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

Different Dimension Capsule

Card Number - PGD-083

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

Date Reviewed - 08.27.03

wartortle32 Different Dim. Capsule

After this card is activated, it remains face-up on the field until your 2nd Standby Phase. Select one card from your deck, then shuffle your deck. Remove it from play and place it face-down. During your 2nd standby phase, destroy this card and add the removed card to your hand.

With the amount of m/t removal these days, it is highly unlikely that this has a continual success rate for you to use this card. If the card is destroyed before your 2nd standby, you wont get that card back ever again. Even if you get lucky and are able to get the card you choose, the card you chose may no longer impact the game in the way you wanted it to 2 turns ago. A lot can happen in 2 turns, and the card you picked may end up being useless to you depending on how things unfold.

I'd give this a 2/5.
It doesn't succeed enough for me to recommend this. 
SomeGuy Wednesday - Different Dimension Capsule

"After this card is activated, it remains face-up on the field until your 2nd Standby Phase. Select one card from your deck, then shuffle your deck. Remove it from play and place it face-down. During your 2nd standby phase, destroy this card and add the removed card to your hand."

Different Dimension Capsule is waaay too slow for competitive use. It does absolutely nothing to help you in the current situation you may be in. Waiting two turns until you can put the card into your hand is asking for trouble.

Not to mention that it is extremely easy to counter. The basic Mystical Space Typhoon, Harpie's Feather Duster, and Heavy Storm have a field day with this card.

Different Dimension Capsule is a terrible card for even casual play. There are plenty other cards that allow me to use my resources more effectively.

Rating: 1.1/5

Don't bother. 
Dark Umbreon Well, um. Different Dimension Capsule is kinda weird. Its a Magic Card that stays on the for 2 standby phases. You select one card from your deck, shuffle it, yada yada yada...and remove it from play. Once Dim Capsule is destroyed, you get the card you removed from play into your hand.

I'd say this card is only good if you have good timing, which can be rare. Even people who know their decks and opponents deck down to the letter can't always predict what card they're going to need.

If you pick a monster, you're going to want to pick a good tribute monster if you have enough monsters on the filed, or can get them on the field. An effect monster can be useful, but a lot changes in 2 standby phases. 

If you pick a trap card, you can only set it that turn, which makes it one turn longer you have to wait to use it. This can allow your opponent to draw Harpie's Duster or MST. 

Magic cards are probably the most useful. Grabbing Raigeki when your opponent is wailing on you can be good, but two turns can be the end of the game for you. IMO, I think some of the other search cards work better.

Tournament Rating 2/5
Casual Rating 1/5 
DuelMonster Wednesday:

Different Dimension Capsule/Time Capsule:
PGD-083-Common
Magic Card: Normal
Effect: After this card is activated, it remains face-up on the field until your 2nd Standby Phase. Select one card from your deck, then shuffle your deck. Remove it from play and place it face-down. During your 2nd standby phase, destroy this card and add the removed card to your hand.


Well this is certainly a different card, being able to search out ANY card from your deck can be very, very useful, BUT... it has too many enemies. Since DDC remains on the Field for the duration of its effect and the chosen card will stay removed from play if DDC is destroyed before the second standby phase after activation, you risk loosing a card for good instead of getting it your hand if the opponent plays either Heavy Storm, MST, Dust Tornado, etc. I'm sure if you pick a monster card, then have DDC destroyed, you can always use Miracle Dig, but that only gets the card to the Graveyard and then you still need 5 or more monster to have been removed from play to even activate Miracle Dig.

So at the moment, with no cards out to get back removed Magic and Traps, I wouldn't risk playing this card yet. Even if I really wanted my Morphing Jar, Needle worm, Mirror Force or Pot Of Greed from my deck in 2 turns instead of waiting to draw them, I wouldn't attempt on using DDC to get them.

I would assume that if Giant Trunade is used on DDC, the chosen card is still removed from play, so by the looks of it there are quite a few cards that can mess up any plans of getting a specific card earlier then drawing it, that and what if you would have pulled the chosen card in 2 turns anyways, you still have to shuffle your deck so that card could have ended up at the top of your deck anyways. Still, if you really want that card you have somewhere in your deck, then DDC will get you it quicker then you might have.

