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HOME > Yu-Gi-Oh! Card Search > Search result
With the effect of "Dice-related effects". Search result Showing 31 to 54 of 54
With the effect of "Dice-related effects".
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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
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4 (20) | Dicephoon | Quick-Play Spell | |||
Roll a six-sided die and apply the result. ●2, 3, or 4: Destroy 1 Spell/Trap on the field. ●5: Destroy 2 Spells/Traps on the field. ●1 or 6: You take 1000 damage. |
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3.9 (9) | Needle Wall | Continuous Trap | |||
Once per turn, during your Standby Phase: Roll a six-sided die. Treat your opponent's Main Monster Zones as numbers 1-5, counting from your right, and destroy the monster that is in the same Main Monster Zone as the result. If the result is 6, roll again. | ||||||
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3.8 (16) | Agido | Effect Monster | |||
- | 4 | Fairy | 1500 | 1300 | ||
When this card is destroyed and sent to the Graveyard as a result of battle, roll a six-sided die. You can Special Summon 1 Fairy-Type monster from your Graveyard whose Level is equal to the number rolled. (If the result is 6, you can Special Summon a Level 6 or higher monster.) | ||||||
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3.8 (17) | Dangerous Machine Type-6 | Continuous Spell | |||
During each of your Standby Phases: Roll a six-sided die and apply the result. ●1: Discard 1 card. ●2: Your opponent discards 1 card. ●3: Draw 1 card. ●4: Your opponent draws 1 card. ●5: Destroy 1 monster your opponent controls. ●6: Destroy this card. |
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3.7 (7) | Desrook Archfiend | Effect Monster | |||
- | 3 | Fiend | 1100 | 1800 | ||
Once per turn, during your Standby Phase, you must pay 500 LP (this is not optional), or this card is destroyed. When resolving an opponent's card effect that targets this card, roll a six-sided die and negate that effect if you roll a 3, and if you do, destroy that card. When "Terrorking Archfiend" you control is destroyed and sent to the GY (even during the Damage Step) (Quick Effect): You can send this card from your hand to the GY, then target that "Terrorking Archfiend" in your GY; Special Summon it. | ||||||
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3.4 (12) | Level Conversion Lab | Normal Trap | |||
Select 1 monster in your hand and show it to your opponent, then roll a six-sided die. If the result is 1, send the selected monster to the Graveyard. If the result is 2-6, the Level of the selected monster becomes equal to the result until the end of this turn. | ||||||
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3.3 (7) | Musical Sumo Dice Games |
Xyz Monster Effect Monster |
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- | 6 | Machine | 600 | 3000 | ||
2 Level 6 monsters At the start of your opponent's Battle Phase: If this card is in the Main Monster Zone, roll a six-sided die and move this card directly to that many (1 to 6) Main Monster Zones clockwise, and if a monster is already in that zone it moves to, attach that monster to this card as material. (Transfer its materials to this card.) If this effect causes this monster's number of materials to exceed 6, you win the Duel. If this card cannot be moved, or the monster in the zone it moves to cannot be attached, send this card to the GY. |
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3.2 (13) | Terrorking Archfiend | Effect Monster | |||
- | 4 | Fiend | 2000 | 1500 | ||
Cannot be Normal or Flip Summoned unless you control an "Archfiend" monster. Once per turn, during your Standby Phase, you must pay 800 LP (this is not optional), or this card is destroyed. When resolving an opponent's card effect that targets this card, roll a six-sided die and negate that effect if you roll a 2 or 5, and if you do, destroy that card. Negate the effects of Effect Monsters destroyed by battle with this card (including in the GY). | ||||||
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3.2 (5) | Hinezumi Hanabi | Effect Monster | |||
- | 4 | Beast | 2000 | 200 | ||
Cannot be used as a material for a Fusion, Synchro, Xyz, or Link Summon. If this card is Normal or Special Summoned: Place 6 counters on it. Once per turn, during your End Phase: Give control of this card to your opponent. Once per turn, if control of this face-up card with a counter(s) changes: Roll a six-sided die, remove as many counters from this card as possible, up to the result, and if all of this card's counters are removed by this effect, destroy this card, and if you do, take 2000 damage. | ||||||
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3.1 (9) | Ghost Beef |
Pendulum Monster Normal Monster |
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- | 7 | Beast | 2000 | 1000 | ||
Pendulum Effect Once per turn: You can roll a six-sided die. Until the end of this turn, increase this card's Pendulum Scale by that number (max. 10). Card Text The Ghost of Christmas Dinner. |
