Ways to use Dimensionhole effectively By Angel-From-A-Higher-Plane. > > These are tips to use Dimensionhole in a beneficial way. One must >have a deck that focuses on either temporary monster revival cards or >effect monsters that bring out other monsters for a turn or limited >time. > >Dimensionhole(PSV-069): Remove 1 monster on your side of the field from >play until your next Standby Phase.The card still counts towards the >5-card Monster Zone limit. > >1#Tip > A deck that has Magical Scientist will work well with >Dimensionhole. > This >Spellcaster's effect states: Pay 1000 Life Points to Special Summon 1 level 6 >or lower Fusion Monster from your Fusion Deck in face-up Attack or Defense >Position. That Fusion Monster cannot attack your opponent's Life Points >directly, and is returned to your Fusion Deck at the end of the turn. See, >Play >Magical Scientist and pay to summon a Level 6 Fusion Monster preferably >Dark Flare >Knight or Dark Balter. If possible, attack their weaker monsters with your >Fusion Monster barring it is not stop somehow. Then activate Dimensionhole >and >target your Fusion Monster removing it from Play until your next Standy >Phase. >Now when you end your turn, Magical Scientist's effect of sending the Fusion >Monster back to the Fusion Deck is bypassed because that Fusion Monster is >currently out of play. This manuever, allows you to bring back your Fusion >Monster >permanently back to the field and attack your opponent's monsters or Life >Points directly. > >2#Tip > An Archfiend-Based beatdown deck that uses the following Trap Card >will combine well with Dimensionhole. The aforementioned Trap Card is >Archfiend's >Roar(DCR-099) Pay 500 Life Points to activate this card. Special Summon 1 >Archfiend Monster Card from your graveyard. This monster cannot be offered >as a >Tribute under any conditions and is destroyed during the End Phase of this >turn. >Hopefully you've protected your Archfiend's Roar Trap card for a turn in >order >to activate it during your Main Phase 1. That way you bring out an archfiend >like Terrorking, Archfiend Soldier, even the normal Summon Skull Monster card( >It's treated as an Archfiend even though the word is nowhere printed on >the card >). Now choose whatever action you want to do, hopefully attack with it. Now >during your main phase 2, activate Dimensionhole and target the archfiend >that >was special summoned with Archfiend's Roar. Now you've just bypassed >Archfiend's Roar's "destroy this monster during the End Phase of this >turn" requirement >allowing you to have it back during your next Standby Phase. > >3#Tip > This tip doesn't really involve a combination, just the use of >waboku or other attack prevention Spell/Trap cards. Say you only have >one powerful( usually tribute monster) on the field and a set waboku >for instance plus Dimensionhole in your hand. Your opponent has more >cards in hand than you. It's very possible he or she has a way to get >rid of it during their turn. So activate Dimensionhole on your monster >and have it come back safely on your next Standby >Phase. Play Waboku; keeps be you safe from attacks to your Life Points until >your next turn. > >4#Tip > If your opponent has more monsters and you only have one on the >field. Target your lone monster with Dimensionhole and you can quickly >play Dark Hole, essentially getting a Raigeki effect. > >5#Tip > This combo is the hardest to pull-off but can prove to bring out >any of the strongest Fusion Monsters you have. It involves these cards: > >Summoner of Illusions(LON-063) >Flip: Offer 1 monster on your side of the field as a tribute(excluding >this card). Special Summon 1 Fusion Monster Card from your Fusion Deck. >The Fusion Monster is destroyed at the end of the turn this card is >activated. > >Any use of Token producers like these: >Statue of the Wicked(PGD-046) >Stray Lambs(IOC-092) >Cobra Jar(PGD-075) >Scapegoat(SDJ-041) > >Waboku(SDP-044) > > Basically set Summoner of Illusions(for now on referred to by SoI) >and Waboku when you have other monsters or tokens already on the field. >Now play Dimensionhole on your SoI. During your turn, hopefully you can >play Waboku and maybe have a magic jammer to prevent thier Raigeki or >Dark Hole...etc going through. Now during you next Standby Phase bring >back SoI and flip-summon it. SoI's effect activates, sacrifice one >other monster/token bring out any Fusion >Monster you want and attack. If you happen to have 2 Dimensionholes(or set >magician of faith) in hand while pullin' this combo off. Use the second >Dimenhole on >your Fusion Monster before you end your turn. This allows you to keep the >Fusion Monster on your next turn. Beaware this is a very iffy thing to get to >happen. > > Keep in mind Dimensionhole is a very situational card, it's just a > way of >being original. One in a deck is enough and two should be the limit. If you >have any comments feel free to contact me. > >Angel J. F. >AFernan104@aol.com