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Found 54 results

  1. 3 Grapha 3 Snoww 3 Broww 3 Goldd 3 Silva 3 Trance   3 Gates 3 Dealings 3 Dragged 3 Upstart   3 Anti-Spell Fragrance 1 Drain 1 Vanity's  3 Smog  3 Reckless     Standard Rank 5s and 8s and shit   Side deck is a secret       So everyone knows that 98% of DGz is trash, so I decided to post a good deck for you all to netdeck. Dark World is an underrated threat, and should see a lot more play, but people are too sheepish to run such a deck. I don't just netdeck bad online builds, I create the meta by maxing out on Goldd and Silva. This gives me access to Rank 5s that no one is prepared for right now. The Spell Fragrances and Vanity's just destroy Nekroz because most players are just too stupid to handle multiple floodgates, while Smog destroys tellars and Shaddolls. This deck has gone nearly undefeated on DN, so I expect to easily sweep nationals.   The side deck is a secret. I don't want any scrubs netdecking my shit, but suffice to say, it covers all of the meta.   Bad matchups? Maybe Qliphorts, but again, the average player is too stupid to counter Dark World effectively, so I'd say that matchup is maybe 80-20 in my favor. I eat other meta decks for breakfast.   So expect a lot of coverage for Dark World at Nationals. Feel free to make suggestions, even though I know most of you would probably make the deck worse. 
  2. [spoiler]   [/spoiler]   A while back, I posted a thread on a Destiny Dark World Creator Turbo deck: http://duelistgroundz.com/index.php?showtopic=161982 So...soul charge is down from 3 to 1. Shadow Mist isn't released in TCG yet but I want to play something in TCG... so I came up with this!   Deck list:   Monsters: 22   3 Grapha 3 Broww 3 Snoww   2 Fabled Raven   2 Shaddoll Beast 2 Shaddoll Dragon 1 Shaddoll Faclo 1 Shaddoll Hedgehog 1 Shaddoll Squamata   3 Dark Creator   Spells: 14 1 Allure of Darkness 3 Dark World Dealings 2 Shaddoll Fusion 3 The Gates of Dark World 2 Trade-In 3 Upstart Goblin   Traps: 4 1 Shaddoll Core 3 Sinister Shadow Games   Extra Deck: 15   2 El Shaddoll Construct 2 El Shaddoll Winda   1 Black Rose Dragon 1 Crimson Blader 1 Scrap Dragon 1 Stardust Spark Dragon   1 Alsei 2 Felgrand 2 Heliopolis 1 Zombiestein   Side deck: 15   3 Maxx "C" 2 Tragoedia 2 Ryko   2 Lance 2 MST   2 Decree 2 Emptiness     Please disregard the current side deck, but I would greatly appreciate input as to what I can use to compose the side deck.   Card Choices:   0 Beiige: I originally included a single copy because it had some cool interactions with fabled raven and made instant Felgrands possible, but I felt that it was more of a "win more" card. I wanted to fit in 3 upstarts.   2 Shaddoll Beast: 3 seems to result in more dead hands, as if Dark World alone doesn't brick often enough. Ironically, Beast is probably one of the more important cards in the deck as drawing 2 and discard 1 as an EFFECT triggers Dark World cards too, resulting in a net +2. It also functions as a secondary broww since it activates from dealings.   2 Shaddoll Dragon: I don't maindeck MST or lance, so Shaddoll Dragon and Grapha are my only methods in getting rid of Vanity outside of the extra deck. It's cool how he triggers from dealings as well.   1 Falco: gets Shaddoll Beast on the board. Is scrap dragon fodder to recycle Beast.   1 Hedgehog: searches out Beast to tribute a fusion summoned monster and also resolves from dealings.    2 Squamata: I don't like running 3, but he's essentially the searcher for the shaddolls when he gets discarded by dealings/raven/helio. I like how it can access any shaddoll in the deck when sent to the graveyard. Also, it plays an important role in searching Shaddoll Fusion (explained later).   3 Dark Creator: trade-in fodder. Graveyard fills up quickly from Shaddoll Fusion, Shaddoll Squamata, and Sinister Shadow Games.  Standard Dark Creator play: SS creator in DEF, use creator to SS Snoww, bounce to hand for Grapha, normal summon Snoww, bounce to hand for Grapha, attack with both Graphas, overlay for Felgrand. Spam Felgrand protection on Dark Creator's 3000 DEF wall and keep pumping out more rank 8s or spam Felgrand nukes. Alternatively, if the opponent has a clear field and you control gates, you can summon creator in ATK position and swing in with 2 Graphas for 8300 damage.   2 Shaddoll Fusion: I dislike drawing multiple copies of this card. I only use 2 because I can effectively search it from the deck using a combo described later.   2 El Shaddoll Construct - I won't be making her often since I essentially only run 2 lights, but she makes for some interesting interactions with pushing for OTKs and baiting traps before creator spamming. Also is the waifu of Grapha since they can make Rank 8s together.   3 Sinister Shadow Games: Gets DARKs in the grave and thins the deck, increasing the consistency of the deck. Dark World is fairly inconsistent and needs the extra consistency.   1 Shaddoll Core: Is a spare Shaddoll Fusion Material. Has cool interactions with a combo mentioned later.   2 Fabled Raven: is LIGHT, triggers Shaddolls, triggers Dark Worlds, is a fiend for gates, is a tuner that can manipulate its level to the appropriate level...this card is great in this deck, but is atrocious when drawing multiples.   One of the most interesting interactions I found in this deck was the ability to essentially search Shaddoll Fusion from the deck. Here's how you do it:   Send a Shaddoll Fusion to the graveyard from the deck via squamata/shadow games Send a Shaddoll Core to the graveyard from the hand from DARK WORLD DEALINGS, FABLED RAVEN, or from the deck via squamata or shadow games.   Any advice, especially that of composing a side deck, would be greatly appreciated as I am not as experienced in this game as most of this forum's regulars. Thank you!   P.S.: Please note, that this deck is, not by any means, a fully competitive deck. It is just a very fun, consistent, and sacky deck that I would like to improve.            
  3. Destiny Dark World Creator Turbo

      Monsters - 20   3x Broww 3x Snoww 3x Grapha 3x Kuribandit 3x Destiny HERO - Dreadmaster 2x Elemental HERO - Shadow Mist 3x Dark Creator   Spells - 18   1x Allure of Darkness 3x Dark World Dealings 3x The Gates of Dark World 2x Destiny Draw 1x Mask Change Second 3x Trade-In 3x Upstart Goblin 2x Soul Charge   Traps - 2 2x Phoenix Wing Wind Blast   Extra - 15 1x  Masked HERO - Dark Law 2x Divine Dragon Knight Felgrand 3x Hieratic Sun Dragon Overlord of Heliopolis (3 are necessary for clearing your own field to summon another creator or pop itself; I've had duels where I have had to use all 3) 1x Alsei, the Sylvan High Protector 1x Evilswarm Exciton Knight 1x Diamond Dire Wolf (can pop itself when alone to make way for a creator) 1x Number 15: Gimmick Puppet Giant Grinder 1x Number 22: Zombiestein 1x Lavalval Chain (may swap out for leviair) 1x Number 62: Galaxy-Eyes Prime Photon Dragon 1x Number 107: Galaxy-Eyes Tachyon Dragon 1x Galaxy-Eyes Full Armor Photon Dragon   Please disregard the current side deck, but I would greatly appreciate input as to what I can use to compose the side deck.   Card choices: 0 Beiige: simply unneeded due to massive draw power in conjunction with Soul Charge and Dark Creator spam    Shadow Mist: Shadow Mist can be triggered by Kuribandit, Dealings, Heliopolis, and PWWB; it is fairly easy to resolve. Additionally searches Mask Change Second if Soul Charge'd or Creator'd, which can be a useful utility card. Helps build toward summoning Dark Creator.   Dreadmaster: Multi-target for Destiny Draw and Trade-In and can be Soul Charge'd or Creator'd, unlike Plasma. Helps build toward summoning Dark Creator. Is level 8 and loves xyz-ing with Grapha   2 Soul Charge: deck is consistent enough to dig through the deck by sheer draw power or kurbibandit to add this to the hand. Is extremely cancerous when reviving a fallen dark creator. This card is the back-up Dark Creator if the player does not have any.   3 Dark Creator: Is a trade-in target and can be summoned fairly easily. Standard Dark Creator play: SS creator in DEF, use creator to SS Snoww, bounce to hand for Grapha, normal summon Snoww, bounce to hand for Grapha, attack with both Graphas, overlay for Felgrand. Spam Felgrand protection on Dark Creator's 3000 DEF wall and keep pumping out more rank 8s. Alternatively, if the opponent has a clear field and you control gates, you can summon creator in ATK position and swing in with 2 Graphas for 8300 damage.   2 Destiny Draw: I tried 3, was not as consistent as I would like; it was dead fairly often.   Mask Change Second + Dark Law: searchable Macro Cosmos from Shadow Mist; can wreck Shaddolls and Lightsworns heavily when backed by Creator/Felgrand/other Rank 8 threats. Dark Law can combo nicely with Dark World Dealings.   3 Kuribandit: digs through the deck for Soul Charge and helps clear dead hands by digging for draw/search cards while filling the grave for Dark Creator and Soul Charge plays; if it mills Shadow Mist, you've net a +1 by adding Dreadmaster to hand. Is a FIEND for Gates to banish!   2 PWWB: 3 was a little cloggy; it slowed the deck slightly. At 2, it was definitely accessible due to the draw power of this deck, but did not clog the hand.    Galaxy-Eyes Xyzs - can get out of some tough situations (Beelze) or get over large monsters. Full Armor after resolving Tachyon or reviving Prime can make for some cool plays, but I would not consider them to be integral to the extra deck.   3 Heliopolis: Sometimes, 2 isn't enough, since you'll be using it to clear the field using itself in order to summon more creators or soul charge a creator that was used as a material back. Is extremely deadly after returning monsters to hand for Grapha after Creator/Soul Charge; can trigger Shadow Mist and fill the grave with DARKs   2 Felgrand: I used to run 3, but the situations where the 3rd would be needed were somewhat rare, though sometimes they were necessary (walling with Creator against JD or other threats below 3000 ATK   Alsei: kicks Beelze and other destruction-immune monsters out of the field and can stack your opponent with dead draws in the case of closing for game.     The deck is highly capable of drawing 10+ cards in 1 turn and OTKing; it is very consistent, especially for a Dark World deck.   Cancerous Screenshots (feel free to contribute): [spoiler] Older version that ran DaD:   [/spoiler]   Any advice, especially that of composing a side deck, would be greatly appreciated as I am not as experienced in this game as most of this forum's regulars. Thank you!   P.S.: Please note, that this deck is, not by any means, a fully competitive deck. It is just a very fun, consistent, and sacky deck that I would like to improve.
  4. Hey guys, list has been fairly consistent over past few locals but sadly went 3-3 at Lolcals today, so figured I'd see if there were some suggestions people could offer.     Monsters (12)   3x Grapha, Dragon Lord of Dark World 3x Snoww, Unlight of Dark World 3x Broww, Huntsman of Dark World 2x Tour Guide from the Underworld 1x Beiige, Vanguard of Dark World     Spells (16)   3x Dark World Dealings 3x Gates of the Dark World 3x Upstart Goblin 3x Mystical Space Typhoon 2x Dragged Down into the Grave 1x Foolish Burial 1x Gateway to Dark World     Traps (12)   3x Reckless Greed 2x Skill Drain (3rd is sideboarded for now) 2x Deck Devastation Virus 1x Eradicator Epidemic Virus 1x Compulsory Evacuation Device 1x Dark Smog 1x Torrential Tribute 1x Solemn Warning   Extra Deck (15)   1x Divine Dragon Knight Felgrand 1x Hieratic Sun Dragon Overlord of Heliopolis 1x Number 15: Gimmick Puppet Giant Grinder 1x Lavalal Chain 1x Number 101: Silent Honor ARK 1x Evilswarm Exciton Knight 1x Number 85: Crazy Box 1x Downerd Magician 1x Gagaga Cowboy 1x Leviair the Sea Dragon 1x Wind-up Zenmaines 1x Number 30: Acid Golem 1x Mechquipped Angineer 1x Ghostrick Alucard 1x Number 17: Leviathan Dragon  
  5. Dark Worlds were first seen in Elemental Energy way back in 2005. In more recent times of late 2011, the archtype saw some support in the structure deck Gates of the Underworld, gaining many powerful cards. This included their ruler, the Dragon Lord himself, Grapha.   Monsters   The Dark World Monsters [spoiler] Grapha, Dragon Lord of Dark World [spoiler] You can Special Summon this card (from your Graveyard) by returning 1 face-up "Dark World" monster you control to the hand, except "Grapha, Dragon Lord of Dark World"  If this card is discarded to the Graveyard by a card effect: Target 1 card your opponent controls; destroy that target,[/spoiler] Grapha is the boss monster of the deck. A 2700 monster that becomes 3000 under gates is hard to deal with. Even if destroyed, he comes back with great ease from the graveyard. This also makes him one of the best tributes for the viruses. His destruction effect allows you to forego running other removal cards game 1.   Snoww, Unlight of Dark World [spoiler]add 1 "Dark World" card from your Deck to your hand,[/spoiler] Snoww is the recruiter, adding much needed consistency to the deck. She searches anything you need when discarded, monster or spell. Under the attack boost of the field spell, she also becomes a target for Deck Devastation Virus.   Broww, Hunstman of Dark World [spoiler]If this card is discarded to the Graveyard by a card effect: Draw 1 card [/spoiler] Broww's effect gets you deeper into your deck, thins the deck, and gets you closer to combo pieces. As a level three monster he also serves as a target for Tour Guide into a quick rank three monster.   Beiige, Vanguard of Dark World You run not-so-special beiige because of the fact that he can be summoned in a pinch if you do not have access to a discard outlet.Other than that, he can enable rank 8 plays when there are multiple graphas in the grave. Discard Beiige, return to hand to special summon a grapha from grave. Then follow up by normal summoning him and subsequently add him to hand again to special another copy of grapha. Follow up with a rank 8 exceed, such as Dragon Knight Felgrand.   Sillva, Warlord of Dark World Goldd, Wu-Lord of Dark World Sillva and goldd are your level fives, special summoned when discarded. If ran in multiples they give access to Rank 5 exceeds.  Automatically DDV targets, their attack of 2600 under gates makes them EEV targets. [/spoiler]     Non-DW Monsters [spoiler] Tour Guide of the Underworld Newly unlimited under the January 2014 banlist, Tour Guide is a versatile monster in dark world decks. She has targets in Broww, another copy of herself, and a new girlfriend by the name of Archfiend Heiress. Her giving you access to Leviair allows you to recycle the monsters you banish to activate the field spell.   Archfiend Heiress Heiress has the dual purposes of serving as a Tour Guide target as well as a searcher for Trance Archfiend when she hits the grave. A neat fact about Heiress is that her effect to search trance will activate if she is detatched by Zenmaines' protection effect.   Trance Archfiend Trance helps out a bad hand by being a discard outlet. He also recycles a banished monster when destroyed, replenishing the hand. Essentially trance gets a hand rolling.   Malefic Stardust Dragon Malefic is good in dark worlds by protecting the field spell, letting you plus off gates multiple times while putting up a 2500 wall for your opponent to deal with.   Other monsters that can be considered are Fabled Raven, giving you access to synchros, and Morphing Jar, a flip effect card destruction. [/spoiler] Spells [spoiler] Dark World Dealings A great and simple way to activate dw monster effects and dig into the deck to reach needed cards. It can be a double edged sword in the mirror match.     The Gates of Dark World Providing even more drawing power, gates'  release in the structure deck gave dark worlds much needed consistency. Gates is also the reason that the deck can support reckless greed. You don't have to worry about skipping your draw phase when you have a pseudo draw phase effect in your field spell.     Dragged Down Into the Grave Dragged down is a unique card, one that fits in quite well with dark world decks. Dragged down gives you access to your opponent's hand, not only gaining you knowledge but also a chance to rid them of their most important cards, all the while letting you plus off of your monster effects.     Foolish Burial   Foolish instantly gets a fiend to grave, making gates live on the first turn. It can also get a grapha to grave for an early summon.       Upstart Goblin Drawing power is the name of the game for dark worlds. The more cards drawn means more combo pieces which allows you to beat the opponent down before they have a chance to mount a response.   Other Spells: Allure of Darkness Terraforming Trade-In One Day of Peace Gateway to Dark World Into the Void [/spoiler]   Traps [spoiler] Reckless Greed Reckless is great to dig deeper in the deck. With all the drawing power in other cards, obtaining multiple copies of greed to activate can be game changing, as you get your combo pieces in your attempt to establish a board that the opponent can't counter, overwhelming them through sheer card advantage.   Skill Drain All dark world monster effects activate in grave, dodging the effect skill drain. Trance archfiend's effect to recycle a banished monster also gets around skill drain. Drain does conflict with tour guide, but most decks this format can be stopped by a crucial flip of drain.   Mind Crush Mind crush works great in tandem with the hand knowledge you gain with dragged down and the viruses. This format also does a lot of searching (spellbook magician of prophecy, fire formation tenki, geargia armor, gear gigant x, hieratic seal of convocation, etc.), that mind crush has a lot of potential.   The Viruses: Deck Devestation and Eradicator Epidemic Dark Worlds have an amazing tribute monster for the viruses in grapha because he can be summoned and resummoned with ease. Which virus to be used is largely a meta call, as not all decks are affected by the same virus.   Dark Smog Dark smog is versatile discard outlet for dark worlds as it can be utilized on the opponent's turn, or when you have need to interact with the opponent's grave to disrupt plays (inzektor hornet, spellbook of life, call of the haunted, etc.) Smog is also considered one of the safest discard outlets in the mirror.   [/spoiler]   Extra Deck [spoiler]       Dark Worlds can support rank 8 monsters quite easily, seeing as Grapha can be summoned with ease. Felgrand is a 2800 body veiler. Zombiestein can be a veiler of sorts as well, but also serves as a 4500 wall your opponent has to get over.      Adrius is both fiend and dark, getting a boost and is a target for the viruses, giving him some versatility.     Master Key can be a great way to keep your gates of dark world live, serving the same purpose of malefic stardust without the attack restrictions. Dark and 2500, also a virus target.             Leviair is great for recycling the monsters you banish to activate gates. Mechquipped is a great way to back up a felgrand,  Additional Cards to consider are of course the good rank four and rank three exceeds, and don't forget other rank eight exceeds, such as Giant Grinder, Heliopolis, Galaxy-eyes tachyon dragon, etc. [/spoiler]   Side Deck [spoiler] Outside of S/T removal for problem cards like Macro Cosmos, Soul Drain, Shadow-imprisoning mirror. etc., Dark World decks can support floodgate cards such as Gozen Match and Rivalry of Warlords. SIM can a real problem for this deck. It may not see much play, but it stands out from dimensional fissure, macro, and soul drain because SIM is not limited. Ryko can be a side choice for its removal powers, getting rid of troubling floodgate cards or problem monsters. [/spoiler]   Decklists [spoiler] Recently, Jeffrey La Beach topped YCS Atlanta. Monsters (15) 3 Grapha, Dragon Lord of Dark World 3 Snoww, Unlight of Dark World 3 Broww, Huntsman of Dark World 2 Silva, Warlord of Dark World 1 Gold, Wu-Lord of Dark World 3 Trance Archfiend Spells (16) 3 The Gates of Dark World 3 Dark World Dealings 3 Dragged Down into the World 3 Upstart Goblin 2 Mystical Space Typhoon 1 Allure of Darknes 1 Foolish Burial Traps (9) 3 Mind Crush 3 Skill Drain 2 Dark Smog 1 Eradicator Epidemic Virus Side Deck (15) 2 Maxx "C" 2 Lava Golem 2 Gozen Match 2 Rivalry of Warlords 2 Deck Devastation Virus 1 Mystical Space Typhoon 2 System Down 2 Twister Extra Deck (15) 1 Abyss Dweller 1 Maestroke the Symphony Djinn 1 Number 85: Crazy Box 1 Gagaga Cowboy 1 Number 61: Volcasaurus 1 Adreus, Keeper of Armageddon 1 Number 15: Gimmick Puppet Giant Grinder 1 Number 107: Galaxy-Eyes Tachyon Dragon 1 Neo Galaxy-Eyes Photon dragon 2 Divine Dragon Felgrand 2 Hieratic Sun Dragon Overlord of Heliopolis 2 Number 22: Zombiestein [/spoiler]   Thanks to Canasian for having a great post for me to use as a template.
  6. Rank 8 Dark World - No Drag Down

