Yu-gi-oh Full Set Review

We here at DiceAnon have a lot of fun while playing Dice Masters. However, we can also be hugely competitive, and we enjoy playing great opponents. Whether you’re a fan of Yu-Gi-Oh! or not, we think it’s safe to say everyone has at least been curious about how Yu-Gi-Oh! cards will affect their local Dice Masters meta.

“By failing to prepare, you are preparing to fail.” – Benjamin Franklin.

Spoilers seem to be popping up everywhere, and we’re sure even those who have previously proclaimed things like “Yu-Gi-Oh! is for kids!” are quietly thinking to themselves, “I may be able to use that silly dragon in my deck.” Let DiceAnon help prepare you, so you can help yourself with your addiction.

Since our Full UXM Set Review proved to be so popular, we’re going to try and continue it with Yu-Gi-Oh! (Pictures Pending)

Nearly all the cards reviewed are found from a video from lettheinkflow2010 and in Glass Cabinet Hobbies’ Yu-Gi-Oh Dice Masters sales page.

 

The ratings are to be understood as follows:

Constructed = C
Hybrid = H
Limited / Rainbow Draft = L
Mixed Sets = M

5.0 – Incredible, becomes the focus of any team it’s in
4.0 – Staple card, highly competitive
3.5 – Versatile option, competitive
3.0 – General utility, counter-pick, generally usable
2.5 – Combo components, minor utility, sometimes used
2.0 – Niche play; strictly used for combo, theme, or fun
1.0 – Poor, might be included on a team for theme but is never bought
0.0 – Outclassed by everything

B = Bolt, S = Shield, F = Fist, M = Mask

Example: “Pay S,” translates to “Pay Shield.”

Disclaimer: All ratings are subject to change and represent the opinions (and mood) of the writer(s). We may also provide a more in-depth review of any or all monsters in the future.

For constructed, hybrid, and limited, assume only Yu-Gi-Oh! is being used. This includes Basic Actions. Mixed sets assumes constructed play combined with Avengers vs. X-men and Uncanny X-men.

In general, because of how little ramp there is in this set, any card with a purchase cost of 2 or 3 will have an above-average rating in limited. It doesn’t matter how useful some 4 or 5 cost abilities are if you can never manage to buy them. Low-cost monsters are the bread and butter of a good team and they will typically be the limiting factor of a draft.

 

Change Log

Starter Blue Eyes White Dragon’s rank has been raised,

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Basic Actions

(4) Change of Heart [Max: 3]

At the start of your attack step, take control of an opponent’s monster with a level lower than one of your monsters. Attack with it.
* Instead, you may take control of a monster of equal level.

Potentially powerful but costs 4 and it’s unreliable since it requires that your opponent provide you a good target.

C: 1
H: 2
L: 2
M: 1

(3) Crush Card Virus [Max: 3]

Knock out one of your monsters in the field to knock out an opponent’s monster up to 1 level higher than yours.

At only 3 cost, this is one of the more reliable direct removal cards in the game. Rather than requiring something unreliable like a burst symbol, you only need a Sidekick to KO a level 1 or 2 monster.

C: 2.5
H: 2.5
L: 3
M: 2

(3) Horn of the Unicorn [Max: 3]

Two of your monsters get +1A and +1D.
*/** Damage those monsters deal in excess of the total defense of their blockers is dealt to your opponent.

Global: Pay B. Target monster gets +1A.

Overcrush* is a fairly underrated mechanic. This is the only Yu-Gi-Oh! Basic Action with some form of direct damage. At only 3 cost, this card is very easy to build a team around. I think this card will be a staple when playing only with Yu-Gi-Oh.

*According to the DC Dice Masters Rulebook, “Overcrush” is the new keyword for the following ability: When attacking, if this monster knocks out all of its blockers, it deals any leftover damage to your opponent.

C: 4
H: 4
L: 4
M: 3

(4) Mirror Force [Max: 3]

Knock out a level 1 monster.
** Knock out a level 1 or 2 monster instead.

Global: Pay F. Target blocked monster deals no damage.

Smash wasn’t used very much and it costs one energy less than this card does. The global might become really important for countering Horn of the Unicorn though.

C: 3
H: 3
L: 3
M: 0

(4) Mirror Wall [Max: 3]

Place this die on an opposing monster. That monster has half of its normal attack and defense, rounded down. Return this die to your Used Pile when the monster is knocked out.

At 4 cost, this Basic Action simply doesn’t do enough. The other Basic Actions will net similar end results, except better.

C: 0
H: 1
L: 1
M: 0

(3) Monster Reborn [Max: 3]

Roll a monster from your Used Pile. If it rolls a monster face, summon it at no cost. Otherwise, place the die in your bag.

This card is somewhat interesting since it allows you to summon a monster you just bought. It’s also priced at 3. The secondary effect is less useful when mixing with PXG though.

C: 2
H: 3
L: 3
M: 1

(3) Mystic Box [Max: 3]

Choose an opposing monster. Your opponent draws a die. If it is a monster, replace the chosen monster with that die at its lowest level. Otherwise, return the die to the bag.

Global: Pay S. Swap the attack value of one of your monsters with that of one opposing monster.

It’s very hard to use this Basic Action for removing your opponent’s monsters from the field. It doesn’t completely remove them from the field either. That being said, the global ability will make this card playable in all formats. The possibility of forcing an empty bag to refill when playing against PXG is also a possibility.

C: 3
H: 3
L: 3
M: 3.5

(4) Spellbinding Circle [Max: 3]

Place this die on an opposing monster. That monster cannot attack. Return this die to your Used Pile when the affected monster is knocked out.

This card is interesting. There are a good number of powerful monsters you might want to lock down. Swords of Revealing Light can prevent those monsters from blocking as well.

C: 3
H: 3
L: 3.5
M: 3

(4) Swords of Revealing Light [Max: 3]

Choose one monster. That monster can’t attack until the start of your next turn.

Global: Pay M. Target monster cannot block this turn.

This die costs the same as Spellbinding Circle but is much weaker. The global makes it a staple card in all formats, though. This card can open up opportunities for some devastating early game assaults.

C: 4
H: 4
L: 4
M: 4

(3) Waboku [Max: 3]

Place this die touching one of your monsters. That monster cannot be knocked out while blocking. Place this die in your Used Pile at the end of your opponent’s turn.

Defensive bonuses like this are simply not very useful. It requires your opponent to attack and the benefits are questionable.

C: 0
H: 1
L: 1
M: 0

 

Non-Basic Actions

Keep in mind that Ring of Magnetism and Trap Hole both have no single-energy side. This is a minor benefit, but it is something to note.

Ring of Magnetism

(M4) Ring of Magnetism – Sidekick Attraction [Max: 3]

Play on a monster. All opposing Sidekicks must attack while that monster is active.

Sidekicks are extremely important as defenders. Forcing them to attack is a very powerful thing indeed. At only 4 cost, this card has a lot of potential. Combine with Swords of Revealing Light to really take advantage of the lost blockers.

