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Leon’s South Wall Corner
Club
Realm of Darkness
Feb. 6, 2006
Today I have
chosen to discuss a deck. The idea first came to me
through a friend of a friend, but continued testing
has given me more than enough to maintain my
interest. I want to discuss not only how it works,
but why, and try to explain why the deck’s untapped
power has severe potential.
If you are reading this and are like most players
out there you, no doubt, became excited over the
prospect of the new Dark World monsters released in
the Elemental Energy booster set. After a bit of
time with its release did you find yourself
altogether disappointed? I did. The swarm seemed to
cut too deeply with my resources and made unstable
combinations.
But a light came at the end of the tunnel, and that
light could only come through thinking things
through differently.
One of the most attractive aspects about these new
monsters was the potential they had for countering
hand disruption, which was (and still is) a major
part of what we see played. Most people began taking
these cards and putting them together with this
being the predominant theme in their mind.
But my friend has taught me a different approach.
Any deck designed solely as a “counter” (meaning it
only waits with a response to the predictable
motions of standard decks) will be ultimately doomed
to failure. Decks need to be self sustaining. You
can consider the unique meta-game counters to be a
nice bonus, but construct the deck in such a way
that its synergy and effectiveness can survive
regardless.
In the case of Dark World the theme should be the
same. Construct the deck such that you will expect
your opponent to never be able to discard any of
your cards through his effects. Make the deck
reliant only unto itself. You provide all the
necessary discarding and apply the advantage gaining
combos. Granted a hit on Goldd or Sillva by your
opponent is an advantage gaining combo in and of
itself, but that cannot be the focus since its
occurrence is unsure.
Without further explanation I will reveal the deck
list and continue discussion from there. Presenting
my current take on Glenn Schumann’s Dark World/ Card
of Safe Return deck!
[3] Goldd, Wu-Lord of Dark World
[3] Sillva, Warlord of Dark World
[1] Beiige, Vanguard of Dark World
[2] Brron, Mad King of Dark World
[2] Spirit Reaper
[1] Cyber Jar
[1] Morphing Jar
[1] Sangan
[1] Breaker the Magical Warrior
[2] Magical Merchant
[2] Mystic Tomato
[2] Card of Safe Return
[3] Dark World Lightning
[2] Gateway to Dark World
[1] Card Destruction
[1] Pot of Avarice
[1] Snatch Steal
[2] Smashing Ground
[1] Dark Hole
[1] Heavy Storm
[1] Scapegoat
[1] Nobleman of Crossout
[1] Premature Burial
[1] Mystical Space Typhoon
[1] Call of the Haunted
[1] Torrential Tribute
[2] Sakuretsu Armor
I have a couple of things to address first. First
and foremost, if any of the Dark World monsters are
discarded through an opponent’s effect their second
effects will activate upon special summoning,
thereby missing the timing of Card of Safe Return.
But this deck is about self sustaining (as we’ve
already addressed) so you will only count on the
discards being through your own effect.
Second, you will notice the distinct absence of
Broww, Huntsman of Dark World. His effect
(considering only your own discarding) is only an
even exchange. You discard it to draw a single card.
In other words, you break even or cycle. I have
decided to designate discarding only to field swarm
and allow Card of Safe Return better synergy with
the deck.
How it works.
This deck is about giving six tribute monsters the
support they need to put the pressure on the
opponent and win. It tends to require the skewed
ratio you see above. Even the most pure Soul Control
builds only dared five tributes.
The discarding methods are designed to be used in
different situations. Dark World Lightning works
most effectively against face down monsters, which
in turn really puts the pressure on FFC and other
combo builds. Occasionally you may also find it
necessary to target S/Ts with its effect. This is
more risky since, if they chain, you do not get to
discard. It works towards effective clearing of
threats and providing better field presence.
Brron, Mad King of Dark World provides intense
offense on a cleared field. The stats are quite
excellent for the effect and he is a necessary
addition to supporting the six big guys.
Card Destruction and Morphing Jar are used as
game-enders. Six tributes can clog and make quite a
bad hand until you drop one of these. Then it shifts
into an OTK and possibly doubling your hand size
when used with this next card.
Card of Safe Return is the tech that provides the
speed. It keeps your hand up while you increase the
swarm. Its effect stacks upon multiple copies of
itself and it seems to be a card your opponent never
really feels worth using S/T removal on.
Why it Works.
This one seems less clear. Using tributes in threes
and Dark World Lightning in threes screams
instability. But this deck became unique in that
way. Dark World does not work as a splash – since
utilizing their effects becomes more situational.
The synergy of the entire deck is actually increased
by using these ratios.
It starts to work for you when you begin to test.
The combos seem to open themselves up to you more.
Dropping the Card of Safe Return allows a brilliant
counter balance to swarm by keeping your resources
in hand. Your opponent has many methods of monster
removal, but only so much of that appears in the
opening hand. The rest relies on the luck of the
draw. The constant stream of heavy hitters will more
than likely prove too much for the opponent’s
average hand (not godly hand) to keep up with.
It lacks defense in the traditional form of traps
but makes up for it through just bigger field
presence. Gateway to the Dark World is not unlike
Rite of Spirit in that it is fully chainable, no
cost, theme recursion. Glenn’s original build
utilized Royal Decree for good reasons but I felt
the minor amount of defense to fit my style more.
Its Weaknesses
A big glaring lack of S/T removal can be seen even
at a first glance. More specifically this deck has a
hard time of dealing with face up presence.
Wave-Motion and Level Limit Area-B can slow me down
to a crawl. Face up defense Spirit Reapers can stall
me for a bit longer then is standard.
Also the deck is still somewhat combo dependant.
Which means a simple beat down versus my bad
starting hand could be enough to put the deck down.
All and all my final word is that this is an
excellent concept. If we consider nothing else it
comes off as a breath of fresh original air capable
of some severe damage. If you choose this route feel
free to change it to your liking. Just remember the
concept. Keep in mind what the deck is supposed to
do and just have fun.
That’s all for me today. Until next time.
Peace.
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