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The Official Guide to Dark World: "Welcome to Future World"

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« on: October 31, 2009, 03:57:21 pm Central Daylight Time »

The Official Dark World Guide - Last Updated: Sunday, November 1, 2009


Preamble

Welcome to my one and only complete guide to Dark World! Reading the guide will tell you ALL that you need to know to run the deck successfully. As you take a look through my guide, I hope that your respect, knowledge, and interest grows for Dark World, as it surely deserves it. This guide was designed and presented to you to increase your knowledge and for you to be fully aware of all the powerful hidden aspects of Dark World. This guide will only cover cards that are currently out and legal for use in the TCG through the Advanced Format.

If you need to find something quickly, just press CTRL + F for PC or CTRL + apple if you are using a Mac. I see Dark World as an extremely powerful deck type, but unfortunately, it is severely underrated. At the end of the construction of your Dark World deck, it should be able to do these things consecutively, consistently, and successfully.

1) Draw
2) Discard
3) Summon
4) Attack
5) Win

As some of you may know, my passion for Dark World is near indescribable. I own and adore all of the Dark World cards, even the Normal Monsters. I have been playing with these demonic Fiends since the very beginning of their existence and they have served me well. Many players have owned or still use Dark World but are ashamed use them proudly. So, without further ado, let’s get to work!

Dark World's Table of Contents: Books of the Declaration
Quote
1) Preamble
2) Dark World Introduction
3) Dark World's Theme
4) Dark World's Weaknesses
5) Dark World's Strengths
6) Dark World's Monster Cards
7) Dark World's Spell Cards
8) Dark World's Trap Cards
9) Dark World's Support Monster Cards
10) Dark World's Support Spell Cards
11) Dark World's Support Trap Cards
12) Dark World Hybrids and Other Decks
13) The Future of Dark World
14) Dark World's Rulings
15) Dark World Outroduction
16) Quotes and Commentary

Dark World Introduction: Before the Existence of Light

Dark World is an isolated planet that constantly moves around with its aimless orbit. The only light source is generated by the great comet in the night sky. The weather consists of nothing but variable wind, lightning, fog, and rain. All of the time. Just walking through the unknown, you hear nothing here but demonic grunting voices of savage monsters and the earth shaking thunder. Lightning is the main source of power and energy in Dark World.

Dark World can be accessed through a specific gateway in a cemetery of the fallen Dark World race. It is there that the purple colored world appears soon after the death of every Lord, King, and Overlord. Once you arrive, you must earn your way out. Here in Dark World, it is all about knowing your place, essentially hierarchy is enforced. As you walk toward the entrance of the city you can see two massive sized orange gatekeepers keeping watch. They stare at you intensively, but they let you enter.

Further on, you spot thousands upon thousands of knights marching to your left with a Warlord directing them. You are quickly escorted by two Vanguards descending into the temple. They say nothing as they both shuffle into the next room. The temple gets colder and more eerie as you plunder further into the darkness. You all stop at the sight of two golden beings, each holding giant gold and black axes. They each help open the 50 ft. solid black steel doors for you.

As you're walking into the dark room, you hesitate to go any further. Your eyes are searching the room for something but you don't know what. When you take a glance up you can’t help but notice to see what looked like a giant statue holding one of the most brutal weapons in existence. You knew it was him, the Overlord himself. His eyes opened and glowed red as he slowly leaned forward. The Overlord said in his deep earthshaking voice, “Let’s make a deal, a very DARK deal…”
_____________________________________________________________________________________

This powerful archetype of Fiends was introduced to the TCG through the dark and unknown crevasses of the booster pack Elemental Energy. Then, Strike of Neos graced Dark World users with new support, give them the extra speed, consistency, and hope that Dark World needed. Some people took immediate interesting in these cards and began build a solid deck around them. Many shoved them off to the side.

Dark World is famous for its speed, tearing its adversaries’ Life Points down to dust in just a few turns with its raving swarm. These savage Fiends, can be simply Special Summoned from the hand if they were discarded by a card effect. Dark World has many more advantages to the user than the average deck does. The rest of this guide will apply proof to all of my statements.


