While the OCG import cards are usually a mixed bag drawn from all sorts of different strategies, DOCS is different. Every OCG import in this set is pulled from the D/D/D or Different Dimension Demon theme, a unique bit of set design that's largely chagrinned the Yugiverse. If you're not into D/D/D's then the OCG imports are of zero interest to you. That said, do they have competitive potential? Let's look at those cards first, and then check out the World Premieres.
The trickiest part of the D/D/D discussion is deciding where to begin. In the end I settled on the two big D/D boss monsters, because they really determine the context for all the support cards. Let's start with D/D/D Rebel King Leonidas.
The D/D deck has several amazing Continuous Effects that deliver free cards and advance your game position again and again if they remain on the field - the Dark Contracts. The problem is that each Dark Contract also burns you for 1000 damage a turn, so even just two of them can wind up costing you the game in as little as two turns if your opponent has a decent offense. There are lots of little tricks to mitigate that damage, but D/D/D Rebel King Leonidas is the easiest and the best.
Clocking in at 2600 ATK, Rebel King Leonidas is a Level 7 that you can Special Summon for free when you take effect damage. The moment a Dark Contract burns you in your Standby Phase, you can unleash Rebel King Leonidas and then gain back the Life Points you lost. From there you take no effect damage as long as Leonidas remains on the field. That's huge. It lets you play a ton of powerful effects for no cost whatsoever, and it's a 2600 ATK beater that helps you control the field and win the game. It's absolutely clutch to your success.
In a pinch you can also play D/D/D Rebel King Leonidas as a Pendulum Spell, treating it as a Scale 3 – useful in this theme – and destroying it to convert one turn's worth of effect damage into Life Point gain instead. If you're in a bad way and your opponent's packing a ton of removal, that can be an absolute lifesaver. And since Rebel King Leonidas is a Level 7, and D/D/D's have a Scale 10 Pendulum monster, you can even wind up returning it to the field with a Pendulum Summon.
Combined with D/D/D Oracle King d'Arc, you have six big boss monsters that keep you from bleeding Life Points to your Dark Contracts. D/D/D Rebel King Leonidas is a very basic, fundamentally strong card that aids your core strategy, but also a finessed monster with a lot of intricacies and combo potential. It's really outstanding for this theme.
With Rebel King Leonidas keeping you from killing yourself with Dark Contracts, D/D/D Oblivion King Abyss Ragnarok may be the deadliest of the D/D/D monsters once your strategy's in motion. Clocking in at Level 8 with 2200 ATK and 3000 DEF, it revives a D/D from your graveyard when you Normal or Special Summon it. While Tribute Summoning it's not impossible, Special Summoning it is definitely better, and you can accomplish that by Pendulum Summoning it or banishing D/D Swirl Slime from your graveyard.
Remember, Swirl Slime's tremendously powerful in your early game for its ability to Summon D/D/D Oracle King d'Arc. So if you Swirl Slime for Arc and Arc is then destroyed, you're locked and loaded to banish Swirl Slime, Special Summon Abyss Ragnarok, and bring d'Arc back.
Got an extra D/D monster hanging around and need to eliminate one of your opponent's monsters? You can Tribute another D/D from the field, pick an opposing monster, and banish it with Abyss Ragnarok's effect. There are lots of ways to use that in a pinch, but Tributing away a D/D Slime can bring its graveyard effect online, while Tributing a Pendulum Monster can load a Pendulum to your Extra Deck. If you Tribute away one of the D/D boss Pendulums you can bring it back later, but D/D Savant Kepler is an even better choice. We'll discuss it momentarily.
D/D/D Oblivion King Abyss Ragnarok is great at making damage happen with its two monster effects, but its Pendulum effect is equally aggressive. As a Scale 5 it's almost as relevant to your strategy as the theme's Scale 3 and Scale 1 options, and its trigger effect lets you double down on your Special Summons by reviving a D/D when you Special Summon another. That's great with D/D/D Oracle King d'Arc, and even better if you managed to get a Rebel King Leonidas or another Abyss Ragnarok into your graveyard. That effect costs you half your battle damage for the turn and you eat 1000 Life Points, but it triggers off any of your Fusion Summon or Special Summon tricks, or even a Pendulum Summon.
