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 Trading Card Game Tips from fans

 

Deck Analysis 1.

Looking at the Dark World Deck.

 

By ~ShineSoldier~

 

Hey, everyone.

In this series of articles, called ‘Deck Analysis’, I’m going to take a deeper look at certain deck types. In this first article, I’ll be looking at the Dark World Deck.
 

Dark World was introduced in Elemental Energy. The main focus of a Dark World Deck should be discarding cards out of your hand through an effect. Remember: When discarding to pay a cost, the effects of Dark World Monster will NOT be activated. First, let’s take a look at the Dark World Monsters:

 

 

Zure, Knight of Dark World

Dark / Fiend

Normal

4*

 

“The name of this illustrous is known by all residents of Dark World. He never oppresses the commoners.”

 

ATK 1800 / DEF 1500

 

 

Broww, Huntsman of Dark World

Dark / Fiend

Effect

3*

 

“If this card is discarded from your hand by a card effect, draw one card from your deck. When this card is dicarded from your hand by your opponent’s card effect, draw one more card.”

 

ATK 1400 / DEF 800

 

 

Brron, Mad King of Dark World

Dark / Fiend

Effect

4*

 

“When this card inflicts damage to your opponent’s Life Points, you can discard one card from your hand to the Graveyard.”

 

ATK 1800 / DEF 400

 

 

Beiige, Vanguard of Dark World

Dark / Fiend

Effect

4*

 

“When this card is discarded from your hand to the Graveyard, Special Summon this card on your side of the field.”

 

ATK 1600 / DEF 1300

 

 

Scarr, Scout of Dark World

Dark / Fiend

Effect

2*

 

“When this card is sent from the field to the Graveyard as a result of battle, add one level 4 or lower  monster with ‘Dark World’ in it’s name from your deck to your hand.”

 

ATK 500 / DEF 500

 

 

Sillva, Warlord of Dark World

Dark / Fiend

Effect

5*

 

“When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card on your side of the field. When this card is discarded from your hand to the Graveyard by your opponent’s card effect, your opponent selects two cards from his/her hand and adds them to the bottom of his/her deck.”

 

ATK 2300 / DEF 1400

 

 

Golld, Wu-Lord of Dark World

Dark / Fiend

Effect

5*

 

“When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card on your side of the field. When this card is discarded from your hand to the Graveyard by your opponent’s card effect,you can select and  destroy up to two cards on your opponent’s side of the field.”

 

ATK 2300 / DEF 1400

 

 

Zure and Brron are the main powerhouses of Dark World. Zure is a normal monster with nice stats and Bronn has an equally nice attack and allows you to discard from your hand each time it inflicts damage. This effet was obviously made to trigger the effects of Dark World Monsters.

Broww and Beiige are two cards that get their effects when discarded from the hand. Broww lets you draw one more card and Beiige will be Special Summoned. Broww even lets you draw two cards when discarded by your opponent!
 

Next we come to Scarr, the weakest monster of all. He’s there to search out any of the above mentioned monsters when he’s destroyed in battle. And with 500 ATK and DEF, that shouldn’t be too hard for your opponent.


Now we’ve come to the final two, and the most strongest cards from the Dark World Deck: Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World. Their names alone make them sound dangerous!


Goldd will be Special Summoned when discarded out of your hand, but when your opponent is the cause of it, he destroys two cards on his field in exchange. Sillva will also do a nifty thing when discarded by your opponent: He will force your opponent to select two cards from his hand and put them on the bottom of his deck.

 

Those are all the Dark World Monsters, 7 to be precisely. Since they all involve the hand discarding, you should add some cards that allow you to dicard card from your hand. I’ll get back to this later in the article.

 

Now that we’ve looked at the monsters, let’s look at the Spell Cards that were made specifically to support this deck theme.

 

 

Dark World Lightning

Spell / Normal

 

“Destroy one face-down card on the field. After that, discard one card from your hand.”

 

 

Gateway to Dark World

Spell / Quick-Play

 

“You cannot Normal Summon, Flip Summon or Special Summon in the same turn you’ve activated this card. Special Summon one monster with ‘Dark World’ in it’s name from your Graveyard on your side of the field.”

