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Monsters
3 Grapha, Dragon Lord of Dark World
1 Sillva, Warlord of Dark World
3 Snoww, Unlight of Dark World
3 Broww, Huntsman of Dark World
2 Beiige, Vanguard of Dark World
2 Trance Archfiend
2 Tour Guide From the Underworld
Spells
3 The Gates of Dark World
3 Dark World Dealings
3 Dragged Down to the Grave
2 Mystical Space Typhoon
1 Foolish Burial
1 Monster Reborn
1 Heavy Storm
1 Dark Hole
1 Card Destruction
Traps
2 Torrential Tribute
2 Mind Crush
2 Skill Drain
1 Dark Smog
1 Solemn Judgement
Extra Deck
1 Dark Highlander
1 Stardust Dragon
1 Brionac, Dragon of the Ice Barrier
1 Colossal Fighter
1 Scrap Archfiend
1 Fabled Ragin
1 Black Rose Dragon
1 Mist Wurm
1 Number 39: Utopia
1 Steelswarm Roach
1 Leviair the Sea Dragon
1 Scrap Dragon
1 Stygian Sergeants
So I really really like the addition of Stygian Street Patrol, I'll have to work one or two of those into my build.... why the sillvas over the goldds?
take Grapha out of the picture and Dark World is still suffering from having slightly leaner muscle. Goldd is going to prove critical with BLS, Synchros, and now XYZs spamming up the place. Side it in, if nothing else.
Sure, its been forever since Ive gone gaming, but I still remember enough Fiend to know that if you give your opponent a choice with Dragged Down, they are going to invariably pick the card least damaging to them....... so why give them the extra information as to what else is in your hand? Im not saying it as a killjoy, just someone who ran more DDTG than the average bear in a tie and hat.
Den, Im disappointed that you havent thought to put those Stygians in a revamped Yubel deck with 2 Starlight Road. I'd be more inclined to squeeze in a 3rd Beiige and aim for improving my chances for Steelswarm Roach. or the Fabled Raven (boring, I realize) to give you options for XYZ or Synchro.
what? You thought Konami was going to release a Fiend structure of ANY type and I would just be lazing around in my dungeon playing with my lovely little devil babies and not blink twice?
Im reading your threads and sharpening my nails. And now that everything is common, I dont feel so bad dipping them in blood to consecrate my love.
No virus cards? I would add in Doomcaliber over Goldd in the main because it slows down game tempo and under gates, will easily champ the board. Good fodder forGates and protects from pesky hand effects your opponent might want to look into.
Hey Den. I've been tinkering around with DW since it came out. And I have found a very good version that I have been running. I don't like the common meta version that you see on so many sites. I think that it doesn't take full advantage of all that DW has to offer. This is my version. Feel free to take ideas.
1 Black Luster Soldier
1 Dark Armed
3 Grapha
2 Goldd
3 Snoww
3 Broww
3 Ceruli
1 Sangan
1 Morphing Jar
3 Fabled Raven
3 Gates of DW
3 Gateway of DW
3 DW Dealings
3 DW Lightning
1 Card Destruction
1 Dark Hole
1 Monster Reborn
1 Foolish Burial
1 Book of Moon
3 Reckless Greed
Extra Deck:
1 Trishula, Dragon of the Ice Barrier
1 Colossal Fighter
1 Stardust Dragon
1 Scrap Dragon
1 Dark End Dragon
1 Dark Highlander
1 Ancient Sacred Wyvern
1 Black Rose Dragon
1 Chaos King Archfiend
1 Orient Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice Catastor
1 Tirus, Keeper of Genesis
1 Adreus, Keeper of Armegeddon
1 Leviair the Sea Dragon
This deck provides alot more control and advantage than I have seen other DW decks give. Ceruli the most underated DW monster EVER. He makes the deck. I don't understand why people aren't running him. He lets you activate any of your DW monsters secondary effect since your opponent is controling Ceruli and he lets you select the card that you are discarding. Meaning Goldd summons and blows up 2, Snoww searches and summons a monster, etc. Also when summoning Ceruli by the effect of Gateway of Dark World, he gets to discard a card from your opponents hand, meaning its a +1 just by playing Gateway. Then if you bounce Ceruli for Grapha during your turn thats another +1. Its almost foolish not to run him.
Fabled Raven may not be buget, but he is amazing in here. Since he is a Light Fiend Tuner, he opens up alot of options. It makes BLS able to be play consistantly, makes XYZ summoning Tirus and Adreus a breeze, he is fodder for Gates of DW if you need it and he can drop your entire hand at one time to activate all your DW monsters in one shot. I was sceptical at how needed he would be, but after getting my 3, I have to say, he is staple. 2 is a minimum. I love 3 though.