C: 4
H: 4
L: 4.5
M: 3

(M3) Ring of Magnetism – Action Attraction [Max: 3]

Play on a monster. Your opponent’s action dice and abilities can only target that monster.

It’s unclear as to whether or not this card can be the target of Distraction’s global without attacking, but I think it can. This card is reasonably priced and is a good way to keep your opponent from using global abilities in order to buff their monsters.

C: 4
H: 3
L: 3
M: 4

(M4) Ring of Magnetism – Monster Attraction [Max: 3]

Play on a monster. Your opponent can only block monsters affected by this die until each such monster with this die has been assigned two blockers.

The wording makes it seem like this can buff multiple monsters with a single Ring, but I don’t think this is the case. Either way, at 4 cost, I’d rather buy another attacker than make one attacker harder to block.

C: 1
H: 2
L: 3
M: 1

Trap Hole

(M3) Trap Hole – Deep [Max: 3]

Knock out a level 1 monster with cost 5 or less.

Unreliable control. Its low cost makes it an okay energy source in Limited, though.

C: 1
H: 1
L: 2.5
M: 0

(M4) Trap Hole – Shallow [Max: 3]

Knock out all Sidekicks (both players’).

Sidekicks are valuable blockers. Combined with Swords of Revealing Light, you can get some major damage through. Unfortunately, your Sidekicks won’t be there to stop your opponent from doing the same.

C: 1
H: 2
L: 3
M: 1

(M5) Trap Hole – Wide [Max: 3]

Determine the lowest attack value of a non-Sidekick monster. Knock out all monsters (both players’, including Sidekicks) with that attack value.

Unreliable and expensive. It’s a very narrow counter-pick depending on your opponent’s team.

C: 1
H: 1
L: 1
M: 0.5

Millennium Puzzle

(S5) Millennium Puzzle [Max: 1]

When rolled, move this to your field. It does not go to your Used Pile until used. You may discard this die to send one opposing monster to its Used Pile.

This die is expensive, but it’s a very reliable removal card. You can field your Puzzle and wait until you see the perfect target is fielded. It doesn’t give that monster a chance to attack and leaves nothing to chance.

C: 3.5
H: 3
L: 3
M: 3

Millennium Rod

(F6) Millennium Rod [Max: 1]

When rolled, move this to your field. It does not go to your Used Pile until used. You may discard this die to take control of one opposing monster until the end of the turn. You may attack or block with that monster.

This card has a lot of the same strengths as Millennium Puzzle, but the difference between 6 cost and 5 cost is pretty large. Large monsters won’t get KO’d when attacking or blocking, so Millennium Puzzle is also more useful if you need those expensive monsters off the field.

C: 2.5
H: 3
L: 3
M: 2

Monsters

Baby Dragon

(Thousand Dragon Affiliation)

0 3 1    1 3 2    1 4 3

(B3) Baby Dragon – Juvenile Reptile [Max: 4]

Baby Dragon’s stats are just OK for a 3 cost vanilla. Having a fielding cost on the level 2 side makes it just average in my eyes. However, Thousand Dragon is very powerful and this card gets points for constructed just because of it’s the cheapest Baby Dragon.

C: 3.5
H: 2
L: 3
M: 3

(B4) Baby Dragon – Soft Scales [Max: 4]

When this attacks, it gains +1A for each other B monster you control.

This kind of gimmick is nice, but since these kinds of abilities take uniqueness into account, it would actually take a lot of set up to bring the card up to par with other 4 cost monsters.

C: 2
H: 1
L: 1
M: 1.5

(B4) Baby Dragon – Cute but Dangerous [Max: 4]

When this attacks, you may pay B to give it +2A.

This is a pretty cool ability if it can be used multiple times. When combined with PXG and Iceman’s global this could be a whole lot of damage. This card could be strong in a Bolt heavy team even without those globals though.

C: 3.5
H: 2
L: 2
M: 3.5

Black Luster Soldier

2 5 5    2 6 6    2 7 7

(F5) Black Luster Soldier – Ultimate Soldier [Max: 4]

If you attack with only F monsters, this monster gets +1A.

Ritual: You may move a monster from your Reserve Pool to your Used Pile to pay this monster’s summoning cost.

This monster’s abilities leave much to be desired and its stats are just above average for its purchase and fielding costs. Ritual summoning is pretty nice when all your Sidekicks are fielded and you’re rolling mostly monster dice, though. We’ve all had that situation go bad before.

C: 1
H: 2
L: 2.5
M: 1

(F5) Black Luster Soldier – Chaos Blade [Max: 4]

When this monster attacks, your other F monsters get +1A and +1D.

Ritual: You may move a monster from your Reserve Pool to your Used Pile to pay this monster’s summoning cost.

This card can add a decent amount of damage to a good fist team. I find this kind of thing more useful than Sidekick buffing simply because I usually don’t want to attack with my Sidekicks. They are supposed to be my blockers.

C: 3
H: 2
L: 2.5
M: 3

(F6) Black Luster Soldier – Fearsome Fighter [Max: 4]

When summoned, your opponent’s Sidekicks deal no damage in battle this turn.

Ritual: You may move a monster from your Reserve Pool to your Used Pile to pay this monster’s summoning cost.

This card is mostly pointless, even against super Sidekicks. It also costs more energy than its counterparts. There are cases where this effect would be helpful, but there are no cases in which I’d spend 6 energy for it.

C: 0
H: 0.5
L: 0.5
M: 0

Blade Knight

1 3 2    1 4 3    2 5 4

(F4) Blade Knight – Lone Wolf [Max: 4]

When this monster attacks alone, spin an opposing monster down to level 1.

Reasonable stats, reasonable price, and a reasonable ability. Mediocre, but usable. Level manipulation can often be very useful.

C: 2
H: 3
L: 3
M: 2

(F3) Blade Knight – Solo Act [Max: 4]

When this monster attacks alone, any damage it deals in excess of the defense of its blockers is dealt to your opponent.

This ability is quite good, especially when paired with attack buffs. Especially useful in Limited where it can be tough to deal reliable damage.

C: 4
H: 4
L: 4
M: 3

(F4) Blade Knight -Last Man Standing [Max: 4]

When this monster attacks alone, only 1 monster of equal or lower level may block it (monsters of higher level cannot block).

This ability isn’t too great. The body is OK, though.

C: 2
H: 3
L: 3
M: 1

Blue Eyes White Dragon

1 6 5 *    2 7 6 *    3 8 7 **

(B6) Blue-Eyes White Dragon – Blue Titan [Max: 2]

* When this monster attacks, your opponent knocks out one of his or her monsters.
** When this monster attacks, your opponent loses life equal to the level of his or her highest-level monster.

The double-burst side is solid, but the single-burst side leaves a bit to be desired. Since your opponent chooses, it will KO a sidekick most of the time. That being said, a second look shows that this is still actually one of the better 6 costs in the set.

