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Ryu-Ge · Dice Rally

Ryu-Ge Field Guide — Dice Rally

How to pilot the ☆3 Ryu-Ge loaner in the Dice Rally event: the three-switch engine, going-first and going-second lines with the board state after every step, hand-trap answers and the event bonuses.

Updated 18 September 2026

Written for the Dice Rally event, which runs until 21 September 2026.

This event has ended. Dice Rally finished on 21 September 2026. Event-specific details here (rules, loaner lists, bonuses) may no longer apply.

The ☆3 “The Circle of Battle” loaner, played exactly as it comes. Every line here is built on the 40-card list, lock and all. The event Forbidden list is checked; nothing in the deck is touched.

Ritual
Sosei Ryu-Ge Mistva
Dragon · 3500
Black
Tensei Ryu-Ge Anva
Dragon · 3000
Red
Kyoro Ryu-Ge Kaiva
Dinosaur · Dino Domains
Green
Genro Ryu-Ge Hakva
Wyrm · Wyrm Winds
Blue
Kairo Ryu-Ge Emva
Sea Serpent · Sea Spires

The engine

Three switches, always in this order. If one is off, the next can’t fire.
  1. Pendulum in the Extra DeckRitual’s scale searches, then destroys itself into the ED. Rising’s 2nd clause also does it.
  2. Ryu-Ge War ZoneActivation splits Dino / Sea Serpent / Wyrm, then summons 3 of different Types.
  3. A monster is destroyedTribute a Level 10 Ryu-Ge, Ritual Summon Ritual, place Realms by destroying 2 of yours.

↺ Every later destruction re-fires switch 3.

War Zone, both halves

On activation: take 1 Dinosaur, 1 Sea Serpent and 1 Wyrm from the Deck — add one, banish one, send one to the GY. Then you can only Special Summon Dragon, Dinosaur, Sea Serpent and Wyrm for that turn.

Second effect: with Ritual face-up in the Extra Deck, summon 3 Ryu-Ge of different Types, one each from Deck, GY and banishment. Black is your only summonable Dragon.

The activation is what loads the summon: whatever you banish and send become two of the three bodies.

Ritual's trigger

  • Fires when any monster on either side is destroyed, by battle or effect.
  • Needs a Level 10 Ryu-Ge on your field to Tribute. Driangle is not Ryu-Ge.
  • Cards destroyed in a Pendulum Zone don’t count. A Pendulum monster sitting in its Pendulum Zone is a Spell Card, not a monster, so destroying it there doesn’t trigger Ritual.
  • The once-per-turn resets, so one on your turn and one on theirs.

The three Realms

Each Realm gives its Quick Effect to Ritual and Black, and to your Level 10s of the matching Type. Every use costs putting one Realm from your field on the bottom of your Deck, so the number of Realms you control is the number of interruptions you get.
Realm Always on Quick Effect it grants Also gained by
Dino Domains Ryu-Ge monsters +300 ATK Once per turn, negate a monster effect activated on the field by a monster with less ATK Red
Sea Spires Your Ryu-Ge can’t be destroyed by battle Once per opponent’s turn, return 1 card on the field to the hand Blue, Driangle
Wyrm Winds Monsters sent from field to GY on their turn are banished instead Once per opponent’s turn, make 1 face-up monster’s ATK 0 Green
Pay with the Realm whose effect you just used, never the one you still need. Dino Domains can’t protect Red’s field effect — bottoming it is the cost, so it’s gone before they respond.

Wyrm Winds is safe to leave up. Face-up Pendulum monsters destroyed on the field go to the Extra Deck and never reach the GY, so its banish-instead clause doesn’t apply to Ritual or Black.

Going first

One card — Ritual — plus four blanks. Before step 1: if Black is in hand, scale it. If Manju is in hand, Normal Summon it as bait.
1

Place Sosei Ryu-Ge Mistva in a Pendulum Zone, activate its Pendulum Effect, add Ryu-Ge War Zone. Ritual destroys itself into the Extra Deck.

no monstersno spellsscales empty
Hand: War Zone +4
Face-up ED: Ritual
GY:
Banished:
Used: Ritual’s scale
Normal Summon: available
2

Activate Ryu-Ge War Zone: add Driangle, banish Green, send Red to the GY.

