice.
I disagree. An army of 0/1 creatures is not that great. Plus, you only have a 1/6 chance of it happening. So in all likelihood, the average game is going to net you 2-3 tokens.

Mooseman said:
Blue 2: Should be removed from game until end of turn.....
Disagree again. That's a white ability. I like the blue 2, although it's really quite swingy.
Mooseman said:
Red 5 could be changed to destroy this creature with the ability too...
Maybe something like a "tossing" effect that you see on cards like Bloodshot Cyclops. Either give a creature flying and sac it EOT or sac a creature to deal damage = its power to a player.

Mooseman said:
"Chimeric" effect: Pay X mana. Put an artifact creature token into play with haste, whose power and toughness are each equal to X divided by 2, rounded down."
Make X = d6 roll or 2d6 roll
Great idea! I'd say P&T each equal d6. Makes it slightly less confusing. Also, I forgot to note that the creature should be sacced EOT.

Mooseman said:
"Mirari effect: Reroll the demon dice and play the effect twice." Rerolling this same one a second time should just cancel your dice roll for the turn or make you use one of the #6's....
Agree on the cancelling. Although it would probably get a bit wordy.

Mooseman said:
Also, the effects should not be organized like they are.... all 6 rolls are bad and all 1 rolls get you a creature, to make it more interesting, they effects should be mixed up within their colors.... so Blue 3 could get the Merfolk and Red 1 could get the Goblin....etc.
Disagree again. I like how all the numbers correspond and kind of run parallel to each other.
 

Killer Joe

New member
The one thing I forgot to mention is that maybe the Demon Dice chart doesn't get used right away. Maybe it should start after the game starts to settle in like say on, Turn 7.

On turn 7 the demon dice chart kicks in with the player who went first. Rolling a "Destroy target land" on turn two sucks for your opponent or "all opponents discard a card" on turn 1, but by turn 7 it's not that much of a pain.
 

Mooseman

Isengar Tussle
turgy22 said:
I disagree. An army of 0/1 creatures is not that great. Plus, you only have a 1/6 chance of it happening. So in all likelihood, the average game is going to net you 2-3 tokens.

Disagree again. That's a white ability. I like the blue 2, although it's really quite swingy.
Remember that this is for a multi-player game... we had over 6 token in the first 3 or 4 turns....
The bounce effect is a game winner, potentially..... I get the feeling that the dice roll is not supposed to win the game for someone..... this is way too strong.


Also, if this starts on turn 7, then the creatures are fine as is, with slight changes.
 
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