C: 3
H: 3
L: (Starter)
M: 1.5

(B6) Blue-Eyes White Dragon – Terrifying Behemoth [Max: 2]

When this monster attacks, it gets +1A for each other attacking monster.
* When summoned, deal 3 damage to one target monster.

Spot removal with a possibly large attack bonus. Once again, these type of abilities are affected by uniqueness, so it’s not game winning. Fine for Limited, though.

C: 1.5
H: 1.5
L: 2
M: 1

(B7) Blue-Eyes White Dragon – Monstrous Dragon [Max: 4]

Once per turn, you may knock out one of your monsters to give this monster +3A.

Global: Pay B and knock out one of your monsters to reduce the cost of the next die you buy by 2 energy.

This global is a pretty big deal. Both players will be able to use it, but rarely will both players use it equally in constructed. Monsters with powerful “When Fielded” abilities can dominate with this global. Bolt is looking to be the most powerful energy type of Yu-Gi-Oh Dice Masters.

C: 4.5
H: 4.5
L: 3.5
M: 4.5

Breaker the Magical Warrior

0 3 1    0 3 2     1 4 4

(F4) Breaker the Magical Warrior – Mana Break [Max: 4]

When summoned, you may move an action die from the field to its Used Pile.

4 Cost is pretty expensive, but this ability deals with a couple annoying things such as Spell Binding Circle and Imprisoned. This card may prove to be very useful for mixed.

C: 3.5
H: 3
L: 3
M: 4

(F3) Breaker the Magical Warrior – Mystical Magus [Max: 4]

When summoned, if your opponent has more monsters in the field than you do, draw and roll one die.

The die stats are extremely reasonable for its cost, and the effect is good icing on the cake. It’s especially good in limited, where low cost characters and good ways to ramp are hard to come by.

C: 3
H: 3
L: 4
M: 3

(F4) Breaker the Magical Warrior – Counterspell [Max: 4]

When summoned, draw a die from your bag. If it is a F monster, add it to your Prep Area. Otherwise, place it in your bag or your Used Pile.

The fact that this card mills your bag even if you don’t draw a fist monster is cool, but the stats and cost aren’t quite where they need to be.

C: 2
H: 2
L: 2
M: 2

Buster Blader

1 4 4    2 5 7    3 6 8

(B5) Buster Blader – Dragon Butcher [Max: 4]

This monster cannot be blocked by monsters with “Dragon” in their title.

Brutal fielding costs and an ability of questionable usefulness.

C: 1
H: 1
L: 2
M: 1

(B5) Buster Blader – Dragon Slayer [Max: 4]

When this monster attacks or blocks, it gets +2A and +2D for each level 3 monster your opponent has in the field.

Even one level 3 monster on your opponent’s side is a pretty large bonus, but this can’t be relied on. Swords of Revealing Light or Horn of the Unicorn is needed in order to translate those bonuses into direct damage.

C: 1.5
H: 1.5
L: 2
M: 1.5

(B6) Buster Blader – Dragon Executioner [Max: 4]

At the start of the attack step, this monster gets +1A and +1D for each non-Sidekick monster in your opponent’s Used Pile or Prep Area.

A bit expensive for a straight bruiser, but it can set up for some pretty huge damage. Following a board wipe, this could deal a solid chunk of damage.

C: 3
H: 2
L: 2
M: 3

Celtic Guardian

0 2 2 *    0 3 4    1 3 5

(B4) Celtic Guardian – Elven Warden [Max: 2]

When this monster attacks alone, it gets +2D.
* Gets +1D for each other B monster in the field (both players).

The stats are somewhat mediocre, but the fielding costs are solid. Ant-Man‘s global works very well with this card as well.

C: 2
H: 2
L: (Starter)
M: 3

 (B4) Celtic Guardian – Lightning Fast [Max: 4]

If none of your other monsters block, this monster gets +4D.

A super-heavy blocker is just typically not that useful, especially at 4 cost. A card that threatens real damage can still block after all.

C: 1
H: 2
L: 2
M: 1

(B4) Celtic Guardian -Silverblade Slash [Max: 4]

When assigning damage in an attack step, this monster assigns and resolves his damage before opposing monsters do.

Celtic Guardian’s defensive stats are already somewhat high, so this ability will rarely be relevant. Other cards with similar abilities don’t see much play.

C: 1
H: 2
L: 2
M: 2

Curse of Dragon

1 4 4    1 5 4    2 6 5

(B4) Curse of Dragon – Bony Body [Max: 4]

When this monster damages an opponent, return it to your bag instead of the Used Pile.

This monster is pretty beefy at 4 cost and the ability is not too bad.

C: 2.5
H: 2.5
L: 3
M: 1.5

(B5) Curse of Dragon -Dragon Flame [Max: 4]

While active, the first time you summon a monster each turn, this monster gets +2A and +2D.

Taking into account this ability, this monster’s stats are still decent for the extra cost.

C: 2
H: 2
L: 3
M: 1.5

(B5) Curse of Dragon -Skeletal Structure [Max: 4]

Even if this is not active, whenever you summon a die with “Dragon” in its title, you may roll (all copies of) this die from your Used Pile. If you roll a monster face, summon it for free. Otherwise, return it to your Used Pile.

Depends pretty heavily on a Dragon gimmick, but if you have enough Dragons, this card can be pretty difficult to deal with.

C: 3.5
H: 2
L: 1.5
M: 3

Dark Magician

1 5 6    2 6 6 *    3 7 7 *

(M6) Dark Magician – Friend to the Pharaoh [Max: 4]

When summoned, you may pay 2 life to draw and roll 2 dice.

High cost with an iffy ability. If it were cheaper, one could justify using it to buy larger monsters, but this card has the cost of a game-winner in itself.

C: 1
H: 1
L: (Starter)
M: 0.5

(M6) Dark Magician – Master Spellcaster [Max: 2]

While active, at the beginning of each turn, lose one life and draw one extra die.

This card can probably be pretty useful, but it’s a bit unclear how it interacts with the start of your opponent’s turn. The cost is limiting, though. I can imagine this being fun to play alongside Silver Surfer – Sentinel though.

C: 2
H: 2
L: 2
M: 2

(M6) Dark Magician – Dark Magic Attack [Max: 2]

While active, whenever you draw an extra die (beyond the ones you draw at the start of your turn), draw 2 dice instead and lose 1 life.

In the end, this card is still 1 life for 1 die like the other cards, but it’s more restrictive. That being said, I’m giving it a bump for mixed because it might be able to interact with abilities that do more than simply roll or prep a die in a cool way.

C: 1
H: 1
L: 1
M: 2.5

Dark Magician Girl

0 3 5    0 4 6    1 5 7

(M5) Dark Magician Girl – Arcane Companion [Max: 4]

At the start of the attack step, this monster gets +2A if you have any monsters in your Used Pile.

This monster’s stats are really marvelous. Especially her fielding costs. Her ability is also extremely easy to activate. A solid semi-vanilla attacker.

C: 2
H: 3
L: 4
M: 2

(M5) Dark Magician Girl – Powerful Sorceress [Max: 4]

At the start of the attack step, this monster gets +1A for each monster in your Used Pile.

