When an opponent's monster declares an attack: Target 1 "Speedroid" monster in your Graveyard; banish both it and 1 "Speedroid" Tuner monster in your hand, and if you do, Special Summon from your Extra Deck, 1 Synchro Monster whose Level equals the total original Levels of those 2 monsters. During your opponent's Battle Step: You can banish this card from your Graveyard, then target 1 face-up Attack Position Synchro Monster on each side of the field; make that face-up Attack Position monster your opponent controls attack that monster you control, and perform damage calculation.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Nov. 12, 2015
It actually has nothing to do with rolling dice.
It's a Speedroid card. It's a revenue neutral
Synchro Summoning card. You must have a
material in your graveyard, a material in your hand
and you have to activate it in response to an attack
(not chainable). The 2nd effect is situational
because it requires both players to have Synchros
(and you having a stronger one), so it's of little
importance. Speedroid has some decent cards
but there's really not much to work with here.
Too situational all around.
Dice Roll Battle has a lot of text on it. This
Trap is interesting, it grants you a Synchro (for
your Speedroids) by removing a Speedroid from your
Graveyard, and a Speedroid Tuner from your Hand,
(after your opponent declares an attack) both cards
are removed from play, and you Special Summon a
Synchro Monster (note the Synchro doesn't have to be
a Roid) from the Extra Deck of a Level equal to the
Levels combined of the Monsters removed by the
effect of this card. Additionally, you can
remove this card from your Graveyard from play to
target a Synchro Monster on each side of the Field.
Your opponent's Monster must attack your Synchro
Monster, and then Damage is calculated as normal.
Nice enough secondary effect, although you probably
aren't going to be able to take use of it very much.
But the primary effect makes this useful definitely
for a Speedroid player.
No, just no. Dice Roll Battle
is way too situational to be useful. This Normal
Trap Card only works in a Speedroid deck. I like
that you can Special Summon a Synchro monster during
your opponent's turn, but it's not a Synchro Summon,
so many effects won't happen. Furthermore, you need
to banish a Speedroid monster in your grave and a
Speedroid tuner in your hand. There are 2 tuners
that fit that criteria. For the second effect, there
needs to be a Synchro monster on both sides of the
field to force an attack. The cost for that effect
is to banish the trap from the grave. To avoid that
effect, they would only need to Special Summon their
own Synchro monster in Defense Position. Or just,
not Synchro Summon and just do Rank 4 like everyone
else. Finally, my biggest problem with this card is
that it has nothing to do with Dice.
Score: 1/5 It should be 0
because I give a point for every dice effect in the
card text. That being 0.
Art: 3/5 The name matches the
artwork. Too bad the effect isn't even fun.
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