The Dark World Theme: Color Coding Unraveled

Each of the current 11 Dark World Monsters in the TCG have a different color that their name tries to display. Some are obvious, some just aren’t.
Quote
Zure, Knight of Dark World = Azure

Renge, Gatekeeper of Dark World = Orange

Kahkki, Guerilla of Dark World = Kakki

Gren, Tactician of Dark World = Green

Scarr, Scout of Dark World = Scarlet

Beiige, Vanguard of Dark World = Beige

Broww, Huntsman of Dark World = Brown

Brron, Mad King of Dark World = Bronze

Sillva, Warlord of Dark World = Silver

Goldd, Wu-Lord of Dark World = Gold

Reign-Beaux, Overlord of Dark World = Rainbow
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Cost and Effect: How to Summon Dark World Monsters?

Dark World Monsters specifically ask for cards that discard them by card effects. not costs. What's the difference? How do you tell? I will tell you. There is a difference in getting rid of cards in your hand. Whether, it be by having more than 6 cards in your hand at your End Phase, SENDING the card from your hand to the Graveyard, discarding it by a CARD EFFECT, or by discarding it for COSTS of other cards.

SENDING cards from your hand to the Graveyard at any time does NOT trigger Dark World Monster effects, as Dark World Monsters need to be DISCARDED by a CARD EFFECT. This includes when you have more than 6 cards at the End Phase of your turn, as that is a game mechanic, not an effect. That is why cards like "Hand Destruction" and "Lightning Vortex" don't work because the discarding for those cards count as a COST. Here are some key differences of what cards work (Loves) and what doesn't work (Hates) to trigger Dark World Monster effects.

Dark World Loves: Dragged Down into the Grave
Dark World Hates: Hand Destruction

Dark World Loves: Fine
Dark World Hates: Raigeki Break

Dark World Loves: Morphing Jar
Dark World Hates: Snipe Hunter

Dark World Loves: Depth Amulet
Dark World Hates: Divine Wrath

Dark World Loves: Rigorous Reaver
Dark World Hates: Mad Reloader

To see all of the cards that trigger Dark World Monster effects, search Part 3 of this guide.

Dark World’s Weaknesses: A Fault in Absolute Power

Like every deck, they have weaknesses, downfalls, and imperfections. I will go over some of the major weaknesses and counters to Dark World.

1) 2300 < 2400

This is one of the biggest weaknesses of Dark World. During the Monarch era of the game, 2400 ATK points left Monsters like “Goldd, Wu-Lord of Dark World” and “Sillva, Warlord of Dark World” incapable of fighting back in a head on battle. Cards like “Shrink”, “Book of Moon”, and “Enemy Controller” are commonly used to give Dark World that extra defense mechanism they needed to walk over Monarchs.

2) The Different Dimension

Dark World Monsters are Special Summoned from the Graveyard when their effects are properly applied. Dark World Monster effects that allow them to be Special Summoned activate in the Graveyard. Cards like the following prevent this Special Summoning from happening:

A) Macro Cosmos
B) Dimensional Fissure
C) Banisher of the Radiance
D) Banisher of the Light
E) D.D. Crow

Cards like “Imperial Iron Wall” can help fight against these deadly cards.

3) Looking in the Mirror

The crippling Trap card, “Shadow-Imprisoning Mirror” from Gladiator’s Assault, was designed to help limit the powers of Dark Monsters in the following expansion Phantom Darkness. “Shadow-Imprisoning Mirror” stops Dark World dead in its tracks by shutting down any use of effects in the Graveyard or on the field.

4) Some Other Commonly Used Tools

A) Royal Oppression
B) Torrential Tribute
C) Lightning Vortex
D) Mirror Force
E) Thunder King Rai-Oh
F) Bottomless Trap Hole


Dark World’s Strengths: Deriving Its Power from the Darkness

Alright, let’s move away from all of that pessimism of weaknesses and talk about what really matters, the strengths of Dark World.

