Chance: 16 2200 100 4 Bug Earth Jirai Gumo When Jirai Gumo attacks, flip a coin and call it. If you call incorrectly, lose half your life before attacking. 16 2200 100 4 Bug Earth Jirai Gumo When Jirai Gumo attacks, flip a coin and call it. If you call incorrectly, lose half your life before attacking. 15 2600 2200 7 Machine Dark Barrel Dragon Once per turn, on your turn, target an opponent's monster and flip three coins. If at least two come up Heads, destroy the target. 15 2600 2200 7 Machine Dark Barrel Dragon Once per turn, on your turn, target an opponent's monster and flip three coins. If at least two come up Heads, destroy the target. 12 1000 1700 4 Fiend Dark Kryuel When this card is sent to the graveyard as a result of battle, toss a coin and call it. If you call it right, you can destroy one monster on your opponent's side of the field. 12 1000 1700 4 Fiend Dark Kryuel When this card is sent to the graveyard as a result of battle, toss a coin and call it. If you call it right, you can destroy one monster on your opponent's side of the field. 6 500 400 2 Wizard Light Time Wizard Once per turn, on your turn, toss a coin and call it. If you call it correctly, all your opponent's monsters are destroyed. If you call it wrong, all your own monsters are destroyed and you lose life equal to half the total ATK of the destroyed monsters. 6 500 400 2 Wizard Light Time Wizard Once per turn, on your turn, toss a coin and call it. If you call it correctly, all your opponent's monsters are destroyed. If you call it wrong, all your own monsters are destroyed and you lose life equal to half the total ATK of the destroyed monsters. 6 500 400 2 Wizard Light Time Wizard Once per turn, on your turn, toss a coin and call it. If you call it correctly, all your opponent's monsters are destroyed. If you call it wrong, all your own monsters are destroyed and you lose life equal to half the total ATK of the destroyed monsters. 5 200 300 3 Rock Light Dice Jar Flip: Both players roll 1d6. The player with the lowest result takes direct damage equal to his opponent's result x500, unless the winner rolled a 6, in which case the loser takes 6000 points of direct damage. Reroll ties. 5 200 300 3 Rock Light Dice Jar Flip: Both players roll 1d6. The player with the lowest result takes direct damage equal to his opponent's result x500, unless the winner rolled a 6, in which case the loser takes 6000 points of direct damage. Reroll ties. 5 200 300 3 Rock Light Dice Jar Flip: Both players roll 1d6. The player with the lowest result takes direct damage equal to his opponent's result x500, unless the winner rolled a 6, in which case the loser takes 6000 points of direct damage. Reroll ties. 8 Needle Wall Continuous Trap - During your standby phase, roll a die, rerolling any sixes. If there is a monster in your opponent's appropriate monster space, destroy it. 8 Needle Wall Continuous Trap - During your standby phase, roll a die, rerolling any sixes. If there is a monster in your opponent's appropriate monster space, destroy it. 8 Needle Wall Continuous Trap - During your standby phase, roll a die, rerolling any sixes. If there is a monster in your opponent's appropriate monster space, destroy it. 7 Graceful Dice Quick Spell - Roll a die. The result is multiplied by 100 and added to the ATK and DEF of all your monsters until the end of the turn. 7 Graceful Dice Quick Spell - Roll a die. The result is multiplied by 100 and added to the ATK and DEF of all your monsters until the end of the turn. 7 Skull Dice Trap - Roll a die. THe result is multiplied by 100 and subtracted from the ATK and DEF of all your opponent's monsters until the end of your turn. 7 Skull Dice Trap - Roll a die. THe result is multiplied by 100 and subtracted from the ATK and DEF of all your opponent's monsters until the end of your turn. 5 Fairy Box Continuous Trap - Each time a monster on your opponent's side of the field attacks, toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 during this battle phase. Pay 500 life points during each of your standby phases or this card is destroyed. 5 Fairy Box Continuous Trap - Each time a monster on your opponent's side of the field attacks, toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 during this battle phase. Pay 500 life points during each of your standby phases or this card is destroyed. 5 Fairy Box Continuous Trap - Each time a monster on your opponent's side of the field attacks, toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 during this battle phase. Pay 500 life points during each of your standby phases or this card is destroyed. 4 Blind Destruction Continuous Trap - During your Standby Phase, roll 1 die. Destroy any monsters whose level stars are equal to the number rolled. If the number is 6, destroy all face-up level 6 or higher monsters on the field. 4 Blind Destruction Continuous Trap - During your Standby Phase, roll 1 die. Destroy any monsters whose level stars are equal to the number rolled. If the number is 6, destroy all face-up level 6 or higher monsters on the field. 4 Blind Destruction Continuous Trap - During your Standby Phase, roll 1 die. Destroy any monsters whose level stars are equal to the number rolled. If the number is 6, destroy all face-up level 6 or higher monsters on the field. 2 Fiend Comedian Trap - Toss a coin and call it. If you call it right, all the cards in your opponent's graveyard are removed from play immediately. If you call it wrong, a number of cards equal to your opponent's graveyard are sent from your deck to your graveyard. 1 Gamble Trap - Activate when your opponent has 6 or more cards in hand and you have 2 or less. Flip a coin and call it. Get it right, draw up to five cards. Get it wrong, skip your next turn. 1 Gamble Trap - Activate when your opponent has 6 or more cards in hand and you have 2 or less. Flip a coin and call it. Get it right, draw up to five cards. Get it wrong, skip your next turn. 1 Second Coin Toss Continuous SPell - Once per turn, cancel the result of a coin toss and redo the coin toss. 1 Second Coin Toss Continuous SPell - Once per turn, cancel the result of a coin toss and redo the coin toss. 1 Second Coin Toss Continuous SPell - Once per turn, cancel the result of a coin toss and redo the coin toss. 20 Fields of Destiny Field Effect Spell - Any time you would roll a die or flip a coin, roll or flip twice and keep the better result. All monsters you control with an ability instructing you to roll a die or flip a coin gain +300 ATK/DE 12 1200 700 3 Dragon Wind Baby Dragon 12 1200 700 3 Dragon Wind Baby Dragon 12 1200 700 3 Dragon Wind Baby Dragon 8 2500 2100 7 Wizard Dark Dark Magician 7 1400 1700 5 Fairy Light Winged Egg of New Life 7 1400 1700 5 Fairy Light Winged Egg of New Life 7 600 900 3 Warrior Earth Monster Egg 7 600 900 3 Warrior Earth Monster Egg 7 600 900 3 Warrior Earth Monster Egg 6 500 1300 3 Fairy Light Wing Egg Elf 6 500 1300 3 Fairy Light Wing Egg Elf