Today, we’ll talk about the part of Yu-Gi-Oh! that everyone loves the most.
Oh… just luck and no skill at all!
Who doesn’t like it when a little bit of luck gives you the edge over a friend?
I’ll list some of the best dice cards in this section.
And I’d say there’s a 1 in 6 chance you’ll find a card you want to use.
(Though, let’s be honest, if you’re depending on Dice Roll Cards, you might want to look at some of our other rankings!)
17. Crazy Box
Now we have a monster, Crazy Box, that is easy to call with Number 85. This card is part of the famous Rank 4 Toolbox because it can call any two Level 4s.
What makes Crazy Box better than other Rank 4 games that don’t depend on luck?
Well, I know that this was used for Eradicator Epidemic Virus and/or Deck Devastation Virus, but not everyone used both Crazy Box and either Virus.
Some players just wanted to take a chance with Crazy Box, but what were they taking a chance on?
The card was already weak because it couldn’t hit with its 3000 ATK. Well, the advantage will depend on how a dice is rolled.
If you roll a 1 with Crazy Box, you lose half of your life points, which puts you closer to losing the game. It’s not the only bad thing that will happen, though.
If you roll a 6, this card will be destroyed. But at least 4 of the 6 results were good, so you had a 2/3 chance of getting something good out of it.
16. Number 7: Lucky Straight
Both of the next two cards are interesting because they are monsters from the Extra Deck. This means that, unless you choose to call them, you don’t have to worry about the luck part of these cards.
I’ll talk about Number 7: Lucky Straight first because it came first in time. Now, Number 7 is a Rank 7 that costs a lot to raise.
It takes 3 Level 7s to call it. In exchange, you get a monster with 700 ATK that is weak at first. But Lucky Straight gets some firepower from the dice action.
You can roll a six-sided dice twice with Lucky Straight to make his ATK 700 times the higher number you rolled. This gives you a good chance of getting a better monster.
15. That Six
We’ll start with That Six. Any number rolled on the dice becomes either a 6 or a 1.
Odd numbers become 6, and even numbers become 1.
At first look, this seems very helpful, doesn’t it?
No, not really… Most of the time, you want other numbers, which you can see all over the list.
But this card is useful for some dice-rolling decks.
But it usually ends up making things worse rather than better.
14. Roulette Barrel
Roulette Barrel comes in second-to-last on this list.
This card lets you roll two dice once per turn.
You pick one of the results and get to kill one monster on the field whose level is the same as the number that came up.
With a little luck, this card is pretty good early on in the game.
But when you get to the middle and late stages of the game, some monsters will have more than 6 stars, making this card less useful.
13. Roulette Spider
Don’t roll a 1, don’t roll a 1, don’t roll a 1… Oh COME ON!
You can use this card when a monster your opponent controls says it wants to attack. If you roll a 1, your LP will be cut in half (yes, it’s as bad as it sounds).
If you roll a 2, the strike goes straight for your LP.
If you roll a 3, you can switch the target of the attack to another monster you control.
If you roll a 4, you can change the target of the attack to a monster that your opponent controls.
If you roll a 5, you can stop the attack and do damage to your opponent equal to the striking monster’s ATK.
And rolling a 6 kills the monster that player has.
There are a lot of bad things about this card. Rolling a 1 or 2 is worse than not playing it. And there aren’t many good things about it.
Rolling a 3 could be good, and rolling a 4, 5, or 6 is helpful, but it’s not really worth losing half your LP.
12. Blind Obliteration
Blind Obliteration, which is on the 12th spot, is the Black Hole of dice roll cards.
This lets you roll two dice, and if the total is lower than the level of any enemies that are face up, you can kill them.
This means that if you roll just a little bit better than average, you could kill every monster on the field that has its face up.
On the other hand, you shouldn’t play this card if you have a lot of monsters on your side of the field.
Also, it’s not a good idea to use it if your opponent has face-down cards and only one monster that’s face-up.
11. Sixth Sense (Forbidden)
Here’s Sixth Sense, which would be much higher on the list if competition rules didn’t ban it…
But I still put it in for those who want a more casual experience (in my defense, you are looking at cards based on dice rolls).
The person can choose two numbers between 1 and 6 from this card.
Then, the other player rolls a die. If the number you picked matches the number that comes up on the dice, draw that many cards.
If it isn’t, send that many cards from the top of your deck to the graveyard.
Let’s just say there’s a reason why it’s not allowed.
10. Dice Re-Roll
Dice Re-Roll just barely made it into the top 10!
Okay, this isn’t really a card for rolling dice.
But you can re-roll dice from other cards, so I’m counting it (even though it’s low on the list).
This card is at the top of the list because it can help you out when you roll poorly.
But it can only be used once, so it can’t move up the list.
