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Pojo's Yu-Gi-Oh Card of the Day
 

 

Interdimensional Matter Transporter


 

Select a face-up monster on your side of the field and remove it from play until the End Phase of this turn.

Type - Trap
Card Number
- SD1-EN026

Card Ratings
Traditional: 2.25
Advanced: 2.5

Ratings are based on a 1 to 5 scale 1 being 
the worst.  3 ... average.  5 is the highest rating

Date Reviewed - 01.27.05

ExMinion OfDarkness Interdimensional Matter Transporter

This card gets overlooked so much -- seeing as Konami threw 2 in a structure deck, it makes me want a second look.

IMT has a few big uses:
*Chain to a Ring/Sakuretsu/anything destroying your monster so it lives.
*Chain to anything destroying one of your "Lv." monsters so you can get the next level up.
(Traditional) *CED's still on the field after he blows up if you chain with this.

The bad points: It can only save face-ups, so you can't chain this to the Nobleman on the Fiber Jar you were counting on saving the game for you. It also removes two defenses from your field (the IMT itself and the monster between your opponent and your life points) so you had better be able to live through the next turn with the other cards on the field.

Overall, it's a good suprise tactic and a good way to avoid a Ring or the full blow from a Torrential Tribute.

2.5/5 Traditional (despite the bad hand advantage, the combo with CED is just wrong)
3/5 Advanced (thwarting removal is good since there's not a lot of it)
 

JAELOVE

Interdimensional Matter Transporter

 

Rated For: “Nomi” Monster Decks

 

Thursday brings us Interdimensional Matter Transporter (IMT), a card that really only belongs in a deck that features nomi monsters. What I’m talking about, of course, isn’t Vampire Genesis, Red Eyes Darkness Dragon, or related garbage; this card really should be used with the two best nomi monsters in the game, Dark Paladin and Horus LV 8.

 

Nomi refers to monsters that cannot be normal summoned AND cannot be special summoned outside of their effect description. Dark Paladin and Horus LV 8 are rightfully given such a quality, mainly because they have the best effect in the game. Both have the power to flat out negate any spells played by your opponent, making both monsters security threat level 1 to your opponent’s survival.

 

They’ll go through all stops to remove the bad boys; this is where IMT comes in. You see, IMT offers a blanket survival effect to your monster, offering better protection than My Body as a Shield (which costs 1500 life points), Royal Decree (which doesn’t protect against monster effects), Divine Wrath (which doesn’t protect against spell/traps), and such.

 

IMT is the defense of choice against such monsters in a nomi deck, where usually the resource cost invoked to bring out these bad boys (Dark Paladin costs 3, Horus LV 8 costs 2-3 plus turns) makes them game changers.

 

Strikingly enough, however, the card has several other (highly useful) purposes. It combos with Magical Scientist, allowing you to keep a free monster on the field. You can bring out Thousand Eyes, take their monster, IMT Thousand Eyes, and have it back on the field permanently. You can buy a turn of protection with this card (it’s equal to Book of Moon/Enemy Controller in this aspect, for those who highly overrate those cards.)

 

In fact, this is almost a trap form of Book of Moon. It also works proactively with your own monsters, protecting them. In short, this card is highly underrated.

 

Advantage F/H: Obviously this card only provides temporary advantage. But if you have a monster on the field, they use something to destroy it, and you play this card, you’ve basically evened out 1 for 1. Now consider a tribute monster or a nomi monster, and you’ve basically paid about 2-3 resources for it. If they play Tribe, Exiled, Smashing, or whatnot, you’re basically using 1 resource to save 2 or 3. This is highly advantageous.

Traditional Format Score:                 8.5/10

Advanced Format Score:                                    8.5/10

 

Best Draw for the Situation: This card is highly situational. While it might work for tribute monsters, Metamorphosized Monsters, usually you won’t need it. It’s only when you have the heavy hitters on the field that this card really, really counts.

Traditional Format Score:                 6/10

Advanced Format Score:                                    6/10

 

Attributes/Effect: This card is unique because it provides the best form of protection for your Nomi monsters. It saves them from any effect your opponent throws at you for one turn, and serves as a one for one trade against their monster removal.

Traditional Format Score:                 9.5/10

Advanced Format Score:                                    9.5/10

 

Dependability: This card is heavily situational at times. It can serve in a pinch with Scientist OR to protect your monsters from your opponent’s traps.

Traditional Format Score:                 6/10

Advanced Format Score:                                    6/10

 

The Bottom Line: This card’s rating is skewed upward heavily in a nomi deck, which it was rated for. It remains decently solid in a regular deck.

 

A BAD Score (For a Nomi Monster Deck)----

Traditional Format Score:                 3.75/5

Advanced Format Score:                                    3.75/5

 

FORCE System Suggestions-----

++           Contributes to Field Control (slightly), On-Field Presence (slightly), Counter-Disruption.

--             Detracts from Counter-Defense (slightly), Resource Replenishm

 

Coin Flip Yesterday's card jumped from super short-print common to mass-print common. Today's card jumped from short-print Ultra Rare to mass-print common.