This card is similar to the common, but it should be slightly better on average.

C: 2
H: 3
L: 4
M: 2

(M5) Dark Magician Girl -Dark Burning Attack [Max: 4]

If this monster does not block, when you assign combat damage, this monster may deal its attack value in damage to an attacking monster.

This is a very interesting ability, but Dark Magician Girl’s low fielding costs make her more or less fine with blocking and getting KO’d. While she can snipe monsters off, she doesn’t do it before those monsters deal their damage.

C: 1.5
H: 2
L: 3
M: 1

Doomcaliber Knight

1 4 4    1 5 5    2 6 6

(F5) Doomcaliber Knight – Skeletal Warrior [Max: 4]

When an opponent uses an action die, you must cancel the effect and knock out this monster.

This ability is a bit weak, but it can be pretty good in Limited considering the Horn of the Unicorn will probably be a staple.

C: 1
H: 2
L: 2.5
M: 1

(F5) Doomcaliber Knight – Fiendish Fighter [Max: 4]

While this monster is active, it cannot be the target of action dice or abilities.

Global: Pay F when you attack. Your monsters cannot be the target of action dice or card abilities.

This global has a whole lot of potential, particularly when mixing the sets. At the very least, you can use Horn of the Unicorn during your main phase and still use the global to counter Mirror Force during the attack phase.

C: 4
H: 3
L: 3
M: 4.5

(F5) Doomcaliber Knight – Dark Cavalry [Max: 4]

If an opponent uses a global ability, you must spin this monster down one level to cancel the ability and prevent that ability from being used again this turn. (You cannot spin down a level 1 monster, so it does not cancel.)

This ability has a lot of the same potential benefits of the uncommon, but the fact that you actually have to purchase a 5 cost die makes it considerably less versatile. Although Doomcalibur Knight can completely cancel PXG, it’s hard to say if it’s better than Powerful Telepath. Your opponent can use dummy globals to spin him down after all.

C: 3
H: 3
L: 3
M: 3.5

Flame Swordsman

1 3 3    2 4 4    3 6 6

(B5) Flame Swordsman – Master Swordsman [Max: 4]

When summoned, this monster gets +2A until the end of the turn.

The bonus attack will usually be a non-factor since you can’t guarantee that you’ll be able to swing through on the same turn you field Flame Swordsman. The cost to buy and field him is also quite steep.

C: 1
H: 1
L: 1
M: 1

(B5) Flame Swordsman – Flaming Sword of Battle [Max: 4]

At the start of the attack step, if your opponent has more monsters in the field  than you do, this monster gets +2A and +2D.

Although improved over the common, the stat gains just bring Flame Swordsman to par as a simple attacker.

C: 1
H: 1
L: 2
M: 1

(B6) Flame Swordsman – Salamandra Flamestrike [Max: 4]

When summoned, your attacking monsters get +1A and +1D until the end of the turn.

This ability is cool, but 6 energy is a lot to pay for it. Nevertheless, this card can probably break some stalemates in certain formats.

C: 2.5
H: 2.5
L: 3
M: 2

Gaia the Fierce Knight

1 4 5    1 6 5    2 7 6

(B6) Gaia the Fierce Knight – Charging Stallion [Max: 4]

If this monster damages an opponent, it deals an equal amount of damage to one target monster.

This ability could be pretty useful for spot removal when paired with something that can help Gaia deal damage to the opponent like the Swords of Revealing Light or Horn of the Unicorn. 6 energy is a lot, though.

C: 2
H: 3
L: 3
M: 2

(B5) Gaia the Fierce Knight – Spiral Shaver [Max: 4]

If this monster is blocked and not knocked out, it also deals half its damage (rounded down) to your opponent.

This ability at this cost is very alluring. Gaia’s stats are solid enough that it should not be too difficult to activate this direct damage ability consistently.

C: 3.5
H: 3.5
L: 5
M: 3

(B6) Gaia the Fierce Knight – Dextrous Jouster [Max: 4]

While this monster is active, whenever an opponent summons a level 3 monster, deal 2 damage to that opponent.

This is useful when you and your opponent are trading a lot of knockouts between your monsters. Unfortunately, that’s not a typical situation. Direct damage is always helpful in limited though.

C: 2
H: 2
L: 3
M: 2

Goblin Attack Force

0 4 1    0 6 1    2 7 1

(F3) Goblin Attack Force – Charge! [Max: 4]

This monster must attack (if legal). If a level 2 or higher monster damages you, knock this monster out.

That is a whole lot of attack damage for 3 cost. It’s a bit hard to control, but I think there can be a lot of teams that can make use of this card. Sometimes, being easily KO’d is beneficial as well. The secondary disadvantage should rarely be a problem.

C: 3.5
H: 3
L: 3
M: 4

(F4) Goblin Attack Force – Goblin Squad [Max: 4]

This monster cannot block. If you are damaged, knock this monster out.

Global: Pay F. Target monster must block this turn (if legal).

At 4 cost, we can’t really treat this as a good rushdown card like the common Goblin Attack Force. This global is really quite good, though. Attack and block manipulation is always valuable. There will definitely be constructed teams that make great use of that global.

C: 4
H: 3
L: 3
M: 4

(F4) Goblin Attack Force – Unruly Throng [Max: 4]

This monster must attack (if legal). If you are damaged, knock this monster out.

Global: Pay F. Target monster must block this turn (if legal).

This ability is weaker than the uncommon Goblin Attack Force’s ability because it is not likely to be left alive in order to block after attacking. It can’t be held in reserve for a timed attack like the uncommon one can. The global is still good enough to earn it the same rankings, though.

C: 4
H: 3
L: 3
M: 4

Harpy Lady

1 2 3    1 3 3 *    2 3 4

(F3) Harpy Lady – Furious Fowl [Max: 2]

If one or more Sidekicks attack (either players’), this monster gets +1A and +1D.
* When this monster attacks, up to 3 Sidekicks get +1A.

Those fielding costs are the real killer here. The burst ability is fairly good, but there’s only one burst side.

C: 2
H: 2
L: (Starter)
M: 2

(F3) Harpy Lady – Cyber Slash [Max: 4]

When summoned, you may spin a Sidekick die in your ready area to its monster side.

This ability is not too bad as it can be considered similar to a 1 energy reduction in fielding cost. This makes the card a slightly above-average defensive option.

C: 2
H: 3
L: 3
M: 2

(F3) Harpy Lady – Flurry of Feathers [Max: 4]

When summoned, until the end of the turn, you may place dice you buy into your bag.

Those fielding costs will hurt your bag rotation in the long run. It’s not worth the minor improvement to your late game bag rotation in my opinion.

C: 2
H: 2
L: 2
M: 2

Harpy Lady Sisters

1 4 4    2 5 5     3 7 6

(F5) Harpy Lady Sisters – Triple Scratch Attack [Max: 4]

This monster cannot be blocked unless it is blocked by two or more monsters.

