Diceversity
Trap Continuous

Diceversity

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Once per turn: You can target 1 monster on the field whose current Level is different from its original Level; roll a six-sided die and that monster's Level becomes the same as the result.




 
 
AI Power Analysis
UtilityConfidence: Low
32± 10/ 100
Power Score
Intrinsic 32

Diceversity — Power Evaluation

Final Score: 32 ± 10 · Confidence: Low

  • Intrinsic: 32 · Deck: — · Meta: provisional
  • Primary role: Utility

Why it scores here

Diceversity has no cost and one once-per-turn effect: it targets one monster whose current Level differs from its original Level and sets that Level to a six-sided die result. The random outcome and the narrow targeting condition limit what it reliably converts into, so it earns little beyond a situational Level adjustment. No deck or combo evidence exists, so the score is provisional and rests on card text alone. The 2,996 view count and the four-format legality earned no points.

Axis scores

Axis Score Evidence
Accessibility 20 Continuous Trap with no deck, combo, or searcher evidence, so the route to a live copy is unproven; it needs a monster whose Level already differs from its original (verified: card text; inferred: low practical access).
Combo & Conversion 20 Its only effect is one Level reset on one monster, creating no body or board (verified: card text; no combo evidence).
Resource Economy 25 Spends the trap card for a single effect with no draw, search, or recursion in the text (verified: card text).
Effect & Interaction 20 No negation, destruction, or removal text; it only rewrites a monster's Level, which is indirect interaction at best (verified: card text).
Material Utility 30 The Level it sets could fit a Level-based Synchro or Xyz requirement, but no material evidence is supplied (inferred).
Resilience & Flexibility 35 Single once-per-turn use with a random d6 outcome, and a Continuous Trap that stays exposed on the field (verified: card text; backrow exposure inferred).
Deck-Building Efficiency 55 One slot with no garnet, lock, or restriction text, but it is dead in most hands because it needs a level-shifted target (verified: card text; inferred: high dead-draw rate).

Calculation

Weight profile: Utility / no clear role (default); no secondary role. Intrinsic ≈ 32, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Final = Intrinsic (no decks and no combos; provisional; Deck = null)

Strengths

  • No activation cost stated in the text (verified: card text)
  • Can set a monster's Level to a chosen-by-die value, which may fit a Level-based requirement (inferred)

Weaknesses

  • Result is a random six-sided die roll, not a choice (verified: card text)
  • Once per turn (verified: card text)
  • Needs a monster whose current Level already differs from its original Level (verified: card text)
  • Continuous Trap that sits exposed on the field (inferred from frame type)

Counters / choke points

  • Generic Spell/Trap removal (inferred; no counter evidence supplied)

Best use

Situational Level manipulation utility.

Evidence & gaps

  • Verified: Continuous Trap, Continuous, legal in TCG, OCG, MasterDuel, DuelLinks; Once per turn; targets 1 monster whose current Level differs from its original Level; Rolls a six-sided die and sets that monster's Level to the result
  • Inferred: Low practical access: no searcher or deck evidence; Level-based material fit for Synchro or Xyz requirements; Exposure to generic backrow removal
  • Data gaps: no decks supplied, so deck/synergy signals are unavailable no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token; legal copies per format not supplied and assumed 3 no usage statistics (StatisticsCard); inclusion data unavailable no rulings for Level-change interactions with Level-based summons











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