1) Potentially Worse Than Zombies…

If built properly, a Dark World deck can have the ability to outpace some of the fastest decks around, including Blackwings, Lightsworn, and Destiny Hero Zombies. The key to speed is though draw power and swarming the field. A deck that is less likely to Normal Summon, Tribute Summon, or Set is more likely to have more options with their Monsters. Cards like “Dark World Dealings” and “Card Destruction" help with acquiring what you need from your deck.

2) A Brief Walk Though the Valley Of Dead Kings

Although Gravekeeper’s decks are not too popular at the moment, it is convenient for a Dark World deck when it has to play against it. Reason being, Dark World is unaffected by the first effect of “Necrovalley.” “Necrovalley” only negates things that target cards in the Graveyard or that counts cards in the Graveyard. Fortunately, Dark World activates in the Graveyard and the key word there is “activates.” So, while “Necrovalley” is active, Dark World Monsters may still be Special Summoned by their own effects. Dark World and Gravekeeper's mesh quite well together. As the future may prove that...

3) Hand, Field, and Life Point Destruction

With such an aggressive deck such as Dark World, it is no problem to disrupt the opponents’ strategies by constantly changing the game around with cards like “Card Destruction” and “Dark World Lightning.” This leaves Exodia based decks in danger. It also loads the Graveyard with too many Dark Monsters for Dark Armed Dragon to be summoned.

4) What Time Is It?

One of the most helpful rulings for Dark World Monsters is that they CANNOT miss their timing. No matter what! They are mandatory effects. Mandatory effects must be chosen before optional effects. This allows for less complication when massive Special Summonings are utilized.

5) Appreciating the Help
Thanks to the new X-Saber theme, Dark World now has the chance to get help from a new deck. The X-Saber Monsters tend to focus on discarding cards from their opponents hand by a card effect. Which is an obvious help for Dark World. Once each player realizes what their opponents deck is, the duel will take all skill for the X-Saber player to win from there.

Dark World’s Monster Cards: Kings, Lords, Knights and Servants

Quote
Zure, Knight of Dark World
Dark/Fiend
Level 4
ATK: 1800 DEF: 1500
Found In: EEN-EN001, DR04-EN061, YSDS-EN008

The name of this illustrious knight is known by all residents of Dark World. He never oppresses the commoners.


This Monster is a standard attacker of the Dark World Monsters. Great card for being Normal Monster, but is strongly not recommended in competitive Dark World decks. It can be great for casual play. It sees play in Dark World/Demise decks.

Quote
Renge, Gatekeeper of Dark World
Dark/Fiend
Level 4
ATK: 100 DEF: 2100
Found In: TAEV-EN003

His renowned olympic physique has made him famous with the populace of Dark World. They call him "Iron Wall Renge" because no one can break through his incredible defenses.

Like “Zure, Knight of Dark World”, this is a standard card, but for defense, yet is not recommended for competitive play. It can be great for casual play. It sees play in Dark World/Demise decks.

Quote
Kahkki, Guerilla of Dark World
Dark/ Fiend
Level 2
ATK: 300 DEF: 500
Found In: STON-EN018

If this card is discarded from the hand to the Graveyard by a card effect, destroy 1 monster on the field.

Strike of Neos has brought a great support Monster card for Dark World to help get rid of any opposition. I consider this card the first “bomb” card in Dark World decks, meaning its purpose is to just destroy. Also, it is searchable by “Sangan” if need be. “Kahkki, Guerilla of Dark World” is great for destroying cards like “Spirit Reaper”, “Marshmallon”, “Neo-Spacian Grand Mole” or any Monster that may be pose a threat to Dark World itself. The main downside of this card is that if it is discarded you MUST destroy a Monster on the field, potentially putting your own Monsters at risk. This card is one of the few underrated cards that are often brushed aside.

Quote
Gren, Tactician of Dark World
Dark/Fiend
Level 2
ATK: 300 DEF: 500
Found In: STON-EN019

If this card is discarded from the hand to the Graveyard by a card effect, destroy 1 Spell or Trap Card on the field.