        Monsters 17 3x Grapha, The Dragon Lord 3x Malefic Stardust Dragon 1x Sillva, The War Lord 3x Snoww, The Unlight 1x Beiige, The Vanguard 3x Broww, The Huntsman 2x Tour Guide of the Under World 1x Morphing Jar   Spells 16 1x Dark Hole 1x Book of Moon 1x Allure of Darkness 3x Dark World Dealings 3x Trade-In 3x Gates of Dark World 1x Terraforming 2x MST 1x Foolish Burial   Traps: 7 3x Skill Drain 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Solemn Warning   Extra Deck: 15 1x Zenmaines 1x Leviathan Dragon 1x Leviar 1x Lavalval Chain 1x Maestroke 1x Master Key Beetle 1x Blackship of Corn 1x Diamond Dire Wolf 1x Gagaga Cowboy 2x Felgrand the Dragon Knight 1x Heliopolis 1x Galaxy Eyes Tachyon Dragon 2x Stardust Dragon   Deck Explanation: Make Felgrand with Graphas/Malefic Stardust. Detach Graphas to use Felgrand's effect. Bounce Dark Worlds to bring back Grapha for card advantage. Use Skill Drain for disruptive plays. That's pretty much the whole deck.   Why no Drag Down? It forces Dark World decks to be too linear. You can't really run monsters without discard effects such as Malefic Stardust. It also isn't as good as people think it is. It replaces the card it takes away. It also breaks even on card advantage if you force them to discard a Dark World. Otherwise, it's a minus 1. I know there's other good things about it (graveyard set up, disrupting plays, discard outlet), but it isn't worth limiting your monster lineup in order to use it effectively.
  7. .Type of Way.

