Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
D/D Monsters in Yu-Gi-Oh
The D/D series is a prominent Yu-Gi-Oh archetype composed of dark-attributed fiend-type monsters who bear a variety of extra deck tricks and pendulum forms. Able to access their own specific fusion, synchro, and xyz creatures, the D/D clan admittedly took a hit when the extra deck became limited with the debut of link monsters, but they remain a prominent bunch that were featured by arguably the best duelist in the Arc-V anime: Declan Akaba.
Top 10 Different Dimension Monster Cards
D/D monsters contain a healthy variety of effect and pendulum tricks to quickly special summon from the hand, and they make good use of their featured Dark Contract continuous spells/traps. But with dozens of potent beasts available, which different dimension monsters reign supreme? These are the ten best pure D/D cards in Yu-Gi-Oh! Note that we're excluding the sub-type D/D/D, who we'll save for a separate countdown.
- D/D Proud Ogre
- D/D Necro Slime
- D/D Savant Kepler
- D/D Swirl Slime
- D/D Nighthowl
- D/D Lilith
- D/D Savant Copernicus
- D/D Lamia
- D/D Orthros
- D/D Savant Newton
10. D/D Proud Ogre
As a level 6 monster, D/D Proud Ogre will need a tribute to normal summon, but thanks to the archetype's abundance of pendulum scales, you can often field him without sacrificing. Speaking of pendulum scales, Proud Ogre offers a (desirably) high pendulum scale of 8 and lets you once per turn pay 500 life points to permanently boost the ATK of a D/D monster you control by 500. However, if you don't have a D/D monster as your other scale, Proud Ogre's scale falls to 5, so make sure to combo him with his brethren.
As a monster, Ogre is simply one of the stronger D/D units with 2300 ATK, and if you normal summon him, you can special summon a face-up dark pendulum monster from your extra deck with its effects negated, but doing so will prevent you from summoning creatures other than D/D monsters for the rest of the turn. Still, this helpfully brings backs cards from the extra deck into the main monster zones, saving your limited extra deck slots for other monsters.
9. D/D Necro Slime
As a weak level 1 monster, Necro Slime doesn't offer much until it enters the graveyard. While residing there, you can banish it and other corresponding graveyard materials to fusion summon a D/D/D fusion monster from your extra deck. This handy ability lets your fallen champions serve again and allows you to fusion summon without the need of a fusion spell.
Fusion summons tend to be costly in terms of card advantage since they usually drain your hand/field of at least three cards (one fusion spell and two or more monster components). Necro Slime eliminates all the hassle by entirely preventing the need of a spell and by using monsters from your graveyard.
8. D/D Savant Kepler
Savant Kepler offers a tempting pendulum scale of 10, but placing him there prevents you from pendulum summoning monsters other than D/D monsters (a common theme among this series). Additionally, during your standby phase, you must reduce his scale by 2 (to a minimum of 1), then destroy all non-D/D monsters you control with a level greater than or equal to his scale.
Kepler works better as a monster. When normal or special summoned, you can either bounce a D/D card you control back to your hand or add a Dark Contract card from your deck to your hand. The latter is a particularly useful trait that pulls a valued spells and trap of your choice. Overall, Kepler has a high scale and great monster search, but his low stats, unpredictable pendulum scale, and inability to pendulum summon from your extra deck (thanks to his level of 1) hold him back from greatness.
7. D/D Swirl Slime
Swirl Slime operates similarly to Necro Slime. Both are weak utility monsters used to fusion summon, but this time around, Swirl Slime spends cards from your hand as materials. While this weakens your hand, it prevents you from having to stock your graveyard with materials and doesn't banish the materials you use. Additionally, you can banish Swirl Slime from your graveyard to special summon a D/D monster from your hand, granting it another use even after its fusion ability.
Finally, while you'll typically want to keep Swirl Slime in your hand to fuse your units, in the rare cases you want it out, it's easier to pendulum summon to your field (perhaps for a link summon) than Necro thanks to its slightly higher level of 2.
6. D/D Nighthowl
Nighthowl bears low stats and isn't a pendulum monster, but harnesses an awesome revival: when normal summoned, you can special summon a D/D monster from your graveyard. However, that monster's ATK/DEF become 0, and you can't special summon monsters other than fiend-type monsters for the rest of the turn. Not only that, if the revived monster is destroyed, you take 1000 damage.