With Rebel King Leonidas providing your foundation, Abyss Ragnarok speeds you towards a win and capitalizes on numerous little synergies to flood the field with monsters and demolish your opponent's field presence. It's a definite must-run.
…And as noted, it works really well with D/D Savant Kepler. You'll generally Normal Summon Kepler, since Special Summoning it is kind of tricky: it's a Scale 10 Pendulum Monster, so it's basically impossible to Pendulum Summon and it rarely hits your graveyard to be revived. You'll usually Summon it to search a Dark Contract, because getting to the right Contracts early on generates so much aggression and card advantage that it wins games. But you can also use Kepler to bump a Pendulum Spell back to your hand, letting you reuse monsters like Abyss Ragnarok and Rebel King Leonidas.
The big challenge with Savant Kepler is that once it hits the field it's largely useless. If you Normal Summon it, it's a 0/0 monster in attack mode that sits wide open as a gateway to your Life Points. If you're gaining tons of LP off Oracle King d'Arc that's not a huge problem, but you generally prefer to conserve Life Points whenever possible, especially when you're running a strategy that can see you burning yourself for 2000 or 3000 damage when things go wrong.
Pairing Kepler with Abyss Ragnarok is awesome in that context, since you can get a free +1 with its search effect and then sack it off to banish a monster. While you may never recover Kepler from your Extra Deck, that combo eliminates your opponent's biggest threat, sets you up with an immediate plus, and can land you with a Dark Contract that gets you another +1 on the same turn. It's the kind of play that can put you so far ahead in all aspects of the game that it's suddenly impossible for your opponent to mount a comeback.
And since we're talking about Dark Contracts now seems like a good time to introduce them.
We already talked about Errors' rel="https://yugioh.tcgplayer.com/db/WP-CH.asp?CN=Dark Contract with Errors">Dark Contract with Errors, the sort of Royal Decree for D/D monsters that was released in the DOCS core set. It's a great card, but it's more of a finisher and a mid-game pick than a Turn 1 play. Generally when you drop that first Kepler, you're going to be looking for Dark Contract with the Gate.
Dark Contract with the Gate is a Reinforcement of the Army that grabs any D/D monster of any size from your deck every turn. It's free the turn you play it, and then like all Dark Contracts it costs you 1000 LP in your successive Standby Phases. If you don't open with D/D Swirl Slime, you'll often search it to go into D/D/D Oracle King d'Arc and then set up to Special Summon one of your boss monsters by banishing Swirl Slime from your graveyard. If you did open with D/D Swirl Slime, you can use Dark Contract with the Gate to search D/D Necro Slime and pitch it with Swirl Slime, then make a second Oracle King d'Arc.
Alternatively you can search Rebel King Leonidas and Special Summon it next turn when Dark Contract with the Gate's damage kicks in. Or you can search D/D/D Oblivion King Abyss Ragnarok if you have a way to Special Summon it. Or if you already have Abyss Ragnarok at the ready, search another Savant Kepler to combo with it, getting another Dark Contract, a Special Summon, and banishing a monster for free. Whatever you want to do, Dark Contract with the Gate makes it happen. This card's amazing, and it's literally just the beginning.
While D/D Swirl Slime's a fine way to make your Fusion Summons, Dark Contract with the Swamp King provides redundancy and a greater range of options overall. It's a supremely aggressive card that can end games very quickly once you start stacking up a few D/D Slimes, D/D Xyz, and Oracle King d'Arcs in your graveyard, because Swamp King lets you Fusion Summon a D/D once per turn by banishing the materials from your graveyard. It's a +1 that fields D/D Oracle King d'Arc and on the low end, and D/D/D Wave Oblivion King Caesar Ragnarok on the high end.