Driangle is the add that needs nothing destroyed, so the line still ends on Varudras even if Black gets negated later.
no monstersField: War Zone
Hand: Driangle +4
Face-up ED: Ritual
GY: Red
Banished: Green
Lock: Dragon / Dino / Sea Serpent / Wyrm only
Used: War Zone ①
3

War Zone’s second effect: Special Summon Green from banishment, Red from the GY, Black from the Deck.

Green 3000Red 3000Black 3000Field: War Zone
Hand: Driangle +4
Face-up ED: Ritual
GY:
Banished:
Used: War Zone ① ②
Summons this turn: 3
4

Black’s trigger targets Black itself. It’s destroyed and goes face-up to the Extra Deck. Build the chain: Ritual as Chain Link 1, Black’s float as Chain Link 2.

One destruction does three jobs: it triggers Ritual, it floats Black into a free card, and it banks Black in the Extra Deck. Chaining Black second means its card is on the field before Ritual resolves.
GreenRedField: War Zone
Face-up ED: Ritual, Black
Cards destroyed: 1
Used: Black’s summon trigger
Summons this turn: 3
5

Chain resolves. Black’s float places Ryu-Ge End face-up. Then Ritual Tributes Red, Ritual Summons itself, and destroys End + War Zone to place Dino Domains and Sea Spires.

End is the card that floats. War Zone has spent both effects, and its summon won’t be live next turn anyway: your only face-up Ritual is now on the field and your banishment is empty.
Ritual 3800Green 3300Dino DomainsSea Spires
Hand: Driangle +4
Face-up ED: Black
GY: Red, End, War Zone
Cards destroyed: 3
Used: Ritual’s summon (once per turn)
Lock: still on
6

End’s destroyed trigger: Set Ryu-Ge Rivalry from the Deck.

RitualGreenDino DomainsSea SpiresRivalry (Set)
7

Special Summon Driangle from hand — Ritual and Green on the field plus Red in the GY is 3 Level 10s. Its mill is optional: 500 ATK, and 1000 damage if it hits a monster.

RitualGreenDriangleDino DomainsSea SpiresRivalry (Set)
Summons this turn: 5 — Nibiru window
Hand: +4
8

Xyz Summon Varudras, the Final Bringer of the End Times with Green + Driangle.

Use the non-Ryu-Ge body as material first. Two materials is exactly enough for one negate plus one destroy.
Ritual 3800Varudras · 2 matsDino DomainsSea SpiresRivalry (Set)
Hand: +4
Face-up ED: Black
GY: Red, End, War Zone
Deck: Ritual ×2, Black ×2, Wyrm Winds

What the board stops

  • Varudras: negate anything they activate, then detach again to destroy a card.
  • Ritual + Dino Domains: negate a monster effect activated on the field below 3800 ATK.
  • Ritual + Sea Spires: bounce any card on the field, their turn only.
  • Rivalry: Black from the Deck destroys a card. If Ritual already died, that destruction brings it back.
Two Realms means two Ritual uses total, and Sea Spires also makes your Ryu-Ge immune to battle destruction.

Where it's thin

  • Only Varudras answers hand traps and GY effects.
  • Veiler or Impermanence on Varudras removes your only negate.
  • Rivalry needs a target worth destroying, so it can sit dead against a slow opening.

Better hands

Second starter in hand (Manju, Rising, or Melody taking two Ritual)

Get a second Ritual face-up in the Extra Deck. With Manju: place the second Ritual in the other Pendulum Zone (its scale effect is locked by name, that’s fine), then at step 5 destroy End + the second Ritual instead of War Zone. With Rising: its second clause moves the spare Ritual from hand to the Extra Deck directly, so step 5 stays End + War Zone.

On their turn Rivalry becomes: Black destroys a monster → the spare Ritual Summons itself Tributing Black → destroy two of your own cards (a spent Varudras destroys a card when it goes) → place more Realms.

A colour monster in hand

Use its hand effect for its Realm before step 2, and that’s your third Realm — Ritual places the other two. Red shuffles itself back into the Deck, so War Zone still finds it. Blue’s discard fills your GY. Green’s self-banish leaves a second monster in banishment, which keeps War Zone’s summon live next turn.