I love this card ecstatically. When I was running a deck based around summoning monsters with Magical Scientist and then, y'know, keeping them on the field permanently with Tsukuyomi, Book of Moon, Dimensionhole (yes, Dimensionhole), Metamorphosis or IMT, I almost considered making love to this card. (No, I am not serious. Stop sending me e-mails.) It's the best option for permanent Scientist fusions outside of Metamorphosis.

The history comes from a time when I got Balter, Senshi, and two Ojama Kings all out on my side of the field and KEPT THEM THERE PERMANENTLY thanks to this and Morph. He couldn't do anything with a full hand of cards. Best. Match. Ever.

Anyway, besides that, it saves monsters. Often times people will curse stuff like Smashing Ground, Sakuretsu Armor, or even Fissure for being the easy removal they are. Sort of sucks to kill half your hand to summon a powerhouse like Dark Paladin or Sorcerer of Dark Magic only to hear the magic words "Smashing Ground"/"Sakuretsu Armor".
This removes your monster from the field, saving it from that easy, generic removal. It's like the Waboku of Raigeki's.

However, that doesn't merit too much use for it in any deck. Most powerhouses worth keeping out have built-in protection, say, Horus LV8 or Dark Paladin.

That said, low score, no specific deck.

2/5 Traditional
2/5 Advanced
 
Tranorix Interdimensional Matter Transporter

IMT is an interesting Trap, one that doesn’t see much play but usually works pretty well when a brave duelist decides to try it out. It’s a Normal Trap, but it’s chainable, though usually you’ll chain this to something to save your monster, which makes chaining it to your opponent’s Heavy Storm a little bit…pointless.

If your opponent is about to attack a crucial monster, just IMT it. Your monster will be safe for the turn, though your opponent now gets a free shot at one of your other monsters (or your Life Points). If your opponent plays Smashing Ground, IMT the monster and it’ll be safe for the turn. If your opponent tries to Change of Heart something, IMT it and CoH goes away. If your opponent uses Magic Cylinder, IMT the monster you’re attacking with and Cylinder won’t do a thing.

You can use IMT on Fusions summoned via Magical Scientist in order to have them stay on the field afterward, something very interesting to note. It can generally be a very useful card, but keep in mind, this could also very well be a terrible topdeck and utterly worthless if you get it at the wrong time. Feel free to give it a shot, but use it wisely. I’d say Beatdowns would like this card, as they often have quite a few monsters on the field and being able to save a big one from something deadly is a nice option to have.

Traditional – CCCC: 2.5/5
Traditional – Beatdown: 3/5
Advanced – CCWC: 2.5/5
Advanced – Beatdown: 3.5/5
OVERALL RATING: 2.9/5
 
Snapper Interdimensional Matter Transporter

Today’s card is Interdimensional Matter Transporter. Did you know that “Interdimensional” isn’t a word? Because I didn’t.

IMT has a simple effect; remove one of your face-up monsters from the field until the End Phase of the turn. IMT is really best used as a defensive card; save a doomed and/or valuable monster from the receiving end of a Sakuretsu Armor, Smashing Ground, Snatch Steal, or their Traditional counterparts making their effects “fizzle”. Because let’s face it; what else will you be using it for? You could use it to rescue a monster that’s on the verge of dying in battle, but that would allow your opponent to re-declare an attack with that monster. There’s nothing bad about doing that but it may give your opponent access to your Life Points.

IMT seems to be currently popular in Horus Decks because Royal Decree is extremely hard to come by in order and it can spare the monstrous Horus LV8 from its Achilles’ heel; Traps. It fits in most other Decks, but you’ll have difficulty finding a vacancy for it me thinks.

Advanced Format: 2/5. It’s a useful card but its uses are uncommon.
Traditional Format: 2/5. It’s a useful card but its uses are uncommon.
Overall: 2/5.
Art: 2/5. Well, it’s a machine of some sort. It may even be an Interdimensional machine.
 
sHecKii
Interdimensional Matter Transporter
 
I really REALLY do not like this card but I've had it on the field with Dark Magician of Choas and Pot of Greed in the graveyard after using it twice already...
 
...yes i'm a luck sack but as Jae would put it..."the sultan did it again"  dxP  [inside joke]
 
This card is a combo card but not like a good combo card like Book of Moon, Enemy Controller, etc...
 
a X-Head Cannon that was Limiter Removal-ed and since u don't want it to die, u IMT it... [jank] or the Dark Magician of Chaos thing I meantioned up top...it's not that reliable
 
It's worth playing if you like to play fun decks and try to combo it out with many thing.  Nobleman of Crossout on your face-down Sinister Serpent or anything else u don't want removed is a good combo.  Playing a Tribe and then when they summon Berserk Gorilla, you take him out of play and then use Tribe again on your turn.. *shrugs*  i'm sure you guys are smart enough to do all this...Also this might be the best way to save your Black Luster Soldier from being smashing groud-ed, TER-ed, Snatch Steal/Change of Heart/Enemy Controller, etc...combos are endless
 
Ratings:
Constructed - 3.5/5*si
Limited - 0.5/5
 

 

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