Table of Contents
- Introduction: What is Dimension Police?
- Playstyle: What should I do with my six-digit beat stick?
- Why I chose Dimension Police: A Brief Back Story
- Dimension Police Mechanics: What mechanics can I look forward to using?
- Why you should play DPs: Reason why DP deserves all the positive adjectives
- Why you should NOT play DPs, A.K.A "You do not know how to see greatness"
- Honorable card mentions
Introduction: What is Dimension Police?
Dimension Police is a peculiar clan; its playstyle revolves around quite literally putting all your eggs in one basket and hoping your enemy dies with your comically huge, dangerous, and guard-breaking behemoth of a unit, which is your vanguard. It does not have the same threatening rearguards other clans such as Pale Moon and Neo Nectar have, but it does have this tendency to reliably threaten a win with a single attack, every turn, because of how many criticals you can stack in your vanguard. It also does not have the wombo-combo full-field nuke potential as Kagero and Narukami has, but it does nuke your opponent's sentinel to kingdom come (if you're lucky enough that is). It's dramatic, intuitive, and generally just fun to play. It's Dimension Police, the robot (and alien) filled clan that takes the meaning of "magic numbers" to a whole new level.
Playstyle: What should I do with my six-digit beat stick?
Dimension Police is a clan that focuses on a single playstyle*: pump your center column with steroids and slap your opponent around with your vanguard. The fun part about this is the vanguard, being juiced up to ridiculous levels, does this with the following perks: a 100k+ attack, three criticals, and potentially nullify a sentinel (henceforth will be called guardbreak) by revealing a grade 3 during a drive check. Because of its linear playstyle, it is quite easy to use and is generally fun whenever you flail your center column around your opponent who has to rely on six different rearguards just to pose a threat to you. Even when alone, this clan is able to come back from the brink of losing. Perhaps good ol' Kagero wiped your field squeaky clean, or Aqua Force shredded your entire hand, leaving you with no cards to work with on your turn. Maybe even Link Joker managed to lock down your entire field and slowed your rearguard potential to a grinding halt. While other clans would panic and perhaps gracefully resign as their opponent snickers at the marvelous montage-worthy play they spent many turns preparing, the typical Dimension Police player would cackle at such a pitiful attempt to stop them, fully aware that a little salt into their battle plans will only result in a victory that is oh-so more delicious. Because the clan focuses on your vanguard, it is more than possible to secure a win with a high-powered attack even in seemingly hopeless situations, thanks to the absurd levels of power the clan can reach, owing to it to their core playstyle**. Truly the clan lives up to its creed of breaking through anything no matter what the challenge is.
Dimension Police's win condition, in essence, is to eliminate all of your opponent's sentinels throughout the match and end the game in the most explosive and dramatic way possible. Sentinels are the clan's boon and bane inherently; the absurd amounts of power the clan can stack ensures that sentinels are the only way to reliably stop it, and even then it always has the possibility of getting wrecked and thus letting your attack go through. On the other hand, a well-timed and lucky sentinel can single-handedly shut down the clan's game plan, which inevitably leads to an anti-climatic loss from your opponent just hitting you back after leaving yourself wide open for a game-ending turn. As such, the best way to safely play the deck is to assume your opponent has all of their deck's sentinels in their hand and plan accordingly on how you will force all of them out and allow yourself to secure the game on your next turn.
*Excluding Zeal, who focuses on reducing your opponent's power, but that's a story for another time.
** Unless you're fighting Megacolony and failed to account for their vanguard-paralyzing effect, in which case you might need to reconsider how you're using the deck.
Why I chose Dimension Police: A Brief Back Story
I learned how to play CFV in 2014. I was taught by a friend who lent me his Eradicator trial deck, where I learned how the mechanics work. However, the clan did not click with me because of how I found the quick shot break ride to be too boring. I had considered getting Kagero because of how cool it looked, but the shop I went to was not selling any more decks. As I was about to go home, defeated from not being able to get my favored clan, there in the shelf sitting alone, was the last copy of the Dimension Police deck. I had recalled my friends telling me to get it as my second option, so I decided to buy the deck and play with it. I remember going home on a bus as I excitedly scanned each of the cards. I can never ever forget the distinct smell of the trial deck when I first bought it and how colorful and well-drawn the cards were. Coming from YGO, I was amazed by how detailed and concise the cards were, and I was excited for the first day of classes in middle school because of how badly I wanted to test them out. In retrospect, buying DP as my first deck was the best decision of my cardfighting life.
