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Pojo's Yu-Gi-Oh Card of the Day
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Return from
the Different Dimension
Common
Pay
half of your Life Points. Special Summon as many of
your monsters 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
- Normal 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 - 8.16.04 |
ExMinion OfDarkness |
Monday:
Return from the Different Dimension
This card actually does have some promise.
It has a hefty cost, but the effect can be
game-winning, especially in the right deck. Your
DMoCs get nuked before? Now they're all back (plus
you get THREE FREE SPELLS from that one!) Strike
Ninja deck? You'll almost always have some
ammunition for this card.
Bazoo could see some use here...if you can get this
card to survive a turn, have Bazoo remove 3
powerhouses and have this bring them back for one
huge assault.
With Decks as they are today, most players already
run DD Warrior Ladies, so at the very least, even if
the player didn't draw any specialty cards to work
with this, they may still get enough of a boost to
win.
The bottom line: Don't use it unless you'll win if
you do, or lose if you don't.
2.5/5 |
Tranorix |
Monday: Return from the Different Dimension
We start the week off with Return from the Different
Dimension, one of the commons in the new Exclusive
Packs. It's a Normal Trap, and it's chainable
(though most of the time you won't want to activate
this on your opponent's turn); but it is, of course,
vulnerable to Jinzo.
The effect is simple, yet deadly. You must pay half
of your Life Points, which is a fairly steep cost
unless you activate this late-game. Of course, the
time you'll most want to activate this card IS
late-game, so that's not really a problem. The
effect has the potential to be amazing; you get to
Special Summon up to 5 monsters whereas your
opponent gets NOTHING, unlike Dimension Fusion,
where you BOTH summon. Use Painful Choice to get
some big monsters into the Graveyard, Soul Release
them, then bring them all back for a massive shot.
There is potential in this card.
The biggest drawback, aside from the LP cost, is the
fact that you'll probably need to have this set for
one of your opponent's turns before you use it,
which could be troublesome with the massive amounts
of M/T removal running around. Regardless, its
potential should not be overlooked in decks that can
use it. Bazoo the Soul Eater and Dark Necrofear are
two alternatives to Soul Release, both of which will
combine very nicely with RftDD.
Typical tournament deck: 2.5/5
Fiend deck: 3.5/5
OVERALL RATING: 3/5 |
Omega |
Return from the Different Dimention:
Return from the Different Dimention is a good
substitute for Dimention Fusion as it has upsides to
its use, and downsides as well.
One major advantage Return from the Different
Dimention has over Dimention Fusion, is that Return
affects your own Removed from Play cards only, unlike
Fusion where both players get to Special Summon.
Another advantage Return has is that it isn't so
focused on Life Points as Fusion is. Half your
lifepoints is MUCH more flexible than a straight 2000.
The downside of this card, is that the Special
Summoned monsters are removed from play at the end of
the turn. This makes it better for XYZ decks as you
will be removing them from play anyway to summon one
of the X,Y,or Z fusions.
Return from the Different Dimention fufils several
purposes. The 1st is XYZ support, and the 2nd is a
rush technique where you don't have to worry about
anything like a Mirror Force (since the monsters will
be gone at the end of the turn anyway).
The best time to use this card is late game, Half your
life points is very flexible, but if used too early,
it might cost you more than Dimention Fusion.
In an XYZ Deck Return from the Different Dimention
gets a 4/5. It's a very welcome addition to the XYZ
team. |
Otaku |
Stats:
Return >From The Different
Dimension is a Trap card. Given its effect, it
probably would have been a little sweeter as a
Quick-Play Spell Card… except for that nasty problem
of chainable spell negation being more common than
chainable Trap negation. Why does that matter?
Effect(s):
It let’s you Special Summon as many monsters as you
can that have been removed from play. This costs half
of your LP though. Pretty pricey.
Also why it might be better as a Trap-you don’t want
to burn half your LP then see the all too common
Imperial Order, Magic Drain, or even Magic
Jammer (Sinister and Night
Assailants make this decent again) chain to it,
essentially turning those into sick burn cards. Trap
Negation, on the other hand, is usually pretty
specific, or has a good LP cost to it (1000 for Seven
Tools, or half their LP to use Solemn Judgment).
Uses/Combinations:
Well, the effect is something you’ll mostly want on
your turn, but sometimes it will help on your
opponent’s turn as well. The monsters summoned only
last until the end of the turn, though, so the only
reason to summon them on your opponent’s turn is to
(hopefully) block some attacks. Of course, half my LP
is well worth avoiding a game winning move, like say a
Yata lock, or maybe even
just a strong Beatdown assault.
This
deck won’t see a lot of general use (“general” meaning
use it just any old deck). There are multiple decks
that might consider it though. Those kooky Last Turn
and/or Megamorph-based
decks will love an excuse to half their LP reliably.