Ratings:
Casual: 2.5/5
Tourney: 1.5/5
ArtWork: 1.5/5 - I attempted to decipher the inscriptions on the card but they aren't real Egyptian Hieroglyphics as far as I can tell, besides that I thought the picture looked very suiting to its' effect. 
Pegasus Different Dim. Capsule, 8/27/03:

"Your 2nd Standby Phase" obviously means "Your 2nd Standby Phase after you play this card," not "Your 2nd Standby Phase of this duel." Otherwise this card would be incredibly broken.

This card is quite risky, since it gives your opponent two turns to deal with it. If the capsule's destroyed, the card you removed stays removed. So what do you do with this card? You use it to take out a card you know is completely useless in a current duel (life-gaining card against an exodia deck, for example), so that if your opponent destroys DDC he wasted an m/t removal and you thinned your deck by 1 card. If your opponent doesn't destroy it, you thinned your deck by 1 card. Might as well run Jar of Greed...

Protecting this thing for two turns is difficult, and any card worth searching for is also a card you don't want to be permanently removed from your deck.

Although, if you really wanted to, you could combo this card with Miracle Dig and get a high-level monster into your graveyard for revival... it's better just to use Painful Choice for that. But since Painful Choice is restricted, you could go by this card if you really want to.

At least it's a magic card, so Jinzo won't be a problem. IO will, but not Jinzo. This card's still too hard to use, though.

Rating:
Casual: 2/5
Tourney: 1.5/5 
Umbra Wednesday, August 27, 2003

Different Dim. Capsule
PGD-083
Common
Normal Magic

After this card is activated, it remains face-up on the field until your 2nd Standby Phase. Select one card from your deck, then shuffle your deck. Remove it from play and place it face-down. During your 2nd standby phase, destroy this card and add the removed card to your hand.


I’m awake…really I am. Hmmm, an interesting card we have today. This card has some potential. I personally think this card would work best in an Exodia deck. Utilizing this card, you could almost guarantee an exodia piece inn2 turns, pretty nice. Of course this can work in other decks, but it is hard to predict what the field will be like in 2 turns. However this card has one main flaw, it needs to stay on the field for two turns. My opinion is that if this card is destroyed before the 2nd standby phase, the chosen card remains out of play. Quite painful with the normal 5 m/t removal out, not to mention fiber jar.

Casual: 3
Tourny: 1.5 
Vodkam Wednesday 08/27/03:

Different Dimension Capsule
PGD-083
Normal Magic

After this card is activated, it remains face-up on the field until your 2nd Standby Phase. Select 1 card from your Deck, then shuffle your Deck. Remove it from play and place face-down. During your 2nd Standby Phase, destroy this card and add the removed card to your hand.


I like this card. It's fun and very dangerous if used carefully.

There are other cards to get monsters, traps and field magics from your deck but this can get ANYTHING. Now, you might be thinking that you should use this to get Raigeki, Harpie's Feather Duster or some other gamebreaking card. Well, you could but it's pretty risky unless you see Harpie's Feather Duster, Heavy Storm and 3 Mystical Space Typhoons in your opponent's graveyard already. You can probably take the risk of your opponent having a Dust Tornado or Raigeki Break in their deck. Of course, in Magician's Force, you'll also have to be wary of Breaker.

The biggest drawback to this card is that you have to wait until your 2nd standby phase so your opponent has 2 of his/her own turns in which to destroy this. That's more than enough opportunity usually to get this destroyed. If this is destroyed, sent back to your hand or returned to your deck via Fiber Jar, the card you took from your deck remains out of play which is why it's dangerous to do things like get Exodia pieces or your best cards with it. I typically like to get things like Pot of Greed, Delinquent Duo or Mystical Space Typhoon - something that will help you but won't kill you if it's lost.

If this card is destroyed, you haven't lost any card advantage. Your opponent burned a card to destroy this. Sure, one of your cards remains out of play but that only serves as deck thinner which isn't all bad. I'm also guessing if Imperial becomes active during the waiting period that even when you reach your 2nd standby phase, you will not be able to get your card until Imperial Order is burned.

It's unclear if cards like Pyro Clock of Destiny will speed this up so like I say so often, "We'll have to wait for the ruling."

Anyways, I like this card. Being able to get anything from your deck is simply amazing but this gets toned down by the waiting period. Use this card responsibly and conservatively and it will help you more often than it will hurt you.

Rating-
Casual: 3.3
Tourney: 2.8 

 

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