    <iframe width="440" height="248" src="//www.youtube.com/embed/rwVpBNr1UNM" frameborder="0" allowfullscreen></iframe>                  [~10o]Traps                  ~||| [.    Reckless Greed    .] ~||| [.    Dark Smog    .] ~||| [.    Skill Drain    .] ~||| [.    Era       dicator Epidemic Virus    .] ~||| [.   Deck Devastation Virus   .]                  [~16o]Spells                 ~||| [.   Dragged Down into the Grave   .] ~||| [.   Th     e    G  a  tes of Dark World .] ~||| [. Dark World Dealin gs .] ~||| [.Upstart Goblin.] ~||| [.Into the Void.] ~||| [.Allure of Darkness.] ~||| [.One Day of Peace.]                 [~14o]Monsters                ~||| [.Grapha, the Dragon Lord of Dark Wold.] ~||| [.Broww, Huntsman of Dark World.] ~||| [.Snoww, Unlight of Dark World.] ~||| [.Beiige, Vanguard of Dark World.] ~||| [.Siilva, Warlord of Dark World.] ~||| [.Malefic Stardust Dragon.] ~||| [.Trance Archfiend.]    
  8. 3 grapha 3 broww 3 snoww 3 malefic stardust 2 beiige 3 upstart 3 gates 3 trade in 3 dealings 3 dragged down 1 allure 1 terraforming/ 1 into the void 1 foolish burial 3 reckless greed 2 Vanity 2 dark smog 1 eev     Side; 2 Gozen Match 2 Rivalry of Warlords 2 Mind Crush 2 Deck Devastation Virus 2 Light Imprisoning Mirror 1 Vanity's Emptiness 1 Compulse 1 into the void 1 Bottomless 1 Warning   Extra; I need help with this.     Hello everyone, here is my Dark World Turbo. At first I had the intention of making this purely a control deck. However with Dragon Plants and Mermails Otk'ing alot I wanted something more assertive going into game 1. My intention is to win game as fast as possible then side appropriately for the matchup and slow my opponent down game 2 while not completely making my deck move at a snails pace.   Currently my side is for   Dragon Plants Mermails Fire Fist Evilswarms  Bujins Spellbooks     I would like to add cursed seal of the forbidden spell somewhere in my side, I could use some feedback on that.   But please let me know what you think. It may seem weird to run 3 Malefic When EEV is at 1 but it's more so bait for trade in so I can actually pitch my grapha with a dealings or for gates so i can get his effect.   I am currently testing Reasoning as of right now.
  9. (EDIT: Original thread can be found here.)   The Dark World archetype began in its most basic form in 2005, in the Elemental Energy set. At the time, the deck had few consistent discard outlets of its own and the monsters' less-than-impressive stats kept them from dominating the format, although they did show up occasionally (such as in Justin Womack's "Aggro Bomb") and they were popular side deck cards to counter cards like Spirit Reaper. In 2011, several new members of the Dark World Army emerged from their hiding place in the Underworld, including their ruthless leader. Although the deck is still inherently combo-based, the new tools the deck gained in the past year are too powerful to be ignored. The Dark World Army Grapha, Dragon Lord of Dark World: Grapha is the commander of the Dark World army. When he’s discarded, he destroys any card your opponent controls, a useful ability that lets Dark World decks forego basic destruction cards like Mystical Space Typhoon and in some cases, even Dark Hole, game 1. And once Grapha is in the graveyard, he can be revived by returning another Dark World on the field to the hand. Snoww, Unlight of Dark World: Snoww is the searcher of the deck, being able to grab any Dark World card - not just Monsters, but also Spells like Gates and Dealings. Grapha as a boss monster is extremely powerful, but Snoww is what makes his army consistent. 1700 Attack is also a decent stat, being able to run over Thunder King Rai-Oh when boosted by Gates. Broww, Huntsman of Dark World: Broww is one of the original Dark World monsters released way back in Elemental Energy in 2005. His drawing effect is simple, but useful for sifting through your deck to assemble combo pieces. Also important to note is that Broww is Level 3, meaning Tour Guide searches him from the deck, either to use for Grapha’s summoning condition or to make a Rank 3 Xyz. Beiige, Vanguard of Dark World: There’s not much too special about Beiige. He’s often played for his ability to be summoned multiple times in a turn, which can lead to OTK’s if there are multiple Graphas in the grave. The fact that he’s level 4 and therefore can be Normal Summoned when you don’t have a discard outlet is an asset he has that Sillva and Goldd do not. Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World: Goldd and Sillva make up Level 5 Dark World duo. Like Beiige, they Special Summon themselves when discarded. Some players prefer them to Beiige for the fact that they have 2300 attack (or 2600 with Gates), making them sizable beaters even when Grapha isn’t in the graveyard yet, and tributes for Deck Devastation or Eradicator Epidemic Virus. Other benefits are that multiple copies can grant access to Rank 5 Xyz, and in the mirror match their secondary effects (triggered by the opponent’s discard effects) can be game-breaking. Non-Dark World monsters Tour Guide from the Underworld: Aside from the standard uses of Tour Guide that make it one of the most versatile monsters in the game, Tour Guide also tutors Broww in this deck to bounce for Grapha, and Leviair also has a special place in this deck being able to loop back Dark World monsters that were used and then banished for Gates. Trance Archfiend: Trance Archfiend is another option this deck has at its disposal; it’s a discard outlet, can be a beatstick (reaching 2300 between its effect and an on-field Gates), and when destroyed it recycles a banished DARK monster. It can help get a slow hand moving, but not all builds use it because it’s yet another combo-oriented card. Spells Dark World Dealings: A simple and effective way to activate the effects of the Dark World monsters while sifting further into your deck to draw combos. The main concern with this card is the fact that it can be absolutely devastating in the mirror match if you activate it on your first turn. The Gates of Dark World: Gates was another card released in the Gates of the Underworld structure deck that brought more consistency to the Dark World archetype. It provides even more draw power, and is a discard outlet that can be used multiple times as long as it stays on the field. Dragged Down into the Grave: Dragged Down is a sort-of unique tool that Dark World decks get to run. While the majority of competitive decks focus on manipulating the opponent's field, Dark World manipulates the hand. The ability to preemptively get rid of power cards that the opponent was saving for a big push can be a surprise factor that will win games all on its own. And while Dragged limits the opponent's options, it only increases the Dark World players', since Dragged will trigger the effects of your Dark World monsters.  Also notable about Dragged Down into the Grave is that it's likely going to be your most important discard outlet in the mirror, since it's one of the few besides Gates that won't let your opponent discard their own monsters and gain their crippling secondary effects. Use it to your advantage, and also be prepared to set as  many of your own non-Dark World cards as possible to avoid your opponent's Dragged Downs. Card Destruction: Like Morphing Jar, Card Destruction discards your entire hand of Dark World monsters to create huge advantage plays, but it has far fewer downsides and is far harder to stop. Again, it’s dangerous in the mirror match, but it will win you the game in every other scenario.   One Day of Peace:   A trend that began towards the end of last format and continuing into this format is running (the now-Limited) One Day of Peace in Dark World. In many cases it'll simply act as a fourth Upstart Goblin, while also buying yourself an extra turn to draw more cards (since Dark World decks often run little in the way of protection). The extra card the opponent gains is usually mitigated by Dragged Down, Virus cards, and the simple fact that Dark Worlds can gain enough +1's of their own to negate the +1 the opponent receives.     Traps Reckless Greed: The name of the game for Dark Worlds is draw power. Game 1, the deck usually aims to draw into all of its combo pieces, and ideally Card Destruction, as fast as possible so it can win quickly before the opponent ever has a chance to counter it. Reckless Greed helps to dig through the deck, and at the same time all the digging increases the chances of getting off multiple copies at once. Some players opt not to use Reckless Greed because if you use it prematurely and cannot establish a strong setup immediately, you likely put yourself in an unwinnable situation.   Mind Crush:   Newly Unlimited this format, Mind Crush is significantly stronger in this deck than it is in any other, thanks to Dragged Down into the Grave and consistent Virus targets. With Dragged and Mind Crush both at 3, drawing them together becomes even more likely (besides the fact that most decks will add cards to their hand quite often) and allows this deck to main Mind Crush if the player chooses. Deck Devastation Virus and Eradicator Epidemic Virus: Since Grapha is so easily summoned and re-summoned, he makes the perfect tribute for Virus cards. In a pinch, Sillva and Goldd also qualify for both under Gates. Viruses are risky cards because not all decks are affected by the same virus. Deck Devastation Virus wins games when resolved against Mermail/Atlantean decks, while Eradicator Epidemic Virus is stronger against Fire Fists and the mirror. Looking further into the format, Eradicator's power is boosted by the emergence of Prophecy/Spellbook decks, but Elemental Dragons are relatively unaffected by both Viruses. Which Viruses, if any, get main-decked comes largely down to a meta-call.     Skill Drain: All the Dark World monsters’ effects activate and resolve in the graveyard, so they’re unaffected by Skill Drain. Trance Archfiend’s effect to recycle banished DARKs also gets around Skill Drain, so the deck is generally unaffected by the card.  However, Tour Guide from the Underworld tends to be considered one of the most important tools in the deck, and some decks are less affected by Skill Drain than they would be by other Trap cards, so most players opt to run Skill Drain in their side  deck for matchups where the card is most effective. Dark Smog: Smog is another unique tool the Dark World deck has, usually utilized in the side deck. Going into game 2 against decks like Inzektor or the mirror match, where you generally want to take out cards like Dark World Dealings to avoid giving your opponent extra fuel for their grave, Smog helps you keep a healthy number of discard outlets while also getting rid of their threatening Graphas or Hornet. Bonus: Smog will often distract backrow removal away from the Gates, which is your most important card. Play style: Dark Worlds are primarily a combo-based deck, especially in the early game before a Grapha has been established in the graveyard. The good news is that the combos aren’t so narrow and limited as they are in other “combo” decks, as the combination here is just Dark World monster+discard outlet. Even the most simplistic pair of Broww+Dealings will dig 2 cards further into your deck while placing a Fiend in the grave to use Gates. One of the greatest concerns going into the beginning of the format with Dark World is how to handle the mirror match. It’s often best to explode as early as possible with Dark Worlds because it’s easy to put yourself far ahead of your opponent to the point where they can’t catch up on the first turn, where they can’t counter your plays. The problem is that with the threat of the mirror match, you have the chance to lose yourself the duel by activating Dark World Dealings, which is one of the deck’s most effective setup cards. Generally, if you have the choice of using Dealings or Dragged in your opening hand, it’s best to use the Dragged first to find out what your opponent is running and determine if the Dealings is a safe play. A quick note on simultaneous effects: Simultaneous effects are a common scenario in Dark World because of cards like Card Destruction, and have the potential to become even more common with the mirror match and the new playability of Night Assailant. When multiple Trigger effects are triggered at the same time, SEGOC (Simultaneous Effects Go On Chain) applies. The turn player gets to choose what order effects specifically go in, but this pattern must always be followed: Turn Player’s mandatory effects Opponent’s mandatory effects Turn Player’s optional effects Opponent’s optional effects Also important is that once the order of the simultaneous effects has been chosen, only the last chain link can be responded to, and only the first chain link can be responded to on resolution. For example, if Card Destruction discards the turn player’s Snoww, Broww, and Beiige, and they choose the following order: Chain Link 1: Snoww Chain Link 2: Beiige Chain Link 3: Broww Broww’s effect is the only one the opponent has an opportunity to respond to (with, for example, a negation effect like Evolzar Dolkka), and they could only activate cards on a new chain after the current one fully resolves. This means that Beiige cannot be hit with cards like Bottomless Trap Hole or Torrential Tribute, because the last effect to resolve is Snoww’s search.       Side Decking: Since the Dark World deck is inherently fragile and weak to many commonly-sided cards (such as Dimensional Fissure, Macro Cosmos, Soul Drain, Messenger of Peace, or Level Limit - Area B, in addition to the less-commonly-seen but devastating Gemini Imps), a large portion of the deck's side is dedicated to "anti-side-deck" cards, such as MST, Dust Tornado, and Ryko. Aside from those cards, Dark World have a fairly wide variety of tools that they can include in their sides to counter the opponent's deck, many of which are discussed above. In addition to Dark Smog, Viruses, Mind Crush, and Skill Drain, the deck can bring in Rivalry of Warlords or Gozen Match, if they affect relevant decks, without skipping a beat.       Sample Decklist: (WARNING: September 2012 Format) [spoiler]3x Grapha, Dragon Lord of Dark World 3x Snoww, Unlight of Dark World 3x Broww, Huntsman of Dark World 2x Sillva, Warlord of Dark World 2x Tour Guide From The Underworld 3x The Gates of Dark World 3x Dark World Dealings 3x Dragged Down Into The Grave 3x Upstart Goblin 1x Pot of Duality 1x Trade-In 1x Foolish Burial 1x Heavy Storm 1x Dark Hole 1x Allure of Darkness 1x Card Destruction 1x Monster Reborn 1x Terraforming 2x Compulsory Evacuation Device 2x Mind Crush 1x Deck Devastation Virus 1x Eradicator Epidemic Virus Extra: Standard 2 Leviair, 2 Zen, 1 Heliopolus Sidedeck: 3x Ryko, Lightsworn Hunter 3x Mystical Space Typhoon 2x Soul Taker 3x Gozen Match 2x Dark Smog 1x Deck Devstation Virus 1x Eradicator Epidemic Virus[/spoiler]
  10. Presidential

    <iframe width="420" height="315" src="http://www.youtube.com/embed/6nqS_7C8xtQ" frameborder="0" allowfullscreen></iframe>   Mon.LineUp:[14] | | | 3.DW.Grapha | | | 3.DW.Snoww | | | 3.DW.Broww  | |  2.DW.Goldd  | |  2.DW.Sillva  |  1 .F.Raven Sp.LineUp:[18] | | | 3.D.D.into.the Grave | | | 3.DW.Dealings | | | 3.Up.Goblin | | | 3.TG.of.Dark World | | | 1.Gw.to.Dark World | 1.C.Destruction | 1.OD.of.Peace | 1.M.Reborn | 1.A.ofDarkness | 1.F.Burial Tr.LineUp:[8] | | 2.E.EpidemicVirus | | 2.R.of Warlords | | 2.S.Drain | 1.M.Crush | 1.D.Smog Ex.LineUp:[15] | | 2.N107:G-ET.Dragon | | 2.HD.of.Heliopolis | 1.NG-EPhoton.Dragon | 1.N12:CS.ArmorNinja | 1.AK.o.Armageddon | 1.N61:Volacasaurus | 1.S.Fortress | 1.N39: Utopia | 1.M.tS.Djinn | 1.L.the.Sea.Dragon | 1.N17:L.Dragon | 1.C.Blader
  11. Lemonade

    <iframe width="400" height="225" src="http://www.youtube.com/embed/H6Q4s_ZdvAQ" frameborder="0" allowfullscreen></iframe>   3x Grapha, Dragon Lord of Dark World 3x Broww, Huntsman of Dark World 3x Snoww, Unlight of Dark World 2x Ceruli, Guru of Dark World 2x Silvva, Wu Lord of Dark World 1x Goldd, Warlord of Dark World 1x Tour Guide of the Underworld 3x Dark World Dealings 3x Dragged Down into the Grave 3x The Gates of Dark World 3x Upstart Goblin 1x Monster Reborn 1x Heavy Storm 1x Mystical Space Typhoon 1x Allure of Darkness 1x One Day of Peace 1x Card Destruction 3x Reckless Greed 2x Mind Crush 2x Eradicator Epidemic Virus
  12. Radical:Turnt Down

    <iframe width="560" height="315" src="http://www.youtube.com/embed/yJm0btyQkKE" frameborder="0" allowfullscreen></iframe>   03x Grapha, Dragon Lord of Dark World 03x Broww, Huntsman of Dark World 03x Snoww, Unlight of Darkworld 02x Silvaa, Warlord of Dark World 02x Tour Guide of the Underworld 01x Trance Archfiend 03x Dragged Down into the Grave 03x The Gates of Dark World 03x Dark World Dealings 03x Upstart Goblin 03x Into the Void 01x Card Destruction 01x Allure of Darkness 01x One Day of Peace 01x Monster Reborn 01x Heavy Storm 03x Mind Crush 02x Eradicator Epidemic Virus 01x Deck Devastation Virus This feels like a more solid option for YCS Austin. First turn Epidemic+Mind Crush/Dragged Down+2+Mind Crush, is amazing. Been testing amazing. I don't really like Gateway right now, it's just been testing weird for me. Questions/Comments/Suggestions?
  13. Invasion

