Ask Kagari-chan!!

For Judge Usage

Kagari Card

2+ Level 5 Monsters
When this card is Special Summoned: Roll 10 Dices. For each of those Dice's results, take the respective effect and use it as this card's effect:
Dice 1:
1:This card's (2) and (3) effects can be used once in either player's turn.
2:This card's (2) and (3) effects can be used up to twice in either player's turn.
3:This card's (2) and (3) effects can be used once per turn.
4:This card's (2) and (3) effects can be used twice per turn.
5:This card's (2) and (3) effects can be used once in either player's turn.
6:This card's (2) and (3) effects can be used up to twice in either player's turn.
Dice 2:
1:(1): When this card is Special Summoned: You take damage until your LP becomes 1000.
2:(1): When this card is Sent to the GY: Your opponent take 1000 damage.
3:(1): When this card's (2) and (3) effects are activated: You gain 1000 LP.
4:(1): When this card is destroyed by your opponent: They take 1000 damage for each card they control.
5:(1): While you control this face-up card, monsters you control gain 1000 ATK/DEF.
6:(1): While you control this face-up card, monsters your opponent control lose 1000 ATK/DEF.
Dice 3:
1:(2): During the Standby Phases: You can attach a monster from your deck to this card as material.
2:(2): During the Main Phases: You can randomly attach 2 monsters from your deck to this card as material.
3:(2): During the End Phases: You can randomly attach 1 monster from your opponent's deck to this card as material.
4:(2): During the Main Phases: You can look at your opponent's hand, if you do, attach 1 card from their hand to this card as material.
5:(2): During the Battle Phases: You can look at your opponent's Extra Deck, if you do, attach 1 card from their Extra Deck to this card as material.
6:(2): During your End Phase: Excavate 10 cards from the top of your Deck, attach all monsters among then to this card as material.(Place the rest of cards back to your Deck.)
Dice 4:
1:(3): During the Main Phases: Detach 1 material from this card: Apply the following effects, based on the detached material's properties:
2:(3): When this card battles: Detach 2 materials from this card: Apply the following effects, based on the detached material's properties:
3:(3): During the Standby Phases: Detach 1 material from this card: Apply the following effects, based on the detached material's properties:
4:(3): During the End Phase: Apply the following effects, based on this card's materials' properties(Each effect can only applied once this way):
5:(3): During the Main Phase: You can detach all materials from this card, skip to this turn's End Phase, then banish 1 card from your GY that was detached by this card's effect, and if you do, apply the following effects, based on the banished card's properties:
6:(3): If this card would leave the field, you can detach 1 material from this card instead, and if you do, apply the following effects, based on the detached material's properties:
Dice 5:
1:LIGHT: Your opponent reveals their hand, you can exchange 1 card in your hand with 1 card in their hand.
2:LIGHT: You reveal your hand, until the end of this turn.
3:LIGHT: Your opponent reveal their hand, until the end of this turn.
4:LIGHT: Reveal 1 card in your Hand, and if you do, add, from your Deck to your hand, a card that's the same type as the revealed card(Monster/Spell/Trap).
5:LIGHT: Discard 1 card from your hand.
6:LIGHT: Your opponent discard 1 card from their hand.
Dice 6:
1:DARK: Skip this turn's Battle Phase.
2:DARK: Target 1 monster on the field: Its ATK becomes 0.
3:1000- DEF: Inflict damage to your opponent equal to that amount.
4:Level 5: During the End Phase of this turn, you can Special Summon a monster from your GY.
5:DARK: During this turn, players cannot declare an attack unless they take 1000 damage(For Each).
6:2000+ ATK: Target 1 card your opponent control, return the target to their hand.
Dice 7:
1:WIND: Set 1 Spell/Trap card from your GY in your Spell/Trap Zone.
2:WIND: Set 1 monster card from your GY on your field.
3:WIND: Look at your opponent's deck, and if you do, Set 1 monster card in your opponent's deck on their field(banish it when it leaves the field).
4:WIND: Look at your opponent's deck, and if you do, Set 1 Spell/Trap card in your opponent's deck in your Spell/Trap zone(banish it when it leaves the field).
5:WIND: Place 1 monster card face-up from your hand on your field.
6:WIND: Place 1 Continous Spell or Continous Trap card from your hand on your field.
Dice 8:
1:WATER: Until your opponent's next Standby Phase, monsters they control loses 1000 ATK.
2:1000- ATK: Attach up to 2 monsters with 1000+ ATK from your Deck as material.
3:1000+ ATK: Attach up to 2 monsters with 1000- ATK from either player's Field or GY as material.
4:WATER: Also detach all other material from this card, monsters you control gains 1000 ATK for each material detached this way.
5:WATER: Monsters with 1000+ ATK cannot declare attacks until your opponent's next Standby Phase.
6:WATER: Send any number of cards your opponent control to the GY, you take 1000 damage for each.
Dice 9:
1:FIRE: Target 1 monster on the field: Inflict damage equal to its ATK to both players.
2:FIRE: Target 1 monster on the field: Both players gain LP equal to its DEF.
3:1000+ ATK: Special Summon 1 monster with higher ATK than the detached materials' ATK value from your GY.
4:1000- DEF: Special Summon 1 monster from your opponent's GY with ATK less or equal than both player's LP difference.
5:FIRE: Target 1 monster on the field: Inflict damage to your opponent equal to its ATK and DEF total, but they can discard cards from their hand, and decrease the damage by 1000 for each card.
6:FIRE: Shuffle a number of cards equal to the difference between the number of cards between players' decks from the top of your deck, to your opponent's deck.
Dice 10:
1:EARTH: Special Summon 1 EARTH monster from your GY.
2:EARTH: Special Summon 1 EARTH monster from your Deck.
3:EARTH: Special Summon 1 monster that were sent to the GY this turn from either player's GY.
4:EARTH: Special Summon 1 monster banished by either player.
5:EARTH: Special Summon 1 monster that has a same name as monsters you control from your Deck/GY.
6:EARTH: This card gains this effect: ●If this card is sent to the GY: You can Special Summon it from your GY.

