The Breakdown – Cardfight Vanguard – Dimension Police

This article is rated Experience Levels 3-6.  This article series is intended to cover a wide range of topics about particular sets, and will help players of all kinds when it comes to knowing their set or the set of an opponent.

Welcome to the Breakdown.  thenightsshadow here, and as we do each time on the Breakdown, we look at several questions about a series, deck, archetype, or card, then get on down to breaking down what makes it tick and how one should approach playing it.

This time, we’re going to cover the clan of Dimension Police, and the theme for this article is going to be “Hitting Thresholds”, so even for those that don’t play Dimension Police they can still get something out of this article.

As a reminder, here are the general questions we ask ourselves for each set.

1) Competitively, why should I play this clan over other clans?
2) What is the ideal set up from opening hand to final turn?
3) How does our play look like versus an opponent?
4) Where are our good and bad matchups?

Once we answer these questions,  there will be questions about those questions, but we’ll cover those afterwards.

With that out of the way, let’s answer question 1.

1) Competitively, why should I play this clan over other clans?

While the ability to break Guardians, a key facet to the identity of Dimension Police, is nowhere to be found, they still retain some identity in that they continue to care about the power of Units.  This makes Dimension Police easy to learn and understand, and is probably the reason that it’s one of the few clans outside of any main characters’ clans that new players mainly flock to.

But just because it’s simple to learn doesn’t necessarily mean it’s easy to deal with.  With Force Markers and Great Daiyusha putting power every which way, it’s quite a dangerous clan just because of how much it takes to guard each attack.  To power this further, it’s simple to get extra Critical compared to every other clan.  Every turn you live brings pressure to the opponent, and eventually you will break through.

2) What is the ideal set up from opening hand to final turn?

In the beginning, it’s important to focus on getting the Perfect Ride.  Because of how important our Grade 3s are, we want to get to them as soon as possible.  Thankfully, it doesn’t really matter what Grade 1 we ride into, as does Grade 2, though it’s best if we don’t ride Dimensional Robo, Daibrave and Dimensional Robo, Daidragon.  At Grade 3, ride into Super Dimensional Robo, Daiyusha and begin the pressure.  On this first turn, since you can’t ride into Ultimate Dimensional Robo, Great Daiyusha, you don’t need to put your power immediately to your Vanguard, so you can safely save your soul for your next turn, where you push your power to 45,000 and re-ride Great Daiyusha for more power and more pressure.  Continue your assault and victory will be yours.

3) How does our play look like versus an opponent?

I’ve listed what would happen in an ideal game, but not every game will go like that.  Riding into Great Daiyusha first hurts, especially when you don’t have any Front Row Rearguards when you ride it.  This is further exemplified that there aren’t many ways to pump power naturally so it’s possible to get stuck with Great Daiyusha as your Vanguard.  What do you do?

To help alleviate this problem, we run Commander Laurel.  By giving up all of your boosters and one front row Rearguard (that you’ll probably play over), you can give that necessary Extra Critical and heavy power to a Unit, and this will help you make a makeshift Daiyusha, and also help you get to the power threshold that you need to re-ride Great Daiyusha as well if you end up misriding.

4) Where are our good and bad matchups?

Dimensional Police have a bad matchup against opponents that are able to keep up with the power gain.  Decks that gain reduce your power or are able to gain a lot of hand to continually defend against your onslaught make it hard to get damage in.

Dimensional Police have a good matchup against decks that get by by defending the bare minimum and field a powerful and offensive threat.   Not only can Dimensional Police defend well enough, but just defending the bare amount won’t work against the massive power this clan can output.


Let’s now get into the next wave of questions.  These are questions we ask that involve card and style choices.

No submitted questions thus far.


Bonus Feature!

Here’s the decklist I would play if I were take Dimension Police to a BCS Shop Challenge or a BCS Regionals.

Warning: All decks I post fit the way I play and where I play, and may not be the same for your playstyle and locale.

Clan: Dimension Police

Grade 0 (17):
4x Diamond Ace (Draw) [Sentinel]
4x Dimensional Robo, Daibattles (Critical)
4x Dimensional Robo, Dairescue (Heal)
1x Dimensional Robo, Goyusha (SV)
4x Justice Cobalt (Critical)

Grade 1 (12):
2x Commander Laurel
4x Dimensional Robo, Daibrave
2x Dimensional Robo, Daimariner
4x Dimensional Robo, Daitiger

Grade 2 (11):
3x Cosmo Beak
4x Dimensional Robo, Daidragon
4x Miracle Cutie

Grade 3 (10):
2x Masked Police Leader, Silvard
4x Super Dimensional Robo, Daiyusha [Force Gift]
4x Ultimate Dimensional Robo, Great Daiyusha [Force Gift]


Let’s explain how this deck works, and what you can do to tailor it to your specific playstyle.

Grade 0

Starting Vanguard
You really only have one choice: Dimensional Robo, Goyusha.  It gives you a free card.

