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- Die Master
- Spellcaster/DARK/Level 1/ATK 0/DEF 0
- You can discard 1 card, or, if “Dice Dungeon” is on the field, you can send 1 card that requires a die roll from your Deck to the GY instead; add 1 “Dice Dungeon” or 1 monster that requires a die roll from your Deck to your hand, except “Die Master”. You can reveal any number of cards that require a die roll from your hand; roll a six-sided die that many times +1, then, if 2 or more of the results were the same, you can Special Summon 1 monster from your hand. You can only use each effect of “Die Master” once per turn.
- Immortal Yaranzo
- Zombie/DARK/Level 2/ATK 1000/DEF 1000
- If this card is Normal or Special Summoned: You can banish 3 cards from your GY, or, if “Dice Dungeon” is on the field, you can send 3 cards that require a die roll from your Deck to the GY instead; send 1 card from your Deck to the GY. During your Main Phase: You can roll a six-sided die, excavate that many cards from the top of your Deck, and if you do, you can add 1 excavated card that requires a die roll to your hand, also place the rest on the bottom of the Deck in any order. You can only use each effect of “Immortal Yaranzo” once per turn.
- Thunder Ball
- Thunder/LIGHT/Level 3/ATK 1000/DEF 1000
- If this card is Normal or Special Summoned to a zone that is not the center Main Monster Zone, destroy this card. Once per turn: You can choose 1 of your unused Main Monster Zones; move this card from your Main Monster Zone to that zone, then destroy all monsters in your Main Monster Zones that were between the zone this card was in and the zone this card has moved to. Once per turn: You can roll a six-sided and apply the result.
- 1: Destroy all monsters in your opponent’s Main Monster Zones.
- 2-5: Destroy all cards your opponent controls in this card’s column.
- 6: Destroy all cards in your opponent’s Spell & Trap Zones.
- Knight of Twin Swords
- Warrior/EARTH/Level 4/ATK 2000/DEF 1000
- Cannot attack directly. This card can attack all monsters your opponent controls, once each. Once per turn: You can roll a six-sided and apply the result.
- 1: Double all battle damage your opponent takes until the end of this turn.
- 2-5: This card cannot be destroyed by battle or card effects, until the end of your opponent’s turn.
- 6: Double this card’s ATK until the end of your opponent’s turn.
- Swift Strike Ninja
- Warrior/DARK/Level 5/ATK 2000/DEF 1000
- During your Main Phase: You can roll a six-sided die, then choose as many of your opponent’s unused Main Monster Zones as possible, but not more than the result, until the end of the next turn, the first time an Effect Monster(s) is Summoned to each of those zones, its effects are negated during the turn it is Summoned. You can banish 2 Traps from your GY, or, if “Dice Dungeon” is on the field, you can send 2 Traps that require a die roll from your Deck to the GY instead, then target 1 monster on the field; banish it until the End Phase. You can only use each effect of “Swift Strike Ninja” once per turn.
- Magician Dragon
- Dragon/FIRE/Level 6/ATK 2000/DEF 1000
- Once per turn: You can banish 3 Spells from your GY, or, if “Dice Dungeon” is on the field, you can send 3 Spells that require a die roll from your Deck to the GY instead; destroy all other cards in this card’s column, and its adjacent columns. Once per turn: You can roll a six-sided die and apply the result.
- 1: This card cannot be destroyed by battle or card effects, until the end of your opponent’s turn.
- 2-5: This card gains DEF equal to the monster on the field with the highest ATK (your choice, if tied), then you can change this card to Defense Position.
- 6: Monsters your opponent controls cannot attack, except to attack this monster, until the end of your opponent’s turn.
- Mighty Mage
- Spellcaster/LIGHT/Level 8/ATK 3000/DEF 2000
- Once per turn: You can roll a six-sided die, then rearrange up to that many monsters on the field to other Main Monster Zones. Once per turn: You can banish 2 Spells from your GY, or, if “Dice Dungeon” is on the field, you can send 2 Spells that require a die roll from your Deck to the GY instead; this card can attack directly this turn.
- Dimension Dice
- Normal Spell
- Send 2 cards from your hand and/or field to the GY, or, if “Dice Dungeon” is on the field, you can send 2 cards that require a die roll from your Deck to the GY instead; roll a six-sided die, and if you do, Special Summon 1 monster that requires a die roll from your hand or Deck, with a Level less than the result +3. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 monster that requires a die roll in your GY; add it to your hand. You can only use each effect of “Dimension Dice” once per turn.
- Diamond Cleaver
- Equip Spell
- Equip only to a monster that requires a die roll. You can banish 2 Spells from your GY, or, if “Dice Dungeon” is on the field, you can send 2 Spells that require a die roll from your Deck to the GY instead; the equipped monster gains 1000 ATK (even if this card leaves the field). You can use this effect a number of times per turn up to the number of dice rolled by the equipped monster's effects this turn. If the equipped monster destroys an opponent’s monster by battle: You can roll a six-sided die, draw cards equal to the result +1, then place cards from your hand on the bottom of the Deck in any order equal to the result. You can only activate 1 “Diamond Cleaver” per turn.
