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Pojo's Yu-Gi-Oh Card of the Day

Return from the Different Dimension

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.

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
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. 

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.


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.


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. 

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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