Pay half of your life points. Special summon as many
of your monster as possible that have been removed
from play on your side of the field. During the end
phase, remove from play all monsters that were
special summoned by this effect.
Type - Trap
Card Number - EP1-EN008
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.29.05
Return from the Different Dimension
We end the week with Return from the Different
Dimension, a card from the horribly redundant
Exclusive Packs released for the YGO movie. It has a
rather hefty cost, namely half your Life Points; but
the benefits of this Normal Trap aren’t hard to
Activate it when you have no monsters on your field
but a bunch removed from play and you can pretty
much slaughter your opponent. Removing your monsters
isn’t that hard either; just use Necrofear to remove
a few Dark Rulers Ha Des or Slate Warriors; remove
big monsters to summon BLS-EotB; use Bazoo and get
rid of Jinzo and Dark Magician of Chaos and whatever
else you can think of. Then use RDD and bring them
all back for a turn of rentsy obliteration.
Timing is, of course, everything, with this card.
Only activate it if you’re pretty sure you’ll be
able to do some serious damage; otherwise, it’s
really a waste of precious, precious Life Points. In
the right deck though (and I’m thinking Fiends,
simply because of Necrofear’s uncanny ability to
remove them), this card is awesome.
Traditional – CCCC: 2.5/5
Traditional – Fiend: 4/5
Advanced – CCWC: 2.5/5
Advanced – Fiend: 4.5/5
OVERALL RATING: 3.4/5
Return from the Different Dimension
I think of this more as a combo card than a tech
card, but it can be used as either.
When used in a combo, your deck will contain other
cards that benefit by either going to the RFG pile
or coming out of the RFG pile (Dark Magician of
Chaos's resummon getting a Spell back comes to
When used as tech, you're counting on your opponent
to be playing Bottomless Trap Holes, D. D.
Assailants, D. D. Warrior Lady, and BLS-Envoy. Oh
wait...that's about every single Deck I've seen do
well in the past month and a half!
As we know from Solemn Judgment, if you pay half
your life for a card, it had better have a kickass
effect. Solemn Judgment is used to make sure you win
the game when your opponent has one card that would
otherwise do it; Return from the D. D. fits into
that category -- you're usually using it offensively
(a swarm to win the game that turn) as opposed to
defensively (preventing your opponent from winning
the game that turn). But given the ever-growing size
of the RFG pile in Advanced Format duels, you might
want to consider this.
Return from the Different Dimension
Our final card this week seems to be a rather random
choice, especially since this week seems to focus on
surprisingly useful CC cards. Return from the
Different Dimension is not one of these cards me
thinks, but I won't complain.
At the cost of half your Life Points, RDD allows you
to Special Summon as many of your monsters as
possible that have been removed from play to the
field. At the end of the turn, all monsters summoned
through this effect are removed from play once
again. If I may be so bold as to compare it to
Dimension Fusion, I'd have to say RDD is the better
choice if you had to pick between the two.
My reasons are simple, Life Point cost being the
first and most important.
Late game, the time that cards like DF and RDD truly
shine, usually occurs when both players have less
than 4000 Life Points. So there's DF, which will
always cost 2000 (an amount you may not be able to
afford), and then there's RDD, which becomes
increasingly cheaper the closer your Life Points get
to zero. Of course early on in the Duel RDD won't
win in this category, but then you shouldn't be
using it anyway.
Reason the second: RDD doesn't help the opponent.
Unlike DF, RDD allows you to use cards like BLS, NoC,
and the D. D. monsters without worrying about the
removed monster's return to the field upon RDD's
activation. What good does this do you? Well if
you're fortunate enough to have the opponent's field
be uninhabited, using RDD won't foil this opportune
Final reason: RDD combos nicely. Since you'll be
losing the monsters at the end of the turn anyway,
you can use cards like Creature Swap and Cannon
Soldier without the nasty after taste of helping the
opponent out, because you won't. While this part of
the effect becomes a pain in the butt if your
opponent survives the turn, you can have at least
made the most of it.
All things considered, RDD is an excellent card… in
a Deck with plenty of ways to remove cards from the
game. Strike Ninja, Dark Necrofear, and XYZ all
increase in usefulness when you know you've got a
RDD lying in wait.
Advanced: 4/5. I'd give it a specific rating, but it
works in too many different Decks.
Traditional: 3/5. It may be useful. Just hope it
doesn't get destroyed during the opponent's turn.
Art: 3.5/5. It's Name That Monster Time! I see DDWL,
Manticore of Darkness, Orca Mega-Fortress of
Darkness, Archfiend Marmot of Nefariousness, and
what will probably be called D. D. Warrior.
WOW...it's a sHecKii (proud Team Savage member
...haha, yes I'm finally doing a Card of the Day
Review and you know what's even funnier? this was my
week of the Card of the Day picks =\
I currently do not have internet so I can only
answer e-mails when I go to school and/or a friend's
house with internet. Thank you for everyone that has
ready my latest article "Rock, Paper, Soldier" and
e-mailing me with love. ^^ Now onto the review!
