You can only activate this card by paying 1000 Life
Points when your opponent activates a Normal Spell
Card. The effect of the Normal Spell Card that your
opponent activated at that time becomes "Your
opponent discards 1 random card from their hand".
Type - Trap
Card Number - EEN-EN052
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 01.05.06
Wow, a GOOD card! Well, for the Dark World deck
anyway. I'm suprised we didn't review this earlier.
In a regular deck, it's a worse Magic Jammer (as you
don't choose the discard and you lose 1,000 life as
well.) In a Dark World deck, it's a way to possibly
get off one of your monster's double effects.
As Dark Deal makes the OPPONENT'S card the one doing
the discarding, if you discard a Dark Worlder for
his effect you'll get that bonus effect (Goldd's
field destruction, Sillva's hand destruction,
Broww's second draw.
Honestly, if you're playing a control variant of
Dark World, you're playing 2 or 3 of this. If you're
playing anything else, don't bother.
Today we look at Dark Deal, an interesting Trap Card
from Elemental Energy. In short, you pay 1000
lifepoints to turn your opponents Lightning Vortex,
Nobleman of Crossout, Brain Control, or any other
normal Magic card into the opponent discarding 1
card from your hand.
Honestly, I don't believe this card is bad, but it's
one of those timing cards. Then, you have to ask, is
your 1000 lifepoints worth one of your opponent's
Control seems to be dominating right now, so this
could be some standard tech, or even a side-deck
card if you have room for it, try it and see.
I'm going to give this card a 2.95/5 all around
until my jury comes back on this card.
You stay classy, Planet Earth :)
Dark Deal, I remember when the Spoiler for EEN came
out, I liked the basic concept behind the Dark World
monsters and this card also caught my eye. Now as I
thought it over I of course realized that the Dark
World monsters were unstable and too combo oriented
to actually be high level.
Now this card is a really nice spell negator, if
used in Dark World decks, outside of them it isn’t
worth running at all as the random discard and LP
cost is way too much. Cursed Seal of the Forbidden
Spell is better. Inside a Dark World deck it can be
used to set up gaining the second effects of Goldd,
Silva and Broww. In those situations this card can
lead to setting up card advantage.
The problem is that is makes the Dark World deck
even more combo related, once again giving it
instability and another dead top deck. Really it
should only be run as a tech in Dark World, not as a
reliance, and as nothing else.
Dark World Decks:
Dark Deal is a very tricky trap to play with. I see
no reason to put it in a regular deck were you could
use Magic Jammer instead. But Dark Deal's purpose is
really for the Dark Realm. Leaving only Dark Realm
monsters in your hand is a skillful but risky tactic
that will work with no guessing. Paying 1000 is the
extra nail in the back for this card such as
Be careful with this card because mostly it leads to
a 2 for 1, not in your favor. Particularly I would
take Magic Jammer over this with a lovely three
Thunder Dragons. But because Magic Jammer is a cost
the Dark Realm monsters won't activate.
Dark World Lightning is faster and better with the
Dark Realm, because you don't randomly take a card.
If some reason Dark World Lightning doesn't go
through you don't have to discard. Dark Deal was
made for Dark Realm only, in my opinion.
Dark Realm: 4.5/5
One of the many (by many I mean 4ish)
support cards for the Dark World deck theme. Now,
when I first read this card I just about fell out of
my seat, then when I played it in a Dark World deck
I just about threw it out a window. Don't get me
wrong it could be good...I guess. The thing is, Dark
World isn't about cool combos and limiting your
opponents options. Its about killing them with big
monsters, fast. This card has its advantages to
casual Dark World decks (if there is such a thing)
but in terms of the regional/SJC Dark World deck
you're better off sticking with speed cards like
Adv. Dark World 2/5
Trad. Dark World 1/5(duh much better cards) Non Dark
World...0/5 think about it, then you'll know why
it's such a bad idea.
So there it is...enjoy or complain.
Dark Deal :
Hey guys, guess im back on the reviewing squad
again. Today’s card is a funky little number from
Elemental Energy, Dark Deal.
Ok, out of a Dark World deck, this this is pretty
silly, in a Dark World Deck however, it can be
Changing any normal spell into a discard from your
hand can be pretty devastating for a mere 1000 lp,
especially if it’s a Dark Hole or the like that was
about to win them the game. This versatility make
Dark Deal a redeemable option, even when you are not
holding a Dark World monster.
With a Dark World monster though, this is simply
beautiful . Since it’s an opposing card effect, the
Dark World monsters can take full advantage of their
effects. That way, you negate an effect, and summon
a kick - @$$ monster on them. Talk about a kick in
Traditional : 2.5 / 5 - Not that good here, as
you’re much better off allowing them to Delinquent
Advanced Dark World: 4/ 5 The best way to summon
them this format
Advanced : 2.5/5 Personally, I feel that negating a
Dark Hole may be worth it.
Art : Very nice, 4/5
It's fairly obvious that 'they' want this card to
help Dark World Monsters. And it might. The effect
isn't really that bad. It looks like Magic Jammer,
but with a Life Point cost.
