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This deck sets Pot of Greed and summons Pot of Greed turn 1


byak

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13

3 Grapha, Dragon Lord of Dark World
3 Snoww, Unlight of Dark World
3 Broww, Huntsman of Dark World
1 Beiige, Vanguard of Dark World
3 Card-Car D

18

3 Dark World Dealings
3 Dragged Down Into the Grave
3 Upstart Goblin
3 Gates of the Dark World
2 Pot of Duality
1 Allure of Darkness
1 Foolish Burial
1 Card Destruction
1 Monster Reborn

9

3 Reckless Greed
2 Deck Devastation Virus
2 Skill Drain
1 Torrential Tribute
1 Solemn Judgment

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1. byak sets pot of greed, byak NS's pot of greed and uses it
2. Opponent uses Heavy, byak uses pot of greed
3. byak laughs at his amazing hand size
4. Opponent NS Tour Guide, byak is like "Ok."
5. Opponent XS Wind-up Zenmaighty, byak folds.

Sound about right?

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[quote name='Aggro' timestamp='1330435120' post='5845967']
1. byak sets pot of greed, byak NS's pot of greed and uses it
2. Opponent uses Heavy, byak uses pot of greed
3. byak laughs at his amazing hand size
4. Opponent NS Tour Guide, byak is like "Ok."
5. Opponent XS Wind-up Zenmaighty, byak folds.

Sound about right?
[/quote]

Not at all, have you read DDV/Grapha/Skill Drain/that Rank 8 Xyz that wrecks Xyz monsters?

Heavy Storm is limited anyway so it's not really an argument

[quote name='ɢαlαхy' timestamp='1330436963' post='5846003']
I don't know much about Dark Worlds, so I'm probably totally wrong and if that's the case, feel free to ignore me, but no Maxx "C" at all? Or even a Veiler? With no hand Traps, drawing is nice and all, but you've got no way around the Inzektor loop. (I know Wind-Ups aren't really much of a problem.)
[/quote]

I could honestly care less about the Inzektor loop anyway, considering DDV/Skill Drain is essentially gg against them and most of the other resources I put on the field (besides Gates) are replacable.

Also the deck sides into hand traps, MSTs, more generic traps, etc. The thing is the deck can't play hand traps when it needs to use Dragged Down efficiently. That's why I'm playing a Drain build over a TGU build since you can't have 5-6 monsters that take up your normal summon with Dragged Down, cuz then they just clog and you can't turn 1 Dragged Down effectively. So logically the deck sides out Dragged Down to side into hand traps (and because people occasionally side in Gemini Imps) and other generic good cards that the turbo can't play. Also it seems really easy to side with this deck since a lot of cards can be dropped like Upstart, Dragged Down, 1 Dealings, etc and when this deck sides it can really shut other decks down (Rivalry, Gozen, Dark Smog, Doomcali, etc). Speaking of Doomcal, it also becomes effective game 2 since if people can side out Maxx "C"s and Veilers they will, so it doesn't die that often.

It should also be noted that the deck can potentially eat up MSTs before putting Drain on the field, whether it's playing a Gates or setting a single Reckless and passing. For the latter, your opponent would always use the MST unless you give away what your deck is (with an Upstart, Duality, etc)

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[quote name='byakklon Omega' timestamp='1330440509' post='5846023']


Not at all, have you read DDV/Grapha/Skill Drain/that Rank 8 Xyz that wrecks Xyz monsters?

Heavy Storm is limited anyway so it's not really an argument
[/quote]1. Grapha can't be SS turn 1 so no DDV
2. You'll need to topdeck one of the DW that next turn.
3. You have 2 skill drain in a 40 card deck, so same logic you're using with heavy.
4. Bring that out with no hand?

Okay, still 3 MST says hi.

I'm just saying maybe getting hand traps in there isn't a bad idea .-.

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[quote name='RyanAtlus' timestamp='1330440832' post='5846039']
I was expecting Jar Turtle.
All of the disappoint.

This deck looks really weird imo, how did testing go? Is not summoning anything really worth a +1?
[/quote]

Dark Worlds aren't designed to explode at the beginning of the game. They're designed to set up a jump to extreme advantage and then savagely explode the turn after with 9 cards in hand, putting 1-2 Graphas on the board with DDV/Drain/Solemn/More Reckless or whatever.

[quote name='Aggro' timestamp='1330440931' post='5846040']
1. Grapha can't be SS turn 1 so no DDV
2. You'll need to topdeck one of the DW that next turn.
3. You have 2 skill drain in a 40 card deck, so same logic you're using with heavy.
4. Bring that out with no hand?

Okay, still 3 MST says hi.

I'm just saying maybe getting hand traps in there isn't a bad idea .-.
[/quote]

I made an argument to 3 MST and I'm bumping Drain up to 3 anyway.

If they Wind-Up loop me and I don't have a response to it I can still keep a few cards in hand.

Also Dragged Down can stop combos before they start. I might play Mind Crush though, it seems good.

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I didn't notice that Hunter's text actually says "send"; I thought it discarded, therein triggering the DW effects, but a little research showed me I was wrong there.

I guess you have a completely valid point about the hand traps. I've played a Deck similar to this (not mine, but someone had it at locals and I just played around with it), and it's actually extremely consistent if you can open with even one draw/search card. I mean, that version ran Trance Archfiend, but I can see why you've opted not to do that here, as well.

That said, the only thing I thought Trance Archfiend had to offer was that you wouldn't always have to banish your DW monsters from the Grave to fuel Gates. Have you considered that or is it just not a solid option in this version?

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