"Dimension Police" is a clan from the Star Gate nation. This clan is themed around an interdimensional police force, as well as the villains and monsters they protect the universes from.

V era Dimension Police is clan that revolves around powering up the vanguard and providing pressure to the opponent’s hands with extra criticals. They have rear guards that provide power simultaneously to themselves and the vanguard as well. The deck’s main goal is to ramp up advantage with the inherent pressure that your vanguard provides utilizing Force 1 and Force 2. This is achieved by using Dailiner to fetch combo pieces and provide defensive capabilities, while also serving as a strong offense.

Pros Promotes resource management

Strong finishing turn

Can play grind game because of number of drive checks Cons Requires resource management

No counter-charger

Not having the re-ride can reduce pressure significantly

Super Dimensional Robo, Dailiner Grade 3 4 Copies 1st Ride, Big Critical Pressure Masked Police Leader, Silbard Grade 3 1 Copy Massive Rearguard with Critical Miracle Dandy Grade 2 4 Copies Extra Shield value against Force Mirror Heat Source Monster, Genelaser Grade 1 4 Copies Enables very swingy turns Dimensional Robo, Gorescue Grade 0 4 Copies Ultimate Dimensional Robo , Great Daiyusha Grade 3 4 Copies JUSTICE SUPERIOR RIDES! Dimensional Robo, Daidragon Grade 2 3 Copies Strong RG with Power Boost Dimensional Robo, Daibrave Grade 1 4 Copies Card advantage and power. Dimensional Robo, Daibattles Grade 0 4 Copies Diamond Ace Grade 0 4 Copies Super Dimensional Robo, Daizarus Grade 3 3 Copies Strong RG with Power Boost Platinum Ace Grade 2 2 Copies RG that has Critical Magical Police Quilt Grade 1 4 Copies Card draw and power gain Justice Cobalt Grade 0 4 Copies Dimensional Robo, Goyusha Grade 0 1 Copy

Super Dimensional Robo, Dailiner Grade 3 4 Copies 1st Ride, Big Critical Pressure Platinum Ace Grade 2 4 Copies RG that has Critical Dimensional Robo, Daibrave Grade 1 4 Copies Card advantage and power gain Dimensional Robo, Daibattles Grade 0 4 Copies Super Dimensional Robo, Daizaurus Grade 3 4 Copies Strong RG with Power and Crit Boost Quick Hero, Active Mask Grade 2 3 Copies Re-standing RG Glory Maker Grade 1 3 Copies Guard restrict Dimensional Robo, Dairacer Grade 0 4 Copies Ultimate Dimensional Robo , Great Daiyusha Grade 3 3 Copies JUSTICE SUPERIOR RIDES! Dimensional Robo, Daidragon Grade 2 4 Copies Strong RG with Power Boost Magical Police Quilt Grade 1 4 Copies Card advantage and power gain Dimensional Robo, Gorescue Grade 0 4 Copies

Diamond Ace Grade 0 4 Copies Little Hero Dracokid Grade 0 1 Copy

Dimension Police has one of the weakest early games in Standard. You should be focused on attempting to conserve your hand to build up for your combo turn. As of EB08, the support for Dimension Police has fixed one of its problems, which was gathering the proper pieces for a combo oriented deck. Staying on Dailiner will allow you to assemble your pieces, while also acting as a way to pressure your opponent. Use Daibrave to fish for pieces in your deck (Great Daiyusha). Choosing between Force 1 and Force 2 is critical in this stage of the game, as Force 2 will allow you to accelerate the game state in your favor, if you can surmise your opponent does not have the necessary pieces to guard your attacks. Force 1 would be useful in a situation where you do not have many pieces to work with, in which you will have to play the grind game.

At this point in the game you are ideally on Super Dimensional Robo, Dailiner and pressuring them each turn with an additional critical or fetching important pieces from your deck. Analyze the matchup and decide whether or not it’s favorable to give them damage or allow a rear guard to stay. (This deck isn’t always about swinging for face.) Heading towards the middle of the game you should have already established your board with a few good front row rear guards to maximize for end game. Platinum Ace from the latest set allows your rearguard attacks to have more pressure. The placement of force markers is extremely crucial in this stage. The thing that separates the good Dimension Police players from the great ones are what they do here. Consider the game state and whether or not to place the additional Force 1 marker you receive onto the vanguard circle or a rear guard circle. If you don’t have enough resources to power up for another Great Daiyusha turn then it would be better to place it onto vanguard to ensure that you only need 15k for a superior ride next turn. ​​ Assuming you have a full field and have acquired the resources necessary for the combo turn:

Turn Start Attack 1: 33k+ or 43k+ from Dailiner (Force Marker 1 or 2 + Daiyusha’s skill and rear guards) (Activate any on hit skills such as Daibrave which is useful for fishing for Great Daiyusha if you don’t have it.) Superior Ride: Attack 2: 43k (53k if you place the Force 1 on the Vanguard) minimum from Great Daiyusha Attack 3: Lowest attacking Rearguard column Attack 4: Highest attacking Rearguard column

Once you've navigated the mid-game securing victory is involves a repeat of what we've talked about so far. Dimension Police can see far more cards per turn than most decks, and that hand advantage is how you should be able to clinch victory. You should have ideally ridden 2-3 times with each rearguard circle populated with a Force 2 marker or Force 1 markers stacked on the Vanguard circle.