===================

5星怪兽两体以上
此卡特殊召唤的场合必定发动:连续投掷10个骰子,根据骰子的出目,将以下效果拼接成为此卡的效果。
第 1 个骰子:
1:此卡的②③效果一回合各一次也能在对手的回合发动。
2:此卡的②③效果一回合各两次也能在对手的回合发动。
3:此卡的②③效果一回合可以发动各一次。
4:此卡的②③效果一回合可以发动各两次。
5:此卡的②③效果一回合各一次也能在对手的回合发动。
6:此卡的②③效果一回合各两次也能在对手的回合发动。
第 2 个骰子:
1:①:此卡特殊召唤成功时必定发动:你受到伤害直至你的LP变为1000。
2:①:此卡送去墓地时必定发动:对手受到1000点伤害。
3:①:此卡的②②效果发动时必定发动:你回复1000点LP。
4:①:此卡被对手破坏时必定发动,对手场上每有一张卡就受到1000点伤害。
5:①:此卡只要在场上存在必定适用,你控制的怪兽ATK/DEF上升1000点。
6:①:此卡只要在场上存在必定适用,对手控制的怪兽ATK/DEF下降1000点。
第 3 个骰子:
1:②:在准备阶段可以发动:选牌组中1张怪兽卡叠放在此卡之下作为素材。
2:②:在主要阶段可以发动:从牌组中随机将2张怪兽卡叠放在此卡之下作为素材。
3:②:在结束阶段可以发动:从对手牌组中随机选1张怪兽卡叠放在此卡下作为素材。
4:②:在主要阶段可以发动:查看对手的手牌,从其中选1张卡叠放在此卡下作为素材。
5:②:在战斗阶段可以发动:查看对手的额外牌组,从其中选1张卡叠放在此卡下作为素材。
6:②:在结束阶段可以发动:开掘你的牌组顶10张卡,将其中全部怪兽卡叠放在此卡下作为素材(剩余卡片按照原来的顺序放回牌组顶)。
第 4 个骰子::
1:③:在主要阶段,可以从此卡上取下1个素材,根据其素材满足的条件适用以下效果:
2:③:此卡战斗时,可以从此卡上取下2个素材,根据其素材满足的条件适用以下效果:
3:③:在准备阶段,可以从此卡上取下1个素材,根据其素材满足的条件适用以下效果:
4:③:在结束阶段,根据此卡上全部素材满足的条件,适用以下效果:(每个效果只能适用最多1次)
5:③:在主要阶段,可以从此卡上取下全部素材:跳到本回合的结束阶段,然后将其中1张卡除外,根据其满足的条件,适用以下效果:
6:③:此卡将要离场时,可以从此卡上取下1个素材代替,然后根据其满足的条件,适用以下效果:
第 5 个骰子:
1:光:对手展示其手牌,你可以选择你手牌中1张卡与对手手牌中一张卡进行交换。
2:光:你将你的手牌直到该回合结束展示。
3:光:对手将其手牌直到该回合结束展示。
4:光:向对手展示1张手牌,然后从你的牌组将1张和该手牌同类型的卡加入手牌。