 

 

That’s it.

Dark World Lightning allows you to destroy one face-down card and discard one card AFTERWARDS. This means that when you do not destroy the card, like when it is activated as a chain for example, you do not get to discard. And since the discard is not a cost, you WILL get the effect of the discarded Dark World Monster (if you discarded one).

Gateway to Dark World is a pretty simple card. Because it’s a Quick Play Spell, you can activate it in your opponent’s turn also, and I would strongly recommend doing that, because you can then still summon in your own turn.

Both are great cards in Dark World Decks.

 

Well, let’s see what the Traps can do now.

 

 

Dark Deal

Trap / Normal

 

“You can activate this card when your opponent activates a Normal Spell Card. Pay 1000 Life Points to change the effect of that card in: ‘Your opponent randomly discards one card from his or her hand to the Graveyard.”

 

 

The Forces of Darkness

Trap / Normal

 

“Select two monsters with ‘Dark World’ in their name from your Graveyard and add them to your hand.”

 

 

Okay.

Dark Deal is obviously made to trigger the second effects of Sillva, Golld and Broww more often. At first, it seems pretty good, but when you look closer, you’ll see that it only works when your opponent activates a NORMAL SPELL, which hinders it’s playability. This means that this card won’t work on Snatch Steal, Premature Burial, Scapegoat, Mystical Space Typhoon, etc. Still, it can negate Lightning Vortex, Dark Hole, Heavy Storm, Smashing Ground etc. This is a pretty nice addition for Dark World Decks, but running one would be enough.

The Forces of Darkness is a really interesting Trap Card. Allowing you to return two Dark World Monster from the Graveyard to your Hand really rocks, since you can use their effects again and again in this way. Just remember that you must add exactly TWO cards to your hand, so this card can’t be activated when there is only one Dark World Monster in your Grave.

 

Now what cards can help a Dark World deck, besides the ones that are made specifically for it?

Two cards come to mind really quickly:

 

 

The Cheerful Coffin

Spell / Normal

 

“Select up to three monsters in your hand and discard them to the Graveyard.”

 

 

This card is one of them. It could allow you to swarm the opponent massively by discarding Golld, Sillva or Beiige.

Another card that works perfectly in a Dark World Deck is Card Destruction.

 

 

Card Destruction

Spell / Normal

 

“Both players discard their entire hands to the Graveyard. They then draw cards from their deck equal to the amount of cards that were discarded by this effect.”

 

 

With this, you can get real advantage over your opponent, since the cards you discarded are either coming back or they allow you to draw one more card (Broww). That means you’ll get the effects of the monsters you’ve discarded, plus you’ll get the amount of discarded cards back through Card Destruction itself. This can lead to +3 or +4 advantages for you!!

 

Since the Dark World Monsters need to be discarded from your hand, you could get into a situation in which you have very less cards in your hand. To prevent this, use a Morphing Jar.

 

 

Morphing Jar

Earth / Rock

Effect

2*

 

“Both players discard their entire hands to the Graveyard. Then both of them draw cards until they have five cards in their hand.”

 

ATK 700 / DEF 600

 

 

Kinda like Card Destruction: It destroys all cards in the hand and gives both players 5 of them in return. In Dark World decks, you’ll suffer from bad hand control very often, so this card is very handy in this type of deck. If you could somehow swap it to your opponent, it works even better, because it will then trigger the second effects of your Dark World Monsters if they are discarded by this effect, leading to even greater advantages.

 

Another cards to prevent bad hand control is Card of Safe Return.

 

 

Card of Safe Return

Spell / Continous

 

“Every time a monster is Special Summoned from your Graveyard, you can draw one card from your deck.”

 

 

Since Beiige, Sillva and Goldd first go to the Graveyard and then get Special Summoned, they will trigger this effect. If you pack two or even three copies of ‘Gateway to Dark World’, you’ll get this card to work even more often.

 

That’s it for Hand Management.

