Musical Sumo Dice Games
Musical Sumo Dice Games

Musical Sumo Dice Games – #DIFO-EN047

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.

Date Reviewed:  June 13th, 2022

Rating: 1.63

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

Crunch$G Avatar

So we’re diving into Dimension Force finally and we got a very strange card from the set here: Musical Sumo Dice Games

MSDG is a Rank 6 FIRE Machine with 600 ATK and 3000 DEF. A very good DEF stat at least, being Machine is pretty nice, and FIRE is a fine Attribute. It’s a generic Rank 6 that just needs 2 monsters as well. The lone effect this card has is that at the start of the opponent’s Battle Phase when this is in a Main Monster Zone, you can roll a six-sided die and move this card that many Main Monster Zones clockwise around the board and if a monster is already in the zone it moves to, that monster is attached to this card and you can transfer any Xyz Materials it has to this. If this effect causes the materials to exceed 6, youu win the Duel. Also if this card can’t be moved or the monster in the zone it moves to can’t be attached, you send this card to the graveyard. So it’s a very gimmicky card to say the least. If you can get 6 materials on this, you get a win condition, but there’s a risk that it gets the required number of materials while the opponent controls it, seeing as it has to move clockwise, so you could give your opponent the win for running this. You’re at least likely going to be able to attach most monsters to this, so the main issue is worrying about if the zone it would move to can’t be used or not. It’s a win condition like Exodia or Final Countdown that still has a ton of luck required and this one can risk you losing the Duel if the opponent has it in their possession. Also, this effect only triggers at the start of the opponent’s Battle Phase, so they can just not enter that and find a way to remove this via other means and your win condition is gone. Still, a fun card to build a Deck around and try to pull off, just know the hoops you got to pull to get it off.

Advanced Rating: 2/5

Art: 4.5/5 These random pack filler cards in core sets always have interestitng artworks, whether they’re actually good or not.

Mighty Vee

This week begins our coverage of the newest TCG box set, Dimension Force; I wanted to skip today’s card because of the headache, but I’ll take a stab at it in case nobody else wants to! Today’s card is the very strange Musical Sumo Dice Games. A rank 6 FIRE Xyz Machine monster (Springans, anyone?), Dice Games only needs 2 level 6 monsters to Xyz summon, which should be the case because support for rank 6 Xyz summoning is sparse. There’s no easy way to summon it outside of Hazy Flame or Hieratic decks, so it’s not exactly the most splashable card. Though Dice Games has a terrible 600 attack for a rank 6 Xyz, it does have a great 3000 defense, so at least it’s a decent wall– and the reasoning will soon be very apparent.

As its name might suggest, Dice Games has an instant win condition loosely based on Musical Chairs and the Japanese dice game Sugoroku. Imagine, if you will, that the main monster zones are a game board with 10 spaces. If Dice Games is in a main monster zone at the start of your opponent’s Battle Phase (the opponent of the current controller of the card, that is), roll a six-sided die and move Dice Games that many monster zones clockwise, moving upward to enter the opponent’s board if necessary. If Dice Games lands on a monster, the monster (along with any of its Xyz materials if it’s an Xyz monster) gets attached to Dice Games. If Dice Games manages to get 6 Xyz materials by its effect, you win the duel; otherwise, if Dice Games cannot move or lands on a monster that cannot be attached, like an unaffected monster, it gets sent to the Graveyard. There are many reasons why this win condition is not practical in the slightest; Dice Games has zero protection and can easily be used as Link material as soon as your opponent gets their hands on it, in addition to the win condition being extremely luck-based. You can sort of cheat with Springans Merrymaker and Rank-Up Magic Astral Force, but it’s still luck-based to get the 6th Xyz material, and the combo itself is awfully impractical. Clearly this card isn’t a meta contender, but I do appreciate quirky pack filler.

Advanced: 1.25/5

Art: 3.5/5 It is cute and quirky at least, they seem to be having a good time.

Dark Paladin's Avatar

VERY late on this, but it’s important to me to do this, so here’s Musical Sumo Dice Games.  Silly name, but appropriate given that this card likes to play musical chairs with the Monster Zones.  Rank 6, Fire/Machine, 600 attack but a whopping 3000 defense, which helps for what this card is trying to accomplish.  We have another of the rare, legal, instant win cards…or win condition cards, would be more accurate.  XYZ Summon here simply requires any two generic Level 6 Monsters.

A roll of a die during your opponent’s Battle Phase moves this card 1 Monster Zone clockwise times the result of the die.  If a Monster exists in the Zone this card would land in via the roll, it becomes Material to this card, which is rather unique and fun in itself.  If it gains 6+ Material via this Effect, you win the Duel.  Sure, that’s awesome…the part that sucks about that Effect is you ONLY WIN THE DUEL VIA SAID EFFECT, so you can’t just go moving and attaching Material all on your own, it has to be by the doing of this card.

Which I understand, it would be too easy to win with this condition if it didn’t have some stipulation to it.  The real nail in the coffin here is the other Effect where it goes to the Graveyard if it can’t be moved or the roll results this card being in a Monster Zone where it can’t equip the Monster it landed on to itself.  And that’s very likely going to happen…I’d say probably about every time.  The card is fun, and it certainly has some potential, but I’m not even sure how often a dedicated build would pull this off.

Rating:  2/5

Art:  4/5  You know, this is a lot of fun, and I wonder if they play any other games.

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