Typical stats but with a solid ability. Along with Swords of Revealing Light, it’s possible to kill your opponent very quickly with an attacker like this.

C: 3
H: 4
L: 4
M: 3

(F5) Harpy Lady Sisters – Triangle Ecstasy Spark [Max: 4]

If this monster is blocked by only one monster, it deals 2 damage to your opponent.

Direct damage is always nice. This is slightly worse for constructed than the common, but slightly better for Limited because, while less deadly, it requires less setup.

C: 2
H: 3
L: 4
M: 2

(F6) Harpy Lady Sisters – Trio of Terror [Max: 4]

When this monster is attacking, after blockers are assigned, it deals 1 damage to your opponent for each opposing monster that does not block.

This ability is just right for a 6 cost and it has the stats of an average 6 cost monster as well. Blocker manipulation is always cool and it’s definitely possible to build a team that wants to be blocked.

C: 3
H: 3
L: 3
M: 3

Injection Fairy Lily

0 1 3    0 3 3    1 4 4

(F2) Injection Fairy Lily – Rocket Attack [Max: 4]

The level 2 and 3 stats are rock solid, but the level 1 is a bit weak. However, two sides with 0 fielding cost is a sign of a good early filler card.

C: 3
H: 3
L: 4
M: 3

(F3) Injection Fairy Lily – Forced Injection [Max: 4]

When you assign this monster to attack, you may take 2 damage to give it +3A.

That is a whole lot of potential damage for a 3 cost card. With the right setup, this card can be used in a pretty deadly rushdown team.

C: 3.5
H: 3
L: 3
M: 3.5

(F4) Injection Fairy Lily – Fairy Nurse [Max: 4]

When you attack, you may move one of your monsters in the field to the Used Pile to make this monster unblockable.

Unblockables are always good in limited, but the price and payoff for this card isn’t quite good enough for constructed.

C: 2.5
H: 3.5
L: 3.5
M: 2

Jinzo

1 4 4    1 5 5    2 7 5

(S5) Jinzo – Cyber Energy Shock [Max: 4]

When summoned, move all action dice (of both players) in the field or Reserve Pool to the Used Pile.

The stats and cost of this card are just right and the ability can be very relevant. It’s still questionable whether or not we’ll ever need to be able to remove multiple action dice at once.

C: 3
H: 3
L: 3
M: 3

(S5) Jinzo – Mechanical Master [Max: 4]

When summoned, discard one action die from either player’s field or from your ready area.

This Jinzo should typically be as useful if not more useful than the common version. Having two enemy action dice to clear simply wont be very common.

C: 3
H: 3
L: 3
M: 3

(S6) Jinzo – Trap Destroyer [Max: 4]

While this monster is active, your opponent must pay 2 life to use an action die or global ability.

This card is a beast. 2 life PER global ability will definitely add up. Global abilities are definitely a central part of Dice Masters. Very high potential when used with PXG.

C: 3.5
H: 3
L: 3
M: 4

Kuriboh

0 1 2 *    0 2 3    1 2 4

(S3) Kuriboh – Cute Furball [Max: 2]

* During your attack step, if this monster is assigned enough damage to knock it out, your non-Kuriboh monsters do not get knocked out this turn.

With only one burst side, this card is just barely not worth 3 energy.

C: 2
H: 2
L: (Starter)
M: 2

(S2) Kuriboh – Yugi’s Protector [Max: 4]

When this monster gets knocked out, knock out an opposing Sidekick.

This is a pretty solid 2 cost option for a team that wants to buy a handful of big creatures like Harpy Lady Sisters and swing through with them.

C: 3
H: 3
L: 4
M: 3

(S3) Kuriboh – Explosive Body [Max: 4]

When this monster is knocked out in battle, deal damage equal to its defense to an opposing monster.

This ability is a pretty potent piece of spot removal and a reliable purchase for its cost. There aren’t many 3 cost monsters that can control your opponent’s boards as effectively as this.

C: 3.5
H: 3.5
L: 4
M: 3.5

La Jinn the Mystical Genie of the Lamp

1 3 3 *    2 5 4 *    2 5 5

(F4) La Jinn the Mystical Genie of the Lamp – Mighty Genie [Max: 2]

When summoned, knock out up to two opposing Sidekicks.
* When this monster knocks out another monster, your opponent loses 1 life.

This is not a bad card for the cost. Depending on your opponent to field Sidekicks is a bit troublesome, but consistent direct damage is always good.

C: 2.5
H: 3
L: (Starter)
M: 2.5

(F4) La Jinn the Mystical Genie of the Lamp – Loyal to his Master [Max: 4]

Whenever you summon a F monster, you may spin (all copies of) this monster up one level.

In the end, the fielding costs really keep this card from being a solid attacker. It’s cool that this card can be leveled from 1 to 3 in a single turn though.

C: 1
H: 2
L: 2.5
M: 1

(F4) La Jinn the Mystical Genie of the Lamp – Power of the Lamp [Max: 4]

When one of your monsters is knocked out, you may spin (all copies of) this monster up one level.

Whether or not this ability is better than the uncommon ability is questionable, but in the end they are both nearly the same. One is better on defense and one is better on offense.

C: 1
H: 2
L: 2.5
M: 1

Lord of D.

1 3 3 *    1 4 4    1 5 5

(S3) Lord of D. – Dragon Commander [Max: 4]

Solid stats at a solid cost. I wouldn’t be unhappy to pay the fielding cost of any of those sides.

C: 3
H: 3
L: 3.5
M: 3

(S4) Lord of D. – Dragon Protector [Max: 4]

While this monster is active, it cannot be the target of opposing action dice or abilities.
* Your monsters with “Dragon” in the name cannot be the target of opposing action dice or abilities.

Not really good enough as a 4 cost, but the burst ability can make a dragon team much more difficult to deal with.

C: 3.5
H: 1
L: 1
M: 2.5

(S5) Lord of D. – Dragonkin [Max: 4]

While this monster is active, damage to your S monsters from F or B monsters is reduced by 2.

Global: Pay S. Target “Dragon” gets +1A and +1D.

Defensive bonuses tend to be less valuable than attack bonuses because getting KO’d is not really an incredibly bad thing. That being said, this card can see some play in constructed just for the global.

C: 3.5
H: 2
L: 2
M: 2.5

Man-Eater Bug

1 2 3    2 3 3    2 5 4

(F2) Man-Eater Bug – Insectoid [Max: 4]

Those fielding costs are brutal. The level 2 side is particularly poor. Most 2 cost cards are very good in Limited, but this card makes me hesitate.

C: 1
H: 2
L: 3
M: 0

(F4) Man-Eater Bug – Insatiable Appetite [Max: 4]

When this monster is knocked out in combat, knock out one monster engaged with it.

4 cost with poor die sides and a fairly conditional ability. I don’t recommend using this.

C: 1
H: 1
L: 1
M: 0

(F4) Man-Eater Bug – Gaping Maw [Max: 4]

When this monster is knocked out in combat, knock out an opposing monster of equal or lower level.

