Spell
QuickDicephoon
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3706
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.
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






