Spell
NormalDimensionhole
Archetype:
Hole
View:
2345
Select 1 monster on your side of the field and remove it from play until your next Standby Phase. While the monster is removed from play, the Monster Card Zone of the selected monster cannot be used.
Dimensionhole — Power Evaluation
Final Score: 34 ± 8 · Confidence: Medium
- Intrinsic: 35 · Deck: 33 · Meta: provisional
- Primary role: Utility · Secondary: Removal
Why it scores here
Dimensionhole is a non-archetype Spell whose text only removes one of your own monsters from play until your next Standby Phase and blocks that monster's zone. It does not build a board, draw, search, or interact with the opponent, and the removed monster cannot be used as material while it is away. The score is low because the card has no observed combo role (0 boards in the evidence) and its only benefit is situational self-protection or tech, not conversion. The Hole archetype label does not carry the score, since both sample decks list no archetype.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | A Spell with two sample decks and one copy each, but no searcher, starter, or combo route is recorded, so it is only conditionally live (observed: deck data; inferred: no route). |
| Combo & Conversion | 15 | Text says it only removes your own monster and blocks its zone, with no board-building or payoff, and zero combo appearances (verified: card text; observed: 0 combos). |
| Resource Economy | 30 | It is a -1 on your own field with no draw or search, and the monster only returns at the next Standby Phase, so there is no net advantage (verified: card text; inferred: return timing). |
| Effect & Interaction | 20 | It gives no negation, removal, or disruption to the opponent; its value is only in dodging interaction on your own monster (verified: card text). |
| Material Utility | 10 | The removed monster is unusable as material while away, and the Spell itself is not a material body (verified: card text; inferred: material use). |
| Resilience & Flexibility | 30 | As a Spell it is exposed to common spell negation and only protects one monster in one zone for one turn cycle (inferred: general game rules; verified: card text). |
| Deck-Building Efficiency | 60 | One copy, no garnet or lock restriction, and no archetype requirement, so it is cheap to run in a utility slot (observed: 1 copy in each sample deck; verified: no lock text). |
Calculation
Weight profile: Utility / no clear role (default), single role, no blend. Intrinsic ≈ 35, Deck ≈ 33, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Generic, non-archetype Spell that can sit in any deck slot
- Cheap to run: single copy, no garnet or lock restriction
- Protects one of your own monsters for a turn cycle by removing it from play
Weaknesses
- Removes your own monster, a real board cost with no card advantage
- No combo role in recorded boards (0 appearances)
- No opponent interaction; value is situational self-protection or tech only
- Spell card exposed to common spell negation (inferred)
Counters / choke points
- Spell negation on the activation (inferred: general rules)
- Opponent that does not depend on the monster being protected
Best use
Situational tech or self-protection for one monster in a non-archetype deck (inferred). Suggested copies: 1.
Evidence & gaps
- Verified: Card text: removes one own monster until next Standby Phase and blocks its zone; Format list: TCG, OCG, MasterDuel; 0 combo boards recorded
- Observed: 2 sample decks, 1 copy each, 2 gameplay types, no archetype link; Partners include Phantom Hand and Melffy monsters (co-occurrence only)
- Inferred: Standby return timing re-adds the monster to the field; Spell negation exposure; Situational self-protection or tech role
- Data gaps: no combos supplied: combo conversion is text-only inference no guides supplied no usage statistics (StatisticsCard): inclusion % unavailable no banlist token: assumed 3 copies (unlimited) in all formats only 2 sample decks: deck synergy and resilience are thin