The difference between those two moves comes down to Fusion Materials; you make Oracle King d'Arc with two D/D monsters, while Wave Oblivion King Caesar Ragnarok requires two D/D/D monsters. Since it's relatively tough to yard D/D/D Rebel King Leonidas and D/D/D and D/D/D Oblivion King Abyss Ragnarok, and you may not even want to play D/D/D Dragon King Pendragon – ironically both a D/D/D/ itself and a key method of discarding the Pendulum D/D/D's – you'll generally be fusing Oracle King d'Arcs or the D/D/D Xyz Monsters.
The D/D/D Xyz Monsters aren't as powerful as their Fusion counterparts, and they don't really stack up to your Pendulum Monsters. Their stats aren't as good and their effects can be very useful, but they're wildly specific and generally very reactive. That said, one big thing they have going for them is that they're easy to make, and since you can overlay the Rank 4 D/D/D Xyz with the Rank 5, you quickly nab two D/D/D's to fuse for D/D/D Wave Oblivion King Caesar Ragnarok.
That means now's a good time to look at that Rank 4.
D/D/D Wave King Caesar is sort of like The Traveler and the Burning Abyss strapped to a 2400 ATK body. Whenever it's on the field it locks up your opponent's battle options by threatening to revive everything they destroy, and since it doesn't need to remain on the field for that effect to resolve, Wave King can even revive itself (though it'll return to the field with no Xyz Materials).
When you resolve that effect you take 1000 damage in your next Standby Phase for every monster you brought back, but if you revive Rebel King Leonidas or Oracle King d'Arc you won't take anything. You can also just drop a Rebel King Leonidas from your hand, or pop one from your Pendulum Zone to compensate.
Wave King also searches you a Dark Contract when it hits the graveyard from the field, working nicely with its own revival effect; it's possible to grift two Dark Contracts off one Xyz Summon. That can set up your graveyard with a D/D/D for D/D/D Wave Oblivion King Caesar Ragnarok, and fetch the Dark Contract with the Gate you need to Summon it. Alternatively you can overlay Wave King with D/D/D Marksman King Tell to plunk your opponent for 1000 burn damage each turn you take damage yourself, or just play it recklessly to wreak some havoc and land two D/D/D's in your graveyard.
The tricky part is Summoning D/D/D Wave King Caesar in the first place, since there's only one natural Level 4 in the D/D/D ranks at present: Berfomet' rel="https://yugioh.tcgplayer.com/db/WP-CH.asp?CN=D/D Berfomet">D/D Berfomet. But you can use its Level-changing ability to convert a D/D Necro Slime or D/D Swirl Slime to Level 4, or even combo it with D/D Savant Kepler in much the same way you'd play it with D/D/D Oblivion King Abyss Ragnarok. The trick there would be to get Berfomet to the graveyard and then revive it with Oblivion King Abyss Ragnarok from the field, so you can Normal Summon Kepler, search with its effect, and then swap its Level. If you can do that it'll hit the graveyard when it's detached as an Xyz Material and create even more combos with Abyss Ragnarok later.
Continuing on, Dark Contract with the Witch is the last of the four Dark Contracts, letting you pitch any D/D or Dark Contract from your hand to 1-for-1 any card on the field, destroying it. It also boosts all your Fiends by 1000 ATK on your opponent's turn, which can make it tougher to attack you and beef up D/D Savant Kepler to keep it from being a magical portal straight to your Life Points.
While the Dark Contract spells provide instant pluses the turn you play them, Dark Contract with the Witch requires you to commit it to the field, then offers 1-for-1's. It's not an immediate source of card advantage like the others. But it does save you from losing cards to big attackers, forces your attacks through removal, and helps set up plays with Dark Contract with the Swamp King and Abyss Ragnarok's revival. It's not awful to pitch a D/D Swirl Slime or D/D/ Necro Slime either, and you may find that as games proceed you wind up having more Dark Contracts than you know what to do with anyways.
