Dicephoon
Spell Quick

Dicephoon

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Roll a six-sided die and apply the result. ● 2, 3, or 4: Destroy 1 Spell/Trap on the field. ● 5: Destroy 2 Spells/Traps on the field. ● 1 or 6: You take 1000 damage.




 
 
AI Power Analysis
Removal / NegationConfidence: MediumEvaluated Oct 8, 2026
52± 8/ 100
Power Score
Intrinsic 53
Deck 52

Dicephoon — Power Evaluation

Final Score: 52 ± 8 · Confidence: Medium

  • Intrinsic: 53 · Deck: 52 · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Board breaker

Why it scores here

Dicephoon is a generic Quick-Play that converts into a one-for-one destruction of a Spell/Trap, with a 1-in-3 chance (rolls 1 or 6) of taking 1000 damage, so its value is capped by a coin-flip-like downside. Its interaction only reaches Spells and Traps, so it does nothing to monsters or boards built on monsters. Its 16-deck presence across 12 archetypes confirms it is a portable staple, but that frequency is not evidence of power, and the high deckbuilding score reflects cheap slot cost rather than strength.

Axis scores

Axis Score Evidence
Accessibility 65 Playable from hand as a Quick-Play with no searcher or setup needed, and present in 16 of the 16 recent decks at 1.94 average copies (verified deck count; live-in-hand is inferred from text).
Combo & Conversion 15 No combo boards were supplied and the card builds no board itself; it only destroys (verified from card text; no combo evidence).
Resource Economy 35 At best a 1-for-1 trade, and it can destroy the player's own Spell/Trap, while the 1-in-3 roll for 1000 damage is a real cost (verified from text; inferred trade balance).
Effect & Interaction 45 Destroys one Spell/Trap on a 2-5 roll and two on a 5, so it is strong against backrow but dice-dependent and blind to monsters (verified text; inferred strength).
Material Utility 0 Spell card with no material or level body, so it contributes nothing as material (verified from frame type).
Resilience & Flexibility 35 A single dice resolution with no redundancy and a damaging outcome on 1 or 6, so the effect is fragile across turns (verified text; inferred).
Deck-Building Efficiency 80 No garnet, no locks, no restriction, and sits at a low copy count in the sampled decks (verified deck distribution; unlimited assumed from missing banlist token).

Calculation

Weight profile: Primary role Removal / Negation; no secondary weight blended. Intrinsic ≈ 53, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Hits any Spell or Trap on the field, so it answers backrow-based setups
  • Quick-Play, so it can be used on the opponent's turn
  • Cheap to run with no garnet or restriction, and fits many archetypes

Weaknesses

  • 1-in-3 chance of 1000 damage to its user on a 1 or 6
  • No effect on monsters
  • No combo evidence was supplied, so its conversion value is text-only

Counters / choke points

  • Any response that negates the activation of the Spell itself

Best use

Flexible backrow removal in Spell/Trap-heavy or backrow-reliant decks. Decks: Destiny HERO, Buster Blader, Runick (Mysterune), Monarch.

Evidence & gaps

  • Verified: Roll 1 or 6 means 1000 damage to self; roll 2-4 destroys 1 Spell/Trap; roll 5 destroys 2 Spells/Traps; Present in 16 of 16 recent decks at 1.94 average copies across 12 archetypes
  • Observed: Inclusion in 12 distinct archetypes indicates portability across homes
  • Inferred: Removal / Negation role from text; Expected outcome is roughly 2/3 chance of destruction and 1/3 chance of 1000 self-damage
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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