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Dark World


Doom_Shaman

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Monsters: 21
1x Gorz, The Emissary of Darkness
3x Sillva
3x Goldd
3x Broww
3x Beiige
2x Gren
2x Kahkki
1x Dark Resonator
1x Dark Armed Dragon
1x Plaguespreader Zombie
1x Morphing Jar

Spells:11
1x Monster Reborn
1x Giant Trunade
1x Allure of Darkness
1x Card of Safe Return
1x Dark Hole
1x Card Destruction
2x Into the Void
3x Dark World Dealings

Traps: 8
1x Solemn Judgment
3x Dark Deal
1x Mirror Force
2x The Forces of Darkness
1x Trap Stun

do final destiny/monster reincarnation work with dark world effects, im not sure cuz of OCG
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[quote name='Red W Mage' timestamp='1289948382' post='4789907']
noAlso, Safe Return = Banned
[/quote]
And Giant Trunade = Limited

Into the Void for more draw power? Don't know if it works with Dark Worlds, probably does though. If so, you can always remove Final Destiny, Monster Reincarnations, and Trunade for 3 of them. Well, maybe 2. Also, I'm not a fan for Dark Deal. Maybe find some room for staple Trap Cards such as Solemn Judgement / Warning, Bottomless Trap Hole, Trap Stun (maybe not considered a staple, but still good), etc.
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  • 2 weeks later...
Alright lets see...gren and kahkki are unneeded...in my many months spent testing dark worlds, ive found that gren and kahkki dont do much else except pop one card on the opponents field...this seems good since all u need to do is discard them, but they are usually dead cards in hand that u wont want to actually play onto the field...plus theres the fact that there is a limited pool of good discarding cards that activate dark worlds, so u should stick to the good ones and abuse their effects...beige is questionable, since he has potential, but for the most part, i find him usually not needed...Dark Deal is another unnecessary card...trust me, it lags and can be replaced with better cards...broww can be run in 2 and would work fine, but its up to ur personal preferance...dark world lightning is really only needed in 1 or 2, since it becomes unusable if there arent any cards in your hand, and dark worlds suffer drastically from depleted hands...you could add 2-3 mystic tomatoes and a sangan, because you'd be surprised how many times you can pull tomato --> sangan --> morphing jar...you can also add in emergency teleport and 2-3 psychic commanders, it helps getting level 8 synchros out quickly...i highly don't recommend dark necro fear, i teseted it in a couple of builds, and it usually ended up falling flat on its face, or discarded...a really good side deck option is soul demolition (continuous trap): "You can activate this card's effect only when you have a Fiend-Type monster on your side of the field. You must pay 500 Life Points to activate this effect. Both players select 1 Monster Card from their opponent's Graveyard and remove it from play." this is really useful against decks that love using the graveyard, and can be used during either turn, and if the fiend is removed before this card resolves, it still gets to resolve, since it has already met its activation condition...well hope this helps ^ . ^
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