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2.9 (9) | Shadowknight Archfiend | Effect Monster | |||
- | 4 | Fiend | 2000 | 1600 | ||
Once per turn, during your Standby Phase, you must pay 900 LP (this is not optional), or this card is destroyed. When resolving an opponent's card effect that targets this card, roll a six-sided die and negate that effect if you roll a 3, and if you do, destroy that card. Any battle damage this card inflicts to your opponent is halved. | ||||||
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2.7 (6) | Astra Ghouls | Effect Monster | |||
- | 5 | Zombie | 0 | 2000 | ||
When this card is Normal Summoned: You can target 1 Level 4 or lower monster in your GY; Special Summon it in Defense Position, but its effects are negated, also banish it during the End Phase. Once per turn: You can roll a six-sided die, and the face-up monsters you currently control become the Level equal to the result, until the end of this turn. | ||||||
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2.7 (9) | Infernalqueen Archfiend | Effect Monster | |||
- | 4 | Fiend | 900 | 1500 | ||
Once per turn, during your Standby Phase, you must pay 500 LP (this is not optional), or this card is destroyed. When resolving an opponent's card effect that targets this card, roll a six-sided die, and negate that effect if you roll a 2 or 5, and if you do, destroy that card. Once per turn, during the Standby Phase: Target 1 "Archfiend" monster on the field; it gains 1000 ATK until the end of this turn. | ||||||
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2.5 (11) | Blind Destruction | Continuous Trap | |||
Once per turn, during your Standby Phase: Roll a six-sided die. If the result is 1-5, destroy all monsters on the field with the same Level as the number rolled. If it is 6, destroy all Level 6 and higher monsters on the field. | ||||||
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2.4 (14) | Maximum Six | Effect Monster | |||
- | 6 | Warrior | 1900 | 1600 | ||
When this card is Tribute Summoned: Roll a six-sided die, and this card gains ATK equal to the result x 200. | ||||||
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2.1 (8) | Darkbishop Archfiend | Effect Monster | |||
- | 3 | Fiend | 300 | 1400 | ||
Once per turn, during your Standby Phase, you must pay 500 LP (this is not optional), or this card is destroyed. When resolving an opponent's card effect that targets an "Archfiend" monster you control, roll a six-sided die and negate that effect if you roll a 1, 3, or 6, and if you do, destroy that card. | ||||||
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2 (10) | Cuben | Effect Monster | |||
- | 4 | Thunder | 600 | 1900 | ||
Once per turn: You can roll a six-sided die, and while this monster is face-up on the field, neither player can Normal or Special Summon monsters with the same Level as the result. | ||||||
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2 (15) | Roulette Spider | Quick-Play Spell | |||
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. |
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1.8 (8) | Vilepawn Archfiend | Effect Monster | |||
- | 2 | Fiend | 1200 | 200 | ||
Once per turn, during your Standby Phase, you must pay 500 LP (this is not optional), or this card is destroyed. When resolving an opponent's card effect that targets this card, roll a six-sided die and negate that effect if you roll a 3, and if you do, destroy that card. Your opponent's monsters cannot attack any "Archfiend" monsters you control, except "Vilepawn Archfiend". | ||||||
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1.8 (31) | Dice-nied | Continuous Trap | |||
Each time your opponent Special Summons a monster(s): Roll a six-sided die, and return all of those Summoned monster(s) to the hand with a current Level that's the same as the result. | ||||||
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1.5 (8) | Dice It | Normal Trap | |||
Roll a six-sided die. Apply this effect, depending on whose turn it is. ●During your turn: Banish cards from your GY equal to the result. Then, if the result was 1, send 6 cards from the top of your Deck to the GY. ●During your opponent's turn: Send cards from the top of your Deck to the GY equal to the result. Then, if the result was 6, banish 1 card from your GY. |
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1.5 (14) | Diceversity | Continuous Trap | |||
Once per turn: You can target 1 monster on the field whose current Level is different from its original Level; roll a six-sided die and that monster's Level becomes the same as the result. | ||||||
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1.3 (12) | Dice Re-Roll | Normal Trap | |||
One time, during the rest of this turn, if either player(s) rolls a die (or dice), you can have the player(s) re-roll. (You can only gain this effect once per turn.) | ||||||
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1.2 (21) | Dice Try! | Counter Trap | |||
When your opponent activates a Spell/Trap Card, or monster effect, that requires a dice roll: Negate the activation, and if you do, destroy it. | ||||||
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