It looks like my deck list is slightly out of date so I updated that. I also worked two copies of Trance Archfiend into the mix because I think they will be useful. Other than that I'm just trying to get my hands on Fabled Raven and Dark Smog.
Monsters
3 Grapha, Dragon Lord of Dark World
1 Sillva, Warlord of Dark World
3 Snoww, Unlight of Dark World
3 Broww, Huntsman of Dark World
3 Beiige, Vanguard of Dark World
2 Trance Archfiend
1 Fabled Raven
Spells
3 The Gates of Dark World
3 Dark World Dealings
2 Dragged Down to the Grave
2 Mystical Space Typhoon
1 Foolish Burial
1 Monster Reborn
1 Heavy Storm
1 Dark Hole
1 Card Destruction
1 Terraforming
Traps
2 Mind Crush
1 Dark Smog
1 Trap Dustshoot
1 Deck Devastation Virus
1 Solemn Judgement
1 Skill Drain
1 Mirror Force
I like how the deck is shaping up. I've done limited testing with Trance Archfiend but it seems like a good addition to the deck. I do want to get Allure of Darkness in here now that I'm running Trance Archfiend so I may drop Deck Devastation Virus for it, since it's a potential dead draw anyway.
Not really. Part of what makes Tour Guide so good is that it pulls a monster from your deck which helps to thin out the deck so you have a better chance of drawing what you need. In addition it's Level 3 so it allows you to pull off a number of great combos with Number 17: Leviathan Dragon after you've removed a Fiend from play with The Gates of Dark World.
Marauding Captain relies on you having another monster in your hand which makes it weaker. In addition this deck really only Normal Summons Trance Archfiend to discard Dark World monsters or a Dark World monster that can be returned to the hand to Special Summon Grapha. In both cases Marauding Captain doesn't give you much more than a weak monster for your opponent to attack.
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Tour Guide from the Underworld: First of all, I really hope that this card gets limited to one for the March 1st Advanced Format. This card is insane, and everyone has to change their decks to counter this card (running Maxx "C", Effect Veiler, and so on). In our case, Tour Guide is another card that functions sort of like Reinforcement of the Army, because you can special summon Broww from your deck or bring a banished Dark World monster back to the field with Leviair (in most cases, the banished Dark World being summoned will be Snoww). Leviair benefits from Allure of Darkness and Gate, since both cards can banish your Dark World monsters, and that makes Tour Guide even stronger than you might expect. You can also summon Number 17: Leviathan Dragon or Wind-Up Zenmaines for field control if you don't have Grapha in your graveyard for all those broken combos. Tour Guide's a Fiend monster, too, which means that she will help us to activate the effect of Gate pretty quick.
I finally got around to doing some testing on Dueling Network today and I'm pretty happy with how the deck performed. Granted I was playing against Six Samurai the entire time and that's not close to what the meta is.
Trance Archfiend really does open the deck up. One game I didn't have a "standard" opening play so I ended up summoning Trance Archfiend and using it to discard Beige so I could Xyz into Utopia. My opponent couldn't play out of that and was forced to set Monsters because of Utopia's attack.
In another game I pulled Skill Drain early on and was able to activate it when my opponent searched out Kaigeki to shut down his spamming.
There was still a game or two that I had dead hands, but really that can happen with any deck. Honestly I still feel like I had a chance in those games but I made some misplays.
Great to play after such a long break. I'm going to have to try to get onto DN more often.
Not sure why you aren't running three Sillva. Every single DW deck I've seen has three of them. You could probably drop the Beiige for two more Sillva and maybe another Fabled Raven or Trance Archfiend.
I've always believed that if you're going to run Skill Drain: run three of them or don't run it at all. With people having MST, S. Judgment, and other back row removal, once you lose your single Skill Drain it just opens you up to unnecessary risks - such as Wind-Ups and Inzektors. Skill Drain shuts a lot of decks down, might as well run three copies since you don't know if people are packing triple mained MSTs with some Dust Tornados sided or not. It's just a good security choice imo.
Also, you're probably going to make revisions to the deck for the new format. So to fill the Trap Dustshoot spot, you could run another Skill Drain, and to speed the deck up you could side the Solemn Judgment and add in another Skill Drain.
As for the spells, I've seen Dark Worlds run three Dragged Down and Dark World Dealings and do remarkably well. It's insane how fast the decks run with an extra copy of each. Same thing for MST. The back row removal is just too good to pass up. So I don't really see the point of running Terraforming since you already have so much milling power in the deck. It just seems like a dead card choice cause your field spell isn't the back bone of the deck anyways.
This might be a strange suggestion, but siding Mirror Force might work towards your advantage. It frees up another slot for another Skill Drain.