The timing makes Dark Contract with the Witch highly flexible; you can use it in response to the activation of other Continuous cards or Pendulum Spells to interrupt certain effects, or react to attacks by destroying the attacker. At the same time, your opponent can respond to your discarding and targeting with a chainable destruction effect of their own, costing you two cards for something as simple as a Mystical Space Typhoon. There's an element of risk here, and while the Dark Contract spells are pretty much foolproof, you need to be careful in how you play Dark Contract with the Witch.
That said, it's a great card that leverages the free +1's of Dark Contract with the Gate into immediate removal, and you can trade the cards you pitch for free Fusion Summons with Dark Contract with the Swamp King. It's pretty nuts.
From there we hit the three cards in the D/D/D arsenal that may not be worth playing. Contract Laundering destroys all your Dark Contracts, granting you 1000 Life Points for each and drawing you replacement cards as a -1. This is a mid or late game card at best that costs you card economy and blows up all your wonderful amazingness.
Sure, it can be a last ditch effort to save yourself from being burned to death, but I think that's really the wrong way to be using your card slots in this deck.
D/D Savant Galilei's a hand trap that lets you remove a D/D or Dark Contract from the field, bumping it to your hand as a 1-for-1 to… save it from removal? It doesn't really help your Fusion and Xyz Monsters; it's not very good with your Pendulums; and your Dark Contract traps will have to be set for another turn before you can use them again.
As a low Scale Pendulum Spell it's largely unnecessary, since it scales up into the same territory already covered by D/D/D Rebel King Leonidas and D/D/D Oblivion King Abyss Ragnarok. The card's not terrible, and it does fill a niche you might not want to use your better cards for, but I think it's worth avoiding.
D/D/D Human Resources is a 2-for-1 that can turn three D/D cards in your graveyard into two searches from your deck. It's probably worth running one copy, since you do fill your graveyard pretty quickly and it's one of the few ways to cycle out a Pendulum Spell back into your deck – useful if you need to get a Scale-shifted D/D Savant Kepler out of there.
The ability to search a combo with Abyss Ragnarok, or set up a play with D/D/D Dragon King Pendragon is very solid, but the fact remains that this is a combo-driven win-more card in a deck that already plays a lot of cards that can wind up dead. This is the kind of thing you run one of, or you fit into a deck later in your development process once you're comfortable with it.
And those are the D/D/D's. The cards are actually a lot better than people seem to think and I actually wouldn't be surprised if we see them Top 8 a few times this format… if people take the time to figure out the strategy and learn what all the cards do. There are some insane effects here and they're not over-costed. I'm kind of surprised to say it, because it took me a while to care about this theme, but I'm definitely looking forward to working on the deck over the coming weeks.
And now onto the really fun stuff: the World Premieres. I feel like nobody's talking about Samurai Cavalry of Reptier, and that's mindboggling to me because it's an obviously good card. With an 1800 ATK body, the Dinosaur type-stamp for sake of Evolzar wackiness, and a Pendulum Scale of 3, it's got a solid foundation right off the bat. But its effect makes it a potentially great pick for any Pendulum Summoning deck in the new format, dropping in as a flexible answer to any non-Pendulum monster. Its destruction ability doesn't target, and when you don't need to destroy something with that effect Samurai Cavalry's still 1800 damage on the field.
The combo potential here is pretty deep, and the one place you'll get the most out of it is the Kozmo match-up. It's no secret: Kozmo Sliprider, Kozmo Forerunner, and Kozmo Dark Destroyer are giant pains to deal with, since two of them can't be targeted and all three just Summon another high-impact monster when they hit the graveyard. The play here is to Pendulum Summon three Level 4's, make Abyss Dweller, detach for its effect, then swing with Samurai Cavalry of Reptier to pop the Kozmo starship and deny its effect. From there Abyss Dweller goes to work cleaning up another monster or dealing damage, and you're left with two great monsters on the field generating a ton of pressure for minimal setup.
As a Pendulum Monster it's searchable with Wavering Eyes, too, so it may be playable in decks like the Performage Performapal strategy, which run Wavering Eyes as a Main Deck building block instead of Side Deck tech. This card's so much better than most people seem to realize, it's kind of ridiculous.
