card was released in 2002 in the very first set,
Legend of Blue-Eyes White Dragon.It has been reprinted many times, and is now
reprinted as an Ultra Rare promo that comes with the
Starter Deck's Power-Up Packs.
Some people may be surprised by my comparatively
critical review, but while Dark Hole has been
considered a staple card all throughout 2002 thru
2012, in recent times, it has been seen as more of
an option for those who don't have any better
removal to run.
It still does your basic things that it always has
punishes swarms (though players today are much more
intelligent about overextending).It can trigger some of your effects or fuel
your graveyard.It clears the field of monsters for a direct
Its quick easy to use accessible removal for tough
But as archetypes have risen, decks have found their
own methods of monster removal which are searchable
and fuel for their other cards.For example, Artifacts have Artifact
Moralltach.And there's a whole Extra Deck full of
options to handle monsters like Evilswarm Exciton
Knight.Players tend to prefer to use a Spell that
could advance their archetype forward rather than
one that simply controls the field.
As a Spell, it is slow, compared to a trap like
Torrential Tribute.This sounds weird because historically,
Spells have been considered as faster.We used to have monsters like D.D. Warrior
Lady which had constant effects.Being able to kill it on your turn was great.Now, with XYZ's, on-summon Effect Monsters
like Ninja Grandmaster Hanzo and Elemental
Hero Prisma, by the time its your turn, the
monsters are floaters who have already reaped their
This may sound like a shocker to a lot of you, but Konami could
put this card unrestricted at 3, and still, most
competitive players would use 0-1 copies.
Power – 4/5 ; When it is used at the right moment, it can turn the
tides of the duel and basically "nuke the field".
Versatility – 4/5 ; In
numerous situations you will want to keep your
monsters alive.A number of decks avoid this card for that
That said, I don't think anyone has ever been upset
when they drew a Dark Hole.
4/5 ; No cost of activation.No real risks against it (in terms of how the
opponent would react to it), aside from losing your
own monsters of course.
Card Advantage –
3/5 ; You have the potential to clear out several of
the opponent's cards; even if they might be
Speed – 3/5 ; You activate this after your opponent has already
activated their effects and attacked you.This is kinda slow.But at least the effect activates
Traditional – 2/5 ; In a
format full of removal options, like the superior
Raigeki, this card lacks a place
Advanced – 3.5/5 – For whatever its faults
are, I can't deny that its one of the best Spell
Card removal options in Advanced.Despite the fact that you're best off
removing threats with Trap Cards.
Mechanic Design – 4/5 ; An overall very fair
mass-removal card which is easy to use but not
without reasonable faults.
– 2/5 ; Worked well for 2002 standards but is boring
and dull now.
Respectable card, even in disagreement.
Once this mass removal card was really good,
however, mass monster destruction really doesn’t
have the impact on the game as it once did
especially considering that the vast majority of
decks are able to special summon several monsters
during their turn.
Dark Hole is still theoretically a good card, it
doesn’t target, it can gain up to a +4 and it has no
downsides to you playing it… The only real downside
it that it is a normal spell card rather than a
quickplay spell card.
This once feared card however really isn’t seeing so
much play, some decks don’t even side deck it, and
for the most part the only time it becomes relevant
is if you are using an OTK deck, and having opposing
monsters can disrupt that from occurring.
Traditional: 1.5. If you’ve survived (somehow) your
opponent’s FTK, being able to clear your opponents
field so that you can get set up can help, however
it really is only sub par here.
Advanced: 3. Basically average only, not only
because it is seeing play in less and less decks,
but because it really doesn’t benefit you as a
player so much, especially since so many monsters
now have built in destruction effects.
Wrapping up our look at the new Super Starter:
Space-Time Showdown deck; we look at Dark Hole. Dark
Hole is one of the two guaranteed cards from the
Super Starter Power-Up Pack which comes with the
Super Starter: Space-Time Showdown deck.