mid game

late game

Bermuda Triangle Matchup Difficulty: Hard Bermuda Triangle is the strongest force deck in the game at the moment. Guarding early is key, as you won't be able to guard their later attacks. The one critical weakness BT has is that it doesn't tend to have a significant amount of guard in their hand. For this reason, Dailander plays a critical role on your kill turns by shutting down your opponent's ability to intercept with their Melody units. This forces Bermuda to hard guard from their hand which will enable Dailiner or your rearguards to eventually connect with an extra critical to seal the game! Dimension Police Matchup Difficulty: Hard This matchup ultimately breaks down into whoever can reach Dailiner first. It’s recommended to attempt to mulligan into a perfect guard or to keep any perfect guards you open up with. The first person to get their combo turn off will leave the other scrambling for resources. Dimensional Police is one of the biggest “Snowball” decks in Standard. If they get their engine going, they become almost impossible to stop. Super Dimensional Robo, Dailiner is a real threat and if they’re able to ride him as their first grade 3, prepare for a tough battle as he applies a lot of pressure on his own. Ultimate Dimensional Robo, Great Daiyusha is a great finisher for the deck as well. With the release of EB08 comes with rearguards like Platinum Ace which allow for even more aggressive plays. Gear Chronicle Matchup Difficulty: Easy Gear Chronicle is similar to Dimension Police in that it does “Snowball” as well however if it’s able to see their key pieces early and are able to accelerate their gamestate. The deck usually only runs 4 grade 3s: Interdimensional Dragonknight Lost Legend. He is the heart and soul of the deck and the key to their strategy. If they are able to open up with Lost Legend without having to V-assist or mis-ride, the snowball effect can happen. Interdimensional Dragon Mystery-Flare Dragon is a real threat. He applies Crit+ pressure and provides 3 trigger checks with the right amount of binded cards. They are also able to accrue multiple Force circles relatively quickly with how Lost Legend works in the Endphase. With all the draw power Gear Chronicle has, decking out is quite possible. Well timed Perfect Guards will help tip this matchup and slow down the snowball effect.Their Rearguards are practically vanilla after they use their effect so going face to Vanguard every turn is important. Not letting the deck get to the snowball phase is the key to winning this matchup. The matchup should be decided by the time you superior ride as they’ll be crippled for resources. Genesis Matchup Difficulty: Moderate Genesis is a clan that revolves their entire strategy around Oracle Queen, Himiko. Himiko has a very powerful effect that lets Genesis get three free Crits or three free draws depending on what is in their soul. The key point in this matchup is retiring key units such as Battle Maiden, Shitateruhime and Goddess of the Milky Way, Pleione. Think about using Ultimate Dimensional Robo, Great Daiyusha and how you can maximize it as there will be a certain point where it’s unfavorable to keep superior riding because Witch of Frogs, Melissa can deck you out if you’re low on cards in deck. Kagero Matchup Difficulty: Hard This matchup difficulty is ultimately decided on who either went first or opens up their ideal ride chain. If the Kagero player goes first and is able to ride Dragonic Overlord into Dragonic Overlord the Great, the matchup can be very difficult. Make sure to avoid early damage as much as possible. Guarding the grade 1 and 2 turns and not letting your damage count get out of control early is very important. Avoid calling too many rear guards for them to snipe and conserving cards to burst them on your superior ride turn. It’s extremely hard for them to generate advantage once they’re crippled from your superior ride. Link Joker Matchup Difficulty: Hard Link Jokers have received immense support from last set and is currently one of the top decks in the format. The threat of having your Vanguard deleted is no longer prevalent, however, Harmonics Messiah allows for a flurry of attacks that can cripple your hand. The deck also generates a lot of advantages in the form of binding and drawing. This is a matchup where going first is extremely advantageous as it breaks down to whether you can cripple their resources before they out resource you. Neo Nectar Matchup Difficulty: Hard Neo Nectar is one of the hardest matchups for Dimension Police. Neo Nectar can apply a tremendous amount of pressure from their grade 1 turn with multiple attacks due to their token generation. Neo Nectar specializes in generating free units called “tokens” and taking advantage of those free units, turning them into really big columns. The deck also has amazing draw power due to Exploding Tomato and Spiritual Tree Sage, Irminsul. White Lily Musketeer Captain, Cecilia is the deck's boss card and a threat whenever it hits the board. The best way to deal with this matchup is to avoid taking damage early as their columns become incredibly difficult to guard late game. Make sure to conserve your Perfect Guards and if you can guard a Rearguard attack with 1 card, do it so you can afford taking damage late game when their columns require multiple cards to guard. This matchup boils down to whoever can net cards faster to keep up with each other. Royal Paladin Matchup Difficulty: Hard Royal Paladin has a far better early game than you can hope to have. Limiting their counterblast to prevent an explosive Grade 2 turn is the optimal strategy, rather than dumping your hand for early aggression. Once you begin re-riding your Vanguard you'll be able to take far more cards out of their hand, more than what can be resupplied. Be careful of overcommitting into an Exculpate! Shadow Paladin Matchup Difficulty: Hard The columns aren’t as threatening but this is due to the deck's boss card conditions. Phantom Blaster Dragon (PBD) and Gust Blaster Dragon (GBD) are very real threats and can end the game the moment they hit the board. Shadow Paladin has amazing draw power, and is able to build up a large hand rather quickly. In this matchup you want to dig for as many Perfect Guards as possible. Only using Perfect Guards the turn their PBD and GBD have Crit+ pressure is key. Once again, conserving your hand for the superior ride turn is crucial because if they survive that turn your board state will most likely be extremely crippled. This is a matchup where stacking Force on just Vanguard is preferred. Spike Brothers Matchup Difficulty: Moderate This clan can generate high attacking columns in the 35k+ range each. General Seifried is the clan’s main boss card and he applies huge amounts of pressure each turn. Make sure that Seifried never hits as his “on hit effect” is quite punishing. He gets to retire one of your units and restands one of their own Rearguards if he hits any of your units. Conserving your Perfect Guards and high shield values for his attack is key in this matchup. Avoid taking early damage as guarding late game can be quite taxing with the amount of power their Rearguards can reach.