Dark World Hand Devastation for April 1st

You kinda need a face-up monster removal card. The only card in your deck that can take out a face-up monster in your deck is DDV. The prob I faced with Dark World Deck is against a 2400ATK monster that these swarms can't go through. So something like Exiled or DDWL or Smashing is a good idea.

And I would also recommend 1x Treeborn Frog. having 6 tribute monsters can lead to dead hands, if you don't draw any cards that lets you discard those Dark Worlds.
 
1 Pot and 1 Forces of Darkness works in Dark World decks. But in his case... another MoF is not a bad idea cause he's packing ALOT of spells.
 
Hey everyone, I updated my deck with some of the suggestions, I think it runs a lot better now, but take a look and let me know if it needs some more work.
 
Why are you running Magic Drain over Dark Deal? You should just focus on Dark World itself instead of fitting as much of the other stuff you are used to. I will even use the WC2006 Deck as inspiration for some suggestions. Want to have a continuious hand? Dark World + Card of Safe Return. You need to use Dark Deal and more of the Dark World support. They have their own effects when used correctly will solve those Monster Card or Spell and Trap Card problems. Dragged Down into the Grave?
 
I tried running a more complete dark world deck before, and had quite a few problems I noticed that you can't depend on your opponent. Dark Deal was nice and fun card to use, but I only got it to work about ten percent of the time. The thing I noticed with a pure dark world deck is that swarmed like no other, but had no defense and no way of taking care of bigger monsters. I love running theme decks, because it keeps it orginal, but some of the dark worlders aren't very good, such as beiige and zure. I have been considering Card of Safe Return, to keep my hand going. As far as dragged down to the grave, I only get one card discarded, and my dark worlders still only get their first effect, because it is my card effect, so I use cheerful coffin, because I can discard up to 3 monster. Where would I find this WC2006 deck?
 
From the latest GX video game. You have monster removal, Goldd, Warlord of Dark World when you use Dark Deal to get it to the field. Where are other cards to handle any monster problem you have to stop you? Even using cards like Lightning Vortex or Dark Core would be good. Sure they do not activate the effects, but who cares? You aren't going to lose your hand when you can just use The Forces of Darkness to replenish your hand or Gateway to Dark World to Special Summon the monster you just discarded. Using Card of Safe Return and Solemn Wishes would be good.
 
I don't have a game boy, so I won't be able to see the deck. I know Dark Deal, and goldd will get rid of monsters, but like I said before when I used Dark Deal, I seldom was able to get my dark worlders discarded. I am using cards like bottomles Trap Hole, deck devastion virus, Curse of Anubis, and Mirror Force to take care of unwanted monsters, and to try to control the field. I have considered Lightning Vortex and Card of Safe Return, but I don't know what to take out.
 
i agree with you, Dark Deal is a horrible card even for dark world decks... i approve with Magic Drain alot more because it forces your opp to loose 1 more spell card and we all know spell cards are usually gamebreaking cards which sometimes ppl wont wanna give up... happens alot of times when ppl wont bother discarding another magic. cheerfull coffin should really be removed its not that strong and it will only be good with your dw monsters. add ddw and also remove Curse of Anubis... add some Smashing Ground... youll have trouble against Jinzo and horus.
 
What happens when your opponent tosses a trash Spell Card they do not need at that moment for your Magic Drain. Flawed logic and saying that Dark Deal shouldn't even be used in a Dark World Deck is even more screwy. It is a Dark World support card that actually does what the Deck is supposed to do. What cards are left for you to even get off the effects that really matter when it comes to Dark World that your opponent are going to willingly use? The only drawback to Dark Deal I see is the fact you are restricted in which Spell Card is going to be used against it, but since the only noteworthy cards being played are Normal Spells you really do not have much to worry in that aspect.
 
not it aint man... ok who keeps trashy spells in theyr decks? noone... any spell card lost can be fatal even if it may not seem so at that present moment Magic Drains good ability is that it removes one of your opps resources in his hand+ it has to be a spell card and i would say almost all the time it would be a pretty darn good one too... Dark Deal makes you loose 1000 (bad) + discard a card... and that card may not always be your precious dw monster... lets look at the facts:
Magic Drain options:
1. your opps magic goes bye bye making it a 1-1 trade-off.
2. your opp looses another magic card making it a 1-1 trade-off which in-turn is another -1 for the magic your opp just played so its more like 2-1(opps loss) if he wants his effect.

