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