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Destruction is built in to most decks anyway and the amount of cards that can't be destroyed by card effects or prevent destruction in some way is rising. This card is mostly just overkill and you would rather have a combo piece in your hand than this because getting your combos off will put you in a better position than dropping Dark Hole.Most decks aren't even that badly affected by it any more. Play it in Hands for obvious reasons, though.

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Destruction is built in to most decks anyway and the amount of cards that can't be destroyed by card effects or prevent destruction in some way is rising. This card is mostly just overkill and you would rather have a combo piece in your hand than this because getting your combos off will put you in a better position than dropping Dark Hole.Most decks aren't even that badly affected by it any more. Play it in Hands for obvious reasons, though.

Why would you play it in Hands?

 

They only triggers when your opponent destroys them.

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Seems to get me out of a tough spot on many occasions. Also as I main Crystal Beasts, I love nuking myself for Crystals.

 

tbh I always thought that DH was on that never to be unbanned list that included Raigeki, HFD and Storm XD Surprised to see it at 1.

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Opening hand is this, three Emissary of the Afterlife, and swords.

Well, that was an easy three pieces of Exodia.

>easy

I think you misspelt 'Unreasonably difficult and dumb', m8.

OT: Is this really losing places in decks? Huh. I'm so out of sync with YGO then. Well, I can see why at least, with cards becoming increasingly ridiculous and all.
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Why would you play it in Hands?

 

They only triggers when your opponent destroys them.

 

Oh, whoops. I derped. Scratch that.

 

 

Opening hand is this, three Emissary of the Afterlife, and swords.

 

Well, that was an easy three pieces of Exodia.

 

Wow, a combo that is nearly as difficult to get as actually opening all 5 pieces of Exodia to get an easy 3 pieces. A combo that also nets a -2 to grab said 3 pieces. Great use of Dark Hole, there!

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Dark Hole has been bad for quite a while now. There are two major reasons for decline in its use, and a third to explain why it will likely see even less use.

First, it is only good when you are losing on the board itself. This is a very general statement, but in the majority of cases it is true. Dark Hole is only a plus when you are being outplayed on the board. If you are winning on the board, Dark Hole effectively just became a dead draw, potentially allowing your opponent a reprieve since you cannot pressure them with the card you just drew. This was/is particularly true in decks like Fire Fists, Mermails, Geargia and Rulers, where you will typically have field presence even after your opponent has gone off, making Dark Hole a bad draw and an even worse topdeck.

 

Second, Dark Hole is too slow and unresponsive for the meta. I'm sure at this point a more casual player would be confused, wondering "how is a card that takes effect immediately slow" or some similar question. Dark Hole does not let you break up a play or respond to a threat immediately; you have to wait until after the opponent has gone off to plus or until the boardstate is detrimental to you in order to create a more favorable boardstate. This is why Torrential Tribute, while effectively having the same end result as Dark Hole, is still being run while Dark Hole is being dropped. Preventing a significant play that the opponent telegraphs is a justifiable reason to possibly go minus.

 

Finally, Dark Hole is progressively becoming worse due to floaters being released. Artifacts, Madolche, Fire/Ice Hand, Star Seraphs, Shaddolls, Cosmic Dragons and Supply Unit are only a few of the things affecting Dark Hole being a viable card. Artifacts are typically End Phase triggered, rendering Dark Hole a liability due to the potential of getting blown out. Madolche are self-replacing with Ticket or Chateau on the board, so Dark Hole is dead unless you also have backrow removal. Ice Hand will likely go off and re-establish board presence. Stopping Star Seraphs requires you to break up the play, something Dark Hole can't do. Shaddolls and Cosmics all float off Dark Hole, and Supply Unit makes Dark Hole a break even card unless you blow out three monsters.

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Dark Hole has been bad for quite a while now. There are two major reasons for decline in its use, and a third to explain why it will likely see even less use.

