Trap
ContinuousDiceversity
View:
3035
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.
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






