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Hi everyone, I was hoping to get some suggestions for this deck. Fiends aren't my specialty, but I put together a Dark World deck last night and entered it into a local tourney today. I went 2-2, and I know I can do better. I've tweaked it a bit since the tournament, but I'm always looking for feedback.
Monsters: 19
2 Magical Merchant
1 Morphing Jar
1 Sangan
3 Broww, Huntsman of Dark World
2 Beige, Vanguard of Dark World
1 Newdoria
2 Mystic Tomato
1 Breaker the Magical Warrior
2 Brron, Mad King of Dark World
1 Sillva, Warlord of Dark World
3 Goldd, Wu-Lord of Dark World
Spells: 19
2 Smashing Ground
2 Gateway to Dark World
3 Dark World Lightning
1 Card Destruction
1 Dark Hole
1 Heavy Storm
2 Pot of Avarice
1 Premature Burial
1 Snatch Steal
2 Enemy Controller
2 Card of Safe Return
1 MST
Traps: 6
2 Dust Tornado
2 Bottomless Trap Hole
1 Torrential Tribute
1 Call of the Haunted
Side Deck: 15
1 Cyber Jar
1 Brron, Mad King of Dark World
1 Jinzo
2 Mobius the Frost Monarch
1 Smashing Ground
1 Gateway to Dark World
1 Book of Moon
1 Card of Safe Return
1 Dark Deal
2 Waboku
2 Sakaretsu Armor
1 Deck Devastation Virus
This deck is pretty combo reliant, as you can see. I try to counter the hand depleting nature of the dark world monsters with some draw engines- Pot of Avarice and Card of Safe Return. One of my major downfalls in the first run of the deck was Mobius, so I swapped out my trigger traps (Sakaretsus and Widespreads) for Enemy Controllers and Bottromless Trap Hole. I figure with BTH, even if Mobius still gets his effect, he will be RFP and out of my hair.
Once again, feedback would be greatly appreciated. I'll take a look at your decks too if you leave a link.
I'm using Magical Merchant for two reasons. First, it will help fill up my Graveyard faster for Pot of Avarice. Second, I run lots of revival, so Merchant helps fill up my GY for those too. I used to have Scarr in the deck, but I found Mystic Tomato served my pruposes better. Thanks for the feedback!
Thanks for the feedback everyone. Dragged Down into the Grave is a great option. It's a nice way to add a little hand D to my opponent. I'll see if I can sneak one in for the next time I duel.
Creature Swap is another good idea. I've used it in many decks, especially ones with searchers. Being able to swap over my Tomatos or Sangan would be a big plus.
About what to take out, that's what is tough. I definately want to keep Card of Safe Return at 2, at least for now. Pot of Avarice may go down to 1, depending on how often it is unplayable in my hand. Once I try the deck again, I may swap out one of the Pots for a Creature Swap or a Dragged Down to the Grave. Thanks again!
you need some serious help with this deck! this may seem a bit odd after all the fixes posted before, but i think you should try this!
monsters: 17
dark ruler ha des
goldd
goldd
silva
silva
brron
brron
brron
brrow
brrow
brrow
beiige
beiige
beiige
d.d. warrior lady
breaker the magical warrior
morphing jar
spell: 16
dark world lightning
dark world lightning
dark world lightning
gateway to dark world
gateway to dark world
smashing ground
smashing ground
creature swap
creature swap
lightning vortex(you can't summon your DW monsters but it's better than dark hole in my opinion, but that's just my opinion)
mystical space typhoon
united we stand
cheerful coffin
cheerful coffin
card destruction
heavy storm
traps: 7
forces of darkness
dark deal
dark deal
dark deal
royal command
call of the haunted
torrential tribute
this deck is what i'm putting together right now and it should be much better than what you've got so far!
I would appreciate some reasons why you think yours will be a better deck. You may enlighten me as to some of the problems in my deck. The main differences I see between our decks are your usage of Dark Deal and Cheerful Coffin. I find that those are both great cards in certain situations, but terrible other times. Consistency is what I am striving for in my deck. Cheerful Coffin can lead to a big swarm, but has no second effect to benefit you like Dark World Lightning. Dark Deal is great when it works, but I've seen it been eaten alive by Dust Tornado, Mobius, Breaker, MST, and the like in this format. I prefer things that are chainable to minimize the card disadvantage of s/t destruction, which is why I am decking Enemy Controllers. When you play test your deck let me know how it works, but I do think you will have some of the problems I've mentioned.
I have noticed you are decking United We Stand, which might be a very good idea in this deck, at least when going for one large finishing attack. Once again, keep me updated as to how you fare with your deck. I think you may find yourself falling behind in card advantagw with this build, but then again I could be wrong. Dark Deal has a way of evening things out- when it works.
no offence to shamone but the only way to keep the advantage and make DW work is to play cards that you get cards back for the cost of dicarding a dark world.
