|
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
Interdimensional Matter Transporter
Card Number
- DCR-052
Ratings
are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Date Reviewed - 1.29.04 |
SomeGuy |
Thursday - Interdimensional Matter Transporter
(Trap)
Select 1 face-up monster on your side of the field and remove it from play until the End Phase of the turn this card is activated.
For the most part, Interdimensional Matter Transporter is nothing more than tech. It's one of those cards that will be useless more often than it will be useful.
Some people may find room for copies of these in their Side Deck as soon as Pre-Restrictions Invasion of Chaos is released. It's a potential way to deal with an opponent abusing multiple copies of Chaos Emperor Dragon, although it's a horrid late game top deck.
The other common way Interdimensional Matter Transporter is played combos with Magical Scientist. Simply Special Summon a Level 6 and under Fusion Monster through Magical Scientist's Effect, then at some time before the End Phase of your turn, activate Interdimensional Matter Transporter on it. And that's it, the Fusion Monster is now permanently yours.
In Limited Interdimensional Matter Transporter is a strictly average card. It's really only helpful if you manage to get a large threat on the Field that you want to make sure doesn't get sent to the Graveyard. Other than that, you may just be giving your opponent a clear opportunity to attack your Life Points.
Rating:
Constructed - 2.5/5
Limited - 2.5/5 |
f00b |
Thursday - Interdimensional Matter Transporter
(Normal Trap)
Select 1 face-up monster on your side of the field and remove it from play until the End Phase of the turn this card is activated.
Ultra Rare
Pros:
+Saves a monster from Raigeki/Dark Hole/Tribe-Infecting/Exiled/etc for 1 turn
Cons:
-Waste of a card? Only lasts one turn…there are better cards…
-Has to be face up
-Jinzo negates it, and since jinzo is definitely a monster you’d want to remove your say, V-Lord from, it doesn’t even work =\
-your side of the field. Coulda been better if it worked as opponent removal as well
Combos:
Save Vampire Lord for a turn so that you can deal with your opponent’s threat and then hopefully V-Lord will be safe…and like…keep its recursion effect
That’s pretty much it. A mediocre card at best, definitely not something I would recommend running, as it is only situational and EVEN then it isn’t so hot.
That’s all from me. Don’t play it.
Ratings:
Constructed - 1.6/5
Limited - 1.2/5 |
|