Inflict 300 points of damage to your opponent's Life
Points for each of your opponent's cards that has
been removed from play.
Type - Trap
Card Number - FET-EN057
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.21.05
D. D. Dynamite
Unlike most of the players out there, I've
actually had experience against a deck
focusing on this and similar cards. The
father of one of my teammates plays a
removal/burn/life gain deck, focusing on
cards like Soul Absorption, Banisher of the
Light, DD Dynamite, and Soul Release, among
other things. If you don't get your M/T
kill out fast or get rid of the Banishers,
he'll constantly be gaining life and waiting
to trigger that D. D. Dynamite for 3,000+.
Basically, that recollection of one of our
Duels is the review in a nutshell -- this
card doesn't belong in a regular Burn deck,
as DD Warrior Lady and Noblemen of Crossout
can only do so much. However, in a deck
focusing on it, this can become a heavy
I think I'm going to let the other reviewers
handle the combos today -- I don't know what
else to tell you except that this card needs
a deck dedicated to it.
1/5 all formats just thrown into a deck...
1/5 Traditional even in the right deck
3/5 Advanced in said deck
1/5 Limited (remember, you don't have all of
those cards you need here)
This is certainly a nice Trap for Burners, but not
standard Burners. This card relies on your
opponent’s having a bunch of cards removed from
play. For each one, this card will inflict 300
damage to your opponent.
So if your opponent somehow has 10 cards in his RFP
pile, this little Trap will blast him for 3000. 20?
6000. And so on.
The only problem is GETTING these cards out of play,
but there are certainly many ways to accomplish
that. A simple Soul Release will ensure that D.D.
Dynamite does at least 1500 damage (still quite good
for one Trap); running this in a deck with D.D.
Assailants and Bottomless Trap Holes would also
speed things up a bit. Even BLS-EotB works.
I can definitely see a new archetype of Burn
emerging, one whose goal is, quite simply, to remove
cards from play for D.D. Dynamite (while gaining
nice chunks of Life from Soul Absorption, perhaps?).
It’s such a shame we don’t have Fiber Jar anymore…
Today’s card is D. D. Dynamite, a Trap that seems to
have lost its Advanced uses before it even got the
For each of the opponent’s cards removed from play,
Dynamite does 300 points of damage to the opponent.
Prior to the most recent Ban List Dynamite could
have proven itself useful in a Fiber Jar Deck. After
using Soul Releases and Kycoos to remove the
opponent’s cards from play, Dynamite could be use to
weaken the opponent while you were waiting to draw
Fiber Jar. Yet due to Fiber Jar’s banning, Dynamite
seems to have lost it one shot at glory. Of course
you could still use it in a RFG Deck making it the
finishing blow, but it doesn’t sound like it would
be worth it. But that’s just my opinion; and I don’t
really care for Burn Decks; and my head hurts; and
I’ve got a Thanksgiving turkey in the oven; and I
forgot to save this week’s COTD prior to my
computer’s frozenation, so I may not be giving it
the credit it deserves.
Advanced (RFG Deck): 3.5/5. It may take a while, but
it could prove effective.
Traditional (Fiber Jar Deck): 3.5/5. It should be a
nice added bonus at times, and who knows; maybe your
opponent has already cards from their Graveyard?
Overall (Burn Deck): 3.5/5.
Art: 1/5. … It’s dynamite all right…
Effect(s):D.D. Dynamite inflicts 300 points of
damage to your opponent for each of their cards
removed from play. Even with Black Luster
Soldier-Envoy of the Beginning a common deck
sight, it is usually the only
remove-from-play-to-summon Monster people are
running, and thus against most decks, you’ll be
scoring 600 damage. Of course, so long as you
use some decent combinations to remove more of
your opponent’s stuff from play, you can fatten
this up quite a bit. So the effect seems good:
in general it is not very useful, but so long as
you can afford at least a few cards to combo
with it, you’re going to get some very nice
damage out of it.