Because of Dark World Monsters’ Special Summon ability, they will be on the field most of the time. And if they are, you want to protect them as long as possible. One card is perfect for this job.

 

 

My Body as a Shield

Spell / Quick-Play

 

“When your opponent activates a card that has the effect of destroying one or more monsters on the field, pay 1500 Life Points to negate the activation of the card and destroy it.”

 

 

It negates every single card that can destroy one of your monsters, so that they will be out much longer than they would normally.

 

The main problem with Dark World is that it won’t have many cards to destroy strong monsters on your opponent’s side of the field. Of course, Goldd can do this, but only when your opponent would be that stupid to discard a card from your hand. And by the time they’ve got a strong monster out, they will know that you’re running a Dark World Deck.

To add some solid monster removal, we will add two more cards multiple times. Even though they are in almost every deck at the moment, I would still like to mention them.

 

 

Smashing Ground

Spell / Normal

 

“Destroy the monster with the highest DEF on your opponent’s side of the field.”

 

 

Sakuretsu Armor

Trap / Normal

 

You can activate this card when your opponent attacks. Destroy the attacking monster.”

 

 

They both are solid 1-for-1’s and should work really well in this deck.

 

 

Now, let’s construct the Dark World Deck.

 

Monsters: 21x

Zure, Knight of Dark World

Zure, Knight of Dark World

Brron, Mad King of Dark World

Brron, Mad King of Dark World

Brron, Mad King of Dark World

Broww, Huntsman of Dark World

Broww, Huntsman of Dark World

Beiige, Vanguard of Dark World

Beiige, Vanguard of Dark World

Goldd, Wu-Lord of Dark World

Goldd, Wu-Lord of Dark World

Sillva, Warlord of Dark World

Scarr, Scout of Dark World

Dark Ruler Ha Des

Breaker the Magical Warrior

Tsukuyomi

Magical Merchant

Magical Merchant

Magical Merchant

Magician of Faith

Morphing Jar

 

Spells: 16x

Gateway to Dark World

Gateway to Dark World

Dark World Lightning

Dark World Lightning

Creature Swap

Card Destruction

Smashing Ground

Smashing Ground

Card of Safe Return

My Body as a Shield

My Body as a Shield

Mystical Space Typhoon

Book of Moon

Snatch Steal

Heavy Storm

Dark Hole

 

Traps: 6x

The Forces of Darkness

The Forces of Darkness
Sakuretsu Armor

Sakuretsu Armor

Torrential Tribute

Call of the Haunted

 

Total Cards: 43 cards.

 

 

Final explanations:

 

-                     Magical Merchant is for speed and the abuse of ‘The Forces of Darkness’. With such a high monster amount, you will most likely dump 1 till 2 monsters when flipping this. Combine that with The Forces of Darkness and you get massive advantage.

-                     Dark Ruler Ha Des supports all your Dark World Monsters, since they are all Fiends. He’ll turn your Dark World beaststicks into even stronger monsters.

-                     I added Tsukuyomi so that he can flip Morphing Jar and Magical Merchant face-down. This could lead to really devastating advantages.

-                     Book of Moon is there for the same reason as Tsuku.

-                     Creature Swap is for swapping Morphing Jar to your opponent and trigger the second effects of your DW monsters.

-                     I excluded Dust Tornado on purpose, since Dark World Lightning makes up for his absence.

-                     I also excluded Cheerful Coffin, since there wasn’t any room left for him.

-                     Finally, I didn’t include Dark Deal either. That’s because I think it is a card that’s too slow and besides, it only works on Normal Spells AND when you’ve got only Dark World monsters in your hand. Imagine your opponent activating Smashing Ground. You play this and lose a Smashing Ground yourself...

 

A Final Note: You could include Brain Control so that you can sacrifice your opponent’s monsters to summon Dark Ruler Ha Des or a Dark World Monster.

 

That’s it.

I hope it was useful and if you’ve got any comments on this article,

Just mail me at slam25@hetnet.nl

 

‘Til next time.

~ShineSoldier~

 

 

 

 

 

 

 

 


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