Duel Masters Wiki
Register
Advertisement
Duel Masters Wiki
Hyperspatial Zone
ちょうげんゾーン (Chōjigen Zōn)
Dmwiki.net: Article

The Hyperspatial Zone is a zone in the Duel Masters trading card game.

Details[]

It was introduced in DM-36 Psychic Shock in the Psychic Shock block.

It is a Public Zone that 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.

The Hyperspatial Zone

Originally, only Psychic Creatures could be placed in this zone, 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.

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 with another effect that specifies it. 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.

While including cards in the Hyperspatial Zone is optional, it is strongly recommended to put 8 cards in it during a formal setting, as it helps to make your deck difficult to predict.

This zone may not be used in the Original format.

Rulings[]

From the Duel Masters - General Game Rules: Version 1.38 (September 14, 2023)

  • 407. Hyperspatial Zone
    • 407.1. Cards that have a Psychic or Dragheart supertype are put into the hyperspatial zone. At the start of the game, you must either have 0 or 8 cards in this zone.
    • 407.2. A player can examine the cards in any hyperspatial zone at any time.
    • 407.3. Players can rearrange cards in their hyperspatial zone at any time.

From the Duel Masters - General Game Rules: Version 1.38 (September 14, 2023)

  • 407. 超次元ゾーン
    • 407.1. 超次元ゾーンにはサイキックとドラグハートの特殊タイプを持つカードが置かれます。ゲーム開始時の超次元ゾーンの枚数は最大8枚です。0枚でもかまいません。
    • 407.2. プレイヤーは超次元ゾーンのカードをいつでも見ることができます。
    • 407.3. プレイヤーは自分の超次元ゾーンのカードをいつでも好きなように並べ替えることができます。

Related Categories[]

  • For cards that put Psychic Creatures into the battle zone, see Psychic.

Trivia[]

  • A few Wizards of the Coast members have referred to this zone as the "Uber-dimension Zone".
  • In a 2017 finalist Tournament, this zone was referred to as the "Super Dimension Zone" on a participation prize playmat.
Advertisement