Dimension Police Mechanics: What mechanics can I look forward to using?
1.) Guard Break – No other clan, not even Bermuda Triangle with their gimmick-stealing gimmick, has the ability to nuke your opponent’s guardians or sentinel. You have cards like Daikaiser Leon that breaks your opponent’s guardian(s) should you reveal a Grade 3 during your drive check, and Operator Girl, Linka that gives a unit with the “Burst” mechanic the same effect while giving them +4k power and an extra card. This allows you to potentially turn hopeless games around by threatening to reveal a grade 3 during your drive check, which forces the opponent to either guard you with many cards (unrealistic and quite unfeasible) or throw in two perfect guards (in which case they’ll have no cards to protect them on your next winning turn). Such a mechanic is arguably one of the main aspects of Dimension Police’s identity and a top reason why I love the clan.
2.) Multi-critical attacks – Dimension Police is a wonderful clan that allows you to damage lock your opponent to 2 or 3 damage when played properly. Cards like Daijacker and Commander Laurel give an additional critical to your vanguard, allowing you to control the flow of the fight easily by limiting the resources your opponent can control. Because of this, you can potentially stock up on defenses and reliably bring the game to a close with a well-timed stride, all while having options to work with should you fail your final turn.
3.) You’re legally allowed to play like Morikawa – Dimension Police favors a deck with many grade 3s due to its playstyle, which makes me wonder why Morikawa didn’t use this deck and end the Link Joker arc before it got out of hand. Units like Dailiner turn your Gr.3 units into 23k beaters and 10k shields, and Geomaglass gives your Gr.3s the ability to intercept and gain +5k shield for each face-up copy of it in the G-Zone. Because of this, you can potentially have 30k shields that can intercept at your behest, making surviving your opponent’s game-ending turns much easier. You also have the guard break mechanic that relies on your Gr. 3 units to proc. Because these Gr. 3 units aren’t stuck as decorations in your hand, Dimension Police is a clan that runs with no problems having more than 10 Gr. 3 units in their builds; there can never be “too many” Gr. 3 cards in Dimension Police (unless of course, you put in so much that it becomes possible to build your own card shop from the number of times you will brick from your build).
The unique mechanics of Dimension Police allow for playstyles that you won't see in other clans. It is more than possible to damage lock your opponent to three damage because of how possible it is to stack criticals on your rearguards too, as well as hitting so heavily that they are forced to always guard your vanguard attack. With the addition of the new Dimension Police support in V-Clan Collection Volume 1, it becomes possible to spam force markers around your field, making it possible for your rearguards to potentially hit vanguard levels of attack power.
Card Spotlight: Super Dimensional Robo, Dailiner: Dailiner is an excellent lead vanguard unit for mid to mid-late game, as it fetches you both a 10k shield and swings for 33k at 2-3 criticals because of his effect. You also turn your grade 3 rearguards into 23k beaters. Because of this, the clan can reliably turn Grade 3s into defensive units that can also swing hard when needed. Truly a posterbot for the clan's identity as a "juggernaut" clan.
That being said, here are other reasons why playing Dimension Police is a must, and why you're losing out on each second you aren't playing the best clan that is known as Dimension Police:
Why you should play DPs: Reason why DP deserves all the positive adjectives
- Explosive Vanguard Attacks and Pressure. Dimension Police, heavily being a Vanguard-centered clan, tend to stack ridiculous power with multiple crits, as well as have on-hit effects that make guarding vanguard attacks difficult or outright impossible to block. These create a satisfying, oomph-filled playstyle with a very heavy feel to it, due to every attack threatening to end a game. You have cards like Geomaglass that allows you to swing for potentially three criticals or more whilst superior calling rearguards that can act as your defense during your opponent’s turn. Such a playstyle allows you to keep your opponent on their toes and forces them to plan their resources carefully, as a perfect guard is usually the only way to stop the massive attacks that Dimension Police can pump out every turn. Put simply, the deck makes up for its lack of powerful rearguards with a single, powerful attack that essentially condenses the entire power of your rearguards into one unit.