Painful Escape's a high potential card that suffers from being very, very specific. I think it could wind up seeing immediate play in Majespecters, where it can cycle out one Majespecter to the Extra Deck to search another, getting you another search in the process. But beyond that things get kind of weird, and I feel like it's one of those cards that may lack a killer app now, but winds up doing something insane in some sort of combo deck further down the road.
For now, it opens up some cool synergies that weren't possible before. As an oldschool Counter Fairy fan I love the idea of searching Honest and Bountiful Artemis with relative ease. Zombies can pop Goblin Zombie to search a card with Goblin Zombie's effect, then get Zombie Master, Blue-Blooded Oni, Gogogo Ghost, Vampire Sorcerer, or even the Underworld monsters. I've already seen people talk about using it in Red-Eyes decks to swap Black Metal Dragon for The Black Stone of Legend, again searching with Black Metal Dragon in the process – it's an interesting proposition in the wake of Beast-Eyes Pendulum Dragon, though I'm not sure there's enough versatility there to make it worthwhile.
This is a cool little niche card now, that might have some immediate competitive applications. But I'm chiefly interested in seeing where this card goes in the future.
Kaiju Capture Mission's another excellent Kaiju support card, allowing you to turn your opponent's Kaiju face-down while building Kaiju counters for your own. You can even cycle your Kaiju face-down and face-up to build your resource base, prepping to use your most powerful monster effects. And if your opponent destroys Kaiju Capture Mission? You just draw two cards for free!
It's really simple, and really great for the theme.
We get two new Kaiju monsters to go with Kaiju Capture Mission we, both of which seem really good. Radian, the Multi-Dimensional Kaiju packs 2800 ATK and an effect that converts two Kaiju Counters per turn into a free 2800 ATK Token. That's good news for a few different reasons, the first being that 5600 ATK is, like, a lot of ATK, and can create a situation where a single shot from all but one of the available Kaijus will win you the game. A 2800 ATK monster every turn is a ton of pressure for your opponent to try and overcome, forcing out removal effects and smashing through 1-for-1 defenses.
Perhaps more importantly, Radian's the second Kaiju with an Ignition Effect, making it a safe play when you need to decide which Kaiju to give your opponent so you can Summon a Kaiju of your own. Previously the only option was the field-wrecking 3000 ATK Dogoran, the Mad Flame Kaiju, which while also a good candidate, usually needed to be searched for the express purpose of giving it to your opponent. Remember that whatever you destroy with Radian Tokens, or whatever cards your opponent is forced to play to eliminate them, those cards will go to the graveyard and feed Kyoutou Waterfront.
Redundancy in one of the deck's most-needed functions, combined with strong uses on your side of the field, gives Radian, the Multi-Dimensional Kaiju a definite place in the strategy.
As great as Radian is, Gameciel, the Sea Turtle Kaiju is handsdown my favorite of the four Kaiju so far. While you can play Dogoran and Radian to either side of the table, you definitely don't want to give your opponent this card: with a fully powered Kyouto Waterfront and Kaiju Capture Mission, Gamaciel can negate and banish up to four consecutive cards, addressing nearly any threat.
With 3000 DEF there's nothing that's going to get through Gameciel without an effect, so attackers won't really be a problem. While you may want to leave Gameciel in defense mode depending on your match-up, it can lock down your opponent while you deal damage with the smaller attackers of your choice. I'm really excited about this card, and I can't wait to figure out what I'm going to play it with.
Which brings us to the last cards of Dimension of Chaos, and inarguably the most popular: the Kozmos.
Let's start by looking at the two least competitive of the five new entries. Remember, "least competitive" is a relative statement here: these cards are still very good, they're just not as likely to see tournament time as the other three, which all have immediate and obvious roles in competitive Kozmo builds.
First up, Kozmo Lightsword. It's really important to deal damage with Kozmo Farmgirl, and Lightsword helps you make that happen in two different ways: its 500 ATK and DEF boost gets Farmgirl to 2000 ATK, so you can attack over Normal Summoned beatsticks; while the piercing effect lets you press damage through defense position monsters.