War Zone already in hand

Search Ryu-Ge Rising with Ritual’s scale instead, then use Rising to add a second Ritual and put it face-up in the Extra Deck. Never search a card you already hold.

Going second

Same engine, different add. You want Red in hand, because Red’s field effect is the board wipe.
1

Place Black in a Pendulum Zone.

Placing a scale isn’t an activation, so it can’t be answered. It then negates their first response to any Ryu-Ge Spell or Pendulum Effect.
2

Ritual’s Pendulum Effect adds War Zone. Activate it: add Red, banish Green, send Blue to the GY.

Scale: BlackField: War Zone
Hand: Red +…
Face-up ED: Ritual
GY: Blue
Banished: Green
Lock: on
3

War Zone summons Green, Blue and Black. Black’s trigger destroys their negate monster.

Whether they negate the trigger or lose the monster, their negate is spent — and nothing is left to stop Red later.
GreenBlueBlackScale: Black
4

Ritual Tributes Blue, Ritual Summons itself, destroys War Zone, places Dino Domains.

Ritual 3800Green 3300Black 3300Dino Domains
Cards destroyed: 2
Hand: Red
5

Two cards destroyed, so Red Special Summons itself from hand. Then Red’s field effect: bottom Dino Domains and destroy cards up to the number of different Monster Types on the field — Dragon, Wyrm and Dinosaur is already 3.

Ritual 3500Green 3000Black 3000Red 3000
Their board: empty
Damage available: 12,500
6

If lethal still holds, Xyz Summon Varudras with two spare bodies, then attack.

9,500 through an empty board is still lethal at 8000 LP, and Varudras can negate a defensive card in the Battle Phase. If they have a blocker left, attack it with Ritual — battle destruction counts for the event bonus too.

If they negate Black’s trigger: the Galaxy-Eyes chain

Two Level 10s become two destructions. Every piece is a Dragon, so the War Zone lock allows all of it.
Cipher X
Rank 10 · 2 Level 10s
2 materials
Full Armor
Stack on Cipher X · 4000 ATK
detach 1: destroy a face-up card
Cipher Blade
Stack on Full Armor · 3200 ATK
detach 1: destroy any card
Materials transfer upward each time. Stop at Full Armor when nothing is left to destroy — 4000 ATK beats 3200. Cipher Blade can’t be used as material, so it’s always the last step.
Their problem Your answer Why
A negate that’s still live Black’s scale, or Varudras on the field first Black covers Spell effects; Varudras covers everything, once
Several face-up cards Red’s field effect, then Full Armor Red destroys the most at once
Face-down Spell/Trap Cipher Blade, Red, or Black Full Armor can only hit face-up cards
Can’t be targeted Varudras Its destroy effects don’t target
Can’t be destroyed Battle, or Zeus on a non-War-Zone turn Zeus sends to the GY instead
Their LP at 2000 or less Gustav Max 2000 burn, non-War-Zone turns only
Machines are locked out on any turn you activate War Zone: Gustav Max, Juggernaut Liebe and Zeus. A War Zone left on the field from an earlier turn summons with no lock at all — those are your Machine turns.

Hand traps

Baiting order, going first

  1. Place Black’s scale. Free, unanswerable, and it covers everything that follows.
  2. Normal Summon Manju. The bait — Black’s scale doesn’t protect it, because Manju’s search is a monster effect. If they Ash it, Ritual is safe.
  3. Ritual’s Pendulum Effect, now protected.
  4. War Zone, also protected.
Card Hits you hardest on Black’s scale? What you do
Ash Blossom Ritual’s scale search, War Zone’s summon, Manju, Melody, Rising Yes, except Manju and Melody Bait with Manju first. Unprotected Ash on Ritual’s scale ends the combo — set what you have and try next turn
Veiler / Impermanence Black’s summon trigger No — monster effect Backup line below
Nibiru Your 5th summon No Counter below
Droll & Lock Bird Every search after your first that turn No Non-search parts still work: War Zone’s summon, Black’s float, Ritual placing Realms
Ghost Ogre The Ritual scale, and War Zone when you use its summon effect Yes If it hits Black on the field instead, it backfires: Black floats and Ritual triggers. If it hits Black in the Pendulum Zone, Black’s float still resolves — you keep the placement, you just don’t get Ritual’s trigger off it
Ghost Belle War Zone’s summon (it summons from the GY) Yes

Backup when Veiler lands on Black

Nothing was destroyed, so Ritual can’t come out this turn. Summon Driangle, then Xyz Summon Varudras with Green + Driangle.

