| Hyperspatial Zone |
This zone is placed to the right of the graveyard, and is considered to be a separate deck from the main deck. It can contain between 0-8 cards, and doesn't count towards the regular 40 card deck limit that the main deck does. Each of these cards are put into this zone at the start of a game.
Originally, only Psychic Creatures could be placed in this deck, and they can only be put into the battle zone (never "summoned") by casting various Hyperspatial spells such as Hyperspatial Bolshack Hole or by using creature's abilities such as Super Psychen Pippi that specifically allow you to put a Psychic creature into the battle zone.
However, with the release of DMR-13 Dragsolution Gaiginga and the Dragheart Weapon/Dragheart Creatures, they are also included in the Hyperspatial Zone and are also included in the same 8-card limit of this zone. These cards can currently only be put into the battle by the abilities of creatures with the Draguner race.
- Dragheart Fortresses also later appeared as a Dragheart card type.
Whenever a Psychic Creature or Dragheart would leave the battle zone, it is returned to the Hyperspatial Zone and can only return to the battle zone by being put into play by another effect that specifies so. At no time can a Psychic Creature or Dragheart remain anywhere except for the Battle Zone or Hyperspatial Zone. When leaving the battle zone for a non-Hyperspatial Zone, the Psychic Creature or Dragheart will briefly inhabit whatever alternative zone it was trying to move to before immediately relocating to the Hyperspatial zone, so effects that look for a creature entering the graveyard, for example, will see the creature enter the graveyard, but a Graveyard evolution card could never find a Psychic Creature in a graveyard for a long time to be able to use it as evolution material.
- For cards that put Psychic Creatures into the battle zone, see Psychic.
- A few Wizards of the Coast members have referred to this zone as the "Uber-dimension Zone".