    http://youtu.be/zu5FA3C4d3I         Monsters: 3x Snoww 3x Broww 3x Grapha 1x Beiige 2x TGU 1x Trance Archfiend   Spells:   3x Gates 3x DW Dealings 3x Dragged Down 3x Upstart Goblin 1x Monster Reborn 1x Heavy Storm 1x Foolish Burial 1x Allure of Darkness 1x One Day of Peace 1x Gateway to the DW 1x Card Destruction   Traps: 2x EEV 2x Fiendish Chain 2x Torrential 2x BTH     Extra: 2x Leviair 1x Heliopolis 2x Zenmaines 1x Gagaga Cowboy 1x Abyss Dweller 1x Maestroke 1x Giga Brilli-ant 1x Papilloperative 1x Temtempo 1x Acid Golem 1x Leviathan Dragon 1x Utopia 1x Muzurhythm   Side Deck:   1x Gorz 1x Spirit Reaper 2x Ryko 1x Dark Hole 1x Soul Taker 3x MST 3x Mind Crush 1x Royal Decree 2x Deck Devastation Virus     Thoughts on the build would be appreciated :)   Fiendish chain cuz it's too good not to main. Muzurhythm in the extra for the lulz (Blackship isn't legal in my region yet).   This will be the first YCS that I'll attend, and I personally think DW's will be pretty relevant this format. EEV just straight up wins games.
  14. The Dark World archetype began in its most basic form in 2005, in a pack called Elemental Energy. At the time, the deck had few consistent discard outlets of its own and the monsters' less-than-impressive stats kept them from dominating the format, although they did show up occasionally (such as in Justin Womack's "Aggro Bomb") and they were popular side deck cards to counter popular cards like Spirit Reaper. In 2011, several new members of the Dark World Army emerged from their hiding place in the Underworld, including their ruthless leader. Although the deck is still inherently combo-based, the new tools the deck gained in the past year are too powerful to be ignored. [b]The Dark World Army[/b] Grapha, Dragon Lord of Dark World: [img]http://images4.wikia.nocookie.net/__cb58378/yugioh/images/1/1e/GraphaDragonLordofDarkWorld-GLD5-EN-GUR-LE.jpg[/img] Grapha is the commander of the Dark World army. When he’s discarded, he destroys any card your opponent controls, a useful ability that lets Dark World decks forego basic destruction cards like Mystical Space Typhoon and in some cases, even Dark Hole, game 1. And once Grapha is in the graveyard, he can be revived by returning another Dark World on the field to the hand. Run 3 Snoww, Unlight of Dark World: [img]http://images4.wikia.nocookie.net/__cb58378/yugioh/images/a/a6/Snoww,UnlightofDarkWorldSDGU-EN-SR-1E.jpg[/img] Snoww is the searcher of the deck, being able to grab any Dark World card - not just Monsters, but also Spells like Gates and Dealings. Grapha as a boss monster is extremely powerful, but Snoww is what makes his army consistent. 1700 Attack is also a decent stat, being able to run over Thunder King Rai-Oh when boosted by Gates. Run 3 Broww, Huntsman of Dark World: [img]http://images2.wikia.nocookie.net/__cb58378/yugioh/images/8/88/Broww,HuntsmanofDarkWorldSDGU-EN-C-1E.jpg[/img] Broww is one of the original Dark World monsters released way back in Elemental Energy in 2005. His drawing effect is simple, but useful for sifting through your deck to assemble combo pieces. Also important to note is that Broww is Level 3, meaning Tour Guide searches him from the deck, either to use for Grapha’s summoning condition or to make a Rank 3 Xyz. Run 3 Beiige, Vanguard of Dark World: [img]http://images.wikia.com/yugioh/images/5/57/Beiige,VanguardofDarkWorldSDGU-EN-C-1E.jpg[/img] There’s not much too special about Beiige. He’s often played for his ability to be summoned multiple times in a turn, which can lead to OTK’s if there are multiple Graphas in the grave. The fact that he’s level 4 and therefore can be Normal Summoned when you don’t have a discard outlet is an asset he has that Sillva and Goldd do not. If you run Beiige, he's best at 1, or 2 at most. Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World: [img]http://images4.wikia.nocookie.net/__cb58378/yugioh/images/f/fc/Goldd,WuLordofDarkWorldSDGU-EN-C-1E.jpg[/img][img]http://images2.wikia.nocookie.net/__cb58378/yugioh/images/f/f7/Sillva,WarlordofDarkWorldSDGU-EN-C-1E.jpg[/img] Goldd and Sillva make up Level 5 Dark World duo. Like Beiige, they Special Summon themselves when discarded. Some players prefer them to Beiige for the fact that they have 2300 attack (or 2600 with Gates), making them sizable beaters even when Grapha isn’t in the graveyard yet, and tributes for Deck Devastation or Eradicator Epidemic Virus. Other benefits are that multiple copies can grant access to Rank 5 Xyz, and in the mirror match their secondary effects (triggered by the opponent’s discard effects) can be game-breaking. If you run the Level 5's, the most efficient number is 2 total. [b]Non-Dark World monsters[/b] Tour Guide from the Underworld: [img]http://images2.wikia.nocookie.net/__cb20120531135837/yugioh/images/9/96/TourGuideFromtheUnderworld-BP01-EN-R-1E.png[/img] Aside from the standard uses of Tour Guide that make it one of the most versatile monsters in the game, Tour Guide also tutors Broww in this deck to bounce for Grapha, and Leviair also has a special place in this deck being able to loop back Dark World monsters that were used and then banished for Gates. Run 2 Trance Archfiend: [img]http://images4.wikia.nocookie.net/__cb20120203233632/yugioh/images/thumb/2/26/TranceArchfiend-ORCS-EN-C-1E.jpg/300px-TranceArchfiend-ORCS-EN-C-1E.jpg[/img] Trance Archfiend is another option this deck has at its disposal; it’s a discard outlet, can be a beatstick (reaching 2300 between its effect and an on-field Gates), and when destroyed it recycles a banished DARK monster. It can help get a slow hand moving, but not all builds use it because it’s yet another combo-oriented card. Generally, Trance Archfiend is preferred in builds running Skill Drain. Run 0-2 Morphing Jar: [img]http://images1.wikia.nocookie.net/__cb58378/yugioh/images/9/9c/MorphingJarSDRL-EN-C-1E.jpg[/img] Morphing Jar has the ability to discard an entire hand of Dark World monsters while drawing you a fresh hand of 5 cards. If this goes off, it can create game-winning advantage; however, there are several drawbacks to the card. Since it also discards your opponent’s cards, you can blow yourself out in the mirror match. It’s easily read, since there aren’t many other cards Dark World will set, so the opponent can easily play around it, and if they’re in a situation where they’re forced to let it activate, they can still use the fresh hand to their advantage to counter your plays. Since it's been limited for eternity, you can only run 1 Morphing Jar. If you choose not to main-deck it, it could be sided for matchups where it has little chance of backfiring. [b]Spells[/b] Dark World Dealings: [img]http://images2.wikia.nocookie.net/__cb58378/yugioh/images/4/4a/DarkWorldDealingsSDGU-EN-C-1E.jpg[/img] A simple and effective way to activate the effects of the Dark World monsters while sifting further into your deck to draw combos. The main concern with this card is the fact that it can be absolutely devastating in the mirror match if you activate it on your first turn. Run 2-3 The Gates of Dark World: [img]http://images.wikia.com/yugioh/images/0/01/TheGatesofDarkWorldSDGU-EN-C-1E.jpg[/img] Gates was another card released in the Gates of the Underworld structure deck that brought more consistency to the Dark World archetype. It provides even more draw power, and is a discard outlet that can be used multiple times as long as it stays on the field. Run 3 Dragged Down into the Grave: [img]http://images2.wikia.nocookie.net/__cb58378/yugioh/images/4/46/DraggedDownintotheGraveDR1-EN-C-UE.jpg[/img] Dragged Down is one of the more powerful cards the Dark World army has at its disposal. With Trap Dustshoot banned, the ability to look into the opponent’s hand and strip them of their most useful cards is fairly unique, and Dragged does it while also activating the effects of the Dark World monsters. Run 3 Card Destruction: [img]http://images3.wikia.nocookie.net/__cb58378/yugioh/images/d/d9/CardDestructionSDGU-EN-C-1E.jpg[/img] Like Morphing Jar, Card Destruction discards your entire hand of Dark World monsters to create huge advantage plays, but it has far fewer downsides and is far harder to stop. Again, it’s dangerous in the mirror match, but it will win you the game in every other scenario. Run the 1 copy you're allowed. [b]Traps[/b] Reckless Greed: [img]http://images3.wikia.nocookie.net/__cb58378/yugioh/images/4/4d/RecklessGreed-PGD-NA-R-1E.jpg[/img] The name of the game for Dark Worlds is draw power. Game 1, the deck usually aims to draw into all of its combo pieces, and ideally Card Destruction, as fast as possible so it can win quickly before the opponent ever has a chance to counter it. Reckless Greed helps to dig through the deck, and at the same time all the digging increases the chances of getting off multiple copies at once. Some players opt not to use Reckless Greed because if you use it prematurely and cannot establish a strong setup immediately, you likely put yourself in an unwinnable situation. Since Reckless is best when you draw into multiple copies at once, it needs to be played at 3 if you run it at all. Skill Drain: [img]http://images2.wikia.nocookie.net/__cb58378/yugioh/images/c/c7/SkillDrain-TU08-EN-UR-UE.jpg[/img] All the Dark World monsters’ effects activate and resolve in the graveyard, so they’re unaffected by Skill Drain. Trance Archfiend’s effect to recycle banished DARKs, and Sangan’s searching ability also get around Skill Drain, so the deck is generally unaffected by the card. This means that Drain can be mained or sided to shut down the rest of the field. Run 2-3 between the main and side. Deck Devastation Virus and Eradicator Epidemic Virus: [img]http://images3.wikia.nocookie.net/__cb20111020044149/yugioh/images/c/cc/DeckDevastationVirusSDGU-EN-C-1E.jpg[/img][img]http://images.wikia.com/yugioh/images/2/28/EradicatorEpidemicVirusSDGU-EN-C-1E.jpg[/img] Since Grapha is so easily summoned and re-summoned, he makes the perfect tribute for Virus cards. Both cards’ usefulness depends largely on the other popular decks’ reliance on small monsters, or spells/traps respectively. If either card could shut down a large portion of the meta, then they become incredibly strong side deck or main deck cards. These can be mained or sided in varying quantities, although having too many in the main deck increases the risk of dead draws. Dark Smog: [img]http://images.wikia.com/yugioh/images/4/42/DarkSmog-PHSW-EN-ScR-1E.jpg[/img] Smog is another unique tool the Dark World deck has, and its uses are two-fold. The ability to control the opponent’s graveyard is useful against several decks, and at the same time you’re activating the effects of the Dark World army. This is especially relevant for Grapha, whose effect changes from general simplification to combo disruption when used on the opponent’s turn. Run 0-1 in the main, and/or 2-3 in the side. [b]Play style[/b]: Dark Worlds are primarily a combo-based deck, especially in the early game before a Grapha has been established in the graveyard. The good news is that the combos aren’t so narrow and limited as they are in other “combo” decks, as the combination here is just Dark World monster+discard outlet. Even the most simplistic pair of Broww+Dealings will dig 2 cards further into your deck while placing a Fiend in the grave to use Gates. One of the greatest concerns going into the beginning of the format with Dark World is how to handle the mirror match. It’s often best to explode as early as possible with Dark Worlds because it’s easy to put yourself far ahead of your opponent to the point where they can’t catch up on the first turn, where they can’t counter your plays. The problem is that with the threat of the mirror match, you have the chance to lose yourself the duel by activating Dark World Dealings, which is one of the deck’s most effective setup cards. Generally, if you have the choice of using Dealings or Dragged in your opening hand, it’s best to use the Dragged first to find out what your opponent is running and determine if the Dealings is a safe play. [b]A quick note on simultaneous effects[/b]: Simultaneous effects are a common scenario in Dark World because of cards like Card Destruction, and have the potential to become even more common with the mirror match and the new playability of Night Assailant. When multiple Trigger effects are triggered at the same time, SEGOC (Simultaneous Effects Go On Chain) applies. The turn player gets to choose what order effects specifically go in, but this pattern must always be followed: Turn Player’s mandatory effects Opponent’s mandatory effects Turn Player’s optional effects Opponent’s optional effects Also important is that once the order of the simultaneous effects has been chosen, only the last chain link can be responded to, and only the first chain link can be responded to on resolution. For example, if Card Destruction discards the turn player’s Snoww, Broww, and Beiige, and they choose the following order: Chain Link 1: Snoww Chain Link 2: Beiige Chain Link 3: Broww Broww’s effect is the only one the opponent has an opportunity to respond to (with, for example, a negation effect like Evolzar Dolkka), and they could only activate cards on a new chain after the current one fully resolves. This means that Beiige cannot be hit with cards like Bottomless Trap Hole or Torrential Tribute, because the last effect to resolve is Snoww’s search. [b]Sample Decklists:[/b] Justin Aiello - Top 32 YCS Toronto [spoiler][font=tahoma, helvetica, arial, sans-serif][size=3]3 Grapha, Dragon Lord of Dark World[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Snoww, Unlight of Dark World[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Broww, Huntsman of Dark World[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Sillva, Warlord of Dark World[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Tour Guide From The Underworld[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 The Gates of Dark World[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Dark World Dealings[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Dragged Down Into The Grave[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Upstart Goblin[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Pot of Duality[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Trade-In[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Foolish Burial[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Heavy Storm[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Dark Hole[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Allure of Darkness[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Card Destruction[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Monster Reborn[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Terraforming[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Compulsory Evacuation Device[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Mind Crush[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Deck Devastation Virus[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Eradicator Epidemic Virus[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Extra:[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Standard 2 Leviair, 2 Zen, 1 Heliopolus[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Sidedeck:[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Ryko, Lightsworn Hunter[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Mystical Space Typhoon[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Soul Taker[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]3 Gozen Match[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]2 Dark Smog[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Deck Devstation Virus[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]1 Eradicator Epidemic Virus[/spoiler][/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3]Previous format's discussion[/size][/font] [font=tahoma, helvetica, arial, sans-serif][size=3][spoiler][/size][/font][quote name='Pengwan' timestamp='1311267061' post='2935981'] [center]Dark World[/center] [size=3][u][b]Monsters[/b][/u][/size] The Dark World core consists of a few old favorites combined with cards from the new Dark World Structure Deck. The noteworthy ones are as follows: [quote=][img]http://images3.wikia.nocookie.net/__cb20111013171858/yugioh/images/thumb/b/b6/Grapha%2CDragonLordofDarkWorldSDGU-EN-UR-1E.jpg/300px-Grapha%2CDragonLordofDarkWorldSDGU-EN-UR-1E.jpg[/img] Grapha, Dragon Lord of Dark World You can [url="http://yugioh.wikia.com/wiki/Special_Summon"]Special Summon[/url] this card (from your [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url]) by returning 1 [url="http://yugioh.wikia.com/wiki/Face-up"]face-up[/url] "[url="http://yugioh.wikia.com/wiki/Dark_World"]Dark World[/url]" [url="http://yugioh.wikia.com/wiki/Monster"]monster[/url] you control to the [url="http://yugioh.wikia.com/wiki/Hand"]hand[/url], except "Grapha, Dragon Lord of Dark World". If this card is[url="http://yugioh.wikia.com/wiki/Discard"]discarded[/url] to the Graveyard by a card effect: [url="http://yugioh.wikia.com/wiki/Target"]Target[/url] 1 card your opponent controls; destroy that target, then, if this card was discarded from your hand to your Graveyard by an opponent's card effect, look at 1 [url="http://yugioh.wikia.com/wiki/Random"]random[/url] card in your opponent's hand, then, if it was a monster, you can Special Summon it to your side of the [url="http://yugioh.wikia.com/wiki/Field"]field[/url].[/quote] Grapha is the boss of the deck. 2700 Special from the GY, destroys opponents cards when pitched for any of the DW cards. This card is incredible and should be maxed. [spoiler]Atem Notes: Returning a Dark World monster to the hand to Special Summon Grapha is not an effect's activation cost, but a Summoning Procedure. This card has 1 Summoning Procedure and 1 Trigger Effect. Yes, the entire second part is one long Trigger Effect. It's the same for nearly all of the other DW monsters as well.[/spoiler] [quote=][img]http://images2.wikia.nocookie.net/__cb20111013171842/yugioh/images/thumb/a/a6/Snoww%2CUnlightofDarkWorldSDGU-EN-SR-1E.jpg/300px-Snoww%2CUnlightofDarkWorldSDGU-EN-SR-1E.jpg[/img] Snoww, Unlight of Dark World If this card is [url="http://yugioh.wikia.com/wiki/Discard"]discarded[/url] to the [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url] by a [url="http://yugioh.wikia.com/wiki/Card_effect"]card effect[/url]: If it was[url="http://yugioh.wikia.com/wiki/Discard"]discarded[/url] from your hand to your Graveyard by an opponent's card effect, you can [url="http://yugioh.wikia.com/wiki/Target"]target[/url] 1 [url="http://yugioh.wikia.com/wiki/Monster"]monster[/url] in your opponent's Graveyard; add 1 "[url="http://yugioh.wikia.com/wiki/Dark_World"]Dark World[/url]" card from your [url="http://yugioh.wikia.com/wiki/Deck"]Deck[/url] to your hand, then [url="http://yugioh.wikia.com/wiki/Special_Summon"]Special Summon[/url] that target (if any) in [url="http://yugioh.wikia.com/wiki/Face-up"]face-up[/url] [url="http://yugioh.wikia.com/wiki/Defense_Position"]Defense Position[/url].[/quote] It searches every 'Dark World' card, including Gate, Dealings, and Lightning. Not much else to say other than this card increases the consistency of Dark World by leaps and bounds. Run 3. [quote=][img]http://images3.wikia.nocookie.net/__cb20061104041827/yugioh/images/thumb/c/c4/Broww%2CHuntsmanofDarkWorldEEN-EN-R-1E.jpg/288px-Broww%2CHuntsmanofDarkWorldEEN-EN-R-1E.jpg[/img][/quote] Great discard to help draw into more pieces, also searchable with Tour Guide. Once brought to the field with Tour Guide, you can return it to Special Grapha then pitch it for a Dark World Effect, or use it for a Rank 3 XYZ Summon. 3 copies should be the standard. [spoiler]Atem Notes: This is not a card where being discarded by an opponent's card effect draws you 1 card in 2 separate Chain Links. Being discarded by an opponent's card effect makes 1 Chain Link, and you draw 2 cards.[/spoiler] [quote=][img]http://images1.wikia.nocookie.net/__cb20111013204538/yugioh/images/thumb/0/03/Ceruli%2CGuruofDarkWorldSDGU-EN-SR-1E.jpg/300px-Ceruli%2CGuruofDarkWorldSDGU-EN-SR-1E.jpg[/img] Ceruli, Guru of Dark World If this card is discarded by a card effect, Special Summon this card to your opponent's side of the field in face-up Defense Position. When this card is Special Summoned by the effect of a "Dark World" card, your opponent selects 1 card in their hand and discards it.[/quote] There is still plenty of debate over the effectiveness of Ceruli, but it can be a powerful game changer if its effect goes off successfully. [spoiler]Atem Notes: I'm going to explain the full rationale behind how Ceruli works. When Ceruli is Special Summoned to your opponent's side of the field by its first Trigger Effect, that in turn triggers its second Trigger Effect. That's easy enough to understand. The important point is that when the second Trigger Effect is triggered this way, it is the effect of a card your opponent controls: this means that when Cerulee's second Trigger Effect says "your", the "you" it is talking to is the effect's current controller. Now, look at Ceruli's effect - "your opponent selects and discards 1 card." If the "you" in that sentence is your opponent, then we can replace the word "your" with "your opponent's". Now, if we replace it: "your opponent's opponent selects and discards 1 card." And who is your opponent's opponent? You. This means that when Ceruli's effect is an effect your opponent controls, YOU are the player that discards - meaning your monsters just got much more potent.[/spoiler] Other Monsters worth using in Dark World: Tour Guide From the Underworld: Searches Sangan who can get Raven or Jar, or can bring Broww to the field to set up plays. Also gives Rank 3 access, notably to Leviair the Sea Dragon who can return Dark World Monsters that have been banished by Gate. Sangan: See Tour Guide. Fabled Raven: Probably not good enough to run multiple copies, but 1 can be incredible for getting Dark Worlds out of your hand. It is also a great Tuner for the deck, giving you access to the Standard Generic Synchros + unique ones such as Fabled Ragin, Dark Highlander, & Chaos King Archfiend. Effect Veiler + Maxx "C": Depends on the metagame, but Veiler can be used as another Tuner and Maxx "C" can let you draw into combos. Gorz the Emissary of Darkness: Probably not worth playing due to Gate, but it can be removed for Gate's effect and help you survive when your hands are not ready to go off. Dark Armed Dragon: The entire deck is Dark outside of Raven and tech monsters, Gate can manage the graveyard, have you read Dark Armed Dragon?, etc Morphing Jar: Amazing card in here, although it will probably be read instantly as Dark World sets basically no other Monsters. The Fabled Cerburrel: Triggers from the discards and gives you another Tuner. Doomcaliber Knight: 2200 under Gates of Dark World, Dark Fiend. Maybe only worthy of Side Deck consideration if at all but still useful. Other Dark World Monsters of note: Beige, Vanguard of Dark World: 1600 Beatstick when Special Summoned, can replace Goldd/Sillva since it can be Normal Summoned for Grapha. Bronn, Mad King of Dark World: 1800 Normal Summon that can get your hand going - cards discarded by its effect are discarded during the Damage Step, before the point in time where FLIP Effects activate. Gren, Tactician of Dark World & Kahki, Guerilla of Dark World: Destroy S/T and Monsters respectively, but very small Monsters. Probably better in Game 2 & 3 when Side Deck hate comes in but generally squeezed out due to room in most Main Decks. Reign-Beaux, Overlord of Dark World: A destructive force when combined with Cerulee, but essentially a Goldd/Sillva that is more difficult to Summon. Scarr, Scout of Dark World: Better with Skill Drain, but some players are currently testing 2-3 copies for added consistency. Sillva and Goldd: 2300 versions of Beige with extra effects that either remove 2 cards from your opponent's hand or field when discarded by an opponent's card effect. Extremely useful in builds that utilize Fabled Raven for Synchro Summoning or Ceruli. [url="http://yugioh.wikia.com/wiki/Latinum%2C_Exarch_of_Dark_World"]Latinum, Exarch of Dark World[/url]: 1500/2400. A TCG exclusive in PHSW that acts just like Goldd, Sillva and Beige, but when discarded by an opponent's card effect allows you to target a Fiend-Type Monster on the field and have it gain 500 ATK. [size=3][u][b]Spells & Traps[/b][/u][/size] The Spells and Traps receive an amazing addition to the new Structure Deck, combined with a few old Dark World Spells. [quote=][img]http://images1.wikia.nocookie.net/__cb20111020044243/yugioh/images/thumb/0/01/TheGatesofDarkWorldSDGU-EN-C-1E.jpg/288px-TheGatesofDarkWorldSDGU-EN-C-1E.jpg[/img] The Gates of Dark World Field Spell Card Face-up Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.[/quote] The scariest part of this card is that it is searchable by Snoww. It makes the deck flow, lets you discard Grapha to destroy a card then draw, or discard Broww to draw 2. Note that you can also remove cards like Tour Guide and Sangan to trigger the effect. There is no reason not to run 3 copies of this card. [quote=][img]http://images1.wikia.nocookie.net/__cb20080526035107/yugioh/images/thumb/8/8b/DarkWorldLightningDR04-EN-R-UE.png/300px-DarkWorldLightningDR04-EN-R-UE.png[/img][/quote] An excellent card in the deck, but after some speculation, many players have dropped multiple copies of it from their builds. Play at least 1. [spoiler]Atem Notes: I wouldn't be surprised to see this card's text get a revamp when the structure is released. It should read as follows: Target 1 Set card on the field; destroy that target, then discard 1 card.[/spoiler] [quote=][img]http://images2.wikia.nocookie.net/__cb20081122034518/yugioh/images/thumb/a/a0/DarkWorldDealingsCP07-EN-R-UE.png/300px-DarkWorldDealingsCP07-EN-R-UE.png[/img][/quote] While this is an excellent card, there is a tremendous concern in playing it due to mirror matches. If you activate it in the mirror, they discard a Dark World monster and then get the second effect of it, which means you are probably screwed. Only time will tell if this concern is legitimate enough to run the card, but it is still an excellent draw card. As an alternative option, check out Dragged Down into the Grave. Other Spell & Traps worth consideration: Dragged Down into the Grave Allure of Darkness Card Destruction Foolish Burial Pot of Duality Terraforming Upstart Goblin Eradicator and Deck Devastation Virus + Generic "Staples" such as Storm, Reborn, Dark Hole, Book of Moon, Solemns, etc Other Dark World Spell & Traps: Dark Deal: The discard being Random may turn people off from using it, but the card can still be nifty for shutting down game breaking Spell Cards. Dark World Grimoire: The only reason I included this card is so you would know it exists. It is pretty much garbage unless I am missing something. (Atem Notes: No, Pengwan, you're not missing anything.) Gateway to the Dark World: Quick-Play Call of the Haunted, although you cannot Summon other monsters the turn it is used. Could be nice for using it in the End Phase, then setting up Grapha or XYZ plays. (Atem Notes: It can even be used to make Cerulee discard a card from your opponent's hand, for whatever that's worth, as setup for a Grapha rez.) Dark Scheme: A card similar to Infernity Inferno, except you have to discard 2 to draw 2. Unfortunately they can just pitch to negate this card, and if it happens to be a Mirror Match you are in even more trouble. (Atem Notes: Keep this card in mind for formats where opposing decks are less eager to pitch cards as part of a setup, DW or otherwise.) The Forces of Darkness: Can be decent to replenish your hand with Dark Worlds, allowing you to discard Snoww/Broww multiple times. [url="http://yugioh.wikia.com/wiki/Dark_Smog"]Dark Smog[/url]: Another TCG exclusive coming out in PHSW. It is a continuous trap card that allows you to discard a Fiend-Type card from your hand to banish a card in your opponent's graveyard. Atem Notes: Consider Skill Drain! Don't forget - because the effects of Goldd, Sillva, and Reign-Beaux first Special Summon the monster and then do something else when triggered by an opponent's card effect, they are not negatable with Skill Drain. (At the point in time where the effect starts resolving, the monster is not on the field, ergo Skill Drain will not negate the effect.) The only monsters listed in this post that're incompatible with Skill Drain would be Morphing Jar, Ceruli, Tour Guide, and various Extra Deck monsters. Consider your options! [size=3][u][b]Extra Deck Options[/b][/u][/size] The obvious cards such as Catastor/Librarian, Brionac, Black Rose, Scrap/Stardust, and Trishula should certainly be included. Outside of those, there are a few unique options this deck has like Fabled Ragin, Dark Highlander and Chaos King Archfiend. Along with the Synchros many staple extra deck Xyzs will include No. 17 Leviathan Dragon and Leviair the Sea Dragon. Running Fabled Raven gives you option to all three of these Synchros. Highlander and Chaos King Archfiend are both excellent Level 7 Synchros, while Ragin is obviously very nice for replenishing a hand and furthering your combos. Fabled Valkyrus is also an additional option (although please note Valkyrus' discard is an activation cost for its effect, rather than an effect itself.) [size=3][u][b]Conclusion[/b][/u][/size] Dark World is definitely a deck to consider formidable this format. Along with other exclusives it has coming soon, the deck can only get better. [/quote] [font=tahoma, helvetica, arial, sans-serif][size=3][/spoiler][/size][/font]
  15. Where is He

