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 Dice Roll Battle
- #HSRD-EN014

When an opponent's monster declares an attack: Target 1 "Speedroid" monster in your Graveyard; banish both it and 1 "Speedroid" Tuner monster in your hand, and if you do, Special Summon from your Extra Deck, 1 Synchro Monster whose Level equals the total original Levels of those 2 monsters. During your opponent's Battle Step: You can banish this card from your Graveyard, then target 1 face-up Attack Position Synchro Monster on each side of the field; make that face-up Attack Position monster your opponent controls attack that monster you control, and perform damage calculation.

Card Ratings
Advanced: 1.67 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
Nov. 12, 2015

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Dice Roll Battle

It actually has nothing to do with rolling dice.  It's a Speedroid card.  It's a revenue neutral Synchro Summoning card.  You must have a material in your graveyard, a material in your hand and you have to activate it in response to an attack (not chainable).  The 2nd effect is situational because it requires both players to have Synchros (and you having a stronger one), so it's of little importance.  Speedroid has some decent cards but there's really not much to work with here.  Too situational all around.



Dice Roll Battle has a lot of text on it.  This Trap is interesting, it grants you a Synchro (for your Speedroids) by removing a Speedroid from your Graveyard, and a Speedroid Tuner from your Hand, (after your opponent declares an attack) both cards are removed from play, and you Special Summon a Synchro Monster (note the Synchro doesn't have to be a Roid) from the Extra Deck of a Level equal to the Levels combined of the Monsters removed by the effect of this card.  Additionally, you can remove this card from your Graveyard from play to target a Synchro Monster on each side of the Field.  Your opponent's Monster must attack your Synchro Monster, and then Damage is calculated as normal.  Nice enough secondary effect, although you probably aren't going to be able to take use of it very much.  But the primary effect makes this useful definitely for a Speedroid player.
Rating:  3/5 
Art:  3.5/5


No, just no. Dice Roll Battle is way too situational to be useful. This Normal Trap Card only works in a Speedroid deck. I like that you can Special Summon a Synchro monster during your opponent's turn, but it's not a Synchro Summon, so many effects won't happen. Furthermore, you need to banish a Speedroid monster in your grave and a Speedroid tuner in your hand. There are 2 tuners that fit that criteria. For the second effect, there needs to be a Synchro monster on both sides of the field to force an attack. The cost for that effect is to banish the trap from the grave. To avoid that effect, they would only need to Special Summon their own Synchro monster in Defense Position. Or just, not Synchro Summon and just do Rank 4 like everyone else. Finally, my biggest problem with this card is that it has nothing to do with Dice.

Score: 1/5 It should be 0 because I give a point for every dice effect in the card text. That being 0.

Art: 3/5 The name matches the artwork. Too bad the effect isn't even fun.


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