This would be considered the second “bomb” card for Dark World decks. This is a great card do have in the Side Deck for the time needed. It can potentially get rid of “Solemn Judgment”, “Skill Drain”, or “Royal Oppression.” Very useful card for sneaking up and destroying your opponents Spell and Trap cards. But remember, if “Gren, Tactician of Dark World” is discarded by a card effect and only you have Spell and Traps, you MUST destroy one. Be careful.

Quote
Scarr, Scout of Dark World
Dark/Fiend
Level 2
ATK: 500 DEF: 500
Found In: EEN-EN025, DR04-EN085

When this card is destroyed as a result of battle and sent to the Graveyard, add 1 Level 4 or lower monster that includes "Dark World" in its card name from your Deck to your hand.

“Scarr, Scout of Dark World” was a great and necessary card before the release of Strike of Neos, but is now no longer needed. It is just too slow to keep up with the current format and relies too much on the opponents actions. There just aren't enough worthy targets at the moment. This card is not recommended for competitive play due to its lack of speed. However, this card should deserve to see play in casual decks and competitive play when the format becomes much slower.

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Beiige, Vanguard of Dark World
Dark/Fiend
Level 4
ATK: 1600 DEF: 1300
Found In: EEN-EN020, DR04-EN080

If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the field.

The most underrated Dark World Monster in the game. “Beiige, Vanguard of Dark World” is one of my favorite Monsters with average stats and a great effect. This card is just ignored for its “low” attack points when really that is not what matters most. The effect of being able to be Special Summoned from your hand by your own card effect is what matters most. Only 2 other Dark World Monsters are capable of this ability! It creates great synergy with cards like “Brron, Mad King of Dark World” for extra field presence. It is also very useful for Synchro Summons.

Quote
Broww, Huntsman of Dark World
Dark/Fiend
Level 3
ATK: 1400 DEF: 800
Found In: EEN-EN021, DR04-EN081

If this card is discarded from the hand to the Graveyard by a card effect, draw 1 card from your Deck. If this card is discarded from the hand to the Graveyard by your opponent's card effect, draw 1 more card from your Deck.

Often used over “Beiige, Vanguard of Dark World” or “Kahkki, Guerilla of Dark World,” “Broww, Huntsman of Dark World” was the key to access draw power before Strike of Neos blessed Dark World with “Dark World Dealings.” In fast formats, this card is almost mandatory just to keep up. They are free draws with “Dark World Dealings” and great as an extra discard with “Card Destruction.” If you have any vacancy in the deck, test it out a little bit. It’s worth it.

Quote
Brron, Mad King of Dark World
Dark/Fiend
Level 4
ATK: 1800 DEF: 400
Found In: EEN-EN022, DR04-EN082

When this card inflicts Battle Damage to your opponent's Life Points, you can select 1 card in your hand and discard it to the Graveyard.

“Bronn, Mad King of Dark World” has always been great for its high attack and the ability to summon other Dark World Monsters. One of the best parts of this card is that this effect is optional. This card is very good for placing cards like “Plaguespreader Zombie” or “Necro Gardna” in the Graveyard. It is very helpful. It is just a standard and strong attacker for Dark World. It's just something good to place on the Field easily.

Quote
Sillva, Warlord of Dark World
Dark/Fiend
Level 5
ATK: 2300 DEF: 1400
Found In: EEN-EN023, DR04-EN083, GLD1-EN023

If this card is discarded from the hand to the Graveyard by a card effect, Special Summon it. If this card is discarded from the hand to the Graveyard by your opponent's card effect, your opponent selects 2 cards in their hand, and places them on the bottom of their Deck in any order.

Ah, yes, the Warlord of Dark World. It is famous for its dynamic artwork and the incredible ability to be Special Summoned by its effect. The only major downside of this card is the lack of 100 attack points in needs to compete successfully in a head-to-head battle against most single tribute Monsters, such as Monarchs. Absolutely, essential in a Dark World deck and you should use three copies of them for the best results. It is mandatory in a good Dark World deck.

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Goldd, Wu-Lord of Dark World
Dark/Fiend
Level 5
ATK: 2300 DEF: 1400
Found In: EEN-EN024, DR04-EN084, CP03-EN007, GLD1-EN024

If this card is discarded from the hand to the Graveyard by a card effect, Special Summon it. If this card is discarded from the hand to the Graveyard by your opponent's card effect, you can select up to 2 cards your opponent controls and destroy them.

