Berserk King of Dark Realm - Brown EEN-EN022

Dark/Fiend/4/1800/400

When this card does Battle Damage to your opponent, you may discard a card from your hand.


No Published Rulings

Good lord, I've never been so happy to be a fiend player since the archfiends came out. Today we look at another set of Dark Lords known as Dark Realm fiends, specifically the Berserk King.

Now at first I'm sure many of you will think this card isn't special. Afterall, who in their right mind would want to lose hand advantage?

That's the beauty of Dark Realm Fiends. Except for this one, the Knight (a normal monster) and the Scout, they ALL have an effect that actiavtes when you or the opponent tosses them from your hand. Their effects are better when the opponent forces you to toss them but are good nonetheless when you discard them yourself. The advance guard special summons itself (LV4 1600/1300). The Hunter allows to draw a card (or two if due to the opponent), and both gods (LV5 2300/1400) speical summon themselves when tossed (a nasty extra effect if the opponent causes it). The effect is mandatory is there is no issue of timing.

At the very least in most cases your increasing field presence and with decent size tributes to boot. This kind of special summoning high level monsters is usually contributed to zombie decks.

Now you can see the beauty (or lackthereof if you seen the artwork) of the Berserk King. Each time he does damage you can drop a advance guard, the Miltary God or the War God onto the field, or the Hunter to draw another card from your deck.

He has decent attack strength but a deplorable defense.

Ok, the hard part is actually letting this effect go off. He doesn't have a damage through defense effect and if your opponent plays defense then you'll hardly have the chance for this effect to go off.

As such you'll need to use cards Final Attack Orders to make sure the opponent's monsters will be in attack mode. This of course means you can't defend yourself put that's a small price to pay. Except for the scout, all the Dark Realms fiends have decent attack strength and if your special summoning the Gods fiends, this won't be a problem at all. And you want to keep the Gods and the Berserk King in ATK mode.

At 1800, this card can be overcomed by brute strength or by the aid of opponents's own power- ups. One way to deal with is Rush Recklessly. Even more painful would be to combine that with Staunch Defender. Defender by itself can prevent the Berserk King destruction.

Another card that at first would have seem a bit pricey is Rising Energy. In a Dark Realm fiend deck however, discarding Dark Realm fiends can only help you. Heck, I'll use Tribute to The Doomed again just for kicks. Back to Rising Energy, this card makes you discard a card and the monster you select gains 1500 ATK points until the end of the turn. You can also activate during the damage step. Now I'm not sure what happens in what order during damage step. Here Timing may still be issue. Outside of the damage step however, you can get a monster on the field from Rising Energy and then possibly another one from a successful attack/counterattack if your opponent runs his monster into it.

A good effect if the attack is successful but of course the opponent will be carrying traps and what not to stop your monster if not destroy it. That where a card named Thunder of Dark Realm EEN-EN038 comes in. It lets you destroy a face down card and then afterward you discard a card from your hand. Heh, a chance to get rid of trap AND special summon a monster because of it? Its down right nasty. Or you could also use Swords of Concealing Light to then take out any monsters that may be a problem with Thunder of Dark Realm.

The best decktype that takes advantage of willingly tossing out cards from your hand is obviously the Dark Realm fiends. Special summoning monsters and drawing more cards is definitely a plus. Use plenty of cards that have the "cost" of making you discard a card from your hand. There are more than enough to be creative about it. Here's a fun one. Cost Down. Discard a War God to bring the Military God's LV down to 3. Since the War God was discarded because of Cost Down, it gets special summoned and now you can also normal summon the Military God. Two 2300 hitters from a card that normally makes you lose two cards from your hand (including itself) just to bring out another monster. Yes, Dark Realm fiends pretty much turn such Cost cards into freebies. They laugh at the notion of "discard 1 card from your hand." Cost? what cost? This is a reward as far as Dark Realm fiends are concerned.

One last thing. BEWARE of End of Anubis, Jowgen and Goblin of Greed. You'll be doing a lot of special summoning from the graveyard and these card stops Dark Realm fiends cold. Goblin of Greed will stop your discarding tactics period. You see them, take them out as soon as possible. Also be wary of Special Hurricane. That take out all speical summon monsters as well.

In seal format, I think not. You know the saying, the more the merrier? With Dark Realm fiends more is a necessity. Your best Dark Realm fiends are super rare and ultra rare with the berserk king itself being a rare. Odds of pulling a one of each is impossible as it is. Mulitples? Don't make me laugh. Still the berserk king is decent. It has the higest attack strength for LV4 in this set. The only other LV4 monster that meets its basic strength is Kinght of the Dark Realm which is another Dark Realm monster. 3/5

In the traditional format, normally using a lot of discarding cost cards is down right suicidal but that's the not case with Dark Realm fiends. Even so, they have modest attack strength compare to heavy hitters favored in this format and their effects will be only really effective if the opponent forces you to toss them (specially the Dark Realm Gods). And large monster presence doesn't last long with the mass removal goin' around. 3/5

In advance format, Lord almighty I think these guys border on being broken. Discard cards become reward cards. Your monster presence can jump up at the drop of a hat, or card to be more precise. There are key cards that'll stop them of course but I'm having a hard time seeing what really does throw wench into this decktype. The Berserk king itself is only effective when it does battle damage. 3.5/5
 
It's been ruled that cards that require a discard as a cost to activate are not eligible for the effects of Dark Realm monsters. However, if you discard due to an effect, you're good to go with the Dark Realm monsters. So Rising Energy or Cost Down won't work here.

