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

D. D. Dynamite
Common

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 

Card Ratings
Traditional: 2.6
Advanced: 3.4

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

 
ExMinion OfDarkness

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 hitter.

 

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)

 

Tranorix D.D. Dynamite

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…

Traditional – CCCC: 2.5/5
Traditional – RFP Burn: 4/5
Advanced – CCWC: 3/5
Advanced – RFP Burn: 4.5/5
OVERALL RATING: 3.5/5
 
Snapper D. D. Dynamite

Today’s card is D. D. Dynamite, a Trap that seems to have lost its Advanced uses before it even got the chance.

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…
 
Otaku

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.

 

Stats: 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 restricted).

 

Uses and

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,

 

Ratings

 

Traditional: 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.

 

Advanced: 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 resetting).

 

Limited: 1/5-Anything remove from play in this set?  No?  Then it’s just for bluffing.

 
Dark Paladin DD Dynamite

Inflict 300 points of damage to your opponent for each of their monsters that have been removed from play.

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 damage here.

I think it would've been cooler had the damage been 500 points per card, or even more, but no big deal.

Ratings:

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 :)
 

Coin Flip
A 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:
Traditional: 1.4/5
Advanced: 2/5 (because everything is viable in one way or another in advanced)
 

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