Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
-
Magic
- DBZ
- Pokemon
- Yu Yu Hakusho
- NeoPets
- HeroClix
- Harry Potter
-
Anime
- Vs. System
- Megaman
This Space
For Rent
|
|
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
|