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GeneralZorpa on Yugioh
Descent From Dark World
July 9, 2009

Born From Lightning!
 
After looking at PJs results from the European Championships as well as my own experience in Locals and a Regional in Northern California, I feel that I have a pretty good idea of the metagame for the world at the moment. Decks are based upon massive monsters and massive amounts of monsters that can control the field very well with their effects. Spell cards are used to sift through the deck and to eliminate opposing problem cards. Trap Cards stop your opponent's OTK, which is a reason for many copies of Threatening Roar to see play in main decks, even in Lightsworn.
 
Now, the fastest deck is easily Blackwings, able to explode with a single monster and a Black Whirlwind. The second fastest is probably Lightsworn, with more power to back up their speed than the spindly little birds. Cat Synchro takes the next spot as far as speed goes, with a few more cards to add to the control aspect of it. Gladiators come in fourth, the slowest of the decks, but the best at getting and maintaining field presence as well as card advantage. Skill Drain DARK can be put in as a fifth deck, but it is not controlling enough to be able to withstand massive swings, as evidenced by PJs report.
 
Well, when I was sifting through my spare cards ( I have a lot of them) I came across a common Sillva from the Gold series. You wouldn't be activating his effect very much, but it was properly devastating when it went off. I put him aside and then came across Goldd, also a singularly devastating card. Now I was beginning to put it all together. I had built a version of this deck for my little brother last year, but the game was not yet at a point where the deck could flourish. So I give you my completed Death Lightning Deck and I hope you can enjoy it.
 
I Love Lightning! It's My Best Invention Since the Rock!
 
Monsters-20
 
3x Goldd, Wu-Lord of Dark World

3x Sillva, Warlord of Dark World
1x Gorz, Emissary of Darkness
1x Dark Armed Dragon
 
3x Beiige, Vanguard of Dark World
3x Blackwing, Gale the Hurricane
2x Krebons
1x Psychic Commander
1x Paguspreader Zombie
1x Sangan
1x Morphing Jar
 
Spells-17
 
3x Dark World Dealings
2x Gateway to Dark World
2x Allure of Darkness
2x Dark World Lightning
1x Mind Control
1x Card Destruction
1x Monster Reborn
1x Heavy Storm
1x Giant Trunade
1x Mystical Space Typhoon
1x Brain Control
1x Emergency Teleport
 
Traps-3
 
3x Threatening Roar
 
Faster than Thunder!
 
Well, there is one thing to say about the deck, it is blindingly fast, almost as fast as Lightsworn and Blackwings. There are a whopping 8 cards that will sift through your deck so that you can get what you need. Out of nowhere the deck can Synchro and swarm with a single Card Destruction. The basic idea of the deck is to use Dark World monsters as fodder for Synchros, dropping them every so often as you sift through your deck. The deck can make level 7, 8 and 6 easily, so it is not hard to Synchro up some monsters.
 
Goldd and Sillva are the heart of the deck. They have 2300 ATK and can be Special Summoned both through discard as well as from Gateway. If your opponent decides to have some discard stuff (which is unlikely but not impossible) you can activate their devastating effects easily to disadvantage your opponent completely. Reign Beaux did not make the cut as he does nothing when YOU discard him, not even Special Summoning himself. Sillva and Goldd are
also level 5, making them good fodder for Synchros with Krebons and Plaguespreader for 7 and Gale and Psychic Commander for level 8.
 
Gorz is too good in this deck not to use. As the deck only typically sets 6 cards (3 Roars, 1 Teleport and 2 Gateway) it is incredibly easy to bluff that you have him in game 2. He is also a very strong 2700 ATK, which makes him great to Reborn if you absolutely have to. Basically he is a headache for your opponent to deal with. A Gorz summoning can also pave the way for your wave of Dark World cards, drawing out destruction like Lightning Vortex as your opponent is in a panic to deal with him. You will also get him more often than not thanks to the deck sifting itself well.
 
Dark Armed Dragon is in here because I love the big guy to death and he can really make for some massive OTKs. It is really hard for the deck to manage the graveyard effectively, so it might be prudent to switch him out for the more utilitarian Dark Nepthys. DAD does what he always does, dealing massive damage and destruction. If all else fails, you can discard him with little remorse as nowadays he does little more than support from the shadows.
 
Beiige was used her over Broww mostly because he had bigger ATK and also was able to be Special Summoned by Discard. Previously, only Goldd and Sillva were used, but a massive Card Destruction or Morphing JAr play, even with these guys can really blast a hole in your opponent's protective shield as well as lifepoints. He also Synchros for levels 5 and 6, something that is underrated, but necessary in many instances.
 
Gale is the best Tuner in the game right now. He is able to take down 90% of Synchros with his own ATK and effect and he is a level 3, which is great for making level 8 and 7 Tuners. Though he cannot be Special Summoned from the deck like Psychic Commander, he makes up for that by being vastly more utilitarian. As Synchros are the name of the game right now, it is prudent to play a card that kills them easily as well as getting your own Synchro monsters to bast a chunk out of your opponent's lifepoints.
 
Krebons stalls. That is what he is here for. He draws destruction, survives on the field, Synchros to bring out the big guys and has a decent ATK to boot. He can be Special Summoned from the deck with Emergency Teleport and more importantly we can play more than one of him. He is a standard that is hard to beat when it comes to monsters and is able to dish out a large amount of damage  and keep a retaliation at bay by only paying a few lifepoints.
 