Essentially, the most powerful Dark World Monster in existence in terms of stats and effects. That giant gold and black axe he is holding isn’t just for show; he will use it when necessary. Extremely deadly in response to your opponents “Morphing Jar.” This card has all of the strengths and weaknesses of “Sillva, Warlord of Dark World” but one.

It has the ability to destroy up to 2 cards on the opponent’s side of the field if it is discarded by the opponent’s card effect. Some people say that is situational, but that can be adjusted by a few simple strategies. Like “Sillva, Warlord of Dark World,” he is also mandatory in a Dark World deck and should be used in threes.

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Reign-Beaux, Overlord of Dark World
Dark/Fiend
Level 7
ATK: 2500 DEF: 1800
Found In: STON-EN017

If this card is discarded from the hand to the Graveyard by an opponent's card effect, Special Summon this card. If this card is Special Summoned this way, destroy all monsters OR all Spell and Trap Cards your opponent controls.

The Dark World Overlord himself. His name representing “rainbow” even though he barely shows any colors himself. A truly uniquely designed card, but lacks what Dark World needs. More consistency. I believe that “Reign-Beaux, Overlord of Dark World” was the most disappointing Dark World Monster ever released.

Reason being that it does not share the same first effect as “Goldd, Wu-Lord of Dark World,” which is desperately needed to give Dark World that extra competitive push. “Reign-Beaux, Overlord of Dark World” has everything that Dark World needs EXCEPT the ability to be Special Summoned by your card effect. Due to this major fallback, I’ve never even successfully summoned this card. This card is often mistaken to have the first effect as “Sillva, Warlord of Dark World” and played incorrectly.

When this effect is activated, it is especially devastating for the opponent. When “Reign-Beaux, Overlord of Dark World” effect is applied, you virtually have the choice to either use “Raigeki” or “Harpies Feather Duster” like effect on your opponent. Because of the negative side effect this card holds, it should only be used in your Side Deck if there are other Dark World decks in the area.

There are only three ways to summon this card:

1)Being discarded by your opponents card effect
2) Tribute Summon
3) A successful result from “Dark Deal”


Dark World’s Spell Cards: Curses at Hand

Quote
Dark World Grimoire
Continuous Spell Card
Found In: PTDN-EN062

When you discard a card(s) from your hand during the End Phase because your hand size limit was exceeded, select 1 monster among them and Special Summon it.

Without a doubt in my mind, this card is really situational. There is a good chance that when you have this card, you will not need to discard for its effect anyways. Basically, if you have 6 or more cards in your hand and some of those are Monsters and you are unable to use those, it is usually because your opponent is not allowing you to summon. I wouldn’t recommend this card for any Dark World deck. The truth is, this card could work better in other decks than Dark World deck. If you can make this card work, then good luck to you.

Quote
Gateway to Dark World
Quick Play Spell Card
Found In: EEN-EN048, DR04-EN108

If you activate this card, you cannot Normal Summon, Flip Summon, or Special Summon during the turn this card is activated. Special Summon from your Graveyard 1 monster that includes "Dark World" in its card name.

“Gateway to Dark World” is a decent support card for Dark World decks. With the limitation of "no summoning allowed" on the turn of activation, “Gateway to Dark World” can be used in quite a few ways. The best way to get around the summoning restriction is by activating this card during the End Phase of your opponent’s turn. I recommend the use of no more than 2 copies per Dark World deck.

Quote
Dark World Dealings
Normal Spell Card
Found In: STON-EN038, CP07-EN010

Each player draws 1 card. Then each player discards 1 card.

This is great support for Dark World decks. “Dark World Dealings” added more speed and consistency to any Dark World build utilizing it. “Dark World Dealings” was designed to replace “Graceful Charity.” Although, “Graceful Charity” is one of the best support Spell cards Dark World decks. Using three copies of this card is recommending for a more reliable draw engine and discard effect. Using “Dark World Dealings” and “Broww, Huntsman of Dark World” allows for a clean and consistent draw engine. Three copies should be used.