But to be fair, it might have been broken if you could use it every turn.
9. Needle Wall
Oh Needle Wall, you could be great… Just tell me what number to roll… Please!
This card lets you roll a die once per turn during your standby process. The order of your opponent’s monster zone is 1 through 5 from right to left.
If you roll a number that has a monster on the area that number points to, you have to kill that monster.
If your opponent has a lot of monsters, this card can be useful, but if they only have one, it can feel like a shot in the dark.
8. Dicephoon
Dicephoon is right in the middle of this list.
When this is used, roll a dice. If you roll a 2, 3, or 4, you can get rid of one spell or trap card on the field.
If you roll a 5, you can get rid of two spells or traps that are already on the field.
But if you roll a 1 or a 6, you get 1000 damage.
There’s a 1 in 3 chance that you’ll take damage, which, all things considered, isn’t too bad for a list that’s built on rolling dice.
Also, you can cast Dicephoon quickly. You can play it either when it’s your turn or when it’s your opponent’s.
This makes it pretty flexible.
7. Dice Jar
This card is my favorite on the list because it can make a big difference in how the game goes.
After the coin is thrown, both people roll a dice. The person with the better dice roll makes their opponent’s dice roll times 500.
If one person rolls a 6, the other player takes 6000 damage. Yes, you did read that right: 6000 damage.
The great thing about this card is that you can keep flip calling it with cards like Book of Moon and Book of Taiyou.
And with cards like Cyber Kirin, you can stop yourself from getting damage. This means that in some situations, you can avoid any risk.
The bad thing about this card is that you could kill yourself with it in one turn if you don’t have a deck built around it.
But if you like taking chances, this is the best card for you by far.
6. Maximum Six
Maximum Six is sixth on the list, just like its name.
When this card is brought into play with a gift, you roll a dice.
This card gives you ATK equal to the number you roll times 200. This means that a Level 6 monster could have 2900ATK, which is crazy.
Also, even if you roll a low number like 1 or 2, it will usually still be higher than any monster of level 4 or lower.
This makes this card very powerful early in the game. And still (possibly) dangerous from the middle to the end of the game.
5. Skull Dice
Skull dice is just outside the top five, and its twin isn’t too far above it.
Skull Dice lets you roll a die, and until the end of the turn, all monsters controlled by your opponent lose both ATK and DEF points equal to the roll times 100.
As a trap card, you can use this once the other player strikes.
This can make it possible for them to kill their own monster, if you roll well, of course.
4. Graceful Dice
Now, Graceful Dice is better than Skull Dice because it is a quick-play spell that can be used either on your turn or on your opponent’s.
Skull Dice, on the other hand, can only be used when it is the opponent’s turn.
This is because if your monsters have just a little more ATK than your opponent’s, you might be able to win the game instead of just surviving an attack.
Graceful Dice and Skull Dice can both be good additions to casual decks.
But, like most of these cards, they aren’t as useful in more competitive lists.
3. Time Magic Hammer
With the bronze prize for the best Dice Roll cards, we have… Time Will Tell!
This result is just out of this world.
If this card is special called, you can give it to a monster on the field that is already facing up.
If it fights an opponent’s monster, you can roll a dice and get rid of that opponent’s monster for as many turns as you rolled.
It’s a bit wordy, but it means that you can get rid of an opponent’s monster on any turn from 1 to 6. And because this card stays equipped, you can use it until the monster that has it is killed.
The only bad thing about this card is that you need to use a Spellcaster monster to call it out.
This is hard to do with a random deck, of course. And you have to use at least some of these cards in your deck if you want to use Time Magic Hammer often, which keeps it from moving up the list.
2. Snipe Hunter
Snipe Hunter comes in second.
At first look, this card doesn’t seem to be very good.
But what it does makes up for that more than enough.
You can choose any card on the field and roll a die by getting rid of one card from your hand.
If it falls on any number besides 1 or 6, the card is thrown away.
Now, keep in mind that means there’s a 2/3 chance of killing any card on the field, and this card can still attack, but it will cost you one card from your hand.
Snipe Hunter is very useful even if you don’t have any other dice-rolling cards in your deck.
1. Summon Dice
Summon Dice, which can be used in many different ways and is the best card overall, is at the top of this list.
Summon Dice lets you roll a die for 1000LP.
If you roll a 1 or 2, you can Normal Summon 1 monster, giving you a total of 2 for the turn.
If you roll a 3 or 4, you can Special Summon one monster from your graveyard. This can help you in the middle or late game.
If you roll a 5 or 6, you can Special Summon one monster from your hand that is Level 5 or higher.
All of these effects can really change the way a fight goes, and it only costs 1000LP to get them all.
Note that you can only use one Summon Dice each time. But, really, that’s all you really need.