Return from the Different Dimension IS my favorite
card in the game. It's not a big secret that I love
this card more than any other card in the game. When
metagame interviewed me and my team, I said this is
the "best" card in the game (a blanket statement but
still..). I'll list the reasons why I believe this
card is still one of the best cards in the game.
1) It's not like it's friend Dimension Fusion where
u HAD to pay 2000 life, which means DF is a dead
card during the mid/late game while Return from the
Different Dimension (RFTDD for short) can be used at
2) This is an alternate win condition. Let's say
your BLS has been removed from play to either Book
of Moon/Nobleman of Crossout, Smashing Ground/Kycoo
the Ghost Destroyer, Bottomless Trap Hole, DD
Warrior Lady/DD Assailant, etc... Then you can bring
out your BLS for a final push to your opponent's
life points. Now let's say you don't even have a BLS
removed from the game but you have 2-3 Monsters in
the RFG pile, make that final push when that's your
3) When the metagame currently included 2 Nobleman
of Crossout, 1 Bottomless Trap Hole, 2 DD Assailant,
Black Luster Soldier, Kycoo, and even DD Designator,
it's not a bad way to counter the metagame and give
your opponent false hope that they have control of
4) If RFTDD brings out a Jinzo in chain to a trap,
it will effectively counter that trap and most
likely you will have enough Monsters to push damage
through with it.
5) If RFTDD brings out a Dark Magician of Chaos with
an important Magic in the graveyard, then you used a
pay half your life to use Magician of Faith's
effect, which is not bad when your only at 300-3000
life when it could mean you win the game.
I could go on and on why this card is so good but
let me also list the conditions on one running this
1 Black Luster Soldier - Envoy of the Beginning
1-3 DD Assailant
1 DD Warrior Lady
That's already "cookie-cutter" but that's not
enough. Most of the time, RFTDD is used with Bazoo
the Soul Eater and/or Strike Ninja and/or Chaos
Sorceor. Dark Magician of Chaos is normally a
"staple" in a RFTDD using deck but I believe you can
use it without it. (it's highly recommended though
The fact is if you want to run this card to counter
the metagame, you must also run cards to support it.
Rock, Paper, Scissors: You might have the metagame
counter deck but the fact that you may not always
play against the match-up you had anticipated/wanted
which could lead to this card becoming a "dead" card
in your deck.
Now let me tell you why this card is not used often.
1) This is one of the WORST opening draw in the
game. You'll never win the game with this card on
turn 2-3 anymore due to the fact that a) Painful
Choice is gone, b) It's hard to get the EXACT Card
Destruction, the EXACT Morphing/Cyber Jar to set up,
and c) doing step b without your opponent destroying
this M/T and/or the other set up cards. REMEMBER
WHEN YOU ARE PLAYING WITH THIS CARD, YOU MUST
REMEMBER THIS CARD SHOULD BE USED AS AN ALTERNATE
WIN CONDITION, NOT YOUR MAIN.
2) When your opponent MST/Dust Tornado/Breaker's
Counter on RFTDD, 90% of the time you cannot chain
this card to win.
3) Because of #2, it's a very hard/situational card
to go off with.
4) IT'S JUST THAT SITUATIONAL AND SOMETIMES IT'S
JUST "OVER-KILL" AND YOU DON'T NEED IT.
I've been playing without this card for a LONG time
now but it's a card to be feared if you see it Game
1. Don't underestimate the power of this card and in
my opinion, everyone should try running this card at
this week comes to a close, we review a card that
was a promo from that little known, seldom seen
Yugioh *whispers* movie...
Anyhow, today's card is Return From the Different
Dimension. RFtDD allows the controller to Special
Summon as many monsters as possible that he or she
may have removed at the cost of half of your
lifepoints. I prefer Dimension Fusion over this
card, even though 2000 lifepoints may be more than
half and DF includes your opponent as well.
I can only see 4 Real Decks where this would work
and actually need to be used.
1) XYZ Deck--Since all the XYZ fusions require the
individual pieces to be Removed from Play, so here
it could allow some extra fusions for you or
2) Strike Ninja/Dark Magician of Chaos Deck(s)--Strike
Ninja needs 2 Dark monsters to be removed to use his
effect and this card can revive them as well as DMoC
who is Removed when he's Destroyed.
3) Dark Necrofear/Fiend Deck--Like XYZ, Dark
Necrofear require three monsters to be removed.
Return can be a welcome addition and surprise as a
4) Soul Release--You can send your own monsters to
the graveyard with Card Destruction or something and
remove them with Soul Release. Then, Return can
allow for some excellent damage to your opponent.
4.5/5 In any of the 4 above mentioned decks, both
2.0/5 Any other deck, both formats, as Dimension
Fusion is better.
Art: 1.5/5 Junk, utter junk.