5:光:你丢弃1张手牌。
6:光:对手丢弃1张手牌。
第 6 个骰子:
1:暗:跳过本回合的战斗阶段。
2:暗:指定场上1体怪兽,其攻击力变为0。
3:DEF1000以下:对对手造成等同于该怪兽DEF的伤害。
4:5星怪兽:在本回合结束阶段,可从你的墓地特殊召唤1体怪兽。
5:暗:本回合双方玩家不受到1000点伤害则不能宣言攻击。
6:ATK2000以上:选对手控制的1张卡将其返回手牌。
第 7 个骰子:
1:风:从你的墓地选择1张魔法·陷阱卡,将其盖放在你的魔法·陷阱区域。
2:风:从你的墓地选择1张怪兽卡,将其盖放在你的怪兽区域。
3:风:观看对手的牌组,从其中选择1张怪兽卡,将其盖放在对手的怪兽区域(此卡离场时除外)。
4:风:观看对手的牌组,从其中选择1张魔法·陷阱卡,将其盖放在你的魔法·陷阱区域(此卡离场时除外)。
5:风:从你的手牌,将1张怪兽卡表侧表示置放在场上。
6:风:从你的手牌,将1张永续魔法卡或永续陷阱卡表侧表示置放在场上。
第 8 个骰子:
1:水:直到对手的下一个准备阶段,其控制的怪兽ATK下降1000点。
2:ATK1000以下:从你的卡组,将最多2体ATK1000以上的怪兽叠放在此卡之下作为素材。
3:ATK1000以上:从双方的场上·墓地,将最多2体ATK1000以下的怪兽叠放在此卡之下作为素材。
4:水:移除此卡全部素材,每移除一个你控制的其他怪兽的ATK就上升1000点。
5:水:直到对手的下一个准备阶段,ATK1000以上的怪兽不能攻击。
6:水:选对手场上任意数量卡送去墓地,然后你受到这个数量*1000点的伤害。
第 9 个骰子:
1:炎:选场上1体怪兽,双方玩家受到等同于该怪兽ATK数值的伤害。
2:炎:选场上1体怪兽,双方玩家回复等同于该怪兽DEF数值的LP。
3:ATK1000以上:从你的墓地,将1体ATK大于该数值的怪兽特殊召唤。
4:DEF1000以下:从对手的墓地,将1体ATK在双方LP相差数值之间的怪兽特殊召唤。
5:炎:选场上1体怪兽,对手受到等同于该怪兽ATK与DEF和数值的伤害,对手可以从手牌将卡丢弃,每一张将这个伤害下降1000点。
6:炎:从你的卡组顶开始,将等同于双方牌组数量差值数量的卡加入对手的卡组后洗牌。
第 10 个骰子:
1:地:从你的墓地将1体地属性怪兽特殊召唤。
2:地:从你的牌组将1体地属性怪兽特殊召唤。
3:地:从双方的墓地,将1体本回合送去墓地的怪兽特殊召唤。
4:地:选双方除外的1体怪兽,将其特殊召唤。
5:地:从你的牌组·墓地,将与场上的卡同名的1张怪兽特殊召唤。
6:地:此卡得到这个效果:“此卡被送去墓地的场合,可将其特殊召唤。”

===================


Back