Dark world lightning works because you destroy one of your opponents monsters and you get to summon one of your own. it is a one for one with a special summon option.
card destruction works becuase you get what you discard back as well as the effects of the dark worlds that you discard. you come out on top with that card.
morphing jar is the same as card destruction.
lightning vortex is not as good as dark hole because of what it can destroy. picture this situation you are top decking your opponent has two or more monsters on the field. you top deck one of the two cards. which would you prefer lightning vortex or dark hole. the only situation that you would want a lightning vortex is when you have advantage and want to move in for the kill. even then it can be a bad card.
cheerful coffin isnt a great card. it offers no advantage and wastes your resources.
dark deal can be a good card but only when it works. it has the ability to force your opponent to discard a card from your hand. problem is that it is a 1-1 at best. plus you lose 1000 lp and the back fire is 2-1 advantage and you still lose 1000 lp.
POST OF AVARICE- I would highly recomend taking out one of them. I run an exodia deck, which is heavy and throwing everything to the graveyard, but even then two jars arn't nceissary, i didn't use the first one very often, and quite rarely used the second one.
If what you're looking for is speed and consistency, then the Tomato Control route is the right way to play it. I say this for every Dark Realm deck I fix, and I'm sounding like a broken record: Dark Realm has a power problem. It has speed, it has advantage, but it's weak by itself and combo-reliant. So, to mitigate some problems...
- 2 Magical Merchant
- 3 Broww, Huntsman of Dark World
- 2 Beige, Vanguard of Dark World
- 1 Dark World Lightning
- 1 Pot of Avarice
- 1 Enemy Controller
- 2 Card of Safe Return
The cliche ideas often turn out to be the worse ones in Dark Realm's case. Cards like Broww and Card of Safe Return are 1) bad topdecks and 2)don't net you consistent advantage. These cards (especially these 2), are slow, and make the deck as combo oriented as you claimed it was.
+ 2 Goblin Elite Attack Force
+ 1 Spirit Reaper
+ 1 Newdoria
+ 1 D.D. Warrior Lady
+ 1 Exiled Force
+ 2 Sakuretsu Armor
This is Dark Realm with versatility from Tomato. Dark Realm lacks solid monsters (save Gold and Silver) and you need something to defend yourself effectively against the metagame (DDA and Cyber Dragon). Goblin Elite will provide you with raw attack power, draw out opponent's removal cards, and defend against DDA/CD. Since Dark Realm is weaker than other monsters, you make up for it by solid defenses or 1-1's. they'll eventually be in your favor since Card Destruction/Morphing Jar + Dark Realm should equal at least +2 advantage. Sakuretsu Armor was added in because of this, and so was DDWL and XForce. The hand isn't a problem with all the discards (all of 4 cards...) You should concentrate on making openings and swinging for 4100 with Brron+Gold/Silver.
Play this deck more. It's not some cookie you can just slap together and expect instant results. It's fun when you get the hang of it (I went 3-1, lost against a Swipe deck...:ermm: )
+dark deal
+sakuretsu armor
-dark world lightning (2 is enough)
-pot of avarice
-card of safe return (most of the time it doesn't work and a horrible topdeck)
- 2x magical merchant
+ dd warrior lady
+ dd assailant
-broww
+ reaper
If what you're looking for is speed and consistency, then the Tomato Control route is the right way to play it. I say this for every Dark Realm deck I fix, and I'm sounding like a broken record: Dark Realm has a power problem. It has speed, it has advantage, but it's weak by itself and combo-reliant. So, to mitigate some problems...
- 2 Magical Merchant
- 3 Broww, Huntsman of Dark World
- 2 Beige, Vanguard of Dark World
- 1 Dark World Lightning
- 1 Pot of Avarice
- 1 Enemy Controller
- 2 Card of Safe Return
The cliche ideas often turn out to be the worse ones in Dark Realm's case. Cards like Broww and Card of Safe Return are 1) bad topdecks and 2)don't net you consistent advantage. These cards (especially these 2), are slow, and make the deck as combo oriented as you claimed it was.
+ 2 Goblin Elite Attack Force
+ 1 Spirit Reaper
+ 1 Newdoria
+ 1 D.D. Warrior Lady
+ 1 Exiled Force
+ 2 Sakuretsu Armor
This is Dark Realm with versatility from Tomato. Dark Realm lacks solid monsters (save Gold and Silver) and you need something to defend yourself effectively against the metagame (DDA and Cyber Dragon). Goblin Elite will provide you with raw attack power, draw out opponent's removal cards, and defend against DDA/CD. Since Dark Realm is weaker than other monsters, you make up for it by solid defenses or 1-1's. they'll eventually be in your favor since Card Destruction/Morphing Jar + Dark Realm should equal at least +2 advantage. Sakuretsu Armor was added in because of this, and so was DDWL and XForce. The hand isn't a problem with all the discards (all of 4 cards...) You should concentrate on making openings and swinging for 4100 with Brron+Gold/Silver.
Play this deck more. It's not some cookie you can just slap together and expect instant results. It's fun when you get the hang of it (I went 3-1, lost against a Swipe deck...:ermm: )
iViE, you hit the nail on the head with the problems I've had with this deck so far. Also, thanks for your suggestions everyone. There are alot of different things to consider for this deck. I will playtest the current form more, but I will definately have some more options to consider thanks to you all.
I think once the amusement of drawing like crazy is over, I will deck more consistent options. I have used a Necrofear based fiend deck alot, so I know of the versatility of GEAF in this format.
Magician of Faith would be a good option, thanks. I don't have too much in the deck now that is a good set when I use Gateway to Dark World, so MoF would work well in that capacity.