"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.

Aqua Force

Matchup Difficulty: Easy

This is quite a fairly easy matchup for Dimension Police due to the inherent advantage Force has over Accel clans. The turn that you superior ride will give your rear guards a huge boost that you can use to target these dangerous rear guards Tidal Assault, Marine General of the Restless Tides, Algos and Storm Rider, Diamantes is incredibly important. Unchecked, those Rearguards can cause havoc under the right circumstances. Avoid taking early damage and prioritize sniping Rearguards as they have little ways to net advantage and extend their board.  

Gold Paladin

Matchup Difficulty: Moderate

The difficulty of this matchup all comes down to who goes first. If Dimension Police go first and have the necessary resources, this is one of the easiest matchups Dimension Police can have. If the Gold Paladin player goes first and has the Incandescent Lion, Blonde Ezel ride chain through Knight of Superior Skills, Beaumains or Flame Wind Lion, Wonder Ezel this matchup can become quite difficult as you’ll be staring down a grade 3 against your your grade 1 Vanguard. If in this predicament, playing the grind game is important. Make sure to deny excessive counterblast and prioritize sniping Rearguards as Gold Paladins run out of steam fast if they cannot finish the game in the early stages. Raven-haired Ezel is a real threat and needs to be contained. Continuously pressuring them with a Crit+ vanguard to deny them counterblast will eventually break their hand and secure you the game. Luckily Gold Paladins do not have a lot of defenses outside of Perfect Guards, so take advantage of this when the opportunity presents itself.

Great Nature

Matchup Difficulty: Moderate

Great Nature is one of the better Accel clans in Standard as they have the resources to gain field advantage and hand advantage through School Hunter, Leo-pald and Binoculus Tiger. They also have a very good ride chain in Pencil Hero, Hammsuke that can generate an additional Accel circle. This clan relies on the “gacha” mechanic where you cannot plan ahead for as their entire turn is dependant upon what they mill off their card effects. In this matchup you have to be adaptable and fluid upon your decision making. Being able to adjust on the fly with what they are milling is important. It’s important to secure your victory in the mid game stages as they will out resource you in this matchup.

Murakumo

Matchup Difficulty: Moderate

Murakumo is a clan that prevents your opponent from re-riding a grade 3 on top of another grade 3 Vanguard thanks to Dueling Dragon, ZANBAKU. This is normally not a problem as you are able to bypass this condition by superior riding. However, they are able to lock you on Ultimate Dimensional Robo, Great Daiyusha if you unfortunately happened to ride it. Cards to watch out for as well are Fantasy Petal Storm, Shirayuki as this can cause you to lose the 45k power threshold if you’re not careful. Murakumo is a very counterblast heavy deck so make sure to deny extra counterblast and pressure them with your Crit+. This is a matchup where you want to solely sit on Super Dimensional Robo, Dailiner and pressure them with Force 2 while you wait for the pivotal moment to superior ride.

Narukami

Matchup Difficulty: Moderate

Narukami is a clan that revolves around the “Bind” mechanic. This mechanic removes a card from the game completely and cannot be recovered. This deck excels at the early game and can punish the board commitment you place out early. Typically you want to save up your cards for the superior ride turn. Super Dimensional Robo, Dailiner will allow you to consistently fill your board so that they’ll be unable to get the most out of their effects.

Nova Grappler

Matchup Difficulty: Hard

Nova Grappler received major upgrades in EB-06 and EB-07. While a defensive trigger still tends to shut them down, they now have cards that generate advantage, re-stand earlier than Grade 3 for very low cost and hit numbers easier than ever now. Be ready to guard their larger Grade 3 turns, and make sure to snipe important rear guards such as Kick Kick Typhoon.

Pale Moon

Matchup Difficulty: Easy

This matchup on paper should be in the Dimension Police player's favor. What might tilt it for the Pale Moon player is if they see all the necessary pieces to build enough soul and combo with Nightmare Doll, Alice and Golden Beast Tamer. You'll want to avoid taking damage early so you can fish for a defensive trigger on their larger turns. While their combo is potent, is does take a good chunk of their hand to do. You should be able to punch through with DAIYUSHA!