First, it is only good when you are losing on the board itself. This is a very general statement, but in the majority of cases it is true. Dark Hole is only a plus when you are being outplayed on the board. If you are winning on the board, Dark Hole effectively just became a dead draw, potentially allowing your opponent a reprieve since you cannot pressure them with the card you just drew. This was/is particularly true in decks like Fire Fists, Mermails, Geargia and Rulers, where you will typically have field presence even after your opponent has gone off, making Dark Hole a bad draw and an even worse topdeck.


Second, Dark Hole is too slow and unresponsive for the meta. I'm sure at this point a more casual player would be confused, wondering "how is a card that takes effect immediately slow" or some similar question. Dark Hole does not let you break up a play or respond to a threat immediately; you have to wait until after the opponent has gone off to plus or until the boardstate is detrimental to you in order to create a more favorable boardstate. This is why Torrential Tribute, while effectively having the same end result as Dark Hole, is still being run while Dark Hole is being dropped. Preventing a significant play that the opponent telegraphs is a justifiable reason to possibly go minus.

Finally, Dark Hole is progressively becoming worse due to floaters being released. Artifacts, Madolche, Fire/Ice Hand, Star Seraphs, Shaddolls, Cosmic Dragons and Supply Unit are only a few of the things affecting Dark Hole being a viable card. Artifacts are typically End Phase triggered, rendering Dark Hole a liability due to the potential of getting blown out. Madolche are self-replacing with Ticket or Chateau on the board, so Dark Hole is dead unless you also have backrow removal. Ice Hand will likely go off and re-establish board presence. Stopping Star Seraphs requires you to break up the play, something Dark Hole can't do. Shaddolls and Cosmics all float off Dark Hole, and Supply Unit makes Dark Hole a break even card unless you blow out three monsters.

*walk in thread to explain this*

*Ninja'd*
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Doesn't sound to awful in Shaddolls tbh. Triggers your own guys, and your Midrash is inmune to it. Unless you're playing against something like Cosmic Dragons or the mirror, though.

Midrash only protects from your Opp's card effects.
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I have noticed my better Decks have been moving away from this card, even casually. My Galaxy Deck abandoned it because it didn't help me regain advantage; it just helped me not die the next turn, and half the time, it didn't really stop my opponent from just Summoning more monsters next turn. My Gogogo Deck abandoned it because it could change the tide of the Duel on a whim with the right set-up, and using cards to get that set-up was much better than Dark Hole's ability to change the tide. Plus, 9/10, the Deck already had an Xyz out, making it a dead draw.

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Masao pretty much said anything I was planning on saying, and much more....

 

 

Torrential Tribute is the better card in pretty much all ways. It stops plays mid-way which Dark Hole can't, and is not only better but surprisingly more fair design. Opponents can play around Tribute on a whim and force you to Summon a floater to trigger it. I've been using Torrential over Dark Hole for a long time, but still had place for both a few months back.

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Hey, you know... I wonder if Konami will do something silly and put This to 2, in a similar manner to what became of Mirror Force, on the grounds that the lack of ideal surprise factor tends to kill it's playability. Or something like that.

Artifacts, Madolche, Fire/Ice Hand, Star Seraphs, Shaddolls, Cosmic Dragons and Supply Unit are only a few of the things affecting Dark Hole being a viable card.

...Seraphs are a thing?
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Hey, you know... I wonder if Konami will do something silly and put This to 2, in a similar manner to what became of Mirror Force, on the grounds that the lack of ideal surprise factor tends to kill it's playability. Or something like that.

...Seraphs are a thing?

Considering Torrential is at 3 in the OCG iirc, that's not too far fetched.

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Hey, you know... I wonder if Konami will do something silly and put This to 2, in a similar manner to what became of Mirror Force, on the grounds that the lack of ideal surprise factor tends to kill it's playability. Or something like that.

...Seraphs are a thing?

 

Tellarseraphs were roughly 10-15% of the tops at both ACS this past weekend. Pure Tellarknights put in another good 20-30% of tops. The deck has tons of plus, Shocklock and 2 Honest going for it.

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