True, there are some possible downsides to this ability, but unlike many monster revivals, Nighthowl's rebirth leaves your monster's effects intact. And since the D/D clans are all fiends anyway, you'll hardly notice the special summon restriction. Finally, simply use your rejuvenated card as fuel for a tribute, fusion, synchro, or link summon to avoid the destruction damage—easy since Nighthowl is a tuner, accessing your powerful synchro monsters.
5. D/D Lilith
For a level 4 monter, Lilith wields an impressive DEF of 2100, granting the series a much-appreciated blocker. Even better, when normal or special summoned, you can either return a D/D monster from your graveyard to your hand or add a face-up D/D pendulum monster from your extra deck to your hand.
Both are useful abilities that keep your hand stocked for any situation, and she makes a great candidate for Nighthowl's revival; you'll first add a card to your hand with Lilith, then have a tuner and nontuner ready for a level 7 synchro summon.
4. D/D Savant Copernicus
Duelists using pendulum cards want one high and one low scale, and Copernicus makes a great choice for the lesser thanks to its minuscule scale of 1. From there, it prevents you from pendulum summoning anything other than D/D monsters, but it can destroy itself to negate and destroy a spell that would have inflicted effect damage to you, a great defense against your own Dark Contract magic cards. Remember, these spells offer fierce powers but eventually reduce your life during your standby phase; Copernicus defends against suffering their burn damage.
When normal or special summoned, Copernicus lets you send a D/D monster or Dark Contract card from your deck to your graveyard, a great way to set up Necro Slime and other tricks. Despite its stats of 0, Copernicus's level of 4 make it surprisingly easy to pendulum summon, repeatedly accessing its graveyard-stocking traits to prepare a powerful extra deck summon or monster revival.
3. D/D Lamia
Yet another impressive tuner, Lamia bears a solid DEF of 1900. Even better, while in your hand or graveyard, you can send a D/D monster or Dark Contract you control to the graveyard to special summon Lamia, though you'll have to banish her when she leaves the field. Still, this ability lets you quickly revive her from the graveyard while removing your Dark Contract spells/traps after you no longer need them, preventing you from ultimately suffering their damage.
Lamia also bears a lower level than the other D/D tuners, helpfully accessing a different set of synchro monsters, and her ability to quickly field a tuner while removing your self-mutilating cards makes her invaluable to the D/D theme.
2. D/D Orthros
Orthros serves as another great candidate for your low scale. While scale 3 isn't quite as helpful as 1, you can easily normal summon level 2 and level 3 monsters anyway, mitigating the issue. Plus, Orthros can (once per turn) destroy both any spell/trap on the field and a D/D card (other than itself) or Dark Contract you control. This is an awesome ability that both provides continuous opposing spell/trap removal and destroys your Dark Contract covenants before they can hurt you.
When you take battle or effect damage, you can special summon Orthros from your hand, but when special summoned, you can only special summon fiend monsters for the rest of the turn. Still, this is a nice hand-trap ability that can field a blocker in a desperate situation. Finally, Orthros wields a decent DEF of 1800 and helps synchro summon thanks to its tuner status.
1. D/D Savant Newton
D/D Savant Newton wields an amazingly high scale of 10 that's more reliable then Kepler. While it makes you only able to special summon D/D monsters, the scale remains constant and lets you destroy Newton to negate an activated trap effect that would deal damage to you, a great barrier against the recoil of Dark Contract traps.
Beyond that, you can discard Newton from your hand to add any D/D or Dark Contract from your graveyard to your hand, a superb way to swap Newton out for something you currently need.
What else can I say? You definitely want both Netwon's high scale and card-exchanging capabilities in your D/D build. His powers have helped me win many duels, even after the link monster rule changes, and best of all, Newton is one of the game's cheapest aces, costing under a dollar!
Future of D/D Monsters
An incredibly competitive structure during pendulum's prime, D/D still remains a prominent force even after the pendulum-dampening extra deck changes. With versatile cards capable of accessing any type of extra deck monster, a plethora of potent pendulum effects, and several graveyard-activating tricks, the D/D clan overwhelms foe by dominating multiple areas on the field.
Time will deck if the archetype receives future supports to help summon the D/D/D extra units, perhaps some D/D-exclusive link monsters. But for now, as we eagerly await Konami's next expansion of dimension-crossing warriors, vote for your favorite fiend and I'll see you at our next Yu-Gi-Oh countdown!
© 2018 Jeremy Gill