The reliability of this removal is not too bad, but the fielding costs really put a huge damper on it. This might be a good filler in Limited, though.

C: 1.5
H: 1.5
L: 3
M: 0.5

Marshmallon

0 1 2    0 2 3    1 2 4

(S2) Marshmallon – Fluffy Fairy [Max: 4]

2 cost and two sides with 0 fielding cost. That’s really all it takes to make something like this core in limited formats.

C: 3
H: 4
L: 4
M: 3

(S3) Marshmallon – Malleable Monster [Max: 4]

If this monster is knocked out while blocking, you may pay 1 life to return it to the field (at the same level).

This is a pretty cool heavy defensive card. 3 costs usually have to be a bit better than your typical chump blocker and this fits the bill.

C: 3
H: 3
L: 3
M: 3

(S3) Marshmallon – Bites Back [Max: 4]

If this monster is knocked out while blocking, your opponent takes 1 damage at the end of combat and this monster goes to your Used Pile.

Direct damage is always nice. This can be a pretty big pain in your opponent’s butt.

C: 3.5
H: 4
L: 4
M: 3

Morphing Jar

0 2 1    0 2 2    1 4 3

(M1) Morphing Jar – Canopic Jar [Max: 4]

A 1 cost card with decent attack stats and two sides with 0 fielding cost… It can provide masks for PXG as well.

C: 4.5
H: 4
L: 4
M: 5

(M2) Morphing Jar – All-Seeing Eye [Max: 4]

When summoned, your opponent rolls a die from his Prep Area. If it rolls a monster face, return it to the Prep Area. Otherwise, put it in his Used Pile.

This card has appropriate stats for a 2 cost card and this ability is sufficiently annoying as well. Still very much usable.

C: 3
H: 4
L: 4
M: 3

(M2) Morphing Jar – Field Reset [Max: 4]

When summoned, choose one die in each player’s Prep Area. Put those dice in the Used Pile and replace them with random dice drawn from that player’s bag.

This die is a bit worse than the uncommon because you will rarely be able to use it to good effect to improve your own Prep Area. You really have to do some specific setup to prep dice during your main phase.

C: 2.5
H: 4
L: 4
M: 2.5

Mystical Elf

0 2 4    0 2 5    1 3 7

(S4) Mystical Elf – Mystical Healing [Max: 4]

When summoned, gain 1 life.

With an ability like that, it’s such a shame Mystical Elf has such a high defense stat. She won’t be resummoned all too often. There’s some Ant-Man potential, though.

C: 2
H: 2
L: 2
M: 3

(S5) Mystical Elf – Everlasting Support [Max: 4]

When this monster is knocked out, gain 2 life and move a die from your Used Pile to your Prep Area (excluding this one).

Global: Pay S. Target monster gets +1D.

This ability is even better than the common. Having a solid way to KO Mystical Elf is the hardest part. Blue-Eyes and Ant-Man are the most relevant examples to me. The global ability will see play in all sorts of teams as well.

C: 3.5
H: 2
L: 2
M: 3.5

(S4) Mystical Elf – Protector [Max: 4]

When this monster blocks, reduce damage to your monsters by 1 from each source.

Global: Pay S. Target monster gets +1D.

This ability is pretty good for 4 cost. At the very least it allows your Sidekicks to defend against enemy Sidekicks.

C: 3
H: 3
L: 3.5
M: 3.0

Obelisk the Tormentor

(Egyptian God)

1 6 6    2 7 7    3 9 9

(F7) Obelisk the Tormentor – Fist of Fate [Max: 1]

If this monster is blocked but is not knocked out, it deals damage equal to its attack to your opponent (in addition to the damage it has already dealt to its blockers).

That’s a whole lot of damage. A 7 cost card should win you the game and this card can do just that. Unfortunately, nothing above 5 energy cost can truly be relied upon.

C: 3
H: 3.5
L: 4
M: 3

(F8) Obelisk the Tormentor – Fist of Fury [Max: 1]

While this monster is active, your opponent cannot reroll dice. Your opponent can pay 2 life to cancel this effect for the turn.

This card costs 8 and doesn’t completely win you the game. Few people were willing to pay 6 energy for Professor X. Obelisk’s huge stats aren’t worth the extra energy.

C: 2
H: 2
L: 3
M: 2

(F8) Obelisk the Tormentor – Intimidator [Max: 1]

While this monster is active, your opponent must pay 1 life to summon a monster.

This card can win a game. That’s 1 life per monster, so you are bleeding your opponent of their defenders. 7 energy would be more appropriate, but this is usable.

C: 3
H: 3
L: 3
M: 3

Red-Eyes B. Dragon

1 5 5    2 6 6    3 7 7 *

 

(B6) Red-Eyes B. Dragon – Plated Body [Max: 4]

While active, B monsters cost 2 energy less for you to buy.
* When summoned, move one die from your opponent’s Prep Area into the Used Pile.

That is a pretty large cost reduction and can lead to a pretty out of control bag development once Red-Eyes is summoned. Uncanny X-Men has some really good bolt cards to use with Red-Eyes.

C: 3
H: 2
L: (Starter)
M: 3

(B6) Red-Eyes B. Dragon – Inferno Fire Blast [Max: 4]

When this monster attacks, knock out all Sidekicks (of both players). This monster gets +2A for each Sidekick knocked out in this way.

This card is really a potential game-ender. Alongside Swords of Revealing Light, it should be possible to clear a direct path to your opponent after killing their Sidekicks.

C: 3
H: 3
L: 3
M: 3

(B7) Red-Eyes B. Dragon – Claws of Steel [Max: 2]

When summoned, level 1 monsters cannot block this turn.
* When summoned, knock out up to two level 1 monsters.

At 7 cost, I don’t really think this card can reliably end a game. Keeping Sidekicks from blocking is typically very useful, though.

C: 1.5
H: 2
L: 2
M: 1

Saggi the Dark Clown

0 2 4    0 2 5    1 3 7

(M3) Saggi the Dark Clown – Sinister Jester [Max: 4]

Two sides with 0 fielding cost and very solid stats for the cost.

C: 3
H: 4
L: 4
M: 3

(M4) Saggi the Dark Clown – Dark Light [Max: 4]

Cannot be blocked by Sidekicks. If this monster damages the opponent, knock out an opposing Sidekick.

Bought early enough, it can be possible to get a couple good shots through in the early game with this card.

C: 3
H: 3
L: 3.5
M: 3

(M4) Saggi the Dark Clown – Dark Slayer [Max: 4]

Instead of attacking, this monster may deal 2 damage to an opponent’s monster.

The idea of lining up 4 of these suckers and just laying down an artillery fire on my opponent’s field is pretty cool. That being said, this is a solid ability for 4 cost.

C: 3.5
H: 3.5
L: 4
M: 3.5

Sangan

0 2 1    1 2 2    1 3 2

(S2) Sangan – Clawed Fiend [Max: 4]

Two sides that cost 1 to field, mediocre stats, and no ability. Sangan is outclassed by other 2 cost shield characters within the same set.

