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Pojo's Yu-Gi-Oh Card of the Day
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Different Dimension Capsule
Common
After this card is activated, I 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.
Type - Magic
Card Number - PGD-083
Card Ratings
Traditional: 2.5
Advanced:
3.3
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 09.16.05 |
Lord
Tranorix |
Different Dimension Capsule
Different Dimension Capsule is a fairly useful card
with some big drawbacks. For one, you need to make
sure this survives the duration of your turn, your
opponent’s next turn, your next turn, your
opponent’s turn after that, and then you get any
card in your deck.
The chances that this’ll be destroyed by then,
however, are pretty good – in which case that card
you chose is lost for all eternity (unless you use
like Primal Seed, but that’s way too rentsy).
Use it if you can protect it. Don’t use it if you
can’t, unless you can stand to lose that card you
picked (basically…don’t go for Exodia the Forbidden
One). In an Exodia Deck though, this could be an
interesting card to use to throw off your opponent
and thin your deck simultaneously – pick a useless
card and your opponent will waste S/T removal on
this, leaving your deck lighter and his ability to
destroy Gravity Bind or whatever slightly
diminished.
CCGCC: 2.5/5
Exodia Deck: 4/5
OVERALL RATING: 3.3/5
|
ExMinion OfDarkness |
Different Dimension Capsule
This card seems mediocre right now, but it's
actually not bad, and will get better in a month.
Basically, this is Yu-Gi-Oh's equivalent of
Pokemon's Computer Search -- you search your deck
for ANYTHING. Whereas you used to discard 2 cards
for it in Pokemon (Search is no longer playable in
their Advanced Format), it has an even heftier cost
here -- you have to wait 2 of your Standby phases
before you get it, and if DDC is destroyed before
then, your card stays removed from play face-down
for the rest of the Duel.
Some people have been talking about running 2 of it;
1 to fetch the 2nd, and the 2nd to fetch what they
actually wanted to get, so that if the first is
destroyed, all you lost is a future bad topdeck.
Right now, there's Breaker, MST, Heavy Storm, and
Dust Tornado that are commonly used that can stop
this card from getting its effect, and lesser-used
cards Mobius the Frost Monarch and Giant Trunade
would also prevent it from completing its task. In
addition, we have both Pot of Greed and Graceful
Charity to get to those cards faster. With the new
list, we're (most likely) losing Graceful; so we
have less cycling to get to answers to this card.
Tihs means you're giving up one of your few M/T
killers in order to stop this. It's just like
Wave-Motion Cannon in that sense; it draws M/T kill
away from what you really want to get through
unhindered.
I honestly could see this as tech in some player's
decks; although they do two different things,
Wave-Motion Cannon and this could essentially be
competing for that same tech spot.
Traditional: 1/5 (they also have HFD and CED over
there, along with more hand disruption so that the
card you search may be the only card in your hand by
the time 2 turns rolls around)
Advanced: 3/5
|
SandTrap |
Different Dimension Capsule
If you're really desperate for a piece of the
trinity, it doesn't get much more desperate than
this. I honestly don't like this card. I've seen it
used so that if the lucksacking player doesn't get
trinity, he'll gamble to get it two turns later like
a whore, even before any m/t removal is played,
which is retarded.
*sigh*
Rating: 2/5. I know a lot of you lucksacking scrubs
will enjoy this card xD.
|
Snapper |
Different Dimension Capsule
Our final card this week is Different Dimension
Capsule, a deck thinning card that can go horribly
wrong and benefit you in no way whatsoever, or help
you in so many way that it isn't even funny, you
emotionless zombie.
When activated, DDC allows you to put a card in your
Deck out of play face-down. After the second Standby
Phase that DDC was used, DDC is destroyed and the
selected card is added to your hand. As usual, let's
list what can go wrong. But his time, let's make the
list super-short and add almost no explanation
because Snapper is supposed to be reading some
uninteresting book!
If DDC is destroyed before the second Standby Phase,
the selected card remains removed from play, and
stays there, unable to be brought back by cards like
Dimension Fusion. Problem two: while the selected
card may have been useful at the time it was removed
from play, it may not be helpful when you final gain
access to it. So if you select Snatch Steal with DDC,
then find there's nothing worth stealing when you
are finally able to use it, you'll have one card
that is currently dead weight.