Quote
Dark World Lightning
Normal Spell Card
Found In: EEN-EN038, DR04-EN098, CP03-EN005

Select 1 face-down card on the field and destroy it, and after that, select 1 card from your hand and discard it.

The power of lightning shows the true strength in this deck. If you haven’t noticed yet, all Dark World Monsters have different designs of lightning in the background. This is an excellent card for this deck type. With the ability to wipe out any of the opponents face down cards, this makes “Dark World Lightning” extremely versatile.

The ruling for this card clearly states that in order to get the second effect you must successfully destroy a face down card. So, if you targeted your opponents face down Spell or Trap card and they activate it, you may not use the second effect of “Dark World Lightning.” Regardless, “Dark World Lighting” is a great card and is mandatory in a Dark World deck. At least two copies should be used.

Dark World’s Trap Cards: Falling into the Shadows

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Dark Deal Normal Trap Card
Found In: EEN-EN052, DR04-EN112

Activate only when your opponent activates a Normal Spell Card. Pay 1000 Life Points. The effect of that Normal Spell Card that your opponent activated becomes "Your opponent discards 1 random card".

Dark World only has two themed Trap cards. None of which are commonly used in the competitive area. “Dark Deal” is the only way an owner of Dark World Monsters can trigger the second effects of their own selected cards such as “Reign-Beaux, Overlord of Dark World,” “Broww, Huntsman of Dark World,” or “Goldd, Wu-Lord of Dark World.” However, “Dark Deal” is best to use now than ever with “Allure of Darkness”, “Destiny Draw”, “Charge of the Light Brigade” and other Normal Spell cards seeing a lot of play. This card deserves to be placed in your side deck at the very least.

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The Forces of Darkness
Normal Trap Card
Found In: EEN-EN051, DR04-EN111

Return 2 monsters from your Graveyard to your hand that include "Dark World" in their card names.

Great title, great effect, great card. “The Forces of Darkness” is more useful than most people think. Its chain ability is the most important factor, allowing the user to reload their hand with Dark World Monsters to fuel your discard engines. Keeping that consistent flow of draw, discard, summon, attack successfully. This card is useful for keeping your opponent from gaining any benefits from your Graveyard like “D.D. Crow” or “Soul Release.” Those who include "Dark Armed Dragon" in their Dark World decks would like to use this card as well so they can regulate how many Darks are in the Graveyard.

Dark World’s Support Monster Cards: Allies From Beyond the Gates

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Morphing Jar
Earth/Rock
Level 2
ATK: 700 DEF: 600
Found In: CP02-EN009, DB2-EN104, SDRL-EN007, TP2-001, TP4-002

FLIP: Both players discard their hands. Then both players draw 5 cards.

“Morphing Jar” is an absolute must in a Dark World deck. With Dark World being one of the few decks that benefit from “Morphing Jar” discard effect, “Morphing Jar” serves as a “summoner” and a draw engine. Dark World is often too fast for the opponent to have enough time to benefit from “Morphing Jar.” It can be easily abused with "Book of Moon." “Morphing Jar” is just great for hand disruption as well. It's actually takes skill to play right.

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Dark Ruler Ha Des
Dark/Fiend
Level 6
ATK: 2450 DEF: 1600
Found In: LOD-EN001, MC1-EN006, DB2-EN124, CP05-EN008

Negate the effects of Effect Monsters destroyed by battle with Fiend-Type monsters you control. This card cannot be Special Summoned from the Graveyard.

Of course the original king of the underworld cannot be left out. “Dark Ruler Ha Des” is great for giving all Fiend Monsters on your side of the field the power to negate the opponents Monster effects. This is great when a large amount of Fiends have been summoned, so nothing holds them back. “Dark Ruler Ha Des” is most useful for have that extra 50 ATK points that most single tribute Monsters don’t have. This power enables “Dark Ruler Ha Des” to take down things such as “Caius the Shadow Monarch”, “Raiza the Storm Monarch”, or “Gigaplant.” Of course, the only downside is that “Dark Ruler Ha Des” cannot be Special Summoned from the Graveyard.

