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Hahn on Yu-Gi-Oh!

The Dark World deck
December 16, 2005

Hello, and welcome to my first article. Today, I'll be discussing how to build my own version of the Dark World deck. Now, conventional Dark World decks will mainly have the Dark World monsters, the Dark World support Spells and Traps, and then all their discard cards to aid the Dark World effects. However, I've taken my version a bit farther than that; I've included the Remove From Game aspect.

Monsters ~ [20]

[2] Cyber Dragon
[2] Goldd, Wu-Lord of Dark World

[2] Bazoo the Soul-Eater
[2] Different Dimension Assailant
[2] Bronn, Mad King of Dark World
[3] Broww, Huntsman of Dark World
[2] Spirit Reaper
[1] Mystic Tomato
[1] Morphing Jar
[1] Different Dimension Warrior Lady
[1] Breaker the Magical Warrior
[1] Sangan

Spells ~ [12]

[2] Gateway to Dark World
[1] Dark World Lightning
[1] Card Destruction
[1] Dark Hole
[1] Mystical Space Typhoon
[1] Premature Burial
[1] Swords of Revealing Light
[1] Nobleman of Crossout
[1] Snatch Steal
[1] Heavy Storm
[1] Book of Moon

Traps ~ [9]

[3] Sakuretsu Armor
[2] Dust Tornado
[1] Return from the Different Dimension
[1] The Forces of Darkness
[1] Call of the Haunted
[1] Torrential Tribute


This is the current Dark World build that I run. Basically, I editted out some common features in the standard Dark World deck, and added in a small bit of Paul Levitin's Bazoo/Return.dek. Now, originally the deck ran Strike Ninja over Bazoo, mainly because of the large amount of Dark monsters to give the Ninja support. However, I soon found out that this deck is easily run over in late game, and Strike Ninja just doesn't help me finish the game quickly. So, I kept the Remove From Game theme by putting in Bazoo. He's an amazing Beatstick and can end the game fairly quickly, when combined with the other ways to beat down my opponent in the deck. Now we're going to look at some choices for the deck and why I made them.

First, most people ask me why I don't run Sillva, Warlord of Dark World along with Goldd. This is simple; running THAT many Beatsticks that you want to mainly be discarded from your hand is almost suicide. Bazoo replaces Sillva nicely, doesn't require a Tribute, and is a great topdeck card in a deck that fears topdecking like no other. I'm trying to limit the situational factors of the deck with this build; keep that in mind.

Another common question is why I run four Dark World Spell and Trap support cards when I only run seven Dark World monsters. The answer to that lies in two factors: Morphing Jar and Card Destruction. These two cards are probably the key elements of the deck, outside of the Dark World monsters. In regular Dark World decks, these cards are used for dumping cards from your hand to trigger the Dark World effects; they have a multitude of purposes in this deck. First, they are used to dump the Dark World monsters into the Graveyard, activating the Dark World effects.
Then, from there the Dark World monsters that weren't Special Summoned back to the field provide fodder for Gateway to Dark World and The Forces of Darkness. Even if those cards get used, that still generally provides enough dumped monsters to feed Bazoo. This deck utilizes the synergism between cards, and these aspects of the deck help that nicely.

As for the Dark World monster counts, it's fairly simple. Two Goldds are good as Beatsticks, and it's not too many. Three is complete overkill, and one limits the chance to even access the card during the duel. I only need to run two Brrons, because it's a nice 1800 ATK Beatstick and doesn't require you to discard when you do battle damage. It's nice that you're offered the option to discard when you do have those Dark World monsters ready, though. I run three Browws because it's just amazing draw support, and helps maintain your hand advantage. Hand advantage tends to be what people are striving for in the meta, because the game so often turns into topdecking.

I am often told to remove Mystic Tomato from the deck; however, Mystic Tomato is amazing in Dark World. I only run three monsters that are searchable by Tomato, but field presence is a common issue with standard Dark World builds. This is because you want the majority of your monsters kept in your hand, where their effects can still be activated. Mystic Tomato allows for that to happen while still providing a defense on the field. I'll often search into Spirit Reaper, since that bides me a good deal of time to get more resources, assuming my opponent doesn't have any removal waiting.

Yes, this deck is a Dark World build, and I'm often asked why I run so few Dark World monsters. Seven seems to be the magic number; it's not too many, and it's not too little. Seven is just enough monsters to utilize the support Spells and Traps for them while still eliminating the situational factors of the cards (not entirely, but by a great deal).

Now, the moment you've all been waiting for - Return from the Different Dimension. With as much Remove From Game support as I run, the question I am always asked is why I only run one copy. This answer is simple: running more than one changes the focus of the deck. It might seem to be untrue, but it is. Return from the Different Dimension is solely intended to be a win condition, not a key element of the deck. If I get it early in the game, it's not a problem. I have other ways to win, and keeping that card in my hand keeps my opponent guessing. It can also be used as a bluff. One could argue that I could run two copies, get one early game and one late game, but that generally wouldn't happen. Also, if I get one early game and one late game, that late game Return just made that early game Return a dead draw, whereas I could've gotten some other resource that could've helped me win the game. Thus, I run one copy.

Well, that's my take on Dark World. To play this deck, you have to be able to maintain both field presence and hand presence to the best of your ability. Until you're able to rush your opponent with Bazoo or dump your Dark World monsters, you should focus on maintaining a conservative style of play. Don't think you're required to keep your Dark World monsters in your hand; if you need defense to stop your opponent's attacks and you don't have the Spells or Traps to do it, use your Dark World monsters.

They can be brought back, or they can fuel Bazoo. Either way, the cards are going to serve a purpose.

I hope you enjoyed my article!
-Hahn
 


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