15 Best Dice Roll Cards in Yu-Gi-Oh! (Ranked)
This post may contain affiliate links. If you buy something we may get a small commission at no extra cost to you. (Learn more).Today we’re talking about everyone’s favorite part of Yu-Gi-Oh… complete luck and no skill whatsoever!
Who doesn’t love a bit of chance giving you the win over your friend?
Here I’ll be counting down some of the best dice cards in the game.
And I’d say there’s a 1 in 6 chance you’ll find a card you want to use (Although let’s be honest, if you’re relying on dice roll cards, you might want to look at some of our other rankings!)
15. That Six
Starting off we have That Six. This card changes any dice roll to a 6 or 1 – odd numbers become a 6 and even numbers become a 1.
Now at first glance this sounds really useful, right?
Well, not really… You usually want other numbers, which you’ll see throughout the list.
But for certain dice roll decks this card is helpful. However it usually ends up being more of a hindrance than a help.
14. Roulette Barrel
Rolling into second-to-last place on this list is Roulette Barrel.
This card, once per turn, lets you roll 2 dice. You choose one of the results and get to destroy 1 monster on the field whose level is equal to that dice roll.
In the early game (and with a bit of luck) this card is actually pretty good.
But once you start hitting the mid and late game, some monsters are going to have more than 6 stars, rendering this card somewhat useless.
13. Roulette Spider
Don’t roll a 1, don’t roll a 1, don’t roll a 1… Oh COME ON!
You can activate this card when an opponent’s monster declares an attack. You roll a dice, and if you roll a 1, halve your LP (Yes, it’s as bad as it sounds).
Rolling a 2 makes the attack a direct attack to your LP.
Rolling a 3 lets you change the attack target to another monster you control.
Rolling a 4 lets you change the attack target to a monster the opponent controls.
Rolling a 5 lets you negate the attack, and the opponent takes damage equal to the attacking monsters ATK.
And rolling a 6 destroys that opponent’s monster.
A lot of downsides (rolling a 1 or 2 is just straight up worse than not playing this card). And it comes with not many upsides (rolling a 3 can be good potentially, and rolling a 4, 5, or 6 is helpful, but just not really worth the risk of losing half your LP).
12. Blind Obliteration
The Black Hole of dice roll cards, in the 12th spot we have Blind Obliteration.
This lets you roll 2 dice, and you destroy all face up monsters with levels lower than the total roll.
Meaning if you roll even slightly above average, you have the potential to destroy every (face-up) monster on the field.
The downside of this is, if you have lots of monsters on your side of the field, you don’t want to activate this card.
Also, if your opponent has facedown cards and only 1 monster that’s face-up, it’s not really worth using.
11. Sixth Sense (Forbidden)
Here we have Sixth Sense, which would be much higher on the list if it wasn’t banned in competitive rulings… but I still included it for those who want a more casual experience (in my defense you are looking at cards based on dice rolls).
This card lets the player select 2 numbers between 1 and 6.
The opponent then rolls a die. If the dice roll is the same as one of the numbers you chose, draw that many cards.
If it’s not, send that number of cards from the top of your deck to the graveyard.
Let’s just say it’s banned for a reason.
10. Dice Re-Roll
Just squeaking into the top 10 we have Dice Re-Roll!
Okay, so this technically isn’t a dice roll card. But it does let you re-roll dice from other cards, and for that reason I’m counting it (but still low on the list).
This card snags this spot in the ranking because it can save you when you roll badly.
But it’s only a one time use, so it can’t be any higher on the list. But to be fair: if you could use it every turn, it may have been a little bit broken.
9. Needle Wall
Oh Needle Wall, you have so much potential… Just lemme roll the right number… Please!
Once per turn during your standby phase, this card lets you roll a dice. Your opponent’s monster zone is treated as 1 through 5 right-to-left.
If you roll a number that has a monster on the corresponding square, destroy it.
This card is useful if your opponent has a lot of monsters, but if they only have one, it can feel like a shot in the dark.
8. Dicephoon
Falling in the middle of this ranking is Dicephoon.
Upon activating, roll a dice. A 2, 3, or 4 lets you destroy 1 spell or trap card on the field.
Rolling a 5 lets you destroy 2 spell or trap cards on the field.
