Allure of Darkness took a big hit in the Yugioh
world when Dark Magician of Chaos was banned, but
you still see it in many a Deck for a damn good
reason...it helps you further your strategy, AND it
gives you two cards, although only being a 2-for-2.
Allure of Darkness lets you Draw two cards from your
Deck. Then, you have to remove one Dark monster from
your Hand. However, if you don't have any Dark
monsters in your Hand to remove, you then have to
send all cards in your Hand to the Graveyard.
I would like to point out that this card, (if you
have the Dark monster to remove from your Hand after
Drawing) is a break-even card...or a 2 for 2 for
you, as you give up the Magic card, and the
monster...
First, as I continue to mention, this works well
with Dark Armed Dragon, before or after summoning.
Before, it can send monsters to the Graveyard, if
you haven't summoned him, or after by giving you
another removed card for a potential swarm or ass
kicking game winning move later.
It is fairly splashable as into fitting into other
Dark Decks, but it does specifically require a Dark
removal, so there you go.
Ratings:
Traditional: 3.5/5
Advanced: 5/5
Art: 5/5
General Zorpa
Allure of Darkness
Making it into the top 3 is Allure of Darkness. This
simple little spell allows you to draw 2 cards, then
remove from play a DARK monster in your hand. But if
you cannot remove the monster, then you discard your
whole hand. All in all a broken card.
Allure allows you access to Draw power when you
shouldn't. DARK monsters are very easy to come by
and can be found in all but a few decks. Many of
them don't even mind being removed for Allure's
effect, so it doesn't really even become a drawback.
For a while this card was limited to 2, they should
have left it there. This gives Tele-DAD the
ridiculous amount of draw power that the deck needs
to stay afloat. Without it, the deck is about as
half as successful as it is without both Destiny
Draw and Allure to mitigate their otherwise horrible
hands.
There are far too many decks that can use Allure of
Darkness, as all you need is about 5 DARK monsters
in order to play a pair reliably and about 7 to play
a playset almost without fail. Tele-DAD, Zombies,
DAD-Return and whatever deck using DARK monsters in
multiples that you can think of can benefit from
Allure fo Darkness, so basically having a playset is
a really good idea.
Traditional-4/5
Advanced-5/5
Jeff Lang
3: Allure of Darkness
Today’s card is Allure of Darkness. The most
playable cards out there in my opinion is Dark
types. Releasing this gives so many different decks
the ability to help sift through their deck, and has
potential to pull off some cool combos like Necro
Face and D.D Scout Plane. Pretty much all of the
playable decks out there use this, and if you have
quite a few darks in your deck, there is no reason
whatsoever not to use this. This card takes you one
step closer to winning the duel.
Anteaus
#3
Allure of Darkness
Allure of Darkness is the reason we have the speed
that we have in the metagame today. Sure, it may
have started with DDT, but Allure in a well-crafted
Tele-DAD deck is one of the best uses of a card I’ve
ever seen. Its ability is simple, and its effect is
brilliant, given the fact that Dark monsters are
dominating the metagame. This card is easily one of
the best of 2008.
There's not much to say about this card. It, along
with Destiny Draw, Solar Recharge, and others
represent a new, disturbing laziness in game design.
After numerous failures to create balanced themes,
such as Geminis, Spell Counters, and others the
designers seem to think theme support should now
simply be "discard this, draw 2" or "draw 2, discard
this."
I find it funny how Dark attributes are the best
types of monsters, but then get one of the best draw
engines in the game through Allure. Meanwhile, Fire,
Wind, and Water types don't get access to very many
solid monsters while losing out on draw power too!
3 Destiny Draw, 3 Allure of Darkness gives Teledad
the draw engine to make every other theme inferior
on a mathematic basis. Add Dark Armed Dragon and
Crush Card Virus and it makes you wonder if these
problems will be addressed.
Traditional- 4.5/5
Advanced- 5/5
Mr. Random
Alure of Darkness
Here is one of the best TCG exclusive cards. Just as
long as you have a Dark monster in your hand, this
card will certainly help in thinning the deck and
drawing into what cards you would need. Most of the
time if there is a dead Caius, Dark Armed Dragon or
sometimes Gorz in the hand, Allure of Darkness will
get rid of them and help you find an answer to the
current situation.
If you do not have any Dark Monsters in your hand,
most likely every Spell or Trap card will be set so
just in case if you miss with Allure, you still
would have those set cards to protect you. It was
restricted to two last year, even though they banned
Dimension Fusion and put Return from the Different
Dimension at 1. This card should be played in every
deck that uses at least 10 Dark Monsters.