Dark Deal options:
1. loose 1000 lp and a monster that will not give you a benefit which is a 1-2(your loss) trade-off but you still loose the 1000 lp.
2. loose 1000 lp and a monster that will give you a benefit of either field presence (sillva or goldd) or another draw (broww) which is a 1-1 trade-off but you still loose the 1000 lp.

as you can see... Dark Deal makes you give up alot more to stop his card then Magic Drain even though Dark Deal can assure you that the spell will be stopped its still more card advantage lost on your end. edit: but Magic Drain can work on any spell that troubles you, unlike Dark Deal.
 
Ok, how is Pot of Avarice in my hand going to help me when I got no monsters in my Graveyard? Losing a Spell Card in the hand MAY seem like a good deal because any Spell Card in the Deck is needed, but what is the point of using Magic Drain when I can easily just discard a Spell Card I do not need at the moment? Even more insulting is that I can just flip over my Magician of Faith and get it back. No thanks. If I was running Dark World it would be Dark Deal and Magic Jammer for me otherwise I am a Cursed Seal of Forbidden Spell user.
 
well maybe he dunt wanna give up 2 cards and pay 1000lp to stop his 1 normal spell... maybe he wants to stop Swords of Revealing Light... maybe he wants to stop level limit area-b maybe he wants to stop Polymerization or a ritual spell card or Snatch Steal... something Dark Deal cannot do at all... mayb he wants to save his Magician of Faith for something better... he may not always have a junk card in his hand to use or he may not always have a hand at all.
 
SirViper said:
ok w.e you get my point...

No, I do not get your point. If you are using Dark World, Dark Deal should be included or at least considered. Now I did not say no to Magic Drain, but try not to apply a shakey Reasoning about using it. It is not a guaranteed negation and there are too many variables to consider when using it. He/She can easily just toss away a Spell Card they do not need at the moment. Perhaps they cannot, who knows, but it is not a surefire negation. Then with 2 MOF back using Magic Drain seems even less desirable. Again, this just stems from the fact TCG players value hand advantage when OCG players already know the truth. I would use Magic Jammer personally. Why? Because you have that Trap Card to return 2 Dark World monsters from your Graveyard.
 
Ok, I have to thank you TISO and SIRVIPER, for explaining both of your points very well.
The reason I do not have Dark Deal in here is because I did not have very good luck with it, but I do have one in my side deck.
I have the Magic Drains in here over Magic Jammers because I have had great luck with them before, and I do like the possibilty of getting two spell cards for the price of one, out of my opponent, and yes Magic Drain does have its draw backs.
I do however also have Magic Jammers side decked, in case my Magic Drains just aren't working.
As far as cards such as Smashing Ground, I am trying to control the field through my trap cards, but I think they might need a little work. Is there anything else you guys thing could use improving.
 
he may not always have MOF... maybe his MOFs have been rfg previously by NoC when he didnt have something to stop it... mayb he hasnt drawn it yet or mayb its already dead... presonally id preffered playing a card that doesnt make me loose something too and on top of that, lp too. in a dark world deck its good to swarm and stuff and card advantage is more important but if you play cards that keep making you loose twice as more as your opp then you'll notice you'll slow down... and then he may use the other magic card in his hand against you. it has its pros and cons, it just depends on what he wants to go with. he already has 2 Dust Tornadoes and mst... i dunt think he needs something else, especially something that reckless.
edit to dragonseekers post: Smashing Ground is something every1 comes across so you cant always get 100% coverage but you have gateway and forces of darkness... cards will get your dw back in the game so you shouldnt worry about that too much... what you should worry about is beatdown and possibly stall decks. 2400 atkers will hurt you bad, and with monarchs decks slightly more used with Treeborn Frog out, im sure your opps will have efficient ways to summon theyr 2400+ atkers more too.
 
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