C: 2
H: 3
L: 3
M: 2

(S3) Sangan – Zealous Supporter [Max: 4]

When this monster gets knocked out, you may return a monster (other than this one) from your Used Pile to your Prep Area.

This is a pretty cool ability for the cost. There are a couple of cards with a similar ability, but most of them are much more expensive. Since you can target something you bought that turn, you should always have a good target to prep.

C: 3.5
H: 4
L: 4
M: 3.5

(S4) Sangan – Sacrificial Fiend [Max: 4]

When this monster gets knocked out, you may pull two dice from your bag. If both are monsters, put them into your Prep Area; otherwise return them to your bag.

At 4 cost, this card is a bit tricky to use well. It could be a good late game pairing with PXG when your bag starts filling up with non-Sidekick dice, though.

C: 3
H: 3
L: 3
M: 3.5

Slifer the Sky Dragon

(Egyptian God)

1 7 5    2 8 6    3 10 8

(B8) Slifer the Sky Dragon – Growing Ever Stronger [Max: 1]

When summoned, you may pay 1 life to spin a die up one level.

Huge stats, but it comes with a huge price tag and a mediocre ability. Not a game-ending monster.

C: 1
H: 1
L: 1
M: 1

(B7) Slifer the Sky Dragon – Lightning Blast [Max: 1]

Global: Pay B to deal 1 damage to target monster.

This global is a game changer for constructed. Many people brought Mjolnir for its global and that was exactly half as effective as this is. The rare also 1 energy cheaper than Slifer’s other incarnations.

C: 4
H: 3
L: 2.5
M: 4

(B8) Slifer the Sky Dragon – Thunderforce Attack [Max: 1]

When summoned, knock out all opposing Sidekicks. While this monster is active, Sidekicks cost 3 extra energy to summon.

Global: Pay B and move a Sidekick die from your Prep Area to the Used Pile to deal 1 damage to target player.

This ability is potentially game ending. After Sidekicks are cleared off, it is much easier to swing through with Slifer’s huge stats. In the end, the global is the main star, though. This could particularly be scary with PXG.

C: 3
H: 2
L: 2
M: 3.5

Summoned Skull

1 4 2    1 5 3    2 6 4

(B6) Summoned Skull – Intense Lightning [Max: 4]

While this monster is active, whenever an opponent summons a level 3 monster, deal 2 damage to that opponent.

Once again, this ability is just OK. Direct damage of any kind is good for Limited, though.

C: 2
H: 3
L: 4
M: 2

(B5) Summoned Skull – Lightning Storm [Max: 4]

When summoned and for the rest of the turn, whenever a B monster is summoned (by either player), deal 2 damage to a target monster.

5 cost fits Summoned Skull’s stats much better, but this card will probably average less than 1 damage a turn when accounting for draw/roll luck.

C: 2
H: 3
L: 3
M: 1

(B6) Summoned Skull – Lightning Strike [Max: 4]

When summoned, whenever you summon a B monster for the rest of the turn, deal 1 damage to a target player.

Global: Pay B when target monster you control damages an opponent to put it into your bag instead of the Used Pile.

Like the uncommon ability, this ability is a bit too unreliable. The global is also something of fairly low impact, but every global ability demands at least some attention for constructed.

C: 3
H: 2
L: 2
M: 3

Thousand Dragon

0 4 4    0 6 5    1 7 6

(B6) Thousand Dragon – Inferno Flame Breath [Max: 1]

When summoned, put two dice from your bag to your Prep Area.

Fusion: Before your attack, if you move two different TD from the field to your Prep Area, you may move this die from this card to your Prep Area.

This ability is relatively strong and Thousand Dragon has some fairly terrific stats. The raw cost is a bit high, but the Fusion ability is pretty great. It should be difficult to get all 3 components for Limited, though.

C: 3.5
H: 3.5
L: 2.5
M: 3

(B6) Thousand Dragon – Noxious Nostril Gust [Max: 1]

Fusion: Before your attack, if you move two different TD from the field to your Prep Area, you may move this die from this card to your Prep Area.

Global: Pay B. The next action die you buy this turn costs 2 less energy.

While Fusion is cool, I don’t think it’s worth building around for a vanilla big creature like this. However, that global ability has a lot of potential if you decide to build a team around it.

C: 4
H: 3
L: 3
M: 4

(B6) Thousand Dragon – Noxious Vapor Gust [Max: 1]

When summoned, opposing monsters knocked out in combat this turn go to the Used Pile.

Fusion: Before your attack, if you move two different TD from the field to your Prep Area, you may move this die from this card to your Prep Area.

This card is meant to kick off huge alpha strikes. It makes Sidekicks much less viable as chump blockers. The biggest issue is being able to use this ability more than once. You’re going to need to do something special in order to KO something this beefy though. Rare Blue-Eyes comes to mind.

C: 4
H: 3
L: 2.5
M: 3

Time Wizard

(Thousand Dragon)

0 2 2     0 3 3     1 3 4 *

(M4) Time Wizard – Time Roulette [Max: 2]

When summoned, name a die and draw a die from your bag. If it matches, add it to your Prep Area. Otherwise, return it to your bag.
* When this monster gets knocked out, you may knock out a F monster with cost 4 or less.

While a bit expensive, this card’s abilities are not too bad and it is Fusion material for Thousand Dragon. Two sides with no fielding cost are nice, too.

C:3
H: 2
L: 2
M: 3

(M5) Time Wizard – Turning Back Time [Max: 4]

When summoned, you may move up to two Sidekicks you rolled this turn (but not one that paid to summon this) from your Used Pile into your Prep Area.

This card is just a bit too expensive for what it is. 5 cost cards need to start having a larger effect on the game than just prepping a few dice.

C: 2
H: 1
L: 1
M: 1

(M4) Time Wizard – Time Magic [Max: 4]

When summoned, draw a die from your bag and roll it. If it rolls a monster face, your opponent chooses and knocks out one of his monsters. Otherwise, knock out one of your Sidekicks. Return the rolled die to your bag.

Since your opponent gets to choose which of their monsters gets KO’d, this card can’t really be considered a real removal card. I wish you were able to choose which of your own monsters get KO’d when you fail the roll. That would combo really well with Thousand Dragon’s abilities.

C: 3
H: 2
L: 1
M: 2.5

Winged Dragon of Ra

(Egyptian God)

1 5 7    2 6 8    3 8 10

(B7) Winged Dragon of Ra – Ra [Max: 1]

When summoned, choose an opposing monster and roll it. If it does not roll a monster face, move it to the Prep Area.

This removal relies on chance and then gives your opponent an immediate chance the next turn to summon their monster again. This 7 cost card has very little game-ending power.

C: 1
H: 1
L: 1
M: 1

(B8) Winged Dragon of Ra – The Most Powerful Egyptian God [Max: 1]

When summoned, reroll all opposing S monsters. Move each die that does not roll a monster face to the Prep Area.