Overall, DDC provides some useful Deck thinnage that
also requires some major planning ahead on your part
as well protection of DDC. But if you can use it
effectively and always get the card you want at a
time it can be useful, DDC may be found to be useful
to you.
Advanced: 3/5. Um.
Traditional: 3/5. See Advanced.
Overall: 3/5.
Art: 2/5. Sarcophaguses and clocks don't seem as
though they'd ever be together.
|
Coin Flip |
And
now for the best tutor in the game.
DD Capsule is a fun card. This is the only card we
have IN THE GAME (save Painful Choice, but that
doesn't really count now does it?) that searches out
any one card. ANY one card. Monster, Magic, or
Trap, Counter or Continuous, Quickplay or Effect,
1500 ATK or above or just a Gravekeeper's monster
with 1500 ATK or below. ANYTHING. Making this card
extremely solid.. In theory. In theory, seeing
this card opening hand is equivalent to seeing any
card in your deck in your hand *2 turns later*.
That means that you can search out Delinquent early
game to make sure it comes in handy then instead of
being a horrific topdeck later, Heavy to get early
m/t advantage against an overextender, or just
Pot/Graceful to draw into a few more cards. Heck,
you could even search into a Snatch Steal if you
want to make use of the Airknight in your hand,
or... Well, you fill in the blanks. I prefer to
call this a "Pseudo-Delayed Heart of the Cards".
Once we lose Delinquent and Graceful, the remaining
powerhouse cards (Pot, Snatch, Confiscation, Dark
Hole, and Heavy Storm) carry the brunt of the
weight. Hitting someone with an Airknight or
getting +2 advantage off a Heavy Storm will have
perhaps four times the impact it used to, since
there's less of a chance of you drawing into a Pot
or Delinquent to even out the negative card
advantage. Without Sinister and Metamorphosis
everywhere, this issue is compounded; it might be
possible for a game to be decided solely on who
draws into these cards.
In that, DD Capsule is one of three things. The
first is what you get when the effect actually goes
off, and you pull out one of "The Gamebreakers".
Then the rest of your gameplay evolves around that
advantage and you have a solid lead over your
opponent exclusively because you managed to draw the
right card at the right time. This is
deck-thinning, card pulling and quality assurance
all in one, making this card a demi-replacement for
Graceful Charity (and a Pseudo-Graceful Charity).
The second is when you are in a tight situation and
the outcome of the game depends upon your ability to
draw a certain card. DD Capsule becomes either a
useless card or a scare tactic; if your opponent
knows you're getting that one "Heart of the Cards"
draw in two turns, he has to think about whether or
not that card will swing the game around and hand
HIM a loss, or whether you can actually survive long
enough to get that one card. Then it becomes a
question of how confident your opponent is of his
advantage. Playing a DD Capsule also distracts the
opponent, and drags their attention towards a new
target, where they may forget about the set m/t you
have down (which is a Torrential Tribute or
something, I dunno).
The last is when DD Capsule gets destroyed, and the
card you wanted so badly you chose it above 32
others is gone. At that rate, you can either look
at DD Capsule as having removed it from your grasp
forever, or as the Nobleman of Crossout you set that
got MST'd, and you wouldn't've drawn the card
anyway. You can look at the downside however you
want, but this is among the best examples of how a
good card gets better with good players playing it.
3.5/5 General
4.2/5 Next-gen Banlist
|
Dark Paladin |
To
close this week, we come to a magic card that I've
used or sided at least one of since its release.
I don't have a lot to say about Different Dimension
Capsule. In short, you choose a card, and have to
wait until your second standby phase to obtain it.
That's the real drawback, the fact your opponent has
too much time to deal with it. DDC is a good card to
access whatever you may be looking for though, you'd
actually be surprised that's it's usually successful
more often than not.
Try it out and see.
Rating: 2.5/5 all around
Side-deck: 3.5/5
You stay classy, Planet Earth :)
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