Critical Triggers
A standard offensive Trigger, helpful for finishing the game early.

Draw Triggers
Sentinels are a good way to minimize hand loss when guarding devastating attacks.  The extra card is helpful too.

Heal Triggers
No real explanation needed here.  Pretty basic.

Other Alternatives
Decks that run Miracle Beauty as an alternative Grade 3 game can focus on more Draw Triggers as a way to help get into the ideal setup by the second turn of Grade 3.  As a bonus, the multiple attacks that you’re able to do (at most, you can do 8 attacks) mean that you effectively play a hybrid Force and Accel clan so you don’t need as many Critical Triggers.

Grade 1

Commander Laurel
This card is here literally because you need it in case something bad happens.  It’s a quick way to pump up enough power to Ultimate Dimensional Robo, Great Daiyusha, or provide another Critical to a rearguard if you need multiple 2-Critical attacks.  It basically functions as a panic button.

Dimensional Robo, Daibrave
The defensive partner of Dimensional Robo, Daitiger, Daibrave helps to filter out the deck by exchanging its services for a soul and a card in hand.  To make up for this, it is also able to remove a soul to add more power to the Vanguard if need be.  A solid and versatile Grade 1.

Dimensional Robo, Daimariner
While there isn’t really an ideal Vanguard booster, Daimariner fulfills two roles.  When you play it, you can force the opponent to guard the Vanguard you chose with an additional card, which helps push against Protect Clans, decks that normally can easily afford to guard the dangerous attacks turn after turn.  But once Daimariner is done, you can use Super Dimensional Robo, Daiyusha to rest it to give Daiyusha more power than it would as a booster.

Dimensional Robo, Daitiger
It’s important to have an offensive component to your attacks even outside of Grade 3.  Daitiger provides a reason for your opponent to block your Vanguard attacks; retiring a key rearguard can be devastating at best.  The mere existence of this card forces an opponent to be wary about their own Rearguard plays.  Being able to hit back row Rearguards makes this a solid card.

Other Alternatives
Dimensional Robo, Dailander is a card that not only has interesting art (even if said art is a misprint) but stops the opponent from intercepting, which generally is applicable less often than Dimensional Robo, Daimariner is, but can be a card you can run if you just want to run it for an effect that lasts more than one turn.  Of course, if you’re running the Miracle Beauty deck, then Miracle Fairy, Lalapy will be helpful for additional restands, even if you don’t hit the 30,000 power required for the natural restand.

Grade 2

Cosmo Beak
Honestly, I wanted to dismiss this card at first glance, but there’s not a lot of cards that use Counterblast as a cost, and honestly, the added pressure isn’t a bad idea if you have spare Counterblast.

Dimensional Robo, Daidragon
It’s a solid Rearguard that is not only able to pump power to the Vanguard but a 20,000 power attack just by itself is quite strong.

Miracle Cutie
What Dimension Police works off of is pressure.  When you need more early, Miracle Cutie provides it.  Just by having the Vanguard hit 30,000 power, Miracle Cutie hitting the opponent’s Vanguard nets you a card.

Other Alternatives
In the Miracle Beauty deck, you actually want more defense than offense in Grade 2, so Miracle Dandy and Madceptor X are better cards to play in that deck.

Grade 3

Masked Police Leader, Silvard
A very solid pressure card because it naturally gets a second Critical without any triggers needed.  Its power is respectable too, at 18,000.  Unlike the other cards at Grade 3 that require power as a specific threshold, Silvard only needs the Vanguard to be at 30,000 power, which means 1 Force Gift and a Booster are enough to get the Vanguard to enough power to boost Silvard.  Solid Rearguard.

Super Dimensional Robo, Daiyusha
Your main Vanguard.  Daiyusha’s main abilities both lend it to being a pressure Vanguard.  Even if you’re out of Counterblast and Soulblast, as long as you have Units you can just buff it up to the power you need it to be, and a simple number of 35,000 power is enough to gain another Critical.  But the best part about all of it is that you don’t really need to pump power all the way.  Just by being one trigger short you can force an opponent to figure out whether you’re going to get an extra Trigger.  A versatile Vanguard that provides a lot of pressure.

Ultimate Dimensional Robo, Great Daiyusha
The re-ride is the main goal.  Not only do you get to add cards in hand thanks to more drive checks, but the increased power makes the attacks even more difficult to guard.  Being able to chain rides o f this is typically how Dimension Police finishes the game.  Make sure to only stack only a maximum of 3 Force Gifts on the Vanguard Circle, as you won’t need more than that.

Other Alternatives
Miracle Beauty is the namesake of the deck, and if you decide to focus on it you’ll want to aim for getting 30,000 power in every column at the very least on your combo turn.  Once you build up that power, feel free to wail on your opponent with up to 8 attacks.


Thank you for reading.

If you have any questions, hit up the comments and I’ll be glad to respond.

~thenightsshadow, deciding that justice and truth should work together.



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