Going for it, if you discard Sillva or Goldd, you
get both effects as your opponent's effect discarded
it, so you may be able to reap the benefits. You can
also counter those pesky Smashes and Crossouts.
However, this card has two drawbacks:
1. You discard a random card. Get rid of the word
random and life would be lovely. Random means, if
you want to use this to its greatest effect, you
need a hand containing only Dark World monsters.
Personally, I've never liked monochromatic (one
Yes, you could just set the S/Ts, but how many might
you have in your hand?
2. It only affects Normal Spells. I suppose this
makes sure we don't get any funny rullings out of
it, but still. You can't stop Premature, Snatch,
MST, Rituals, Fields, Messenger of Peace, etc. This
isn't that bad, though.
I might add one of these to a Dark World Deck. If
they had made it a Counter Trap so I could use this
as a "die chain, die" card, I might consider two.
Personally, I think Dark World should be more
concerned about dropping five monsters onto the
field as before you can say "Mirror Force is back."
Outside of Dark World, discarding cards from your
hand is generally a death wish.
Dark World Deck - 3/5
Rest of Universe - 1/5
Okay, so what’s my excuse this time? I said I
was catching up, right? Well, it turns out that
mice (and their nests) aren’t very conducive to
phone lines. So I haven’t had internet access
lately. So these are late, but here they are.
As a Normal Trap, the card needs a fantastic
effect. While you do have the usefulness of
being Spell Speed 2, it has to survive through
the End Phase before you can activate it.
Additionally, we all remember such “friends” as
Jinzo and Royal Decree, which
negate Traps and Mobius the Frost Monarch,
whom nukes up to two Spell/Traps upon being
successfully Tribute Summoned.
This card changes the effect of an
opponent’s Normal Spell to “"Your opponent
discards 1 random card from their hand" at the
cost of 1000 LP. Note that the wording is from
the perspective of the person who played the
Spell. Here is an example to clarify:
George has a set Dark Deal and
Torrential Tribute. His opponent, Bob, uses
Heavy Storm. Bob has no Spell/Traps in
play, and George really wants to keep his
Torrential Tribute safe so he activates
Dark Deal, and pays 1000 LP. Now George
has to discard one card randomly from his hand.
So you’re basically turning any Normal Spell
into a combination burn (superior burn since
you’re paying 1000 and thus can’t block it with
Des Wombat) and hand disruption card.
Also, remember it’s useless against non-Normal
Spells. That’s a lot of commonly played Spells:
Premature Burial and Snatch Steal
are Equips, Mystical Space Typhoon and
Book of Moon are Quick-Play, etc. Still,
Normal Spells are the most common: Card
Destruction, Confiscation, Dark
Hole, Heavy Storm, Metamorphosis,
Nobleman of Crossout and Swords of
Revealing Light are all Restricted Normal
Spells. They aren’t all “staples”, but many are
and most are important for many popular, strong
decks. Compared with the number of non-Normal
Spell cards on the ban-list, they just barely
outnumber them nine to eight (obviously I didn’t
list them all). There are other, unrestricted
Normal Spells common to most decks, like
Smashing Ground. So yes, you should have
many opportunities to use Dark Deal if it
survives long enough… and if no other effect
“interrupts” (that is automatically activates in
chain) to the Spell, and if you have at least
one card in hand when you activate Dark Deal.
Combinations :Dark World decks are literally made for
this. As you can see, that wording now makes
sense: even though it’s really you determining
what happened, for the purpose of Dark World
Monsters it counts as your opponent “making” you
discard via the effect of their card.
So we have another card that triggers Dark
World Monsters by doing a poorer job than a
pre-existing card with a discard cost (which
wouldn’t trigger said Monsters).
1.25/5-Even though there are more Normal Spells
to mess up, there are just so many discard
opportunities thanks to your opponent you
shouldn’t need this. Besides, there are so many
cards you’d “need” to negate, it might
backfire. After all, what’s the use of getting
the effect of a Dark World Monster that
Summons itself to the field by “altering” that
Harpies Feather Duster… only to have it
nailed by a Raigeki and your opponent go
for a Yata-Lock.
2/5-If it isn’t Dark World (or you’re
creatively using Electric Snake, Minar,
etc.) you might as well use Magic Jammer.
I suppose Zombie decks can make use of it as
well, thanks to Regenerating Mummy,
Fear from the Dark, and Despair from the
Dark (backed up by normal Zombie effects).
Still, we have a pretty low rating. There are
so many other options for Dark World
decks, little reason to use some of those old
weird cards like Minar, and several great
Zombies to use instead of the ones I listed.
1.5/5-Not even that great here. Most Normal
Spells in this set are useless or next to
useless unless you have a lot of specific cards,
and there aren’t that many of them to begin
An interesting concept that really is hurt by
the LP cost, randomness of the discard, and that
it only affects Normal Spells. If any were
taken away, Dark Deal wouldn’t be so bad.
As is, it is a “maybe if I have room” card for
three very specific deck types, only one of
which sees significant play.
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