Declare 1 card name. Look at your opponent's han,
and if he/she has the declared card in his/her hand,
remove that 1 card from play. If he/she doesn't have
the declared card in his/her hand, remove 1 random
card in your hand from play.
Type - Spell
Card Number - IOC-039
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.25.05
We open up the week with a re-review of D.D.
Designator, a card that’s never really seen much
play but could probably stand to. It’s a Normal
Spell whose effect can either help you or hurt you.
When you activate DDD, you call out a card name. If
your opponent has that card in his hand it’s removed
from play. If not, you randomly remove a card in
your own hand from play (which means you MUST have
at least one other card in hand if you activate DDD).
The most obvious use for DDD would be to get rid of
Sinister Serpent, since both you’ll usually know
when your opponent has it in his hand, AND it’s more
useful to remove Serpent from play than many other
This can also work after your opponent gets
something from Sangan, or even with Reinforcement of
the Army; and nowadays, you can use it to get rid of
a Tsukuyomi or Asura Priest that you know is hiding.
There are other, rarer situations in which you might
know what your opponent has in his hand (such as in
decks based on that concept – Mind on Air, Respect
Play, etc.), but the most likely to occur don’t
really merit maindecking this.
DDD is, however, a nice choice for Side Decks. Few
things will screw up Exodia more than having one of
the pieces removed from play, and other decks
revolving around one or two key cards would also be
grievously injured by a card like Designator.
In a deck which allows you to see your opponent’s
hand, along with cards like Mind Crush, DDD can also
be a rentsy option.
Traditional – CCCC: 3/5 (Witch AND Sangan here)
Traditional – Hand Control: 4/5
Advanced – CCWC: 2.5/5
Advanced – Hand Control: 4/5
OVERALL RATING: 3.4/5
This card's been seeing more play in high-level
tournaments recently (read: it was played at
Nationals and everyone's gonna netdeck. I love
D. D. Designator is a 1 for 1+ trade if you know at
least one card in your opponent's hand. You lose one
card to remove one of their cards in hand, plus you
get to know the rest of their hand.
There are a few cards everyone plays that will give
away a piece of their hand:
*Sangan -- kill an opponent's Sangan, then call
whatever they search.
*Sinister Serpent -- once it sees play, you KNOW
your opponent has it so it's a safe call.
*Magician of Faith -- if you kill one on their turn,
you can call the spell they reclaimed.
There are also other times you'll know when an
opponent has a specific card...
*If your opponent draws, checks their graveyard,
ends turn, and they don't have both a Light and Dark
monster, you have good odds at removing their BLS-Envoy
out of their hand.
*If your opponent mistakenly tips their hand, that
can always work.
Plus, there are other cards you can play yourself to
get insight on an opponent's strategy:
*Trap Dustshoot -- early game, this is a 1 for 1
restricted to returning a monster, and you can
follow up with DDD on the next turn.
*D. D. Designator -- yes, it combos with itself. If
you happen to have 2 (although most people only play
1), you can nuke one good card and one even better
Overall, it's a great card that you should try in
that one "tech" spot in your deck.
2.5/5 Traditional (sorry, but we have 3 prenegs
D. Designator is great anti-meta. Another card I've
considered reviewing more than once (the only one
this week, though).
You can remove their Pot they get back with Magician
that you attacked, their Sinister Serpent, their
Night Assailant, their Exodia piece, whatever. And
catch a glimpse at their hand. If your opponent is
an idiot, he'll check his graveyard the moment he
draws a "chaos" monster or recursion of some sort,
which can lead you to some interesting hijinx.
The downside to this is what happens when you call,
say, Sparks, and they actually have 1 Sparks in
their hand but are all like "chain Dust
Tornado/Phoenix Wing Wind Blast and get the Sparks
out of my hand". Then you lose D. D. Designator, a
random card from your hand, and they get the effect
of their card. That's hefty advantage loss I pulled
off one time that someone actually used D. D.
Designator on me, called Pot of Greed, and then
looked shell-shocked when I chained Dust Tornado to
hit their Messenger of Peace and set my own Pot of
Greed. They got a glimpse at my hand, but at a
totally hefty cost. I lost one card and my privacy,
they lost THREE and their protection.
Of course, against really bad players, this won't
happen. This is really a card that is judged on how
good your opponent is. It's terrible if your
opponent is seasoned enough to play the right amount
of tech to counteract this. Losing three cards to
their one or two (that they still get the effect of)
is on par with losing the game. =\
It's a great card. Just be careful with what you
call and when you call it. If you play against
JAELOVE, for example, with his sexy tactics of
triple Dust Tornado and Phoenix Wing Wind Blasts,
you're going to experience a tingly sensation I have
ggnore". I am thinking about abbreviating it to
something that does not require two punctuation
marks of inhalation to say.
Really damn good as tech or in the sideboard.
Sideboard (yes i know the official term is sidedeck):
Welcome to a monstrous week or re-reviews! That's
right; all week long you'll be saying, "Tell me
something I don't know," upon reading our reviews.
But since we can't, you'll just need to live with it
and/or hum quietly to yourself. Today's card is D.
