Archfiengeneral's Review - Goldd, Wu-Lord of Dark World
Dark/Fiend/5/2300/1400
Effect: If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, you can select up to 2 cards on your opponent's side of the field and destroy them.
Rulings
1. Also see rulings for "Dark World Monsters".
2. The second part of this card's effect targets 2 cards on the opponent's side of the field. If the opponent chains a card to remove 1 of the 2 targets, the other targeted card is still destroyed.
3. "Goldd, Wu-Lord of Dark World" must be Special Summoned to resolve the second part of his effect. If you cannot Summon him because you activated "Scapegoat" that turn, or your Monster Card Zones are full, then the second part of his effect does not resolve.
4. If the Special Summon of "Goldd, Wu-Lord of Dark World" is negated with "Royal Oppression", the second part of his effect does not resolve.
5. If "Goldd, Wu-Lord of Dark World" is discarded by your opponent's card effect, when his effect resolves, he is Special Summoned first, and then the second part of his effect resolves. So the opponent cannot activate "Bottomless Trap Hole" or "Torrential Tribute"; the timing is no longer correct. Also, you could not draw a card for the effect of "Card of Safe Return".
6. If monsters are targeted by "Goldd, Wu-Lord of Dark World", the opponent can chain "My Body as a Shield".
7. If at least 1 Trap Card is targeted by "Goldd, Wu-Lord of Dark World", then the opponent can chain "Fake Trap" and the targeted Trap Card(s) will not be destroyed.
8. [Re: Infernal Incinerator] Discarding your hand is a cost to Normal Summon or Set this card. It will not activate the effect of a card like "Goldd, Wu-Lord of Dark World".
Today, we take a look at another card for the Dark World Theme: Goldd Wu-Lord of the Dark World.
His stats are pretty decent for a LV 5. While 2300 may not stand up to other single tribute monsters like
Jinzo, its still good enough to tackle on anything below 2300. Besides, its the effect that really makes it stand out. Unlike other tribute monsters this guy can hit the field without a tribute if you (or the opponent) discard it to the graveyard from your hand by a card effect.
There are several cards specifically designed to bring him out with the effect and luckily they have all been reviewed. So I'll briefly highlight them.
One is Dark World Lightning. You can destroy a monster/spell/trap whatever as long as its face down (even your own). If it does, discard this guy and you special summoned a LV5 2300 hitter to the field from the graveyard without using a recursion card like
Premature Burial or
Call of the Haunted. Only problem is if the first effect fails, second one won't go off.
Brron, Mad (geez, what's wrong with Berserk?) King of Dark World will also get it on the field rather easily. To a certain degree its the best resource to get it on the field, since as a Monster it won't go to the graveyard after using the card effect. You can use it to keep discarding Dark World fiends as they enter your hand. The only problem is getting the effect to go off. You must do battle damage to activate the effect.
Another way is Dark Deal. This trap will negate whatever effect, an opponent's normal spell would normally do and change it to forcing you to randomly discard a card from your hand. Nasty, ain't it? If it works, not only will the first effect of Dark World fiends go off but so will the second since technically THIER card effect made you discard a card from your hand. The catch of course is paying 1000 LP. Very pricey, especially going up against Life draining decks.
A more general card to bring out this monster is
Card Destruction, assuming people still use it. In any case, its a MUST in a Dark World Fiend deck. Both you and your opponent toss out your hand but in your case you activate the first effect of all the Dark World Fiends you discard. As such, getting a hand full monsters can be a good thing since, that means you can either be special summoning the the Vanguard, the Lord, or drawing a card for the huntsman.
Dark World fiends also have their very own recursion card called Gateway to the Dark World. Let's say for one reason or another Goldd was destroyed as soon as you brought him out or attacked. No problem (if you haven't already summoned or special summoned a monster), use this to bring him back for a second try. Its a quick-play spell which means you can use during the opponent's turn where can't summon monsters anyway unless your using
Call of the Haunted. Best bet is to activate it during the near the end of the opponent;'s turn. If a
Cyber Jar goes off after you play this, you'll lose whatever monsters you draw.
As you can see, the decktype revolves around activating card effects from the graveyard and in most cases its special summoning. As such there are cards that you must get rid of as soon as you encounter them.
Special Hurricane is a
Raigeki to Dark World monsters brought out by their own effects. Jowgen and End of Anubis both prevent Dark World monsters from hitting the field. Jowgen is easier to deal with because of his stats but Anubis will be a problem. No Dark World monster can stand up to it on its own. How you deal with him depends on your style of play. Best bet is probably a trap or a spell card since Dark World Fiends can't take it on by sheer strength.
Necrovalley will be a double edge sword. It won't stop Dark World fiends from being special summoned by their effects but it will stop any other recursion you would want to use like Gateway to Dark World,
Premature Burial and
Call of the Haunted. If used against you its best to take it out since you won't get the ATK/DEF increase the opponent's monster will be getting. You can however use it yourself in you're own deck to shut down the graveyard, and allowing only monsters like the Dark World fiends to come back to field from the graveyard. Having
Necrovalley also means you can use
Royal Tribute which is to your benefit since the opponent loses all his monsters and you get to activate the effects of your Dark World monsters, which in most cases means special summoning them back to the field.
Ratings will be based on its performance in a DW deck (seeing as how I'm going over the character limit somehow and need to shorten it down a notch)
In sealed format, the card is pretty good. Besides its Warlord counterpart the only tribute monsters around have a special summon requirement, are fusions, or are basically double tributes. The cards designed to bring it out are all common so getting it to be special summoned shouldn't be too much of a problem.4/5
In traditional, I find this decktype a little tricky. The card itself is decent at best unless you get the opponent to force you to toss it. It'll definitely need help dealing with the strong monsters favored in this format. Carry Dark Deals because you will see plenty of normal spells that you'll want to stop and you want the second effect of this monster to go off as often as possible in this format. 3/5
In advanced format, it can be deadly since it can hit the field as easily as non-tribute monsters. All the aforementioned cards that can bring it out through its effect leave your opponent at a disadvantage as it is, let alone they now have to deal with a 2300 hitter. Its at 2300 so it'll be wise to either carry equips or other cards to deal with monsters over that ATK strength. 4/5