Psychic Commander is here to deal with Gladiators as well as being a Special Summonable level 3 so that you can quickly Synchro with Goldd and Sillva for some massive amounts of Synchro Summoning. Importantly Commander is not a DARK, which can help you manage Dark Armed Dragon a tiny bit. He can take down powerhouses like Thunderking Rai-Oh as well, which can really shut the deck down with it's effect.
 
Plaguspreader Zombie is a perfect fit. It is a level 2 Tuner, allowing you to Synchro for level 7 easily with Goldd or Sillva, which is important access to Dark Strike Fighter and Black Rose Dragon. He can be Special SUmmoned by his own effect, allowing you to do a max of 2 Synchro Summons with him. Combine this with your Normal Summon and Emergeny Teleport and you can Synchro Summon a whopping 4 times in one turn, something unheard of since Tele-DAD was banned.
 
Sangan searches out a great deal of the Tuner monsters that you need to use as well as the all-important Morphing Jar. He also makes a great beater in a top deck war, as your opponent is likely to not want to kill him and you care poking away fro 1000 damage each turn. There is not point in glorifying Sangan, he's good and he knows it.
 
Morphing Jar is one of 2 cards that Special Summons multiple Discard DArk World Monsters. Since he does not give away any advantage when attacked, you earn a lot more than you lose if you discard multiple Dark World monsters. He also replaces discarded cards, a key component as the deck runs out of cards extremely quickly due to the discarding of cards and sifting. Morphing Jar is also not a common sight nowadays, so an unaware opponent will attack into it thinking that it is a Gravekeeper, and end up furthering your strategy.
 
I Special Summon 5 monsters. Whatcha Gonna Do?
 
For the spell and trap cards I will go over only the unique cards, as I am running out of time to read this and frankly, I'm tired.
 
Dealings is your key card. It sifts through your deck quickly as well as disrupting your opponent's hand of cards that he would likely desire to keep. You also drop your own monsters in a line, drawing out opposing Trap Holes as they think that that is the only card you are likely to play. Dealings allows you to control your massive monsters as well, discarding dead DAD and Gorz cards as well as setting up Synchro Summons.
 
Gateway is the most underrated Dark World card. The ability to Special Summon ANY Dark World monster from your graveyard at Quickplay speed is unheard of. You will generally use it on your opponent's turn, like Scapegoat, so that you can follow it up with some Synchro Summoning and Special Summoning more Dark World monsters. This can also block with a monster during your opponent's turn, stopping a potential OTK in it's tracks. You can also play it during the Battle Phase, tricking players who did not chain Threatening Roar to your Battle Phase Transition.
 
Dark World Lightning is amazing. As the Discard is part of an effect, you can Special Summon Dark World monsters with it. It can also hit monsters as well as Spell and TRap cards, removing opposing Solemn Judgment cards with ease as well as face down monsters like the Gravekeepers and Mystic Tomato. As it can potentially add to your Special Summoning, it is a key card in the deck, clearing the way for as well as providing victory.
 
Mind Control is one of those cards I love to hate. It can clear out opposing monsters for a direct attack, equal some extra damage with Dark Strike Fighter, clear out opposing Synchros (I'm looking at YOU Stardust!) and provide Synchro material itself if your opponent is careless enough to leave a Tuner out there for you to take. There are so many things this card can do in this deck it was a shame I could not fit another in.
 
Giant Trunade is pretty much standard nowadays, but in here it is golden. You cannot safely run Cold Wave, so opposing Spell and Trap cards are a problem for the deck. If your opponent chains a Threatening Roar, or better, a Solemn Judgment, you will know that you have made a great trade as it makes up for it's -1 cost to activate in card advantage. This is being run instead of Mystcial Space Typhoon in some decks as it is more powerful.
 
Emergency Teleport is a key card for the deck. It will Special Summon Krebons or Psychic Commander to join your cause at Quickplay Speed. It allows for Extra Special Summoning as well asproviding a great defense. It is a bit more useful than Gateway, but the banlist says I can only run one :( It is a great card, and it really helps the deck out as well as thinnig up the deck even more than it already does.
 
Threatening Roar is the lynchpin of defense in the current game. Chainable, and leaving Gladiators nowhere to Tag Out, this card often decides who wins and loses. As players attack and counter attack attempting to overcome defenses, this card keeps your precious monsters (Again Stardust) safe from an opponent that would otherwise have beaten them down or kiled off your lifepoints. People argue that Mirror Force and Torrential Tribute are  better,but I disagree in this meta. It is not so much how many cards you have, but which cards that wins you the game now, and this card will stop an opposing OTK dead in it's tracks and keepyou alive long enough to strike back. This card shoul be in EVERY side deck and most main decks to deal with the top decks this format.
 
Well, that is allfor this deck today. it's all you can eat pizza time and I'm starvin'. If you have any questions or comments onthis deck or any others, or have tips, ideas and decks you thnk need working on, gimme an email at raptor1k@hotmail.com and I will get to you asap. I do not have internet now, so please give me time to respond as well as type YGO in the title so that I do not throw your email out.
 
Thanx for reading!
GZ

 

 


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