Red 3000Black 3000Varudras · 2 matsField: War Zone
Face-up ED: Ritual
Tributes kept on field: 2
Red and Black stay as Ritual’s Tributes for their turn. On their turn, Varudras negates and destroys a monster, Ritual comes out Tributing Black, and destroying your spent Varudras triggers its destroy as well.

Nibiru counter

Line 1 reaches five summons at Driangle. Manju shifts everything up by one.

Tap to count your summons.

At four summons with Rivalry already Set, go ahead and summon Driangle anyway: a Nibiru Tribute sends Ritual face-up to your Extra Deck, and Rivalry rebuilds on their turn. Without Rivalry Set, stop at four.

Your own Ash and Veiler

The event

+150
Level / Rank 7 or higher
Automatic. Every Ryu-Ge monster is Level 10, every Xyz is Rank 8+. Manju doesn’t count.
+150
Activate a Spell/Trap effect
War Zone, Melody, Tokusano, Rising, Pot, Rivalry, End. Don’t rely on the Ritual scale or placing a Realm — unconfirmed.
+150
Destroy their card
Automatic going second. Going first it comes on their turn from Varudras or Rivalry. Zeus doesn’t count — it sends to the GY.

Losing the duel

Ryu-Ge Rivalry alone earns all three: the Trap activation, the Level 10 summon, and Black destroying any card — a face-down one will do. Black plus any other Ryu-Ge in hand gives two: Tribute the other monster (even Ritual) and destroy something.

Never surrender before all three are banked, and never trade a likely win for a bonus.

Dice spaces

Extra card, both players: you open a starter about 90% going first and 94% going second — but they hold one more hand trap too. Follow the baiting order strictly.

4000 starting LP: going second, two direct hits of 3000 win, so don’t over-wipe. Gustav Max’s 2000 burn is half their life, on non-War-Zone turns. Going first, prefer Sea Spires and Wyrm Winds over Dino Domains — they stop damage.

Matchups

Ryu-Ge mirror

  • Kill Ryu-Ge End first, or their monsters can’t be targeted.
  • Count their Level 10 Tributes before destroying anything, or you hand them a free Ritual.
  • Varudras doesn’t target, and Sea Spires stops your battle destruction.

Clown Crew (☆2 loaner)

  • They Tribute their own monsters for value — destruction doesn’t feed them.
  • The loaner runs Nibiru: watch your 5th summon.
  • Veiler the monster on the field, not the Tribute payoff, which activates off the field.
  • Their End Phase draws refill them, so end games fast.

Regenesis (☆1 loaner)

  • Monsters sent to the GY on your turn return to their hand — your removal undoes itself.
  • Destroy on their turn instead: Varudras, Rivalry’s Black, Ryu-Ge End.
  • Or just OTK. Your 3000–3800 bodies beat their 2500s, and Dino Domains negates anything under 3800.

Player-built decks

  • The event list removed Maliss, Ryzeal, Yummy, Labrynth, Floowandereeze, Branded and the Dracotail and Mitsurugi bosses, plus Maxx “C” and the Solemns.
  • Expect Blue-Eyes, full-power Ryu-Ge, and rogue picks.
  • Standard plan: hand traps on their turn 1, then the going-second line.

Slips

The ones that actually cost duels.
  • Scale Black before anything. Placing a scale can’t be responded to.
  • Never search a card you already hold.
  • Black targets itself turn 1, their negate monster going second.
  • Pendulum Zone destruction doesn’t trigger Ritual.
  • Ritual needs a Level 10 Ryu-Ge on your field to Tribute — Driangle never counts.
  • Spend Driangle as Xyz material first, and keep Black on the field, because it floats.
  • War Zone’s lock is only for the turn you activate it.
  • Pay a Realm cost with the Realm you just used.
  • Pot of Extravagance banishes at random and stops all draws that turn.
  • Full Armor can’t touch face-down cards — that’s Cipher Blade’s job.
Card text checked against Konami’s database.