That is, unless they rule you have to summon at least
one monster with it. Who plays those kinds of decks?
They are out there, and when they work, they seem as
broken as the Tier One decks. They aren’t, as they
usually need a lot of skill and luck to set up, but
they can be quite deadly.
Other uses would be any deck that sees a lot of
“removed from play” (RFP) cards. Amongst several
monsters that use this in Special Summoning
themselves, we find the oh-so-nasty Chaos Monsters and
less-nasty Dark Necrofear. We have monsters that with
several RFP effects like Bazoo
and D.D. Warrior Lady. This means a surprising number
of decks, if they have room, should give this a
look. Dark Magician of Chaos already runs Dimension
Fusion, but since this is one-sided, harder to negate,
and you will always have the LP for it
(Yu-Gi-Oh always rounds up, so one LP becomes one LP
after halving) it could very well replace it. It
could also prove useful to Catapult Turtle based
decks.
Finally, its own deck is feasible. There are several
ways to dump large quantities of monsters into the
discard. Removing them from play requires naught but
a single Soul Release at the right time. This lets
them all come out for a finishing play.
Ratings
Add
0.5 to each score other than Limited for the Ban
format.
Casual:
3/5-Looks fun, and some
specific decks will benefit from it.
Tournament:
2/5-Looks fun, and some
specific decks will benefit from it.
A little harder to survive long
enough to use though.
Limited:
1/5-If it were legal, it’s probably only work for
bluffing.
Summary
Good
card, maybe a little overcompensated for. |
MerrilHess |
Return from the Different Dimension
I had a chance to see this in action. It did fairly
well.
Pros: Brings back old, forgotten friends like Chaos
bait and DMoC. It swarms the field for 1/2 your LPs.
That's not a bad thing, considering you'll never not
have the life to pay for it. Chainable, too, so it
make for dandy surprise for your opposition. Also
works nice with fellow pack card Peten the Dark
Clown (Tomorrow's CotD)
Cons: Needs 1/2 your life to work. That can be
painful. You also might not have a lot of good stuff
removed. Jinzo also walks over this, too.
Overall, I give Return from a Different Dimension a
8.1/10. It's really good if you use it at the right
time in the right deck. |
JAELOVE |
Monday: Return from a Different Dimension
Rated For: Remove from play decks
We
usher in Exclusive Pack Promo week with a trap card,
Return from a Different Dimension. It belongs
strictly in a one turn kill deck; it'll definitely
surprise your opponent and (hopefully) lead to
devastating life point loss. But is it worth of your
deck?
Advantage F/H:
You'll use this card in conjunction with remove from
play threats such as Dark Magician of Chaos, Strike
Ninja, Dark Necrofear, Bazoo the Soul Eater, and so
on. Make no bones about it, this is a card that's
sole purpose is life point advantage; the removed
from game (rfg) monsters won't last long enough to
make permanent field/hand advantage. Played right,
however, it can lead to life point advantage and
take down a few of your opponent's monsters, giving
it a few points. 3/10.
Best
Draw for the Situation:
I
don't really see many situations in which you'd
actually want to pay half of your life-points. The
other card that has such a steep cost, Solemn
Judgment, is infinitely more versatile and far more
useful in most situations. I suppose a deck built
around this card can work; heck, Dimension Fusion
decks sure are solid. However, I still feel this
card will be a good draw less than 20% of the time.
2/10.
Attributes/Effect:
As
RFG cards go, the only card that one can compare
this to in a dedicated RFG pile-based deck is
Dimension Fusion. This card has a steeper cost
(unless you're under 4000 life points), it takes a
turn as a sitting duck, and doesn't let you keep the
monsters. It's inferior in every category except
that Dimension Fusion lets your opponent also bring
his monsters out (which shouldn't be too much of a
problem if you're running the right type of deck).
It gets a 7/10 because it's still only the
second card in the game that truly helps the RFG
pile-based deck.
Dependability:
The
effectiveness of this card is based solely on the
effectiveness of your deck. If you run an excellent
deck with plenty of RFG bait, this card will be
excellent and highly dependable. If your deck is
slow and does not mesh consistently, it'll be a
dismal failure. Your mileage may vary. Even in the
right deck, unfortunately, this card can STILL be
useless (it's worthless if flipped on your
opponent's turn). 5/10.
The
Bottom Line:
Unless you're running hardcore RFG manipulation,
stick with Dimension Fusion.
A
BAD Score: 17/40= 43/100
Cards it combos well with:
Strike Ninja, D.D Scout Plane, Dark Magician of
Chaos, D.D Warrior Lady, Dark Necrofear, Bazoo the
Soul Eater, Skull Lair, Freed the Brave Wanderer,
Element-based LON/IOC summons (i.e Gigantes, Aqua
Spirit) |
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