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Pojo's Yu-Gi-Oh Card of the Day

Dice Jar

Card Number - PGD-027

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Date Reviewed - 08.01.03

DuelMonster Friday - Dice Jar:

PGD-027-Short Print
Light/Rock/3/200/300
Effect: FLIP: Both players roll a six-sided die once. The player with the lowest result takes Direct Damage equal to his/her opponentís result X 500 Life Points. However, if a winnerís result is 6, the loser takes 6000 points of Direct Damage. If the results are the same, both players roll again.


Dice Jar is one of the sillier looking jars to come out and has one of the most breaking effects of all the jars. Sure the other jars can be very fun and change the current situations, but Dice Jar can end the game very, very quick (I know half the people reading this just said something like "Morphing Jar can kill someone if they have less than 5 cards left", I know, but 6000 Lp goes faster than 5 cards). The bad thing about this card is it can backfire on the simple chance of rolling a die and getting the lower number, so it's best to be repaired. How do you prepare to loose you may ask... no that's not what I'm saying, if your going to play with Dice Jar in your deck, you have to build around it. A couple ways I have figured out are:

1- Play lots of LP gainer, like Solemn Wishes, Gift of the Mystic Elf, Cure Mermaid, and there's more but I'm not going to list them all obviously.
2- Having Barrel Behind The Door set and ready can send the bad rolled damage to your opponent instead. Very mean eh?
3- Get magical dice, though very hard to find unless your a magician and you'd get banned for using them or wait till Reverse Dice comes out (hopefully early next year), it a Normal Trap thatís effect is Once during this turn, negate a die roll and re-roll the die. It would be allot better if it was permanent like Second Coin Toss, but it still helps.

The other thing you can use this card for is a Last Turn Deck, so if you get the better roll, good, if you get the lower roll, it get's you closer to being able to activate Last Turn, which also has to be well prepared to get it to work right for the win.

I personally won't use this card until more support cards are released, I feel bad because I use to play with the 4 first jars all the time and now that Dice Jar and Cobra Jar are out I can't say I play every jar anymore. I know that sounds stupid but I thought being able to play 1 of each jar effectively in a deck was fun, and I won't really use the 2 new jars, at least not yet.

Ratings:
Casual: 3.5
Tourney: 2.5
ArtWork: 3.0 - Funniest looking of all the jar cards, and those Egyptian dice would be nice. 
Umbra Friday

Dice Jar

[Rock/Effect]
Effect: FLIP: Both players roll a six-sided die once. The player with the lowest result takes Direct Damage equal to his/her opponent's result X 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of Direct Damage. If the results are the same, both players roll again.

Light/3/200/300
Card Number PGD-027
Card ID No. 03549275
Common


You may remember this card from my review of Barrel Behind the Door. As it stands that still is a great combo. No matter who wins your opponent takes the damage. This card can be fun. But In my opinion a little too risky with out BBtD. Still if you like games of chance, or just like dice, itís a good card. This card can also be used with Book of Moon and Book of Taiyou to reuse its potentially devastating effect. Also this card is Witchable and Sanganable which is always a plus.

Casual: 3.5
Tournament: 2 
Vodkam Friday 08/01/03: Dice Jar

PGD-027
Effect Monster

FLIP: Both players roll a six-sided die once. The player with the lowest result takes Direct Damage equal to his/her opponent's result X 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of Direct Damage. If the results are the same, both players roll again.


Here's a fun card. This card can win or lose you the duel.

Another "Jar" monster to add to the collection, this Jar's effect is quite different from all the others. Be fearful when you start a duel and your opponent puts a set of dice on the table because this can only mean bad things for you. Personally, I dislike things involving dice rolls, coin flips or otherwise random acts. Certainly, they can be fun but they take the skill out of dueling. After all, it doesn't take any great skill to potentially win the duel with a single dice roll.

The sick combo that this has is with Barrel Behind the Door. Even if you lose the dice roll, you can flip Barrel and have your opponent take the damage anyways. The only defenses against this card is another Barrel (assuming the ruling will allow Barrel vs. Barrel) and all the usual flip monster counters. This card gets sicker if you set it then use Book of Taiyou to immediately flip it faceup.

This card can certainly create a lot of excitement (or dread) but I can see people coming to duels with loaded dice and a deck full of Dice Jars. If this is used against you, just make sure you roll the same dice your opponent does. I wouldn't use this card in any serious tournament deck.

Rating-
Casual: 4.0
Tourney: 1.5 

 

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