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Cuz I'm getting a little tired playing with Stun Heroes and want to play something else on DN for a change.

40
3x Grapha
3x Snoww
3x Broww
1x Beiige
2x Trance Archfiend

1x Foolish Burial
1x Allure
1x Card Destruction
3x The Gates of Dark World
3x Dragged Down to the Grave
2x Dark World Dealings
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
2x Mystical Space Typhoon

2x Mind Crush
2x Solemn Warning
2x Torrential Tribute
2x Skill Drain
1x DDV
3x Reckless Greed

Quickly mashed it together. Fixes are appreciated.

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[quote name='Science Despair' timestamp='1334679038' post='5916817']
Seems lik a solid build. I would however prefer

-1 Sillva
-1 Card Destruction
-1 Bieiige

+3 Tour Guide

Then when you banish some Dark World monsters with the field spell, you can use Tour Guide and Xyz into The Sea Dragon and special Summon them.
[/quote]TGU is bad in Dark Worlds. You should never run more than one.

Dark Worlds live in today's meta because of Skill Drain, putting in TGUs would be a horrendous idea.

He can put in maybe one instead of Sillva, but Trance Archfiend is SO much better.

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[quote name='Aggro' timestamp='1334680727' post='5916838']
TGU is bad in Dark Worlds. You should never run more than one.

Dark Worlds live in today's meta because of Skill Drain, putting in TGUs would be a horrendous idea.

He can put in maybe one instead of Sillva, but Trance Archfiend is SO much better.
[/quote]Good point, it's not needed. I need to start testing Dark Worlds again so I can give better advice when I get a better feel of the deck.

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i would say if ddv is really that important to you play 2. definitely not 3. but you could keep one in the main and side one. so you have access to another depending on what ur goin up against. and tour guide is broken. whether you deem it as important or not. it's broken as hell in darkworld. lol. it adds consistency and sets up for ridiculously broken combos that gives you pluses up the ass. tourguide in darkworld makes your opponent go frownie face. unless they have an effect veiler. then tourguide sucks. lol

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According to your logic, I should run Tour Guides in Flamvells. Why? Because it "[color=#666666][font=tahoma, helvetica, arial, sans-serif][size=3]makes your opponent go frownie face. unless they have an effect veiler. then tourguide sucks. lol"[/size][/font][/color]

[color=#666666][font=tahoma, helvetica, arial, sans-serif][size=3]<_<[/size][/font][/color]

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[quote name='yugipwn' timestamp='1334975315' post='5920565']
did you really just say that tour guide is bad in dark world? if you say tour guide is bad in dark world you are bad lol. tour guide is broken in dark world. even with one skill drain.
[/quote]
[quote name='yugipwn' timestamp='1334978096' post='5920605']
i would say if ddv is really that important to you play 2. definitely not 3. but you could keep one in the main and side one. so you have access to another depending on what ur goin up against. and tour guide is broken. whether you deem it as important or not. it's broken as hell in darkworld. lol. it adds consistency and sets up for ridiculously broken combos that gives you pluses up the ass. tourguide in darkworld makes your opponent go frownie face. unless they have an effect veiler. then tourguide sucks. lol
[/quote]Tour Guide isn't broken in DW's. In fact, there's no real reason to run it. That spot's better off for another card.

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tourguide is broken in darkworld. and it's just hilarious that you are saying it isn't. and go ahead and run tourguide in flamvell's if you want. tourguide is broken in DW for multiple reasons. flamvell wasn't even a logical comparison at all lol so i'm forgetting you said that right now.

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[quote name='yugipwn' timestamp='1334978339' post='5920616']
tourguide is broken in darkworld. and it's just hilarious that you are saying it isn't. and go ahead and run tourguide in flamvell's if you want. tourguide is broken in DW for multiple reasons. flamvell wasn't even a logical comparison at all lol so i'm forgetting you said that right now.
[/quote]

I used it as a comparison because TGU is just as important to Flamvells as it is to DW. A.K.A, it's not needed and better cards can be used over it.

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[quote name='yugipwn' timestamp='1334978339' post='5920616']
tourguide is broken in darkworld. and it's just hilarious that you are saying it isn't. and go ahead and run tourguide in flamvell's if you want. tourguide is broken in DW for multiple reasons. flamvell wasn't even a logical comparison at all lol so i'm forgetting you said that right now.
[/quote]Dude. Just because TGU can summon a fiend monster from a deck that uses fiend monsters and Xyz with it doesn't inherently make it broken.

I think it's hilarious how you obviously don't understand that.