- Easy to Use. Unlike clans where the order of attacks has to be planned or needing to call rearguards in a specific sequence, Dimension Police is pretty “Plug-And-Play” when it comes to using it. You stack power, crits, and effects on the vanguard by activating rearguard skills, then swing at the unfortunate soul caught up in the massive beat stick of a unit you have. This makes it a clan that’s not exhausting to use in extended plays, such as in tournaments. However, like any other clan, a smart player knows the difference between whittling the opponent’s resources and outright going for the win with an explosive attack; Dimension Police users should know when to dedicate a turn stockpiling defense while whittling down the opponent’s resources and when to use the card that can safely end the game without leaving themselves wide open for a comeback.
While it might be tempting to stride into your win-securing unit and push your opponent to an uncomfortable damage territory, it’s important to keep in mind that failing that turn gives them more resources to work with, so opting to stride for a less powerful, but balanced unit such as Geomaglass allows you to force a perfect guard or G-guard out of their hand and potentially damage lock them to the point where they aren’t able to do much against you during their own turn. This allows you to safely finish them off on your next turn, knowing you have forced enough cards from their hand to secure a win.
- Balanced Offensive and Defensive Playstyle: If there are any words to describe Dimension Police’s playstyle, it would be “juggernaut”; It’s a heavy, deliberate clan that can dish out as much damage as it can take and gives you options should you fail your final turn. Multiple drive checks give you more cards to work with, extra crits provide opportunities for damage denial, and ridiculously high vanguard attacks ensure that only a perfect guard is able to stop it. You have cards like Bravest Peak Gallop that can re-stand with two crits, Final Daimax that turns your entire front row into 3-critical 30k+ beat sticks, and Daikaiser Leon which has inherent guard break that can nuke sentinels.
On the other hand, during your opponent’s turn, you have cards like Great Galactic Beast, Zeal and Super Cosmic Hero, X – Carivou that give you power until the end of your opponent’s turn to ensure that guarding becomes easier. This allows the clan to survive long enough to whittle down the opponent and go for the explosively satisfying winning move.
- Strong Mid-Game, Even Stronger Late-Game. The potential of Dimension Police shines during the turn it rides to Gr.3 and the succeeding turns where they gain access to their key units. Cards such as Dailiner threatens to hit for a 3-critical, 33k attack at least during the turn you ride it, while providing you with a card that you can either fodder off for stride the next turn or stop a crucial attack from your opponent. This can be especially deadly if you went first since you would be most likely forcing a perfect guard from your opponent while they are still sitting at Gr. 3. Your ideal first stride, Geomaglass, forces your opponent to spit out either a sentinel or vomit half of their hand to stop it, while potentially giving you two additional attacks. This allows the clan to set up for its even stronger late game potential, where your opponent may have spent most of their key defensive units to stop you.
During late game, you have cards like Bravest Peak, Gallop that restands and gains +10k for each face up card in your G-Zone, and Magna Daibird that shreds through any guardian that isn’t a sentinel. More often than not, late game is when your opponent has spent most of their resources defending against your attacks, allowing you to reliably secure the game. Cards such as Commander Laurel threaten to re-stand the vanguard with all their drive checks intact if the vanguard’s attack hits, which leaves little to no room for your opponent to turn the game around. Combined with the drive checks your vanguard can gain and the additional power it can collect, this maximizes the chance of sacking triggers and further expanding your hand, making Dimension Police a clan that benefits from drawn-out games.
- Thrilling, Hammy, and Rewarding. One of the most thrilling aspects of the game (in my opinion at least) is the drive check mechanic, and what other clan (other than Overlord) has as much drive checks as Dimension Police? The ridiculous amount of drive checks Dimension Police can reach highlights one of the game’s notable mechanics. No other clan offers as much explosive power in a single attack as Dimension Police; a smart player can potentially damage-deny the opponent at three, maybe even two damage thanks to their multiple critical-charged attacks.