    https://www.youtube.com/watch?v=idu6ajKifK8&list=UU77pyX484fsobNjBwghRe7g&index=1   Monsters: 16 3 Grapha, Dragon Lord of Dark World 3 Snoww, Unlight of Dark World 3 Sillva, Warlord of Dark World 3 Broww, Huntsman of Dark World 1 Beiige, Vanguard of Dark World 2 Tour Guide from the Underworld 1 Trance Archfiend   Spells: 12 3 The Gates of Dark World 3 Dark World Dealings 3 Dragged Down into the Grave 1 Card Destruction 1 Heavy Storm 1 Monster Reborn   Traps: 12 2 Dimensional Prison 2 Bottomless Trap Hole 2 Torrential Tribute 2 Mind Crush 1 Deck Devastation Virus 1 Eradicator Epidemic Virus 1 Solemn Judgment 1 Solemn Warning   Extra Deck: 15 2 Wind-Up Zenmaines 2 Leviair the Sea Dragon 1 Temtempo the Percussion Djinn 1 Number 20: Giga-Brilliant 1 Number 30: Acid Golem 1 Abyss Dweller 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Photon Papilloperative 1 Number 39: Utopia 1 Tiras, Keeper of Genesis 1 Adreus, Keeper of Armageddon 1 Heiratic Sun Overlord of Heliopolis
  16. Goldie

    [center]<iframe width="560" height="315" src="http://www.youtube.com/embed/38UiJJx9ipE" frameborder="0" allowfullscreen></iframe>[/center] [font=courier new,courier,monospace][size=4][20: Monsters] Three : Sabersarus[/size][/font] [font=courier new,courier,monospace][size=4]Three : Kabazauls[/size][/font] [font=courier new,courier,monospace][size=4]Three : Broww, Huntsman of Dark World[/size][/font] [font=courier new,courier,monospace][size=4]Three : Grapha, Dragon Lord of Dark World[/size][/font] [font=courier new,courier,monospace][size=4]Three : Snoww, Unlight of Dark World[/size][/font] [font=courier new,courier,monospace][size=4]Two : Tour Guide of the Underworld[/size][/font] [font=courier new,courier,monospace][size=4]Two : Rescue Rabbit One: Sangan[/size][/font] [font=courier new,courier,monospace][size=4][13: Spells][/size][/font] [font=courier new,courier,monospace][size=4]Three : The Gates of Dark World[/size][/font] [font=courier new,courier,monospace][size=4]Three : Dark World Dealings Two : Mystical Space Typhoon One : Allure of Darkness[/size][/font] [font=courier new,courier,monospace][size=4]One : Card Destruction One : Heavy Storm[/size][/font] [font=courier new,courier,monospace][size=4]One : Monster Reborn[/size][/font] [font=courier new,courier,monospace][size=4]One : Dark Hole[/size][/font] [font=courier new,courier,monospace][7: Traps][/font] [font=courier new,courier,monospace][size=4]Three: Reckless Greed[/size][/font] [font=courier new,courier,monospace][size=4]Two : Solemn Warning[/size][/font] [font=courier new,courier,monospace][size=4]One : Deck Devastation Virus[/size][/font] [size=4][font=courier new,courier,monospace]One : Solemn Judgment Didn't want to necro-bump. Deck is fun, inconsistent. Hopefully I can get some help.[/font][/size]
  17. Bulls In The Bronx

    [media]http://www.youtube.com/watch?v=HNKm3I7p6X8[/media] [ 14 ] 3 - Grapha 3 - Snoww 3 - Broww 1 - Beiige 1 - Goldd 2 - TGU 1 - Spirit Reaper [ 16 ] 3 - Gates Of Dark World 3 - Dragged Down Into The Grave 2 - Dark World Dealings 2 - Upstart Goblin 1 - MST 1 - Monster Reborn 1 - Dark Hole 1 - Card Destruction 1 - Foolish Burial 1 - Heavy Storm [ 10 ] 3 - Reckless Greed 2 - Torrential Tribute 2 - Compulsory Evacuation Device 1 - Deck Devastation Virus 1 - Mind Crush 1 - Solemn Judgment Extra [ 15 ] 1 - Hieratic Sun Dragon Overlord of Heliopolis 1 - Gem - Knight Pearl 1 - Number 39: Utopia 1 - Number C39: Utopia Ray 1 - Photon Papilloperative 1 - Maestroke The Symphony Djinn 1 - Gagaga Cowboy 1 - Number 30: Acid Golem 1 - Number 17 2 - Leviair 1 - Number 20: Giga-Brilliant 1 - Temtempo 2 - Wind-Up Zenmaines Side [ 15 ] 2 - Maxx "C" 1 - Kycoo 2 - MST 3 - Soul Taker 1 - Dust Tornado 2 - Royal Decree 2 - Gozen Match 2 - Skill Drain
  18. Howl's Moving Castle