Those are just some suggestions of what I would to do change the main deck.
Stuff I'd probably try out are Seven Tools of the Bandit and Dark Bribe as side decking options. Although Dark Bribe makes them draw a card, you can use it to negate their Solemns and that's valuable cause half your life and two 2000 life point cards can back fire on you. Plus, with Mind Crush mixed in with Dragged Down - also incorporating your opponent's Duality - let's you be able to hit their hand on their turn. Don't make misplays by wasting the first Mind Crush by calling something stupid. Hitting their hand is way more important.
You could run Caius the Shadow Monarch (fiend) or Mefist the Infernal General (fiend with piercing effect and hand discard effect) as well. Mefist lets you blow their hand up even more while Caius pops a card on their field.
I've seen a lot of DW decks run Reckless Greed. The games I've seen it being used in have generally went in the DW deck user's favor, even against Wind-Ups and Inzektors that didn't their their 'herp derp' bullcrap in the first few turns.
Now this is the last thing I'm going to even suggest. It's a very weird suggestion but it might work only in a DW deck. Ante. Basically you and your opponent show a card from each other's hand. The card shown with the higher level wins and the one that lost is 'sent' to the graveyard and that player takes 1000 effect damage. Wind-Ups, Inzektors, and Dino Rabbit all share in common is Gorz the Emissary of Darkness for their only card that can compete with Grapha's level 8-ness. Aside from that, Dino Rabbit decks (some of them mind you) run BLS. With your Mind Crush, Dragged Downs, Morphing Jar, and Card Destruction, you should have no problem dealing with those. So they lose a card while taking some damage. It's like a free Confiscation. ;p
Not sure why you aren't running three Sillva. Every single DW deck I've seen has three of them. You could probably drop the Beiige for two more Sillva and maybe another Fabled Raven or Trance Archfiend.
I've run multiple copies of Sillva/Goldd in the past but never had good luck with them. I really wanted to minimize the dead draws in this deck so Sillva was an easy cut. It is a great card but it doesn't offer much more than a big body. In testing I've never wanted to have a second copy, however maybe things are different in this format.
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I've always believed that if you're going to run Skill Drain: run three of them or don't run it at all. With people having MST, S. Judgment, and other back row removal, once you lose your single Skill Drain it just opens you up to unnecessary risks - such as Wind-Ups and Inzektors. Skill Drain shuts a lot of decks down, might as well run three copies since you don't know if people are packing triple mained MSTs with some Dust Tornados sided or not. It's just a good security choice imo.
The single Skill Drain was a nice piece of tech last format. I'm not sure what the right number is for this metagame. I haven't played against Wind-Ups or Inzektors yet so the number may need to be adjusted as testing goes on.
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Also, you're probably going to make revisions to the deck for the new format. So to fill the Trap Dustshoot spot, you could run another Skill Drain, and to speed the deck up you could side the Solemn Judgment and add in another Skill Drain.
I actually hadn't updated the deck list in a week or two. I ended up adding Deck Devastation Virus back into the deck to take Trap Dustshoot's slot.
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As for the spells, I've seen Dark Worlds run three Dragged Down and Dark World Dealings and do remarkably well. It's insane how fast the decks run with an extra copy of each. Same thing for MST. The back row removal is just too good to pass up. So I don't really see the point of running Terraforming since you already have so much milling power in the deck. It just seems like a dead card choice cause your field spell isn't the back bone of the deck anyways.
I need to find a third copy of Dragged Down for exactly the reasons you mentioned. I'm shocked that they are going for so much online right now. Dragged Down just works too well with Mind Crush and the Dark World monsters to think about playing less than a full set of them. Hopefully I'll stumble across a third copy soon.
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This might be a strange suggestion, but siding Mirror Force might work towards your advantage. It frees up another slot for another Skill Drain.
This is an interesting suggestion since the threat of Mirror Force can some times be more important than actually playing Mirror Force. I'll have to give it some thought. I am still a little hesitant to max out on Skill Drain since it is a potential dead draw if I already have one. The benefits here may out weigh the risks.
I have no idea what to do with my Side Deck yet. I honestly haven't given it a lot of thought. I'll probably start fleshing that out soon. Seven Tools was really popular two formats back. A lot of people were main decking a pair of them because there was very little Spell/Trap removal in the format and Solemn Warning was running rampant.
Ante is an interesting thought. You've got a lot of good ideas, I'll have to give them some serious thought. I've also been playing Allure of Darkness in the deck since I can kick the monsters back to my hand with Trance Archfiend if it's destroyed by battle. That's definitely a card slot that isn't set in stone right now. Allure helps speed the deck up for sure, but the space might be better used for more tech since there is already a lot of draw power here.