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Dark Necrofear
Dark/Fiend
Level 8
ATK: 2200 DEF: 2800
Found In: MC1-EN005, LON-EN065, DL2-EN002, DB2-EN004,CP05-EN006

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 Fiend-Type monsters in your Graveyard. If card is destroyed by battle or by your opponent's card effect while it is a Monster Card, equip it to a monster your opponent controls during the End Phase of this turn. Take control of the equipped monster.

Another classic card adored by all Fiend players. I've seen this card used in quite a bit of Dark World decks. This may be worth using this format. Even the great “Dark Armed Dragon” cannot tear through “Dark Necrofear” great Defense. Even if it somehow did, there are consequences for the opponent. At the End Phase you can then take control of that “Dark Armed Dragon.” “Dark Necrofear” is not a card that is particularly easy to get around. At anytime that is it destroyed while it is a Monster card, its devastating effect will activate.

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Sangan
Dark/Fiend
Level 3
ATK: 1000 DEF: 600
Found In: MRD-EN069, SYE-018, SDJ-019, HL2-EN003, DB2-EN042

When this card is sent from the field to the Graveyard, select 1 monster with an ATK of 1500 or less from your Deck, show it to your opponent, and add it to your hand. Then shuffle your Deck.

Some people don’t like to include “Sangan” in the Dark World deck because it can’t do much. It is great for taking cards like “Kahkki, Guerilla of Dark World”, “Neo Spacian Grand Mole”, and “Morphing Jar.” “Sangan” also gives the Dark World player going first in the duel more options. Adding a card to your hand and a great shuffle adds to great success in a Dark World deck.

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Night Assailant
Dark/Fiend
Level 3
ATK: 200 DEF: 500
Found In: AST-080, DR2-EN193, CP01-EN005

FLIP: Select 1 monster on your opponent's side of the field and destroy it. When this card is sent directly from your hand to the Graveyard, return 1 Flip Effect Monster from your Graveyard to your hand.

“Night Assailant” was once a quite powerful card, but soon lost that power due to its limitation on the official list and the banning of other Flip effect Monsters such as “Magician of Faith.” However, “Night Assailant” can still be used for a first turn option in a Dark World deck. “Night Assailant’s” second effect is great, but situational, by having only one purpose which is to retrieve “Morphing Jar” from the Graveyard.

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Doom Shaman
Dark/Spellcaster/Gemini
Level 6
ATK: 2400 DEF: 2000
Found In: TAEV-EN025, CP07-EN011

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: Once per turn, you can Special Summon 1 Fiend-Type monster from your hand or from either player's Graveyard. When this card is removed from the field, destroy all Fiend-Type monsters Special Summoned by this effect.


“Doom Shaman” is like the “Il Blud” or “Gigaplant” of Fiend Monsters. Why is it a Spellcaster? I am not sure. Maybe it is because it is a shaman. Many have asked why “Doom Shaman” isn’t played in Dark World. It is a decent card with great stats, but that is just not enough. Well, let’s just say it has 3 major contributing flaws to this cause. First, it is a Gemini Monster, meaning that it must be “Double Summoned.” Thus, it is too slow. Dark World does not have time to wait for Gemini Monsters effects. Second, you can only use its effect once per turn. Third, when “Doom Shaman” is removed from the field, all the Fiends Special Summoned by this effect are destroyed. Overall, “Doom Shaman” just has more cons than pros.

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Snipe Hunter
Dark/Fiend
Level 4
ATK: 1500 DEF: 600
Found In: CDIP-EN015, CP03-EN004, SDRL-EN018

You can discard 1 card to select 1 card on the field and roll a six-sided die. If the result is not 1 or 6, destroy the selected card.

Many people believe that “Snipe Hunter” can trigger the effects of Dark World Monsters. Unfortunately, they are wrong. Discarding 1 card from your hand is a cost to activate “Snipe Hunter” effect. Either way, with an estimated 33.3% chance of missing with “Snipe Hunter” you don’t have much to lose. I don’t recommend using this card in a Dark World deck unless you plan on supporting it with cards like “The Forces of Darkness” and “Dark Necrofear.” Test your luck! I am proud to have this card as a Fiend Monster.