This is Trap, and because of the nature of it’s
effect (variable burn), this is good. It might
be a tad better as a Quick-Play Spell, since it
could then be used right away, but the important
thing is that it is Spell Speed 2 and thus be
activated in response or in chain, as it opens
several combos, mainly oriented in jacking up
the damage from it after it has activated but
before it resolves. Both categories of card are
open to a lot of negation: Jinzo and
Royal Decree are common to hurt Traps, but
nuke your own as well. Magic Jammer and
Magic Drain may have manageable costs but
are one time deals (though they are not
Combinations:Soul Release and Kycoo the Ghost
Destroyer immediately spring to mind, since
they are not uncommon sights and will boost your
damage done. BLS itself can remove
in-play Monsters, and is in so many decks, you’d
think it would have occurred to me first.
Probably didn’t since the important thing is
everything else about the card; it doesn’t
matter where the Monster it removes goes, just
as long as it is gone, eh?
Let us return to the matter at hand. There is
another card that can remove your opponent’s
cards (in the Graveyard) from play, and the only
limit to the amount is how many they have in the
discard: Fiend Comedian. Of course, this
Trap has two powerful downsides: it is based on
calling a coin toss, and thus half the time it
fails. In addition to not touching the
opponent’s Graveyard, when called wrong you have
to discard as many cards from your deck as your
opponent has in their Graveyard. Fortunately,
there are ample combinations around this, and if
their discard isn’t too full, thinning your own
deck by a few cards can be a welcome sight: we
do have a lot more recursion now. The combo
between the two cards and a substantially full
opposing Graveyard can be quite, quite
rewarding: activate a seemingly week D.D.
Dynamite, then chain Fiend Comedian.
If you get heads, it may be game! Just 10 cards
would yield 3000 points of burn damage! Yes,
you may grossly deplete your own deck doing
this, but if you are in a bad spot, a 50-50
chance of a win is worth it.
With all this support, you might even consider
building a deck around it. There is even
another card to sweeten the deal:
Graverobber’s Retribution. This Continuous
Trap inflicts 100 points of damage per Monster
removed from your opponent’s Graveyard during
each of your Standby phases. I have been on the
receiving end of it in the past, and it was
very, very annoying when it only had Soul
Release and Kycoo. Other decks to
consider main-decking it are Removal-Depletion,
3/5-Why so high? Removal Depletion (decking an
opponent out and removing cards to prevent
recovery) exists here with Fiber Jar to
reset your own deck, and Removal Depletion Burn
isn’t too much of a stretch. Decent main/side
deck option to since it frustrates Chaos.
3.5/5-Same as above, but Life Points tend to
fluctuate less wildly here and Fiber Jar
being absent also hurts Removal Depletion decks
(they could burn through themselves then keep
1/5-Anything remove from play in this set? No?
Then it’s just for bluffing.
Inflict 300 points of damage to your opponent for
each of their monsters that have been removed from
This card does have some potential to it in or
against certain decks.
First, this card is awesome in a deck that revolves
around Kycoo the Ghost Destroyer and Dark Magician
of Chaos. In an anti-chaos deck involving those two
monsters that centralize on removing monsters from
play to stop BLS from being summoned, DD Dynamite
could do a LOT of damage.
Also, assuming your dueling Jaelove or someone else
with a Strike Ninja deck, this card can also be
deadly. Since Strike Ninja requires two monsters to
be removed for his effect, if that's been done
multiple times, then this card will do some major
I think it would've been cooler had the damage been
500 points per card, or even more, but no big deal.
Traditional Anti-Chaos/Remove from play: 3.2/5
Advanced Anti-Chaos/Remove from play: 4.2/5
Traditional against Strike Ninja: 3/5
Advanced against Strike Ninja: 4/5
You stay classy, Planet Earth :)
Different Dimension Burn? Not likely. If you pack 3
Soul Release, you will have had to have drawn 4
cards late in the game to do 1500+ damage with one
copy. You could run Banisher of the Light, but
there's already an incredibly solid burn deck that
would work much better than this.
Graverobber's Retribution is better and more
consistent burn, anyway.
General & Burn:
Advanced: 2/5 (because everything is viable in one
way or another in advanced)
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