At 8 cost this card is still underwhelming. However, it gets an extra point in constructed for being a possible hard counter to Shield-heavy teams.

C: 2
H: 1
L: 1
M: 2

(B8) Winged Dragon of Ra – Blaze Cannon [Max: 1]

When this monster attacks, spin down all monsters except Egyptian Gods one level.

We close out with a final 8 cost that can’t end the game. If it didn’t spin down your own monsters, this would be a lot more worthwhile.

C: 1
H: 1
L: 1
M: 1

19 comments:

  1. so going by your descriptions it looks like if you field a lily fairy uncommon and spend 12-14 life you can win the game if she is unblocked is that right? Or is she a once per turn and it just doesn’t say that in the description?

    1. You probably already figured it out by now, but abilities that require a trigger typically can only be activated once per trigger instance.

  2. Ring of Magnetism – Sidekick Attraction paired with Toad – Tongue Lashing on an asterisk side would be a mean combo. Force sidekicks to attack and take 2 damage.

    1. That IS pretty cool. Being forced to attack with absolutely every single character each turn is nothing short of brutal for some teams.

  3. I think you undervalue removal too much. Rare Time wizard has potential, though it is random. Blue eye blue titan is amazing though. At 6 cost it always has an impact while it attacks. Millennium puzzle too, this hard removal is big for this game, especially with the dice going to used instead of prep. I also think people are over valuing morphing jar. A one cost mask is good, but not amazing. I’d rather brig something with an effect to use along with those extra masks. It won’t have as much impact as people expect. Just my 2 cents though.

    1. Thanks for your input! This is why there’s a changelog section in our article.

      The starter Blue Eyes White Dragon’s ratings have been increased because after looking at it again, it is indeed one of the better 6 cost cards in the set.

      Time Wizard retains its rating because the only time it won’t KO a sidekick is when it benefits your opponent to KO something else.

      Millennium Puzzle may see an increase in rating after it is played more. As it stands, it’s a 5 cost that sends itself the used pile along with something that hopefully costs at least 5.

  4. Me parece que hay una intención clara de evitar los Sidekicks. Sin embargo no me agrada que muchos efectos sean pagando vidas. En comparación con las otras ediciones de Dicemasters, no me parece una gran edición. Son muy pocas las cartas que veo sea realmente combinables con otras ediciones.

    1. David,

      My Spanish is terrible, but Google Translate say you wrote this:
      “I think there is a clear intention to avoid Sidekicks. But I dislike that many effects are paying lives. Compared with other editions of Dicemasters, does not seem a big issue. Very few letters I see truly combinable with other issues.”

      I think you’re right. Yu-Gi-Oh Dicemasters will most likely be a one time thing. I don’t see them releasing more editions of this set. If you don’t feel it’s something to purchase, by all means, stick to the Marvel and DC versions. I think those will see the most iterations and also have overall better play value.

      In Spanish per Google Translate:
      Creo que tienes razón. Dicemasters Yu-Gi-Oh muy probable que sea una cosa de tiempo. Yo no los veo liberando más ediciones de este conjunto. Si usted no se siente que es algo que comprar, por todos los medios, se adhieren a las versiones de Marvel y DC. Creo que los que verán el mayor número de iteraciones y también tienen en general mejor valor del juego.

  5. First, thanks for the effort of building this list. Second, I think the preventing of global ability cards will see more action (Ring of Magnetism). Also, is it me or does it seem like the Super Rares are not that Super in this set. Only one SR is worth getting and its not even a must have. The action cards however, will be good match up when comparing to UXM.

    1. We’re happy to help!
      I think at times, rarity is more for the collectible aspect of the game. I totally understand what you mean, but some just want to have every card. If it’s hard to get, they chase it. I don’t like having all the Super Rares have extremely good stats/abilities, because I want people to play, have fun, and have a chance to win without spending $300 per set.

  6. Great write up. Can’t wait to get my hands on it. A little disappointed in the gods. Wishing they would have done OP events for them, like with Phoenix Force- Force of Nature. Guess they can make other prints for events, but it loses a “wow” factor for the three rarest cards in original storyline when they have a U,R, and SR version.

    Now having said that I think they did a spot on job taking the monster mechanics from Yugioh and capturing how it would work in dicemasters. I feel that Obelisk the Tormentor – Fist of Fate is going to see a ton of abuse and is probably one of the best cards in the set. Judging by the list we only tapped 3 characters from the original tv show for monsters, so we have tons of good stuff to come. Love how they took magic and trap cards for B.A.Cs.

    All in all I think it’s going to complement dice masters nicely and can’t wait till we get another “3rd party” property.

    1. I think they did a good job of capturing the flavor of the Yugioh cards they chose. I also really like Obelisk. He’s a 7 cost that ends the game like a 7 cost should.

  7. Hey! Great job on the reviews!
    I think pictures would be awesome if you could put them up. I know it’ll take quite a bit of work, but I think with pictures, people would be more inclined to read the entire post. =D

    Keep ’em rolling!

    1. Yes, Shawn took pictures of every card for us already and we’re slowly working them into our database. It shouldn’t be too much longer.

  8. Have you considered dropping Morphing Jar’s rating for mixed play? After playing mixed with him a ton this weekend, I have come to a position that sounds like might be shared with Nick based on episode three of the podcast: based on how many important uses mask energy has right now, and given that I can’s use a morphing jar purchase to use some garbage energy like you can with a two purchase cost die, I either don’t buy the jar or I end up regretting it when I do. He did play a roll in really long, drawn out games when I plugged him into a control deck with a huge appetite for masks, but even then he ended up actually not making sense to buy until mid game.

    1. I dunno, while Morphing Jar really mucks up turn 1, I think it’s still the best low cost mask character to bring for many teams. Being best in class may not make it a 5, but it probably makes it at least 4.5 haha.

    2. I think its tricky.

      Buying him for mask energy …. im not sold. You are probably better with a mask that actually has a decent ability for 2.

      However, in a team set up to draw a TON of dice. something like, Nova quasar + force beam and beast #666 and gambit AiTH. where you might be able to draw and field 4 morphing jars early and often and combine that with Human Torch it could be a thing.

      Its not a bad wheeny flood character, but wheeny flood besides flying sidekick has not quite taken off.

      Currently, drawing 4 character dice and having 8 sidekicks in prep is very powerful and often ends games quick. One or two more ways of pulling dice into play directly however might make floods a bit better. If that happens, morphing jar might go up significantly just because its such a cheap body.

    3. Morphing Jar by itself isn’t terrible. Sure there are probably way better options to be had, but a turn one buy two jars and possibly an Ant-Man/Angel/Tsarina isn’t nothing to shy away from either. Really depends on the player and how it helps get to their end game.

      Morphing Jar with BEWD-MD is a really good food source. It’s cheap to buy. Cheap to field, and once it’s out of the bag you can maintain that it never goes back to clog up the bag. Sure eventually it’s going to happen. Still though, a one cost to either get two masks or reduce a cost by two. Once again though, all about how you get to your end game.

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