- Dice Dungeon
- Field Spell
- You can reveal any number of cards in your hand that require a die roll; roll a six-sided die, and if the the result is less than or equal to the number of revealed cards, draw 2 cards. You can only use this effect of “Dice Dungeon” once per turn. When an attack is declared involving two monsters in the same column: The controller of the attacked monster can banish 1 monster from their GY whose DEF is greater than or equal to its ATK, or send 1 monster that requires a die roll from their Deck to the GY, whose DEF is greater than or equal to its ATK to negate this effect. Otherwise, the ATK/DEF of the attacked monster becomes 0 until the end of the Damage Step only. Once per turn, if you roll a six-sided die (or dice) while all monsters in your GY require a die roll, you can declare a number from 1 to 6, treat all results as that number.
- Resurrection Scroll
- Normal Trap
- Roll a six-sided die and apply the result.
- 1: Special Summon 1 monster from your opponent’s GY in face-up Attack Position or face-down Defense Position.
- 2-5: Special Summon 1 monster that requires a die roll from your GY in face-up Attack Position or face-down Defense Position.
- 6: Special Summon up to 2 monsters that require a die roll from your GY in face-up Attack Position and/or face-down Defense Position.
- Monster Cannon
- Normal Trap
- Tribute 1 monster that requires a die roll; roll a six-sided die, and if you do, destroy up to that many cards your opponent controls. If this card is in your GY: You can target 2 other cards that require a die roll that are banished and/or are in your GY; shuffle them into the Deck, and if you do, Special Summon this card as a Normal Monster (Dragon/EARTH/Level 5/ATK 1000/DEF 3000). (This card is NOT treated as a Trap.) You can only use this effect of "Monster Cannon" once per turn.
- Exploding Disc
- Normal Trap
- When exactly 1 monster is Summoned: Destroy it, then both players roll a six-sided die. The player with the lowest result takes damage equal to that monster’s ATK. You can banish this card from your GY, except the turn it was sent to the GY; add 1 Spell/Trap that requires a die roll from your Deck to your hand. You can only use each effect of “Exploding Disc” once per turn.
- also I'd probably reword it like so
- Negate the activation, and if you do, destroy it, then both players roll a six-sided die. The player with the lowest result (you, if tied) takes damage equal to that monster's ATK.
- When exactly 1 monster is Summoned: Both player’s roll a six-sided die. Negate the activation, and if you do, destroy it, then inflict damage equal to its original ATK. If you rolled a higher number, your opponent takes the damage.
- Both players roll a six-sided die
- Negate the activation, and if you do, destroy that card, then, if it was a Monster Card, gain LP equal to its original ATK.
- When a Spell/Trap Card or effect is actviated:
- Energy Disk: Equip Spell?
- Exploding Disk: Counter Trap?
- Diamon Blade Strike
- Trap Searcher for the die spells or dice dungeon? Based on traps like energy destructon disk
- Resurrection Scroll Trap
- Twice per turn, during your Draw Phase, when you draw a card(s) that requires a die roll: You can reveal it; draw 1 more card.
- Alternatively reveal die roll cards for a mulligan?
- Opt, lucky 6 if all dice monsters in gy
- Battle makes monsters atk/def 0 when attacked by monster in same column, unless they banish a monster with greater def than atk from their GY
- The anime battle effects
- Opt get any dice spell to hand by revealing 3 dice monsters?
- Dimension dice, can special summon any dice monster with a level less than the result +3
- Send 2 monstera to use, or can send 2 die rollers
- If dice dungeon field get to special summon orgoth without roll
- Dice Dungeon, same column, then need Defense Counter.
- you can change this card to Defense Position, and if you do, it is unaffected by your opponent’s activated effects until the end
- Yaranzo
- Excavate equal to die roll +3
- If dice Deungeon on field can SS if monster
- Can banish 3 cards of 1 type from gy to foolish a card.
- If you control no monsters, you can Special Summon this card (from your hand). Once per turn (Quick Effect): You can roll a six-sided and apply the result.
- 1: Negate the effects of 1 face-up card card on the field until the end of this turn.
- 2-5: Banish 1 monster you control until the End Phase.
- 6: Banish 1 monster your opponent controls until the End Phase.
- Once per turn: You can roll a six-sided die 3 times and this card gains DEF equal to the total x 100 (until the end of your opponent’s turn), then, if 2 or more of the results were the same, you can apply the appropriate effects, and resolves in sequence.
- 2+: Until the end of your opponent’s turn, this card gains DEF equal to the ATK of the monster on the field with the highest ATK (your choice if tied), and if it does, change it to Defense Position.
- 3: Until the end of your opponent’s turn, this card is unaffected by your opponent’s activated effects, also, all monsters your opponent controls must attack this card, if able.
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