Why you should NOT play DPs, A.K.A "You do not know how to see greatness"
- Can be Inconsistent. Dimension Police rely on a single unit to go for the wins. Therefore, it can quickly fall flat against clans that can reliably recycle or fetch sentinels, such as Protect clans or aggressive decks with reliably defensive options. When it does not have the right pieces, it can typically be easily stopped by players who know how to conserve resources, then end them next turn. This makes it struggle against offensive clans that can weather its winning turn, then finish off DP on their turn. Even with the guard break ability, it is a mechanic that relies more on luck than set-up, an unreliable mechanic that some players might dislike having to rely on to secure them wins; such a mechanic may be unfavorable for tournament plays where the chances of eventually not getting a grade 3 become higher the more games are played.
- Linear Playstyle. Dimension Police is a clan that follows one single playstyle: Pump the power to the center column (or lower the opponent’s power via Zeal), swing at the opponent, and repeat until the opponent is too exhausted to put up with your obscenely powerful beat stick. As such, some players may find this particular playstyle boring and repetitive, as there is not much planning involved that they consider as a more rewarding playstyle. Some clans might take advantage of Dimension Police’s lack of early game threat by guarding early, take the multi crit attacks without breaking a sweat, and guard your (usually) puny rearguards that don’t pose a threat. Furthermore, its linearity renders the deck quite predictable, making it easy to counter and anticipate; skilled players will know the limited time frame the clan is able to potentially push for a win and prepare accordingly. There are no multi-attack rearguards, nor are there field swarming that some players might look for. As such, the typical Dimension Police user is usually stuck hopelessly swinging their huge, justice-seething vanguard against a potentially unpredictable opponent that might not be impressed with their six-digit attack alone and play around it in multiple ways.
- Weak to Non-Existent Early Game: The optimal way to build Dimension Police is to dedicate many space for your Gr.3s and line up your Gr.2 and Gr.1 units in a way that they unlock their potential by your vanguard reaching X power at least (Commonly used Gr. 2 units such as Platinum Ace gains a critical and +5k when it attacks and Daidragon becomes a 20k beater, provided your vanguard is powerful enough). Unfortunately, this amount of power is impractical or impossible to reach during the early stages of the game, which means you are stuck with swinging vanilla beaters against your opponent if you want to do any meaningful damage. In addition, being very vanilla during the early stages of the game, the clan is susceptible to getting rushed by other builds that capitalizes on punishing decks that take too slow to set-up. Clans such as Gold Paladin can straight up run over DP three times over before they can even touch the G-Zone and Aqua Force forces the clan to waste cards to control the tempo of the fight.
Honorable card mentions
- Super Dimensional Robo, Daikaiser - After sitting in the bench for years, Dimension Police's iconic unit (aside from Daiyusha of course) finally returns! Daikaiser's ability allows it to gain a critical when he attacks at 35k or greater, damages your opponent if they dare play a sentinel, and moves to the rearguard circle and gives a force marker when you ride a unit on top of him! This card opens gives Dimension Police a plethora of ways of killing their opponent and overall potentially serves to fix the somewhat weak rearguards that Dimension Police tends to suffer from.
- Masked Police Leader, Silbard - While not many DP decks run this dude, I personally love to use him in conjunction with Daimax (who gives your front row units a +10k and a critical) because of how he can help force cards out of the opponent's hand. With Dailiner and a face up Geomaglass, Silbard can hit for 33k 2 criticals alone, and if you give him the Force II marker he can hit for 3 criticals instead. This makes him a threatening unit on the field, which encourages your opponent to waste resources getting rid of him, allowing you to transition more smoothly to your winning turn.
- Commander Laurel - Laurel makes your vanguard even more menacing by threatening a restand every turn if the vanguard's attack hits. There was a time this unit became restricted to one because of how much it pressures your opponent; with DP's ability to consistently hit high vanguard numbers, it essentially nearly guaranteed a restand from your vanguard or risk having no counterblasts to work with on the opponen's turn. If they dare decide to guard early and just eat your vanguard attacks later on, they will be pleasantly surprised when they discover that your vanguard can restand without any penalties, forcing them to guard more than ever while giving you additional drive checks. However, it can be quite difficult to use against field control clans as they would be scrambling to get rid of this guy the moment they see this dude step foot on the field.