    [img]http://i.imgur.com/s4VoH.png[/img][center]Fun Deck.[/center] [center]=====[[u][color=#ee82ee]Monsters[/color]:[color=#ffa500]19[/color][/u]]=====[/center][center][size=3][color=#ffa500]\\\[/color]Three [/size]: [font=courier new,courier,monospace]Renge, Gatekeeper of Dark World[/font]|||[/center][center][size=3][color=#ffa500]\\\[/color]Three[/size] : [font=courier new,courier,monospace]Zure, Knight of Dark World[/font]|||[/center][center][size=3][color=#ffa500]\\\[/color]Three [/size]: [font=courier new,courier,monospace]Broww, Huntsman of Dark World[/font]|||[/center][center][size=3][color=#ffa500]\\\[/color]Three[/size] : [font=courier new,courier,monospace]Grapha, Dragon Lord of Dark World[/font]|||[/center][center][size=3][color=#ffa500]\\\[/color]Three [/size]: [font=courier new,courier,monospace]Snoww, Unlight of Dark World[/font]|||[/center][center][size=3][color=#ffa500]\\[/color]Two [/size]: [font=courier new,courier,monospace]Tour Guide of the Underworld[/font]||[/center][center][size=3][color=#ffa500]\\[/color]Two [/size]: [font=courier new,courier,monospace]Rescue Rabbit[/font]||[/center][center]=====[[u][color=#ee82ee]Spells[/color]:[color=#ffa500]12[/color][/u]]=====[/center][center][size=3][color=#ffa500]\\\[/color]Three[/size]: [font=courier new,courier,monospace]The Gates of Dark World[/font]|||[/center][center][size=3][color=#ffa500]\\\[/color]Three[/size]: [font=courier new,courier,monospace]Dark World Dealings[/font]|| [size=3][color=#ffa500]\[/color]One[/size] : [font=courier new,courier,monospace]Allure of Darkness[/font]|[/center][center][size=3][color=#ffa500]\[/color]One[/size] : [font=courier new,courier,monospace]Card Destruction[/font]|[/center][center][size=3][color=#ffa500]\[/color]One[/size] : [font=courier new,courier,monospace]Dark World Lightning[/font]| [size=3][color=#ffa500]\[/color]One[/size] : [font=courier new,courier,monospace]Foolish Burial[/font]|[/center][center][size=3][color=#ffa500]\[/color]One [/size]: [font=courier new,courier,monospace]Monster Reborn[/font]|[/center][center][size=3][color=#ffa500]\[/color]One [/size]: [font=courier new,courier,monospace]Dark Hole[/font]|[/center][center]=====[[u][color=#ee82ee]Traps[/color]:[color=#ffa500]10[/color][/u]]=====[/center][center][size=3][color=#ffa500]\\[/color]Two:[/size] [font=courier new,courier,monospace]Bottomless Trap Hole[/font]||[/center][center][size=3][color=#ffa500]\\[/color]Two:[/size] [font=courier new,courier,monospace]Compulsory Evacuation Device[/font]||[/center][center][size=3][color=#ffa500]\\[/color]Two:[/size] [font=courier new,courier,monospace]Dimensional Prison[/font]||[/center][center][size=3][color=#ffa500]\\[/color]Two :[/size] [font=courier new,courier,monospace]Solemn Warning[/font]||[/center][center][size=3][color=#ffa500]\[/color]One [/size]: [font=courier new,courier,monospace]Deck Devastation Virus[/font]|[/center][center][size=3][color=#ffa500]\[/color]One [/size]: [font=courier new,courier,monospace]Solemn Judgment[/font]|[/center]
  19. Don't Move