You stay classy, Planet Earth :)
A quick note: I had some difficulties this week
so while I reviewed all cards but Kycoo,
Monday I submitted my old review instead
of the new one, and the rest were late, so go
back and check them out now that they are
[hopefully] up. ;)
Today we look at the Trap card Return from
the Different Dimension. I reviewed this
when it was still relatively new (as did several
other staffers). This card gets re-reviewed due
to how the metagame has changed since then… if I
read and recollect properly, it was reviewed
when the Ban List was Japanese only (my original
view mentions the bans as an aside, since some
used it in unsanctioned, local tournaments).
Anyway, with so many people running Chaos
decks or the nature of many “counter-Chaos”
strategies; removing the opponent’s Monsters
from play so they can’t use them for Black
Luster Soldier – Envoy of the Beginning. At
certain times under both the current and former
Ban Lists, players have experimented with
Dimension Fusion. This had some nifty
tricks, but often back fired due to a) most
opponent’s also running Black Luster Soldier
– Envoy of the Beginning, b) most players
running cards that remove their opponent’s
Monsters from play and thus sometimes giving
their opponent a better force and c) a set Life
Point cost that mean late game, when such an
assault would likely finish off an opponent, you
could afford to activate it.
Enter Return from the Different Dimension.
It only lets you Special Summon removed from
play Monsters, so you don’t have to worry that
while you are just getting Blade Knight
and Don Zaloog, your opponent is getting
back their Black Luster Soldier – Envoy of
the Beginning and Dark Magician of Chaos.
Then there is the cost that, while steep early
on, will almost always be worth it provided you
are using the card with any skill: if you are
crazy enough to use it when the opponent has set
S/Ts and neither Torrential Tribute nor
MirrorForce is in their
Graveyard, you deserve to lose LP. ;) Seriously
though, if early game you have Monsters removed
from play and reviving and attacking once would
win you the game… that is so worth half your LP,
even if you haven’t taken any damage. More
importantly, late game where it might cost you
as little as… well… free if you are at one Life
Point, but usually 2000 or less.
Now, in addition to spicing up Chaos
decks, this can be useful for defense as well-if
the damage you’d take or effects triggered are
nasty enough, paying half your LP to throw up a
defensive wall is worth it. When one moves to
the realm of specific decks, you can use it with
Last Turn or Suicide Beatdown decks,
though I am not sure I’d recommend it for
Last Turn. Deck’s build around old Bazoo
the Soul Eater definitely should consider
this, and I can even see it being used (along
with Dimension Fusion) and Catapult
Turtle (again, in a very tailored deck) for
a massive burn assault. That last one is
unlikely, but sounds fun.
1.75/5-Seems too risky. Better S/T destruction
makes it harder to get off offensively, and if
you go for the kill and somehow fail, you’re
that much more vulnerable to Chaos Emperor
3.5/5-Looks good here, at least for some
sideboards (and of course a few specific decks
other than Chaos)
Hmm. What is
there to say here? Huge ass swarms that, in the end,
will cause your opponent no end of grief if used
correctly. Both this card and Dimension Fusion
feature this particular quality, and the quality of
unlimited combo potential. What this has that
Dimension Fusion does not:
Chainability. Versatility. Oh, and the fact that
your opponent won't ALSO summon 9 (you heard me, 9)
monsters is good.
While both this and Dimension Fusion can easily be
used to obtain card advantage (you had to see the
deck I built using Sacred Cranes to really
appreciate this: I could get as much as 10 card
advantage on one turn here), this one has the
distinct feature of not being dead late game. You'll
notice a pattern with Dimension Fusion. It's bad
early game, where you won't summon a thing. It's meh
middle game, where you need to have drawn the right
cards to use this correctly. It's bad late game,
where you might not want to bring yourself down
another 2000 to try and end. Considering the heavy
use of Remove From Play mechanics today, chances are
you are not going to be the only one summoning
anything at the end of the game.
Below 4000 LP, this is by far the better card,
albeit still the slower card. But I'd use it at
6000, depending upon the conditions. See, if my
opponent has nothing protecting him, and I have this
and Strike Ninja on the field... Well, think. Should
I end the game, or should I be a moron? Attack,
remove, summon, attack, attack, attack. Shazam. That
has to be among my favorite combos in the game. Just
had to mention it. Considering the popularity of
Black Luster Soldier - Envoy of the Beginning (both
yours for summoning, and your opponent's for BLS'
remove from game effect), D. D. Assailant (again,
both yours and your opponent's), Bottomless Trap
Hole (see last parentheses) and D. D. Warrior Lady
(I like parentheses)... Well, do I need to spell it
out for you? You can use it to pull out Dark
Magician of Chaos (I would actually prefer to run
this with Dark Magician of Chaos...), Jinzo to
negate a Trap or summat, some of Strike Ninja's
removed DARKs for huge, huge, redundantly huge
amounts of damage, or even cards that get bonuses
when Special Summoned (again I mention Sacred
Crane). Heck, if you really need it, you could use
this with Cannon Soldier and Ceasefire. Even a
Spell-Absorbing Life, if you want that life back.
It has a lot of potential, and thus I am forced,
once again, to give a review I feel is incomplete
rather than bore my readers. Wait, too late.
Strike Ninja (RUN THIS YOU MORON):
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