Sure, you can run TGU AT ONE AT MOST. Any more is suicide. You're better off running Trance Archfiend.

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lmao. i'm almost done with this thread. what you just said literally made me laugh so hard i fell out of my chair. tourguide and trance are both great in darkworld. i guess it's all a matter of opinion which one you want to run. they both add support and consistency. sitting here discussing this with you is just a waste of time. i'm sitting here in a forum that tells this kid to take out card destruction and beiige out of his darkworld deck. both horrible suggestions btw. I guess your goal is to make this dude the worst yugimonz player on the planet. which would be pretty easy if he took your guys suggestions. shame on bad yugi's lol. shame.

2 tourguide is broke in DW. just cuz u can't see why is not my fault. but i know exactly why. if you weren't so bad at the yug's then i might try explaining why. but you make my heart sad. have fun with your inconsistent dark world deck. that's what these guys are hell bent on giving you lol

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[quote name='yugipwn' timestamp='1334979482' post='5920632']
lmao. i'm almost done with this thread. what you just said literally made me laugh so hard i fell out of my chair. tourguide and trance are both great in darkworld. i guess it's all a matter of opinion which one you want to run. they both add support and consistency. sitting here discussing this with you is just a waste of time. i'm sitting here in a forum that tells this kid to take out card destruction and beiige out of his darkworld deck. both horrible suggestions btw. I guess your goal is to make this dude the worst yugimonz player on the planet. which would be pretty easy if he took your guys suggestions. shame on bad yugi's lol. shame.

2 tourguide is broke in DW. just cuz u can't see why is not my fault. but i know exactly why. if you weren't so bad at the yug's then i might try explaining why. but you make my heart sad. have fun with your inconsistent dark world deck. that's what these guys are hell bent on giving you lol
[/quote]
If you don't wanna explain shut up and leave.

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[quote name='yugipwn' timestamp='1334979482' post='5920632']
lmao. i'm almost done with this thread. what you just said literally made me laugh so hard i fell out of my chair. tourguide and trance are both great in darkworld. i guess it's all a matter of opinion which one you want to run. they both add support and consistency. sitting here discussing this with you is just a waste of time. i'm sitting here in a forum that tells this kid to take out card destruction and beiige out of his darkworld deck. both horrible suggestions btw. I guess your goal is to make this dude the worst yugimonz player on the planet. which would be pretty easy if he took your guys suggestions. shame on bad yugi's lol. shame.

2 tourguide is broke in DW. just cuz u can't see why is not my fault. but i know exactly why. if you weren't so bad at the yug's then i might try explaining why. but you make my heart sad. have fun with your inconsistent dark world deck. that's what these guys are hell bent on giving you lol
[/quote]If you're going to run even one Skill Drain. Tour Guide over 1 becomes inconsistent. It's simple. You want every card in your deck working towards one specific purpose. TGU doesn't do that. You want to draw your deck out, then discard the s*** out of your hand.

And yes, taking out Card Destruction and Beiige is a bad idea. I can agree on that front, but running more than one TGU is not smart if you're playing Skill Drain. Especially in this deck where he's running not one, but a magnificent TWO Skill Drain.

Don't tell me I don't know what I'm talking about, I've played Dark Worlds for a while. I know how they work. To say that I don't is ignorant.

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TGU makes dead Veilers live, so shut up.

-2 MST

+1 Beiige (You need at least 2 really, if one gets Solemn'd or Torrential'd, unless you draw Reborn, you're f***ed)
+1 Dealings

Could also swap a Trance for a TGU, that would be applicable.

Personal preference stuffs:

You want a Judgment in here. Since Gates can clog with Dragged Down, I'd personally say to swap one for the other, personally I've been testing just 2 Gates and it runs smoother.

1 Drain and 2 DDV, with a 2nd Drain sided feels a lot better in the current format, given the rise of Heroes and the mirror match.

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[quote name='Chris' timestamp='1334979911' post='5920645']
1 Drain and 2 DDV, with a 2nd Drain sided feels a lot better in the current format, given the rise of Heroes and the mirror match.
[/quote]I'm just gonna say this once. Does it really make more sense to have an extra DDV than a Skill Drain with HEROs as your reasoning?

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[quote name='Aggro' timestamp='1334980558' post='5920650']
I'm just gonna say this once. Does it really make more sense to have an extra DDV than a Skill Drain with HEROs as your reasoning?
[/quote]

Ice Edge and Voltic are still possible choices of use. Heroes in general are on the rise, not just drain. Also, and more importantly, there's the fact that it gets information.

Also its utility in the mirror match can't go un-noted.

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