D. Designator, a Spell that foils the opponent's
attempts at Deck thinning, or whatever you want to
Upon the activation of DDD, you get the once in a
lifetime opportunity to declare a card name. Once
you have done so, you then get to examine the
opponent's hand and see how long their Fortune and
Life lines are, which then determines what happens
next. If your opponent has the declared card in
their hand, it is removed from play. If they don't,
you get to randomly remove a card in your hand from
Now obviously you wouldn't want to use DDD if you
had no idea what was in the opponent's hand. But
considering the current "40 Staples", this shouldn't
be incredibly difficult. With the Sangan, Sinister
Serpent, Reinforcement of the Armies, Tsukuyomis,
Magician of Faiths, and the occasional Cyber Jar
that your opponent is inevitably using, you should
frequently know at least one card in the opponent's
And in the rare occasion that your opponent is only
using half of the "40 Staples", those good old X-ray
specs that have parted with their comic books can
make DDD just as useful as it would be if the
opponent would just follow the current mindset.
Overall, DDD is an excellent counter to the numerous
and popular cards that make your opponent an open
book. Should it be put into your Main Deck? No.
Should it be put into your Side Deck? Maybe; it all
depends on how much CC exists in your neck of the
Advanced: 3.5/5. It may be in your hand for a few
turns, but DDD will prove useful before the end.
Traditional: 3.5/5. Tsukuyomi, RotA, and MoF aren't
used as much (presumably), but are instead replaced
by Witch, Yata, Confiscation, and the FS, so it
Art: 3.5/5. It's Name That Monster Time! I see DDWL,
pointing her non-trademarked lightsaber at
Declare one card name. Look at your opponents hand.
If the card is in your opponent's hand, remove that
card from play. If not, remove one card from your
hand from play. *Not exact wording, you get the
This is one of those cards that does have some
potential, and I believe is better LATE game
assuming you are paying attention to everything and
all cards played by your opponent--which all serious
players should be and guessing the card shouldn't be
all that hard.
This card also works as an excellent pair with cards
such as Exchange, Mind Haxorv, and other cards that
allow you to see the opponent's hand BEFORE you play
this card. This card is slightly stronger in
Traditional, in my opinion, just because there
aren't any banned cards so you could get rid of
cards there that you couldn't in the Advanced
I prefer Mind Crush over this, even though it's
trap. If you'd like to remove an Envoy, just wait to
here "I remove..." and spring Mind Crush. This card
is good however, but more of a side-deck card unless
you KNOW every card in the opponents deck and have
the order of them memorized.
Traditional: 3.5/5 As stated, being able to remove
Yata, CED, HFD, or whatnot IS good, but if you're
wrong, YOU lose a card. Hand management IS
everything, especially in Traditional.
Traditional Side-Deck: 4.0/5
Advanced Side-Deck: 4.5/5
Art: 3.5/5 It is a neat picture.
You stay classy, Planet Earth :)
As we are dealing with a normal Spell, I’ll
forgo my normal categories and get straight
to the point: why should you run this card?
The effect isn’t bad; name a card you think
is in your opponent’s hand: if there is at
least one copy there, remove one copy from
said hand. If it isn’t, randomly remove a
card from your hand from play. Like I said,
not bad, but that is a pretty powerful
downside. You have to have a card in hand,
so emptying your hand isn’t an option.
Well, maybe if you activate D.D.
Designator then Serial Spell, it
might work, but I wouldn’t hold your breath
while we wait for a ruling. Given how
Card Destruction combos with Serial
Spell, I really doubt they’d work
together, but I felt I should bring it up at
least. The good news is that if you have
multiple copies of D.D. Designator
ready, you can guarantee at least one will
work. Then there is the closeness of most
successful deck lists: again, good odds you
guess right. Still, is that enough to
bother running it?
Good thing there has been a shift in the
metagame. With the return of Sangan,
you see it again in almost all decks. Thus,
when it goes off, usually on your turn when
you kill it, you’ll know what card your
opponent has in hand that they wanted so
badly they used Sangan to get it.
Then we have the return of Magician of
Faith to a place of prominence. Again,
she is apt to trigger on your turn. So
that’s one turn to get rid of whatever spell
they revived. Sinister Serpent is
still a common deck sight, but there is
another annoying Monster that keeps
returning to the hand that is much more
important to eliminate: Tsukuyomi.
Since it is a Spirit Monster, unless you
luck out and kill it, it will constantly go
back into the opponent’s hand, where
normally is safe. So not only will you
remove that puppy from play (where it is at
least two cards away from getting back into
the opponent’s hand: Miracle Dig and
Monster Reincarnation) but you’ll get
to see the opponent’s hand as well.
3.5/5-Tsukuyomi isn’t a common site
here. However, Yata Garusa is, plus
you have access to cards like Forceful
Sentry and Confiscation to let
you sneak a peak at the opponent’s hand, in
addition to their own discarding effect.
3.75/5-Fantastic effect, but you must often
rely on the opponent’s actions to get it
3.25/5-Well, you’ll know the card pool, so
wait until you have something pretty useless
in hand then name whatever you know they
could have drafted and if they did get it,
you just got rid of it. If not… at least
you got to see their hand.
Once viewed as too risky, except in
dedicated Control decks, this is now a nice
card for most decks to at least side. Just
be careful since Dust Tornado,
Raigeki Break, and similar cards can
mess up your plans (you name the card at
activation), but this is handled mostly by
using your head when you play it.
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