Spell
NormalSummon Dice
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2311
Pay 1000 LP; roll a six-sided die and apply the result. ● 1 or 2: Immediately after this effect resolves, you can Normal Summon 1 monster. ● 3 or 4: You can Special Summon 1 monster from your GY. ● 5 or 6: You can Special Summon 1 Level 5 or higher monster from your hand. You can only activate 1 "Summon Dice" per turn.
Summon Dice — Power Evaluation
Final Score: 53 ± 8 · Confidence: Medium
- Intrinsic: 52.5 · Deck: 53 · Meta: provisional
- Primary role: Extender · Secondary: Starter / Combo enabler
Why it scores here
Summon Dice is a portable Spell whose value is a single summon gated by a 1000 LP cost and a d6 roll. Each outcome yields one body (a Normal Summon from hand, a Special Summon from the GY, or a Level 5+ Special Summon from hand), so combo conversion stays near one extra body rather than a full board. Presence in 19 decks across 14 archetypes confirms portability, not raw strength, and the pack has no combo boards, so the score rests on card text and deck context. High-value outcomes are random, so the score does not assume a reliable hit.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | A single copy is usually in hand, but no searcher or dedicated route is evidenced, so access depends on the opening hand (observed 19 decks, inferred hand access). |
| Combo & Conversion | 45 | The d6 gives an equal one-third chance of each outcome, and each yields one monster, so conversion is roughly one body (inferred from card text, no combo examples). |
| Resource Economy | 40 | It costs 1000 LP and returns one monster from hand or GY, so card economy is roughly even with a life-point cost (verified card text, inferred balance). |
| Effect & Interaction | 5 | The card has no negation, removal, or hand-trap effect, so it offers no opponent interaction (verified card text). |
| Material Utility | 35 | Its outcomes add a summoned body, which may serve as material, but no material usage is evidenced (inferred from text, no combo data). |
| Resilience & Flexibility | 40 | The random outcome and once-per-turn limit reduce reliability, though it works from hand or GY across turns (verified text, inferred). |
| Deck-Building Efficiency | 75 | It is a single-slot Spell with no garnet or lock restriction, and decks run an average of 1.84 copies, so it is cheap to include (observed deck copies, verified text). |
Calculation
Weight profile: 0.7 Extender + 0.3 Starter/Combo enabler. Intrinsic ≈ 52.5, Deck ≈ 53, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Portable across 14 distinct archetypes in the sample
- Single-slot card with no garnet or lock cost
- Outcome 5-6 can Special Summon a Level 5+ monster from hand
- Outcome 3-4 can recur a monster from the GY
Weaknesses
- Random outcome: only one of three effects resolves per activation
- Costs 1000 LP per activation
- No opponent interaction
- No combo board evidence to confirm conversion
Counters / choke points
- No counter evidence in the pack; spell negation or LP-based interaction would be inferred, not evidenced
Best use
Extender. Decks: Egyptian God, Thunder Dragon, Dual Avatar. Suggested copies: 2.
Evidence & gaps
- Verified: Costs 1000 LP and rolls a six-sided die; Outcome 1-2 allows a Normal Summon of 1 monster; Outcome 3-4 allows a Special Summon of 1 monster from the GY; Outcome 5-6 allows a Special Summon of 1 Level 5+ monster from hand; Once per turn limit; 19 decks, average 1.84 copies, 14 distinct archetypes
- Observed: Top partners co-occur in 4 to 6 of 19 decks; Gameplay types: 14 of 19 decks are type 7
- Inferred: Each die outcome has equal probability (one-third each) and gives one body; Accessible from hand in most opening hands; Combo conversion is roughly one extra body
- 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 the deck sample only no match-up or metagame data; meta power is null