Tachikaze

Matchup Difficulty: Easy

Tachikaze is a balance between a control and rush Accel clan. They hit high numbers due to Ravenous Dragon, Gigarex and Tyrant, Deathrex and can accumulate resources with Assault Dragon, Blightops. Despite all the resources they can generate, it won’t last against the constant pressure you can apply with your vanguard each turn.

Angel Feather

Matchup Difficulty: Hard

Angel Feather is regarded as one the biggest counters to any Force deck. This is due to the deck's ability to generate more than 1 Protect Gift each turn thanks to Solidify Celestial, Zerachiel. Crimson Impact, Metatron is also one of the best cards in all of Standard as she’s able to generate a free heal each time they ride her and she enables the deck with a free countercharger or 3 trigger checks. It’s difficult to beat the grind game Angel Feather plays due to Mobile Hospital, Feather Palace being a late game monster for the deck. This will boil down to whether you are able to dwindle their hand down with your superior rides. Luckily Force 2 makes this matchup a lot easier for you as every rearguard is now a potential problem they have to deal with.

Dark Irregulars

Matchup Difficulty: Easy

This is one of the easiest protect matchups for Dimension Police. Dimension Police should be able to cripple  the deck before No Life King, Death Anchor (NLK) becomes live. NLK is a huge threat as he’s able to reride another grade 3 from soul and generate not only an additional Protect Marker, but also two more trigger checks. Applying early pressure is the key to not letting this game get out of hand. The matchup will usually be decided by whether or not you manage to pull off your superior ride early

Granblue

Matchup Difficulty: Moderate

Granblue is similar to Dark Irregulars in that instead of building up soul for NLK, the deck revolves around building a big drop zone and benefiting from it through the use of Ice Prisoner Necromancer, Cocytus. Unlike other Protect clans, Granblue does not generate as many Protect Markers due to the deck's reliance on having Cocytus as its main Vanguard. Avoid going to 5 damage as Violence Flanger is a real threat and Dragon Undead, Skull Dragon can get out of hand late game without a Perfect Guard.  If you allow the game to progress too long, Cocytus and Scaredick will finish you off with their high numbers.

Megacolony

Matchup Difficulty: Easy

Megacolony strategy is revolved around Machining Spark Hercules and his board debuff effect. This can be mitigated by stockpiling your cards for your push turn or simply turning your cards into cannon fodder with Commander Laurel. Be wary of Death Warden Ant Lion as he has a built in Sentinel restrict and Crit+ pressure.

Nubatama

Matchup Difficulty: Easy

Nubatama is one of the weakest Protect clans in Standard at the moment. The deck struggles to hit high numbers and generate little advantage. The deck's strategy revolves around controlling your hand by the multiple discard effects the deck has. In order to force the discards, they either use up valuable counterblast or discard multiple Perfect Guards, their only defense against Dimension Police, so this matchup should be a breeze.

Oracle Think Tank

Matchup Difficulty: Hard

Next to Angel Feather, OTT is one of not only the best Protect clans but also best decks in all of Standard. OTT has a lot of ways to build up hand and accumulate Protect Markers, and is able to manipulate their trigger checks by the use of “scrying.” CEO Amaterasu and Imperial Daughter are great engines for the deck. Victorious Deer is one of the best win conditions in all of Standard. Promise Daughter is one of the best Grade 2 Rearguards in all of Standard as well by having a built in “Resist” effect and hitting Force numbers by itself. Dimension Police has a slightly better matchup with OTT as opposed to Angel Feather, as they can keep on constantly applying pressure without the fear of free heals generated by Metatron. The best chance Dimension Police has is to get the constant Dimensional Robo, Daimariner off to chip away at their hand and to get in the extra attacks from Ultimate Dimensional Robo, Great Daiyusha

Team Vision is proud to bring you only the highest quality in Cardfight Vanguard articles and guides.

Follow us for notifications when we post new articles.

  • Grey Facebook Icon
  • Grey Twitter Icon
  • Grey YouTube Icon