Dark Hole has been around since the game started and
was available in both original Yugi and Kaiba
starter decks, so everyone had a copy. It has
constant bounced on and off the ban list as well and
now everyone gets a shiny Ultra Rare version to use.
The question is though is Dark Hole still any good?
Dark Hole’s effect is simple; it destroys all
monsters on the field; simple and very powerful.
Being able to clear the field is always a huge
advantage especially if the damage to you is minimum
or in some case beneficial. Of course Dark Hole
while still one of the most powerful cards in the
game has to deal with the ever evolving nature of
Today there are plenty of cards with destruction
negation effects like Stardust Dragon or cards that
cannot be destroyed by card effects like Red Nova
Dragon or cards that can prevent other cards from
being destroyed by card effects like Aegis of the
Ocean Dragon Lord. Also throw in the usual card
negation cards like Dark Bribe and Dark Hole as lots
some of its punch, but it is still powerful none the
Overall a powerful card but it now has a lot more
cards that can stop it or ruin its effectiveness,
but still a card to consider using.
Hello Pojo Fans,
If you play Yu-Gi-Oh, play Dark Hole. It's a
staple, automatic, hope that's clear. Even if you
were running a strictly monster dominant deck you
would want this as an ace in the hole. Clear the
field of any and all monsters. Sure, certain cards
have protection effects that will help against this
card, but nine times out of ten this card will be
able to clear the field. Play it when your field is
barren, play it when your opponent has more monsters
than you, play it before you start your plays in
your Main Phase 1. Raigeki is banned so play this
A card as simple as Dark Hole doesn't warrant much
speaking. It destroys all monsters. The only real
"theory" behind this comes from where on the list it
should be. At 1, it helps facilitated OTKs. At 2, it
super helps facilitate OTKs. At 3, everyone is still
going to run 2. The card seems to punish those that
overextend, at it does to an extent, but it is
mostly used for clearing away a field so you can
make a push for game. That's all Dark Hole is, these
days. It's not even particularly fantastic with all
the cards that resist destruction these days and
with everything being a floater (giving you cards
when destroyed) it means Dark Hole isn't the
game-ender it was in a forgotten age.
Traditional: 4.5/5. In theory, OTK'ing happens FAR
easier here, making Dark Hole actually end games.
Soooooo. Unless you've been living under a rock
for the last.......13 years? Dark Hole, one of the
first staples of YGO. Play it, destroy stuff, turn
games around, #winning. Really what more needs to be
said? Now, lets look at the
negatives(negatives?!?!?!), yes negatives. Hand
Play: Obviously destroying an ice hand if you have
spell/traps can keep your opponent from completely
losing. Unaffecteds: Felgrand and Dracossack still
see hefty play and while Hole will get rid of
Dracossack's tokens it won't kill the big machine
itself and Felgrand simply needs to detatch and the
Hole is a waste, also you have stuff like Bujin Hare
protecting that ever important Yamato.
Traditional - 4/5
Advanced - 4/5 the rise of stuff that either are
unaffected by dark hole or float through dark hole
are enough to put a damper on a perfect score, but
this in no way means you shouldn't have one handy.
Getting rid of stuff to help push through a play is
never a bad thing!
Dark Hole is a card as old as Yu-Gi-Oh! itself,
having been released in the very first booster pack,
Legend of Blue-Eyes. The card has always had a major
presence in the game whenever it was legal (and yes,
it has been Forbidden in the past).
Its effect to destroy all monsters on the field is
simple yet very powerful. Being a Spell makes it
particularly difficult to stop, since Spell negation
is few and far between these days. It serves as an
answer to large established boards, making it a
great lategame topdeck. Additionally, Dark Hole
serves as an answer to monsters that some Decks have
trouble running over, such as Abyss Dweller for
Mermails, and monsters that are immune to targeting,
such as Leo, the Keeper of the Sacred Tree. It can
also neutralize the threat of a Fire Hand, as it’ll
take out any potential targets for it as well (be
careful when trying this on Ice Hand though; it
won’t always work).
