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.
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.