From: ~*Forever Silenced*~
[mailto:protoss226@hotmail.com]
Sent: Monday, March 13, 2006 7:18 AM
Subject: Dark World/discard Traditional Deck - by
Forever_Silenced
Monsters:
3x Goldd, Wu-lord of Dark World
3x sillva, Warlord of Dark World
1x Airknight parshath
1x Mefist the Infernal General
2x Bazoo the Soul-Eater
2x Beiige, Vanguard of Dark World
1x Tribe-Infecting Virus
2x Broww, Huntsman of Dark World
1x Spirit Reaper
2x Magical Merchant
1x Witch of the Black Forest
1x Morphing Jar
20 in total
Magic:
1x Delinquent Duo
1x Forceful Sentry
1x Mirage of Nightmare
1x Lightening Vortex
2x Dark World Lightening
2x Tribute to the Doomed
1x Card destruction
1x Giant Trunade
1x Card of Safe Return
1x Pot of Greed
1x Confiscation
1x Change of Heart
1x Monster Reborn
1x Graceful Charity
1x Dark Hole
Traps:
2x Drop off
1x Rope of Life
1x Magic Jammer
1x Graverobber
2x Forces of Darkness
24 magic/trap in total
Side Deck:
3x Question
2x Soul Release
1x Magic Drain
1x Mystical Space Typhoon
1x Dark World Lightening
2x Graverobber
1x Monster Reincarnation
3x Despair from the Dark
1x Cheerful Coffin
This is my first time posting a deck and I just
started because I think this deck might be fun to
use and so therefore I am sharing it with everyone.
First off, this is almost like your average “dark
world” deck that has been floating around the net a
lot except it has one tiny bit of twist to it. I’ve
made this deck so that there is a little less
dependence on Dark World monsters. Many of you are
probably wondering why there are so many “random
cards” in this deck but I will explain it all. I
will start off with the monsters: Bazoo the
soul-eater is in this deck because it is one of the
best low lvl no tribute monster around. At the cost
of 3 removal of your own graveyard, it becomes a
2500 atk beast until your next turn. This card is
mainly in there for intimidation and pure damage.
Airknight is in there because of hand advantage. The
more you can draw the better. Mefist is in there as
well to disrupt your opponent’s hand and do a little
damage along the way. I’ve hit people with Airknight
and Mefist which pisses them off due to their
“trample” abilities. This takes care of that little
problem that most of you are probably familiar with,
The Spirit Reaper. I’ve seen more and more people
use that card and abuse it. Next is the
Tribe-Infecting Virus. I’ve seen some strategies on
Dark world monsters and yet most of them do not have
this card in the deck. Why not? It is the perfect
field control card that fits in with Dark World. You
can discard as many cards in your hand to kill as
many types as you want during your turn. Talk about
Swarming. Imagine have 2 Goldd in your hand while
your opponent has like 3-4 monsters on the field and
you draw Tribe-Infecting Virus as your next
card…Enough said. Next is the spirit reaper. Once
again, it’s for hand disruption and the “occasional”
final defense line. The reason I did not include
many copies of this card is because I’ve seen mass
abuse of this card and I do not want to be a
hypocrite. The next is the obvious Magical
Merchant…He is basically your way of getting your
precious magic/traps while forces of darkness may
bring back some dark world from your graveyard. The
witch is for obvious reason…just take a look at the
Dark world monster’s defenses…1400!! Doesn’t that
just scream: “search me!” And finally the Morphing
Jar is used for game ending along with Card
destruction.
Now onto the Magics: first off we have the discard
trio, Delinquent Duo, Confiscation and Forceful
Sentry. This is in here for MAJORLY OBVIOUS HAND
DISRUPTION. Imagining getting these 3 cards during
your first turn…there goes your opponent’s whole
hand. Maybe that’s why these cards are all banned in
tourney. Then we have Mirage of Nightmare, a vital
card in this deck. If it wasn’t for the restriction,
I would put 2 of these babies in this deck. Firstly
it is good for refilling your hand but the second
effect is just perfect for this deck. This card
makes your opponent discard your hand as many as you
have drawn during his last turn. This is perfect
swarming opportunity. Lightening vortex…Do I even
have to mention this one? Dark world lightening and
tribute to the doomed is your pathway to a cleared
and open field directly connect to your opponent’s
life points. So Swarm swarm swarm! The trunade is in
here because I’ve had problems decking my self out
with mirage and this is the perfect way to briefly
stop the whole decking yourself out thing. The card
of safe return is just one of the combos with the
dark world monsters which is the chance to swarm AND
replenish your hand. Pot of greed, monster reborn,
change of hearts, dark hole are all just good cards
to put in any deck. And Graceful has the potential
swarm ability with dark world AND hand replenish.
Finally we have the traps section.
The trap section isn’t very big because most of the
card effect you want to use during YOUR turn
otherwise your opponent might have the opportunity
to clear YOUR field and OWN you with his monsters.
The traps are mostly just to help all the other
cards out. Rope of life could be used as a potential
game ender. Here is a combo that I found out with
Graverobber which later leads to my side deck list.
The Effect of graverobber states: Select 1 spell
card from your opponent’s graveyard. You can use it
as your hand until the end of the turn. If you use
it, you take 2000 points of damage. This is one
thing that many probably overlooked about this card.
Although the card you rob is in your hand, the “card
effect” still counts as your “opponent’s.” So this
card opens up a brand new door for all the dark
world monsters out there. They no longer have to
wait for the opponent to use discard effect to
activate their second amazing effects. For those of
you who still do not follow me, Let me give you an
example. Your opponent has 2 cards in his hand, 1
black luster soldier – envoy of the beginning on the
field and 1 set trap. You are about to die next turn
if you don’t do a thing because you only have 3000
life left. The only thing you have on the field is a
graverobber. Your opponent has 4000 life left still.
You smile smugly while you activate graverobber and
steal your opponent’s graceful charity. You happen
to draw 1 sillva and 1 Goldd and 1 other card. You
discard the Dark world monsters and they devastate
your opponent due to the fact that now he has no
field and hand due to their effects. Get my drift?
Graverobber can easily turn the tide and help you
pull through with a victory. You can use graverobber
also to get other cards back, not just necessarily
graceful charity. You can get back lightening
vortex, their tribute, their card destruction, etc
etc. There are endless possibilities.
My side deck: I put Question in there because you
can screw up your opponent with Bazoo by removing 1
monster from the bottom and 2 other cards and my way
of thinking is the more monster the better. And the
soul releases for the potential dangerous chaos
lurking out there. 3 despair from the dark:
Interesting thing about despair from the dark is
that it can be paired up with graverobber. Imagine
you graverob your opponent’s painful choice
(providing you are playing against traditional
format). Zombie deck players can try putting this in
their deck to wreck some havoc with DESPAIR!
This is my Article. Hopefully I have enlightened you
for at least 10 min.
Feel free to contact me at protoss226@hotmail.com
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.....no thought.....no trouble....
better to die in agony for a split second
than to live for eternity with this pain
Everyone's Life is the same tragedy told differently
Forever Silenced
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