The double-attacking effect helps soften up your opponent for bigger pushes and winds up dealing considerable damage on its own just throwing Lightsword on Kozmo Goodwitch or Kozmoll Wickedwitch. The latter swings for 4800 damage if unopposed, and protects your investment of the Lightsword by keeping itself from being destroyed.
On that note, the traditional fault of Equip Spells is their weakness to 1-for-1 monster removal; pop the monster, and you cost your opponent their would-be attacker and their Equip in one shot, netting a fast plus. Kozmo Lightsword fends off that problem as well, since you can just pay 800 Life Points to add it back to your hand if it hits the graveyard from the field. All in all, Lightsword's another example of that "this card's good, it's just outclassed by everything else in the theme" issue that's cropped up a few times in Dimension of Chaos. That said I wouldn't be surprised if it winds up seeing some Top 8 use as a one-of.
The art's pretty amazing, too. It's going to wind up on a Giant Card promo for an Attack of the Giant Card!! tournament and I'm really going to want it.
Kozmo DOG Fighter's cool solely because its effect works in every Standby Phase, not just your own. If your opponent blows away one of your Starships on their turn and you go into this thing, you'll hit your next Main Phase and Summon a free 2000 ATK beater. Make it to your opponent's next turn and you'll Special Summon another one, fielding 6000 ATK off one card that you Special Summoned from your deck for free in the first place.
In any other deck that would be about as compelling as it sounds when you spell it out in black and white, but as it stands the card has a tough time contributing to the speed-driven win conditions Kozmos currently play to. It's good, it's just not a great fit for what this strategy's trying to accomplish, nor does it offer any particular advantages in major match-ups that we can predict so far. Regardless, it's a nice addition to the arsenal and could wind up coming in handy some time in the future.
Kozmo Strawman's actually sort of the opposite: it's kind of an underwhelming card, but it benefits from being a perfect fit for the Kozmo strategy as we know it. As a Level 2 Psychic it opens up a new decision tree off the Emergency Teleports you already run, giving you more monsters to banish for the Special Summon of in-hand Kozmos and an effect that lets you revive banished Kozmos straight from your removed zone.
That last point is important, because it brings a kind of synergy and maneuverability we haven't really seen in Kozmos before. You banish a lot of cards with this deck – more cards than ever now, since you have more Kozmo starships – and with the Clash of Rebellions cardpool the only thing to do with them was getting them back from your hand one at a time with Kozmotown. That wasn't bad, but you were often leaving proverbial money on the table; the more you can mobilize banished cards the better, and Kozmotown only let you get back one per turn.
Strawman picks up the pace and skips the middle man, dropping the revived card right to the field. And sure, whatever you Special Summon gets destroyed in the End Phase, but you're just going to be bringing back Kozmo starships anyways, triggering their graveyard effects and replacing them with more free cards from your deck in the process.
I'm writing this while Day 1 of YCS San Jose is still underway, but I'll be eager to see how people use Kozmo Strawman in that tournament. It's an impressive card that really takes the Kozmos into new territory.
Kozmoll Wickedwitch is cool in part for the same reason. There's a lot to love here: it's a 1900 ATK beatstick, another Level 4, and since it has the standard Psychic Kozmo banishing effect it makes dead cards live and helps you make big plays more consistently. It can also clog up the field by blocking your opponent's attacks, paying 1000 Life Points to survive destruction for a turn and forcing your opponent to find a non-destruction out if they want to get past it. You can even use that effect to protect Wickedwitch on your turn if you want to crash it into a 1900 ATK monster like Thunder King Rai-Oh for a fast and disruptive +1.
But to me, the biggest value lies in how this card extends current combo chains. With the cardpool from Clash of Rebellions it was exceedingly difficult to make a genuine OTK with Kozmos – you'd generally look to swing with Farmgirl, search Kozmo Forerunner, banish Farmgirl to Summon it and then attack for a total of 4300 damage. From there you'd look to make a similar combo or peck away at your opponent to win the game.