    [center][media]http://vimeo.com/52749491[/media][/center] [size=4][font=arial,helvetica,sans-serif]Monsters: 19[/font] [font=arial,helvetica,sans-serif]1 Beiige, Vangaurd of Dark World[/font] [font=arial,helvetica,sans-serif]3 Broww, Huntsman of Dark World[/font] [font=arial,helvetica,sans-serif]3 Snow, Unlight of Dark World[/font] [font=arial,helvetica,sans-serif]3 Grapha, Broken of Dark World[/font] [font=arial,helvetica,sans-serif]1 Sangan (call target)[/font] [font=arial,helvetica,sans-serif]2 Tourguide[/font] [font=arial,helvetica,sans-serif]1 Dark Armed Dragon[/font] [font=arial,helvetica,sans-serif]1 Trance Archfiend (toolbox w/sangan, when you want to summon a stand alone floater that can get over 1900)[/font] [font=arial,helvetica,sans-serif]2 Tragoedia (always need to be aware that this card lingers in deck)[/font] [font=arial,helvetica,sans-serif]2 Card Trooper (sets up for gates and call)[/font] [font=arial,helvetica,sans-serif]Spells: 13[/font] [font=arial,helvetica,sans-serif]2 Dark World Dealings (best to hold these-not like solitaire)[/font] [font=arial,helvetica,sans-serif]1 Pot of Duality[/font] [font=arial,helvetica,sans-serif]1 Foolish Burial [/font] [font=arial,helvetica,sans-serif]1 Terraforming (faster you get gates the faster you win)[/font] [font=arial,helvetica,sans-serif]1 Allure of Darkness [/font] [font=arial,helvetica,sans-serif]1 Heavy Storm[/font] [font=arial,helvetica,sans-serif]1 Monster Reborn[/font] [font=arial,helvetica,sans-serif]1 Dark Hole[/font] [font=arial,helvetica,sans-serif]1 Card Destruction[/font] [font=arial,helvetica,sans-serif]3 Gates of Dark World[/font] [font=arial,helvetica,sans-serif]Traps: 8[/font] [font=arial,helvetica,sans-serif]1 Compulsory Evacuation Device [/font] [font=arial,helvetica,sans-serif]2 Torrential Tribute (most people see dark world and dont expect a backrow, this punishes them)[/font] [font=arial,helvetica,sans-serif]3 Call of The Haunted (if they mst you try to + with sangan, if they dont mst then you try to + with grapha and a monster... if they chain thats 1 less mst for gates)[/font] [font=arial,helvetica,sans-serif]1 Dark Smog (the ability to end phase this with grapha to hit a fresh set mst/sphere is nuts)[/font] [font=arial,helvetica,sans-serif]1 Solemn Warning (Would like it to be SJ but mermails being a deck, iunno, i keep flip flopping)[/font] [font=arial,helvetica,sans-serif]Extra-[/font] [font=arial,helvetica,sans-serif]1 Acid Golem[/font] [font=arial,helvetica,sans-serif]2 Leviair The Sea Dragon[/font] [font=arial,helvetica,sans-serif]1 Zenmaines[/font] [font=arial,helvetica,sans-serif]1 Leviathan[/font] [font=arial,helvetica,sans-serif]1 Muzurythm [/font] [font=arial,helvetica,sans-serif]1 Temtempo[/font] [font=arial,helvetica,sans-serif]1 Maestroke[/font] [font=arial,helvetica,sans-serif]1 Photon Papiloperative [/font] [font=arial,helvetica,sans-serif]1 Utopia[/font] [font=arial,helvetica,sans-serif]1 Heliopolis [/font] [font=arial,helvetica,sans-serif]1 Cowboy[/font] [font=arial,helvetica,sans-serif]1 Big Eye[/font] [font=arial,helvetica,sans-serif]2 Chimeratech Fortress Dragon[/font] [font=arial,helvetica,sans-serif]Side-[/font] [font=arial,helvetica,sans-serif]3 MST [/font] [font=arial,helvetica,sans-serif]2 Ryko (side out trooper for this)[/font] [font=arial,helvetica,sans-serif]2 Mind Crush[/font] [font=arial,helvetica,sans-serif]1 Eradicator (for the slow troll decks)[/font] [font=arial,helvetica,sans-serif]1 Rivalry [/font] [font=arial,helvetica,sans-serif]1 Gozen[/font] [font=arial,helvetica,sans-serif]1 Skill Drain [/font] [font=arial,helvetica,sans-serif]1 Cyber Dragon [/font] [font=arial,helvetica,sans-serif]1 Soul Taker[/font] [font=arial,helvetica,sans-serif]1 Bottomless[/font] [font=arial,helvetica,sans-serif]1 Gorz[/font] [font=arial,helvetica,sans-serif]I know it's a lot to ask but does anyone mind building and testing this?[/font] [font=arial,helvetica,sans-serif]So far it has worked out really well for me but I don't usually play against the best decks and players.[/font] [font=arial,helvetica,sans-serif]Right now its 11-2 vs WU and 3-0 vs Mermails[/font] [font=arial,helvetica,sans-serif]But like I said^ not all of them had mad ygo skills.[/font][/size]
  20. For the last 3 years we've been waiting for another major event to come to the North West, and of course they announced YCS SeaTac a week after I moved to Edmonton. It didn't matter, as I knew I was going no matter what. I had no idea what deck I wanted to play, and I was all over the place while testing. After the ban list was announced, I noticed the lack of any dark world cards, and knew that it would be a powerhouse in the right hands. I spent the next 2/3 months testing different builds and adapting as the meta changed. I still wasn't even sure if I wanted to play DW. Then after testing against Mermail, I knew it was the deck I had to use since it was the only deck that consistently enters the rape zone against them. Fast forward to the event… Friday: My flight lands at 9am, and I go relax at the hotel until my friends show up. We all go to Pre-reg, and everybody who asks me what I'm playing scoffs at the choice and thinks it's impossible to do well. They ask me about some of my choices, and I assure them that they're better than some of their suggestions of running a pure turbo build. I get up to the registration table and get my packs, turn around and walk away, my buddy runs up to me "You forgot your packs" and handed me 5 more… I show him the 5 in my pocket and we laugh. I proceed to pull 9 holos out of 10 packs, including a megalo that I flipped for $60 on the spot. I then used that money to get 1[size=3]st [/size]edition ultimate browws and dealings, and suddenly my deck was looking pimp. We go back to the hotel, get some pizza, playtest some more, and I roll everybody I play. We write up our decklists, and I head to bed early (11:30PM) since I'm used to getting up for work early. Here's the deck I ended up using: <iframe width="560" height="315" src="http://www.youtube.com/embed/oeHf1v9YsQM" frameborder="0" allowfullscreen></iframe> Monsters 13 3 Grapha 3 Snoww 3 Broww 2 Sillva 2 Tour Guide Spells 18 3 Dark World Dealings 3 Dragged Down 3 Gates of Dark World 2 Upstart Goblin 1 Foolish Burial 1 Card Destruction 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Allure of Darkness 1 Pot of Duality Traps 9 2 Torrential Tribute 2 Compulsory Evacuation Device 2 Bottomless Trap Hole 1 Deck Devastation Virus 1 Eradicator Epidemic Virus 1 Solemn Judgment Extra 15 2 Leviair 2 Zenmaines 1 Utopia 1 Heliopolis 1 Temtempo 1 Giga-brilliant 1 Roach 1 Acid Golem 1 Leviathan Dragon 1 Maestroke 1 Tiras 1 Adreus 1 Photon Papilloperative Side 15 3 Mystical Space Typhoon 3 Ryko 2 Dark Smog 2 Tragoedia 2 Gozen Match 2 Cardcar D 1 Deck Devastation Virus Saturday: We wake up, hit up the free breakfast, I go to the vendor to get the last few cards to fully rarity-whore out my deck, and we wait for the pairings to go up. Round 1 vs Team Eggroll guy (DW) Game 1: I open with duality, TGU, dragged down, TT, compuse and something. I duality, see allure, dealing, dragged down. I just so happened to see his eyes open really wide suddenly as he looks at his hand, and I pick the allure. Turns out I was right, he was playing DW. He then proceeds to drag drown my tour guide, but had very little follow up. I hit a well-timed card destruction while I know he has no monsters, and then I bottomless his grapha, and it's all over from there. Game 2: He gets a turn 1 utopia out with 2 beige. I open duality, cardcar, and smog. I duality for trag, set smog, and mst, cardcar. He summons trance, discards grapha targeting my smog, I chain, discard my grapha to remove his and kill his backrow. He swings into my trag, I mst his other backrow. I summon snoww, get grapha, discard to take his trance, make maestroke, kill his utopia and he's stuck with no cards. I win. 1-0 Round 2 vs Bubble Beat Game 1: I wreck his shit with grapha pops, and he miracles into my BTH. Game 2: He kills me by topping runner miracles that make his shinings too big to kill. Game 3: I kill him after compulsing my grapha when he tries to remove it to pop his other backrows. 2-0 Round 3 vs Heroes Game 1: He ends up winning after a game where I can't draw a single draw spell. I used to side out 1 broww, so I thought I'd do it for this match too… Game 2: Then I opened 2 TGU, 1 Broww, BTH, MST, something. I go TGU into zenmaines, set BTH. He MSTs my BTH, Specials Cydra… yes, he sided cyber dragon against DW. I proceed to lose. 2-1 At this point I was really disappointed after losing 2-0 to one of my best matchups. I think about how it's only 7 rounds, not too bad. I can do it. Round 4 vs…. 60 card dragons… WUT? Yeah… I 2-0'd him. He had armed dragons and things. No idea how he was 2-1. I now NEED to win out, my tiebreakers will be fucked. 3-1 Round 5 vs Mermail I honestly don't remember this very 1much. I won 2-0 after chaining my BTH's and compulse to every megalo play and he grapha is too big. 4-1 Round 6 vs Pete Navaro (Mermail) I introduce myself and tell him that he's made some of my favorite decks. He's such a cool guy. Game 1: I whittle down his resources with BTH's, compuse, etc on his big plays. At one point he goes into Dewlorean with a diva play and uses sphere, I compuse the dewlorean before he can bounce them, and he's in a bad place. I EEV him, and I believe he makes a zenmaines somehow, he top decks reborn, which is dead. I top deck card destruction, say "You're going to be salty" then drop 2 browws which draw me into game. Game 2: I open double DDV, 1 broww, and some defensive traps. I die pretty quickly since I can't hit monsters. Game 3: The game gets super simplified, and I keep plussing while stopping his plays. He can't stop grapha from coming back every turn. I eventually card destruction him I believe. 5-1 Round 7 vs Dino Rabbit player from NJ Game 1: We both open pretty poorly. I drag down and see a d-prison, but have to hit his storm. He sets 5. I get a grapha on board, end. He ends. I tribute grapha for silva, attack expecting him to prison, which he doesn't, so I bounce it to my hand and end. It was really back and forth as I cleared out his backrow. This ended up being a really great game. I just kept up with a +2/3 on him at all times until I drww into some power cards to win the game. Game 2: He opens thunder king and a set. I think I set a compulse, TT, or BTH and end. He attacks, I drop trag. Next turn he stops me and goes deep into his vault. He compsulses me since he can't survive me stealing it, which left his thunder king open for a silva to kill. He kills it, and somehow stopped my trag too. I have another one, which he attacks into. He sets his last card in hand. I allure into MST, pop his backrow, discard snow to get his guiba, reborn his TKing, go into utopia with trag/guiba, it's all over. 6-1 Round 8 vs Jeff Jones (Mermail) Game 1: The game starts off slow with zenmaines/torrential plays. I attack with zenaines, tribute it for silva, then DDV him for 6. He's left with pot of avarice. He draws into useful spells, and almost comes back. He goes for a big play, and I drop the dark hole I've had in hand for almost the whole game. I draw into a powerful late game card destruction to seal the deal. Game 2: He opens undine for the second game in a row, sets 1. I open really nutty. Gates, Compulse, TT, Snow, Grapha and card destruction… I wreck his field and he goes for a diva play that I torrential, then I compulse his megalo 2 turns in a row when he goes for plays. He keeps getting salvage to stay in it, but eventually it's down to him with gachi gachi w/2 materials and 1 in hand to my grapha and leviair on board + gates. I proceed to make giga brilliant and a full field to attack through his gachi and kill off his remaining 5000lp. 7-1 He was pretty salty that I used card destruction both games, but it was honestly the only time I had done that first turn. I was really happy that I was able to come back from a 3[sup]rd[/sup] round loss and win out in day one. We went back to our hotel and had some food and some beer before I went to sleep early again to be rested up. Round 9 vs Jose Cornejo (Macro Rabbit) I know what he's playing before the match and I'm already worried… Game 1: He doesn't open macro, and I'm able to get grapha on board and some other set up. I dragged down his hand so I know what he has. He goes, sets 2, ends. I draw into card D…use it with 4 dw in hand... he chains the macro he drew from his 2 draws. Fuck. I DDV when he has a set reaper and summons a cardcar D, he tries to chain starlight, but he can't since the one monster is facedown… Luckily I now know where the starlight is, and I hit 3 cards off the DDV. I have storm, and draw into solemn… he draws into solemn while under DDV, so now my storm play is dead. I eventually kill 2 macros using 2 zenmaines and torrential/dark hole plays. I then used Grapha to pop his starlight, and I stormed his remaining S/T. Game 2: It's a long draw-set-pass type of game. I sit on a huge trag for so many turns. I force his Starlight road with a storm, then when he summons rabbit I compulse the stardust. He goes into 2 kabuzuls and I torrential them. I end up killing 3 macro throughout the game. Then play a dealings that his laggia has to negate, then card destruction. He makes a comeback by reborning my grapha, with his used zenmaines and one set monster + a s/t. He attacks, I drop another trag. I steal my grapha with trag, summon a dw to get grapha, make Heliopolis and destroy all his monsters to attack for game. 8-1 I came back from behind huge twice and was able to get through 5 macro and his dino rabbit monsters. It felt pretty good. Plus, this meant that I was in the top cut for sure! Round 10 vs Matthew Skewes (Geargia) We play a really relaxed game where we both end up making really hilarious misplays just to screw with the people watching. We're going into game 3 when time is called. Tied, but I don't care either way! 8-1-1 I ended in 10[sup]th[/sup] place. Top 32 vs Sergio Rodriguez (Wind-up) Game 1: I open with a few draw cards, and draw into card destruction. I then see that he had a hand of like Storm, Magician, Shark, Dark Hole, Reborn… Holy crap did I ever dodge a bullet. I end up controlling the game with compulse/bth plays and graphas. I hit him with an EEV, then drag down which he draws an MST off of, then he draws factory. He's stuck with rabbit, shark, tking vs my grapha on board and compulse/bth set. He goes rabbit, shark, I bth and compulse and he dies next turn. Game 2: This is a long set-pass game. I storm too early and he has messenger of peace that locks me down while he uses rabbit + factory to get a field of all the good xyzs. Game 3: I open set ryko and compulse, end. With another ryko in hand. He summons thunder king and kills the ryko. He activates D-fissure and sets 3. I set another ryko, and DDV. He summons rabbit, and ends. I draw, end. He does the same. I need to make a play before it's too late. I flip ryko, target d-fissure, he chains fiendish chain, I compulse the ryko to my hand and mill and grapha. I summon brow to get grapha, attack, he removes, and I end. He thinks for a while. Plays dark hole, chains rabbit, I chain DDV to kill the rabbit and all he has in hand is reborn. He reborns my grapha and attacks. I use gates + snoww to get grapha, dealings to pop his backrow, get grapha and crash them. Next turn I use gates + silva and cards to finish him off. I hand off my deck to the judges, sign the paperwork and get ready for top 16… only to find out that I'm retarded and instead of writing "Dark Hole" on my decklist I wrote "Dark World" needless to say, I got a gameloss. I was on tilt so hard, but when I found out I was playing a water deck I was so happy… Top 16 vs Michael Klasel (Mermail) Game 1: I open with BTH and compulse set, and he opens storm. I use gates to get some advantage, but really misplay when it matters, and he's able to mist wurm my field and win the following turn. I was so angry at myself that I couldn't concentrate and targeting the backrow card with grapha, even when I was thinking about my plays I was only thinking about killing of the monsters, then storming his backrow. I just reached over and tapped on his S/T and instantly thought to myself "WHY THE FUCK WOULD YOU DO THAT!?"… and lost. That was the end to a good weekend. I got my packs, pulled shit, sold them to a vendor for dinner money, and gorged myself on pasta. All my friends take off, and I relax at the hotel and skype with my lovely girlfriend. I wake up bright and early and head back to frigid ol' Canada. Props: A ton of Canadians topping 3 people from my locals in top 16 Pulling nutty from entry packs Blinged out deck Cheap beer! Dark world destroying Mermail Salty opponents Seeing a ton of friends Slops: Getting sick after shaking everybody's hands Smelly yugioh nerds Jesus' gravitational pull. Not getting sushi Decklist errors >.< Anyways, It was an awesome weekend. If anybody reads this far, I hope you enjoyed this 7 page essay. Now, back to bed to recover from whatever illness I caught from the event.
  21. [size=3][font=arial, helvetica, sans-serif]hey guys, i came to dgz becaue of the tournament reports and it's still what i appreciate most about this site. i actually learned a lot from it and since day one i always wanted to write one myself. since i'm kind of new to this game (1,5 years) this was some kind of success and i decided to just take my chance and write this, hoping you guys will enjoy reading it.[/font][/size] [size=3][font=arial, helvetica, sans-serif]saturday morning i get up at 6:30, do the usual stuff and meet with a friend at the train station where we wait for three other guys from our city. they don't show up so i'm searching my pockets for my cell phone but can't find it, so we get on the train feeling bad for not waiting / not calling, but what can you do. train leaves and ten minutes later i hear my cell phone ringing in my backpack (mentally slapping myself), the others were late and had to wait for the next train. on top of that they take the wrong one and stray around completly. they still arrive just 30 minutes after us, don't know how the fuck they did that. (long story short: we are all idiots)[/font][/size] [size=3][font=arial, helvetica, sans-serif]sadly no one has cardcars for me but at least i manage to geat roach and heliopolis before the tournament starts. i needed to turn my decklist in so i just grab 2 decrees and put them in my side board and let that one lonely cardcar stay in there too.[/font][/size] [size=3][font=arial, helvetica, sans-serif]tournament starts at 11:30 and here is what i played:[/font][/size] [size=3][font=arial, helvetica, sans-serif]monster: 12[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 grapha[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 snoww[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 broww[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 beiige[/font][/size] [size=3][font=arial, helvetica, sans-serif]2 tour guide[/font][/size] [size=3][font=arial, helvetica, sans-serif]spells: 21[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 dw dealings[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 dragged down[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 gates of dw[/font][/size] [size=3][font=arial, helvetica, sans-serif]2 gateway to dw[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 upstart goblin[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 card destruction[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 foolish burial[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 monster reborn[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 heavy storm[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 dark hole[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 pot of duality[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 terraforming[/font][/size] [size=3][font=arial, helvetica, sans-serif]traps: 7[/font][/size] [size=3][font=arial, helvetica, sans-serif]2 compulsory[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 solemn judgment[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 torrential tribute[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 mind crush[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 DDV[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 EEV[/font][/size] [size=3][font=arial, helvetica, sans-serif]side:[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 cardcar (should have been 3)[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 MST[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 twister[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 full house[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 EEV[/font][/size] [size=3][font=arial, helvetica, sans-serif]1 mind crush[/font][/size] [size=3][font=arial, helvetica, sans-serif]2 royal decree (/ 2 cardcar)[/font][/size] [size=3][font=arial, helvetica, sans-serif]2 dark smog[/font][/size] [size=3][font=arial, helvetica, sans-serif]3 gozen match[/font][/size] [size=3][font=arial, helvetica, sans-serif]extra:[/font][/size] [size=3][font=arial, helvetica, sans-serif]zenmaines, leviair, leviathan, giga-brilliant, temtempo, maestroke, heliopolis[/font][/size] [size=3][font=arial, helvetica, sans-serif]thats what i made, rest isn't really needed, except for roach maybe[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 1 - Hero[/b] 2:0[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i know hes playing heros because he turned his decklist in right before me so i go off 1st turn with dealings, snoww and gates to end with a field of grapha and compulsory. i bring him down to 2900 but he almost manages to get back as he sparks my field spell, gets alius back with hero blast but hits my bluff with another spark. i then have compulsory + torrential for his 2 miracle and win[/font][/size] [size=2][font=arial, helvetica, sans-serif]side: - 3 upstart, - ddv, - torrential, - 3 dragged down, - terraforming / + 3 mst, + 2 decree, + mind crush, + cardcar, + eev, + 1 smog[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]he opens kycoo + 5 set and i set judgment and eev. next turn i play dealings for grapha and get lucky by hitting warning. tour guide into grapha, he has bth, i chain eev calling traps and he's left with a dead spark and book in hand. he draws prison and scoops[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 2 - Agents [/b]2:1[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3]we start slow and at one point i draw into dragged down and discard his krystia which really was his only out. i then have judgment for his call and win[/size] [size=2]sided: - 3 upstart, - 1 dealings, - terraforming, - foolish, - 1 dragged / + 3 mst, + 2 smog, + mind crush, + cardcar[/size] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i hate kristya[/font][/size] [size=2][font=arial, helvetica, sans-serif]sided (seeing prison, bth but no sim/soul drain): - 1 mst / + dragged[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 3:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i open shitty and grind out with zenmaines, luckily his hand isn't that good either. i draw 2 smogs in a row but he has mst for both of them and we grind on. at one point he has gachi with 1 material, 1 set and 5 cards in hand to my snow, judgment + mind crush set, grapha + mst in hand. i solemn his hyperion and he dark holes. i draw gates, mst his set and discard grapha with gates. i target his gachi, he ditches herold so i check his graveyard and see he has 4 fairys now. he draws to 2 and i play mind crush calling kristya which he obviously has so he can't do anything on his turn and i kill him.[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 3 - Wind-Up [/b]2:1[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3][font=arial, helvetica, sans-serif]dont really remember except he's bad and don't know what the fuck he's doing, i win[/font][/size] [size=2][font=arial, helvetica, sans-serif]sided: - 3 upstart, - 2 dragged, - 1 gateway, - foolish, - terraforming, - mind crush, - torrential / + 3 mst, + twister, + full house, + cardcar, + 3 gozen, + smog[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]he opens magician, shark, dfissure and i don't open mst/twister[/font][/size] [size=2][font=arial, helvetica, sans-serif]sided: + 2 dragged / - 1 gozen, - smog[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 3:[/font][/size] [size=3][font=arial, helvetica, sans-serif]my first 5 cards are 4 dw monsters + gates and i'm already seeing me losing to this idiot if he opens dfissure again. luckily my 6th card is duality which gives me cardcar and i get mst + dark hole from it. i dicard broww in the end phase, draw dealings next turn and otk him.[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 4[/b] - [b]Dino-Rabbit[/b] 2:1[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i go broww + foolish into grapha, play dragged down and see his hand of 2 tour guide + storm. i discard his storm, he discards broww and i draw into ddv and win from there.[/font][/size] [size=2][font=arial, helvetica, sans-serif]sided: - 3 upstart, - 3 dragged, - foolish, - 1 gateway, - terraforming / + 3 mst, + twister, + full house, + cardcar, + 3 gozen[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]it's grind game and he has a sangan on field like forever. i draw into mind crush and decide to make a push, he searches rabbit and draws into has gemini imps for my mind crush, i lose[/font][/size] [size=2][font=arial, helvetica, sans-serif]sided: - 3 dealings, - 1 mind crush, - 1 gozen / + 2 smog, + terraforming, + foolish, + gateway[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 3:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i side out all my dealings and leave my dragged downs in the side too. he opens 2 dead gemini imps and wastes his msts early so he can't get rid of my dark smog, i win.[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 5 - Chaos Dragon [/b]2:0[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i open dragged down and see his hand is bad so i play super aggro. he can't get over my field and i win[/font][/size] [font=arial, helvetica, sans-serif][size=2]sided: - 3 upstart, - 2 dealings, - eev, - 1 gateway / + 2 mst, + 2 smog, + cardcar, +2 gozen[/size][/font] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]he starts with charge + 2 recharge, gets lightpulsar + red eyes on the field. i go tour guide into zenmaines, ram into pulsar and discard grapha with gates. set gateway, torrential, mind crush with snoww in hand and pop his decree in the end phase. i play mind crush calling heavy on his turn but he has gemini imps (no heavy to my relief). he summons wyverny, i respond with gateway and chain torrential. he loses everything but removes dark armed with wyvern, summons sorcerer and gets dark armed to his hand with 3 darks. he removes my grapha, pops everything i have and runs over zenmaines. i get really lucky by drawing duality into dealings and search grapha. i draw beiige on the next turn and i sack him. i still feel sorry because he was a really cool guy.[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 6 - Six Sams[/b] 2:1[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i know what hes playing because he sat next to me last round. i wind the die roll and open card destruction with snoww + grapha[/font][/size] [size=2][font=arial, helvetica, sans-serif]sided: - 3 upstart, - 3 dragged, - terraforming, - mind crush, - 1 gateway / + 3 mst, + twister, + 3 gozen, + eev, + cardcar[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]he opens shi en and my hand is 6 spells[/font][/size] [font=arial, helvetica, sans-serif][size=2]sided: - twister, - 1 gozen, - cardcar, - duality / + 3 dragged, + mind crush[/size][/font] [size=3][font=arial, helvetica, sans-serif]game 3:[/font][/size] [size=3][font=arial, helvetica, sans-serif]first turn eev calling spells and all he has left is 2 kizans. i kill his utopia next turn and he scoops as he draws reborn.[/font][/size] [size=3][font=arial, helvetica, sans-serif]this match was over in like 10 minutes so i watch the duel next to us. it's dark world vs machina geargia and they both play super slow and always have multiple backrows so neither of them has the heart to make a push. they go into time during game 1. the dw player flips smog and discards beiige, geargia guy chains maxx c with 9 cards left in the deck. dw player flips a second smog and plays gateway to get beiige onto the field 3 times always returning it with grapha. heliopolis is already gone but he just flips torrential to clear his own field of 3 grapha and his opponents field with gear gigant, fortress and geargiarmor. his opponent has 3 cards left in the deck so he plays another gates, ss beiige again, get grapha, normal beiige, get another grapha and wins while the geargia guy had prison + mirror force set, funniest shit i saw all day.[/font][/size] [size=3][font=arial, helvetica, sans-serif][b]Round 7 - Dino-Rabbit[/b][/font] 1:2[/size] [size=3][font=arial, helvetica, sans-serif]we both already have our invite so this game is just about whos getting first and wins 4 boosters more. we both try to just enjoy the match and have fun, he is really chill and one of the best players i know.[/font][/size] [size=3][font=arial, helvetica, sans-serif]game 1:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i open 6 monsters and can't really do anything[/font][/size] [size=3][font=arial, helvetica, sans-serif][size=2]sided: see other rabbit match [/size][/font][/size] [size=3][font=arial, helvetica, sans-serif]game 2:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i'm down to a 100 life points and finally draw my mst for his macro. i explode and win[/font][/size] [size=3][font=arial, helvetica, sans-serif][size=2]sided: - 3 gozen, - full house, - 1 twister / + 3 dragged, + 2 decree[/size][/font][/size] [size=3][font=arial, helvetica, sans-serif]game 3:[/font][/size] [size=3][font=arial, helvetica, sans-serif]i open 6 spells and he has warning for the cardcar i draw next turn. couldn't do anything again[/font][/size] [size=3][font=arial, helvetica, sans-serif]they don't play tops at european championship qualifiers so this is it. to my surprise i'm getting 3rd but who cares about the boosters, i always pull shit anyway. i get my mat and deck box and some guy i know gives us a ride back home.[/font][/size] [size=3][font=arial, helvetica, sans-serif]i really enjoyed the day, played some good matches and learned a lot by talking to some guy about dark worlds. i still don't know what to play at ycs barcelona but it's probably gonna be dark worlds too as i really started to learn how to play this deck and because compulsory and those viruses are so unbelievably good in this.[/font][/size] [size=3][font=arial, helvetica, sans-serif]sorry for spelling errors and whatever, feel free to correct me [/font][/size] [size=3]edit: added what i sided in, didn't make the right choices all the time. i would appreciate your thoughts on it[/size]
  22. Maniac

