Doom_Shaman Posted November 16, 2010 Report Share Posted November 16, 2010 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 Link to comment Share on other sites More sharing options...
Doom_Shaman Posted November 16, 2010 Author Report Share Posted November 16, 2010 bump Link to comment Share on other sites More sharing options...
Black W Mage Posted November 16, 2010 Report Share Posted November 16, 2010 [quote name='Doom_Shaman' timestamp='1289904759' post='4788813'] do final destiny/monster reincarnation work with dark world effects, im not sure cuz of OCG [/quote] no Also, Safe Return = Banned Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted November 16, 2010 Report Share Posted November 16, 2010 [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. Link to comment Share on other sites More sharing options...
Doom_Shaman Posted November 17, 2010 Author Report Share Posted November 17, 2010 EDIT* Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted November 17, 2010 Report Share Posted November 17, 2010 needs: 3 Dark World Lightning 3 Gateway to Darkworld they like awesome in Dark Worlds Dark Necrofear is another cool tech you can run..... Also, remove CoSR. it's banned. Link to comment Share on other sites More sharing options...
kytho Posted November 25, 2010 Report Share Posted November 25, 2010 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 ^ . ^ Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted November 26, 2010 Report Share Posted November 26, 2010 Why would you Necrobump a topic that died... Link to comment Share on other sites More sharing options...
Doom_Shaman Posted November 26, 2010 Author Report Share Posted November 26, 2010 agreed. i appreciate the input dude but yea i let the dark world concept die a while ago. tried a build or 2 but i didnt like how they run, so i let it die..... thank you for the imput tho Link to comment Share on other sites More sharing options...
kytho Posted November 28, 2010 Report Share Posted November 28, 2010 Idk...i havent given up on them...if i could make gravekeeper's that could beat my friend's completed Infernity Chaos OTK, i can make a dark world... Link to comment Share on other sites More sharing options...
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