You can still take that approach now, but with the proper hand you can wipe your opponent out in one move, solely because of Wickedwitch's size and the destruction ability of the new big bad, Kozmo Dark Destroyer. Let's look at Dark Destroyer and then follow up on that line of thought so you can see what I mean.
It's no secret that Kozmo Dark Destroyer's the biggest, most hotly-anticipated card in Dimension of Chaos. With Kozmos expected to be a top deck in the new format, given its numerous YCS and Regional Top Cut performances over the past three months, Dark Destroyer's an obviously powerful card for an obviously topnotch strategy.
At 3000 ATK it's very large, and it retains everything we already loved about Kozmo Forerunner: it can't be targeted by your opponent's card effects, and when it's destroyed and sent to the graveyard you can Special Summon another Level 7 or higher Kozmo from your deck. It's searchable with Kozmo Farmgirl and compatible with all other support. On top of all that it's got an easy +1 destruction effect that can target and destroy any monster on the field, giving you a strong disruptive trick against anything but Majespecters and the mirror match.
But the really cool thing about Dark Destroyer is that it can destroy your own Kozmo starships, including itself. That opens up OTK's off certain three-card hands that weren't possible before– namely a combination of Farmgirl, a Goodwitch or Wickedwitch, and a Forerunner or Dark Destroyer.
Swing with Kozmo Farmgirl for 1500 damage, search Kozmo Dark Destroyer, and banish Farmgirl to Special Summon your 'witch. Let's say it's Kozmo Goodwitch, and you attack with it for 1800 LP. That's 3300 damage so far. Banish Goodwitch to Special Summon Dark Destroyer, use its effect to destroy itself, and grab Kozmoll Wickedwitch from your deck. Attacking with the Wickedwitch kicks your total damage up to 5200, at which point you can banish for Kozmo Forerunner or another Dark Destroyer – whichever one you had in hand at the start of the combo – and swing for game.
That wasn't possible before Dimension of Chaos, and it's made possible solely by the exact ATK numbers on Wickedwitch and Dark Destroyer, as well as Dark Destroyer's specific ability that lets you destroy itself. And while that's a three-card combo that requires a clear field, bear in mind that you can start with any of the two 'witch cards, any of the two big starships, and Farmgirl or Emergency Teleport. You're going to see that move happen in coming weeks, and people who aren't expecting it are going to be very alarmed when they go from 8000 LP to 0 in one turn.
And that's it. That's Dimension of Chaos in its entirety, from the good and the bad to the downright ugly and beyond. Looking at everything card by card the challenges here are pretty evident: the first half of the set's not as strong as we're used to, and the second half of the set is great, but places a lot of its focus on an unpopular monster tribe – the Different Dimension Demons – and wastes some spectacular cards as commons.
The lack of hype for this set, and the general disinterest we always see when good cards are printed as easily-missed commons instead of easily-hyped Ultras and Secrets, means a lot of hidden gems are slipping through the cracks. While the new Kozmo cards and the Majespecter theme seem destined to lead competition in the early weeks of this new format, there's a lot more to this release than those two card pools. The D/D/D's might prove to be surprisingly strong if anyone bothers figuring out the right build, and tech cards like Grand Horn of Heaven and Samurai Cavalry of Reptier are so underappreciated right now that you get to play with them an added surprise factor if you've noticed how great they are.
Performage Plushfire will obviously take off later in the format once the Master of Pendulum Structure Deck hits, and in the meantime we could see some Blackwings, Deskbots, and Fluffals sneak into Regional Top 8's off the back of new support. On the casual or local side, the Superheavy Samurai cards, the Black Luster Soldier – Super Soldier stuff, and even the Graydles all offer strong payoffs for the leaps of faith each demand. There are some terrible cards in this set, but that's always the case for any big release. The good here still outweighs the bad.
What do you think? Will you be running stuff like Grand Horn and Samurai Cavalry? Will you be taking up Kozmos or Majespecters? Let me know how Dimension of Chaos affects you down in the Comments.