    [media]http://www.youtube.com/watch?v=ZT4hcbSNq6U[/media] M: 18 3 Grapha 3 Snoww 3 Broww 1 Beiige 3 Phantom of Chaos 3 Norleras 2 Tour Guide W: 17 3 Gates 3 Dark World Dealings 3 Upstart Goblin 3 Trade-In 1 Card Destruction 1 Foolish Burial 1 Hole 1 Storm 1 Reborn T: 3 2 Hope for an Escape 3 Reckless Greed Goal: Norleras Nuke, then ride Grapha to victory. Cards to consider: One Day of Peace-protects me given my lack of defensive traps, and is great as youre setting up Norleras as it keeps you safe afterwards for a turn. Also Norleras nullifies the drawback of the opponent gaining a card. Pot of Duality: The ideal play doesn't involve special summoning, and Duality would obv help me get to the pieces more consistently.
  23. Top 32 YCS Toronto

    Deck was fucking unbelievable. Matches Day 1: 3 -0 vs keepers 2-1 vs heros 1-0 vs plants 1-0 vs hieretics Day 2: 1-0 vs graham (wind ups) 1-0 vs montague (heros) 3 Grapha 3 Snoww 3 Broww 2 Tour Guide 1 Beiige 12 3 Dark World Dealings 3 Dragged Down 3 Upstart 3 Gates 1 Storm 1 Reborn 1 Dark Hole 1 Foolish 1 Card Destruction 1 Pot of Duality 18 3 Reckless Greed 2 Torrential Tribute 2 Compulsory Evacuation Device 1 Solemn Judgment 1 Deck Devastation Virus 1 Eradicator Epidemic Virus 10 2 Zenmaines 2 Leviar 1 Leviathan 1 Heliopolis 9 randon ones 3 Mst 2 Royal Decree 2 Maxx C 2 Ryko 2 Skill Drain 2 Gozen Match 1 Dark Smog 1 Deck Devastation Virus
  24. Dark World Monsters The Dark World core consists of a few old favorites combined with cards from the new Dark World Structure Deck. The noteworthy ones are as follows: Grapha is the boss of the deck. 2700 Special from the GY, destroys opponents cards when pitched for any of the DW cards. This card is incredible and should be maxed. It searches every 'Dark World' card, including Gate, Dealings, and Lightning. Not much else to say other than this card increases the consistency of Dark World by leaps and bounds. Run 3. Great discard to help draw into more pieces' date=' also searchable with Tour Guide. Once brought to the field with Tour Guide, you can return it to Special Grapha then pitch it for a Dark World Effect, or use it for a Rank 3 XYZ Summon. 3 copies should be the standard. There is still plenty of debate over the effectiveness of Ceruli, but it can be a powerful game changer if its effect goes off successfully. Other Monsters worth using in Dark World: Tour Guide From the Underworld: Searches Sangan who can get Raven or Jar, or can bring Broww to the field to set up plays. Also gives Rank 3 access, notably to Leviair the Sea Dragon who can return Dark World Monsters that have been banished by Gate. Sangan: See Tour Guide. Fabled Raven: Probably not good enough to run multiple copies, but 1 can be incredible for getting Dark Worlds out of your hand. It is also a great Tuner for the deck, giving you access to the Standard Generic Synchros + unique ones such as Fabled Ragin, Dark Highlander, & Chaos King Archfiend. Effect Veiler + Maxx "C": Depends on the metagame, but Veiler can be used as another Tuner and Maxx "C" can let you draw into combos. Gorz the Emissary of Darkness: Probably not worth playing due to Gate, but it can be removed for Gate's effect and help you survive when your hands are not ready to go off. Dark Armed Dragon: The entire deck is Dark outside of Raven and tech monsters, Gate can manage the graveyard, have you read Dark Armed Dragon?, etc Morphing Jar: Amazing card in here, although it will probably be read instantly as Dark World sets basically no other Monsters. The Fabled Cerburrel: Triggers from the discards and gives you another Tuner. Doomcaliber Knight: 2200 under Gates of Dark World, Dark Fiend. Maybe only worthy of Side Deck consideration if at all but still useful. Other Dark World Monsters of note: Beige, Vanguard of Dark World: 1600 Beatstick when Special Summoned, can replace Goldd/Sillva since it can be Normal Summoned for Grapha. Bronn, Mad King of Dark World: 1800 Normal Summon that can get your hand going - cards discarded by its effect are discarded during the Damage Step, before the point in time where FLIP Effects activate. Gren, Tactician of Dark World & Kahki, Guerilla of Dark World: Destroy S/T and Monsters respectively, but very small Monsters. Probably better in Game 2 & 3 when Side Deck hate comes in but generally squeezed out due to room in most Main Decks. Reign-Beaux, Overlord of Dark World: A destructive force when combined with Cerulee, but essentially a Goldd/Sillva that is more difficult to Summon. Scarr, Scout of Dark World: Better with Skill Drain, but some players are currently testing 2-3 copies for added consistency. Sillva and Goldd: 2300 versions of Beige with extra effects that either remove 2 cards from your opponent's hand or field when discarded by an opponent's card effect. Extremely useful in builds that utilize Fabled Raven for Synchro Summoning or Ceruli. Latinum, Exarch of Dark World: 1500/2400. A TCG exclusive in PHSW that acts just like Goldd, Sillva and Beige, but when discarded by an opponent's card effect allows you to target a Fiend-Type Monster on the field and have it gain 500 ATK. Spells & Traps The Spells and Traps receive an amazing addition to the new Structure Deck, combined with a few old Dark World Spells. An excellent card in the deck' date=' but after some speculation, many players have dropped multiple copies of it from their builds. Play at least 1. While this is an excellent card, there is a tremendous concern in playing it due to mirror matches. If you activate it in the mirror, they discard a Dark World monster and then get the second effect of it, which means you are probably screwed. Only time will tell if this concern is legitimate enough to run the card, but it is still an excellent draw card. As an alternative option, check out Dragged Down into the Grave. Other Spell & Traps worth consideration: Dragged Down into the Grave Allure of Darkness Card Destruction Foolish Burial Pot of Duality Terraforming Upstart Goblin Eradicator and Deck Devastation Virus + Generic "Staples" such as Storm, Reborn, Dark Hole, Book of Moon, Solemns, etc Other Dark World Spell & Traps: Dark Deal: The discard being Random may turn people off from using it, but the card can still be nifty for shutting down game breaking Spell Cards. Dark World Grimoire: The only reason I included this card is so you would know it exists. It is pretty much garbage unless I am missing something. (Atem Notes: No, Pengwan, you're not missing anything.) Gateway to the Dark World: Quick-Play Call of the Haunted, although you cannot Summon other monsters the turn it is used. Could be nice for using it in the End Phase, then setting up Grapha or XYZ plays. (Atem Notes: It can even be used to make Cerulee discard a card from your opponent's hand, for whatever that's worth, as setup for a Grapha rez.) Dark Scheme: A card similar to Infernity Inferno, except you have to discard 2 to draw 2. Unfortunately they can just pitch to negate this card, and if it happens to be a Mirror Match you are in even more trouble. (Atem Notes: Keep this card in mind for formats where opposing decks are less eager to pitch cards as part of a setup, DW or otherwise.) The Forces of Darkness: Can be decent to replenish your hand with Dark Worlds, allowing you to discard Snoww/Broww multiple times. Dark Smog: Another TCG exclusive coming out in PHSW. It is a continuous trap card that allows you to discard a Fiend-Type card from your hand to banish a card in your opponent's graveyard. Atem Notes: Consider Skill Drain! Don't forget - because the effects of Goldd, Sillva, and Reign-Beaux first Special Summon the monster and then do something else when triggered by an opponent's card effect, they are not negatable with Skill Drain. (At the point in time where the effect starts resolving, the monster is not on the field, ergo Skill Drain will not negate the effect.) The only monsters listed in this post that're incompatible with Skill Drain would be Morphing Jar, Ceruli, Tour Guide, and various Extra Deck monsters. Consider your options! Extra Deck Options The obvious cards such as Catastor/Librarian, Brionac, Black Rose, Scrap/Stardust, and Trishula should certainly be included. Outside of those, there are a few unique options this deck has like Fabled Ragin, Dark Highlander and Chaos King Archfiend. Along with the Synchros many staple extra deck Xyzs will include No. 17 Leviathan Dragon and Leviair the Sea Dragon. Running Fabled Raven gives you option to all three of these Synchros. Highlander and Chaos King Archfiend are both excellent Level 7 Synchros, while Ragin is obviously very nice for replenishing a hand and furthering your combos. Fabled Valkyrus is also an additional option (although please note Valkyrus' discard is an activation cost for its effect, rather than an effect itself.) Conclusion Dark World is definitely a deck to consider formidable this format. Along with other exclusives it has coming soon, the deck can only get better.
  25. Dear G-d

    <iframe width="560" height="315" src="http://www.youtube.com/embed/Ng2JnoZ7jIo" frameborder="0" allowfullscreen></iframe> Alright, so I've been out of the game since just after YCS Toronto of last year. I had kept up with the game a little here and there but for the most part missed all of the bad things about Wind Ups and everything. Due to this past list and format, a lot of my good friends have quit the game, but I missed the travelling and playing the game so I decided to give it another shot. Dark World was the only real thing I had going for me after I sold pretty much all of my stuff last year, so why not. Everything is theory at the moment, and as I said I didn't keep up with too much so it's based off somewhat limited knowledge. All help is greatly appreciated. Total: 41 Monsters (14) 3 Grapha, Dragon Lord of Dark World 3 Snoww, Unlight of Dark World 3 Broww, Hunstman of Dark World 2 Beiige, Vanguard of Dark World 2 Tour Guide From The Underworld 1 Trance Archfiend Spells (15) 3 The Gates Of Dark World 3 Dragged Down Into The Grave 2 Dark World Dealings 2 Dark World Lightning 1 Monster Reborn 1 Heavy Storm 1 Dark Hole 1 Card Destruction 1 Foolish Burial Traps (11) 3 Reckless Greed 2 Torrential Tribute 2 Dimensional Prison 2 Bottomless Trap Hole 1 Solemn Judgment 1 Return From The Different Dimension Side (15) 2 Ryko, Lightsworn Hunter 3 Mystical Space Typhoon 2 Soul Taker 2 Skill Drain 2 Mind Crush 1 Dark Smog 1 Eradicator Epidemic Virus 1 Deck Devastation Virus Extra (15) 2 Wind-Up Zenmaines 1 Temtempo the Percussionist Djinn 1 Leviair the Sea Dragon 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem of Destruction 1 Maestroke the Symphony Djinn 1 Steelswarm Roach 1 Photon Papilloperative 1 Number 39: Utopia 1 Number C39: Utopia Ray 2 Hieratic Sun Dragon Overlord of Heliopolis 2 Stardust Dragon So that's my rough list. Some notes: - I had Doomcaliber Knight main decked over the Skill Drains (extra beater plus target for DDV), but decided to take it out due to Maxx "C"s and Effect Veilers being easy outs to it, as they don't really effect the deck to begin with. So I swapped them as people will likely side out their Veilers and Cs for s/t removal. - I'm a little iffy on 2 DDV but I'll test it before I change it. - Mind Crush seems good in theory to me as against Wind Up, they have to reveal Shark and such, plus obviously it combos well with DDV and Dragged Downs. Plus any Sangan searches, etc. Obvious things. - One copy of Lightning seems okay to me, seeing as everyone thinks there will be a rise in the play of D Prison and Bottomless. Thought about either maining or siding a second copy but we'll see. - One copy of Duality to try to rectify some of those sketchy hands. I've always been a fan of at least 1 Duality. - No Upstarts, I just feel like some of the other cards were just better choices. - No Allure. I was never a fan of Allure with lower monster counts. - Iffy on Card Destruction due to the number of potential mirrors, may drop to make 40. - I've always liked Ryko in the side for Dark World, plus Night Assailant will let me reuse them when needed. And yeah, I can explain anything if you'd like! Thanks!
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