As strong as it is, however, in the past year Dark
Hole has interestingly seen a decrease in
popularity. Since the summer of 2013, the game has
had a growing trend of Decks that either can protect
their monsters from destruction or easily replace
the advantage lost from a resolved Dark Hole. Decks
like Spellbook, Evilswarm, and Bujin can easily
protect their on-field monsters, while others such
as Dragon Ruler, Geargia, and Fire Fist can easily
recover from a field wipe, whether it’s through the
Rulers themselves, Gear Gigant, or Tenki. Despite
this, there are still several relevant Decks that
are hurt by Dark Hole. Decks like Mermail, Sylvan,
and Infernity can build up an extremely powerful
board, but don’t always have the means to protect it
or replace it like the previously mentioned Decks;
an untimely Dark Hole can be quite devastating to
them. As such, Dark Hole has remained at the very
least a good Side Deck option, and as these Decks
rise in popularity, so does the usage of Dark Hole.
The upcoming format doesn’t look particularly kind
to the once-staple, though. Duelist Alliance is
bringing a plethora of powerful archetypes to the
game that can all get around Dark Hole. Shaddoll and
Burning Abyss both comprise of monsters that
activate effects when sent to the Graveyard, and the
former even has a monster that is immune to opposing
destruction. The Stellarknights gain advantage off
of any type of Summon, and even have a Counter Trap
that can negate Dark Hole. The Yang Zings replace
themselves when they’re destroyed. Even further in
the future, as Pendulum Monsters continue to rise in
power, Dark Hole’s usefulness is going to drop even
more; any Pendulum Monsters destroyed can simply be
Pendulum Summoned back to the field in the following
Dark Hole’s near future looks bleak, but it is still
a timeless card that will always have a presence in
the game as long as it’s around.
Concluding Space-Time Showdown week with a
reprint, we have quite the old one : Dark Hole.
Unless you have been living under a rock since
Legend of Blue-Eyes White Dragon, you should know
what it does, but in case you don't:
"Destroy all monsters on the field."
Quite a simple effect, right? Let's look at why
someone might put this card into their deck. First
of all, just the thought of your opponent having
Dark Hole in hand could prevent you from committing
too many monsters to your field. It allows for easy
mind games in that aspect. Secondly, it can prevent
monster effects that need to be on the field to be
used. Namely, cards like Geargiarmor that require to
be flipped in order to accumulate card advantage, or
cards like Mermail Abyssgaios, that are vulnerable
to such means of removal.
Now, as for why people played it last format, one
deck comes to mind: Geargia. Geargia decks were far
and away one of the best decks of the format. This
isn't saying it isn't good against other decks, but
against Geargia it really went the extra mile, and
hitting a Geargiarmor can sometimes spell game for
the opponent. On the other hand, against decks such
as Hand Artifact Traptrix, it could be hit or miss.
Dark Holing a Fire Hand, for example, is one of the
situations where Dark Hole shines, but they
generally don't commit much to field, so Dark Hole
is lackluster in that aspect. Against Mythic Rulers,
if they make a big field, they usually back it up
with some sort of protection, such as Stardust
Dragon, Divine Dragon Knight Felgrand, or Azure-Eyes
Silver Dragon, and Dark Holing a mere Dragon Ruler
won't get you far.
As for its future, it is honestly looking pretty
bleak. Against the upcoming Shaddolls, it is
pathetic. Shaddoll Midrash, their quasi-boss
monster, it is completely useless. And all their
other monsters get their effects even when they are
sent to the graveyard through a card effect, so Dark
Hole only gives them more cards. Against Yang Zings,
they all get their effects off of Dark Hole, and
even then, they have monsters that provide immunity
to Spells when they make a Synchro Monster. Against
Stellarknights, it is only really good when they
make something other than Delteros, and even then,
they all float, and they most likely lost no card
advantage from you using Dark Hole. Against
Qliphoths, all of their monsters go back to the
Extra deck when sent from the field, so it
effectively accomplishes nothing.
Dark Hole, you had your time in the limelight,
but for now, you will have to take a break.
Traditional - 2/5
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