However, rolling a 1 or a 6 means you take 1000 damage.
There’s a 1 in 3 chance you take damage, which is (all things considered) not too bad for an entire list based around dice rolls.
Also, Dicephoon is a quick-play spell. Meaning you can play it on either your turn, or the opponent’s turn, making it pretty versatile.
7. Dice Jar
This card is my absolute favorite on the list because it can change the tides of the game drastically.
Once flipped, both players roll a dice. The player with the higher dice roll inflicts their dice roll x500 to the opponent.
However, if one player rolls a 6, the enemy takes 6000 damage. Yes you read that right: 6000 damage.
The beauty of this card is that, with cards like Book of Moon and Book of Taiyou, you can keep flip summoning it. And with cards like Cyber Kirin you can prevent yourself from taking damage, meaning you can prevent any risk under certain circumstances.
The downside to this card is that, if you don’t have a deck based entirely around it, you could simply OTK (One Turn Kill) yourself.
But if you’re one for taking risks then this is hands-down the best card for you.
6. Maximum Six
Much like its name, Maximum Six takes the 6th spot on the list.
When this card is tribute summoned, you roll a dice.
This card gains ATK equal to the roll x 200, meaning you could have a Level 6 monster with 2900ATK, which is absolutely insane.
Also, even if you roll a low number like a 1 or 2, it will still generally be higher than any level 4 or lower monster, making this card in the early game very powerful. And still (potentially) dangerous in the mid-to-late game.
5. Skull Dice
Just scraping the top five we have Skull dice, with its counterpart not too far above it.
Skull Dice allows you to roll a dice and all opponent-controlled monsters lose both ATK & DEF points equal to the roll x100 until the end of the turn.
As a trap card, this allows you to use it once the opponent attacks. This can potentially make them destroy their own monster, provided you get a lucky roll of course!
4. Graceful Dice
Now the reason Graceful Dice is above Skull Dice is because, as a quick-play spell, Graceful Dice can be played on either your turn or the opponent’s turn.
Unlike Skull Dice which can only be played on the opponent’s turn.
The reason for this is that you can potentially end the game if your monsters have just a little more ATK, compared to surviving an attack from your opponent.
Both Graceful Dice and Skull Dice can be great in casual decks. But like most of these cards, they aren’t as viable in more competitive decks.
3. Time Magic Hammer
With the bronze medal for best Dice Roll cards we have… Time Magic Hammer!
The effect here is just straight up mental.
If this card is special summoned, equip it to 1 other face up monster on the field. If it battles an opponent’s monster, you can roll a dice – banish that opponent’s monster for the number of turns rolled on the dice.
A bit wordy, but basically it means you can banish an opponent’s monster anywhere between 1 and 6 turns. And because this card stays equipped, you can use it until the monster equipped with it is destroyed.
The only drawback to this card is that it must be summoned by The Claw of Hermos using a Spellcaster monster.
This is, obviously, hard to do on a random deck. And you need to base at least part of your deck around these cards if you want to use Time Magic Hammer consistently, stopping it from being any higher on the list.
2. Snipe Hunter
Taking second place is Snipe Hunter.
Now at a glance this card doesn’t seem particularly strong.
However, its effect more than makes up for that.
By discarding 1 card from your hand, you can target any card on the field and then roll a die. If it lands on anything other than 1 or 6, the card is destroyed.
Now bear in mind that means there’s a 2 in 3 chance of destroying any card on the field and this card can still attack, at the cost of discarding 1 card from your hand.
Snipe Hunter can be used with no other dice roll cards, and still be incredibly valuable in your deck.
1. Summon Dice
In the top spot we have Summon Dice, the most widely usable and overall most beneficial card in this list.
Summon Dice lets you pay 1000LP and roll a die.
Rolling a 1 or 2 lets you Normal summon 1 monster (letting you double normal summon for the turn).
Rolling a 3 or 4 lets you Special Summon 1 monster from your graveyard, allowing for helpful support in the mid to late game.
Rolling a 5 or 6 lets you Special Summon 1 Level 5 or higher monster from your hand.
All of these effects can really turn the tide of a battle, and all it costs is 1000LP.
It should be noted that you can only use 1 Summon Dice per turn. But to be honest, it’s all you really need.