Other than that, nicely done review.

Check below for specifics:
Judge's List Question - http://www.cogonline.net/threads.13256

From the new Rulings:
020-024 Dark World Monsters
The following rulings apply to "Beiige, Vanguard of Dark World", "Broww, Huntsman of Dark World", "Sillva, Warlord of Dark World" and "Goldd, Wu-Lord of Dark World".

The effects of these cards are Trigger Effects that can be chained to.

These effects only activate if the cards are discarded by a card effect. They will not activate if discarded for the cost of a card like "Lightning Vortex", "Raigeki Break", "Tribe-Infecting Virus", or "Infernal Incinerator". They will not activate if sent to the graveyard by a card effect like "Last Turn" or "Chaos Emperor Dragon "“ Envoy of the End".

If these cards are discarded by your opponent's card effect, both parts of their effects resolve in a single chain link. If "Divine Wrath" is chained to these effects, it will negate both parts.

The effects of these cards activate in the Graveyard, so "Skill Drain" will not negate their effects.

These effects can activate in the Damage Step, if discarded by the effect of a card like "Don Zaloog".

If these monsters are discarded by a card effect in the middle of a chain, or in the middle of a card effect like "Dragged Down into the Grave", their effects will activate after the current chain resolves. They cannot miss the timing.
 
Yup. I knew it was too good to be true. Still, it'll be fun to use these guys. Heh, not as fun as before I found out about the ruling but fun nonetheless. And since they can't be activated by discard cards then the Berserk King becomes that much crucial to the decktype.
 
Cheerful Coffin should at least be Main Decked with at least 1. Card Destruction and Morphing Jar are restricted to 1. You do not have many discard card options without them being costs. Everyone and their mother or a good majority run Confisication. In order for Dark World to really be good, you have to stick to the Deck design. Use all their cards. Dark World Thunder set-back lies in the fact that if it does not destroy a face-down card, you do not get the chance to discard. Although, I wonder if Spell Shield Type-8 will be used more now? I wonder when they target a face-down monster can you use it then?
 
The Cheerful Coffin can also be used if you have a clogged hand of Skull Servants/King of the Skull Servants. But that rarely happens.

I love this review, Archfiendgeneral. You covered all aspects of the Dark Realm monsters, which I was hoping someone would do when reviewing them (Dark Realm monsters). Nicely done indeed. :D

One more thing to add - don't forget the card... well I forget its name (oh the irony), but it's the one that changes the effect of an opponent's Normal Spell to "discard one card from your opponent's hand". Or something. ;)
 
chaos general said:
The Cheerful Coffin can also be used if you have a clogged hand of Skull Servants/King of the Skull Servants. But that rarely happens.

I love this review, Archfiendgeneral. You covered all aspects of the Dark Realm monsters, which I was hoping someone would do when reviewing them (Dark Realm monsters). Nicely done indeed. :D

One more thing to add - don't forget the card... well I forget its name (oh the irony), but it's the one that changes the effect of an opponent's Normal Spell to "discard one card from your opponent's hand". Or something. ;)

That card is called Dark Deal :)
 
u 4got.....WICKED BREAKING FLAMBERGE Baou also dicards from ur hand an get the dark ruler effect w/500 bonus nice ive seen these cards in the sealed pack and they hav a huge variety of comboes
 
I'm sure it is. That's why its vital when you're playing against this decktype to get rid of the Berserk King as soon as possible. Don't give it a chance to activate its effect.
 
  1. [Re: Necrovalley] "Necrovalley" will NOT negate effects that are activated when a card is sent TO the Graveyard or that activate IN the Graveyard or that count cards in the Graveyard. So it will NOT negate the effects of "Sangan", "Witch of the Black Forest", "Black Pendant", "Giant Rat", "Mystic Tomato", "Kuriboh", "Graceful Charity", "Sinister Serpent", "Marie the Fallen One", "Buster Blader", "Shadow Ghoul", "Helpoemer", "Sword of Deep-Seated", "Vampire Lord", "Coffin Seller", and "Magical Thorn".

    Since they have already said that the Dark World monsters activate in the graveyard Necrovalley would not have any effect on them.
 
Entilzha....be vewy vewy quiet... :D I plan on using this in a deck in the next couple of weeks for the local tournaments. Care to work on it together?
 
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