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Rigorous Reaver
Fire/Plant
Level 3
ATK: 1600 DEF: 100
Found In: CP06-EN001

FLIP: Each player discards 1 card. A monster that destroys this card by battle loses 500 ATK and DEF.

This is a very interesting card that can go towards triggering the effects of Dark World Monsters. It would be wise to use this is a deck with a few "Creature Swap" in it. However, this card could be of better service to Plant decks rather than Dark World decks. With a little work and the right format, this card could be great. This goes well in Dark World/Plants decks. And after it is sent to the Graveyard, it can be removed from play for “Mark of the Rose.” Right now, it is just not something Dark World needs in general.

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Dark Resonator
Dark/Fiend/Tuner
Level 3
ATK: 1300 DEF: 300
Found In: TDGS-EN010

Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally).

“Dark Resonator” has a great effect similar to “Gyroid.” Not only does it have decent ATK for a Level 3 Monster, it is also a Tuner! If you are aiming for a “Dark World Synchro” deck, then this is a major component you need. Combine “Dark Resonator” on the Field with either “Goldd, Wu-Lord of Dark World” or “Sillva, Warlord of Dark World” to set up a Synchro Summon for cards “Stardust Dragon” or “Colossal Fighter.” If you happen to have “Broww, Huntsman of Dark World” and “Dark Resonator” on the Field simultaneously, then you may set up a Synchro Summoning for “Goyo Guardian.” Either way, “Dark Resonator” is fun and powerful for this concept. Especially since Dark World won’t mind about using your Normal Summon for it. It is definitely worth a try.

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Blackwing – Gale the Whirlwind
Dark/Winged-Beast/Tuner
Level 3
ATK: 1300 DEF: 400
Found In: CRMS-EN008

If you control a “Blackwing” monster other than “Blackwing – Gale the Whirlwind”, you can Special Summon this card from your hand. Once per turn, you can halve the ATK and DEF of 1 face-up monster your opponent controls.

This amazing card is not only good in Blackwings, it’s great in many decks including Dark World. Just use the effect before you Synchro Summon. This makes it easy to take down any Monster. Also, since this is a Blackwing, this will give you access to “Blackwing – Armor Master” and Blackwing – Armed Wing” if they are in your Extra Deck. This card should be used over “Dark Resonator” and other Level 3 Dark Tuner Monsters. Since this card is Level 3, it is perfect to use in a Synchro Summon for all levels.

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Neo-Spacian Grand Mole
Earth/Rock
Level 3
ATK: 900 DEF: 300
Found In: STON-EN005, DP06-EN002

If this card attacks or is attacked by an opponent's monster, you can return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).

Without a doubt in my mind, this card is my favorite support Monster card in my Dark World deck. It looks nothing like the other Monsters in my deck and yet it is just a powerful, if not more. Some people foolishly underestimate this card by leaving it out of the Dark World deck. All you have to do is summon a bunch of Dark World Monsters then Normal Summon “Neo-Spacian Grand Mole” and bounce back your opponents biggest Monster.

“Neo-Spacian Grand Mole” normally creates a vicious cycle of bouncing the opponents Monsters back to their hand, leaving them virtually defenseless. This card can get rid of tough Synchro Monsters and cannot be touched by “Bottomless Trap Hole.”

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Clear Vice Dragon
Dark/Dragon
Level 8
ATK: ? DEF: 0
Found In: SOVR-EN

The effect of "Clear World" is not applied to the controller of this card while this card is face-up on the field. When this monster attacks a monster your opponent controls, the ATK of this card becomes twice the ATK of that monster during damage calculation only. When this card would be destroyed by your opponent's card effect, you can discard 1 card from your hand instead.

This is a key card in the Clear World builds. The ability to do serious damage in battle as well as protect itself are game breaking effects with this card. Works great with "Allure of Darkness." The discard effect actually does trigger Dark World effects. So you could protect "Clear Vice Dragon" from the opponent, as well as discard a Dark World Monster and get the effects.

Dark World’s Support Spell Cards: The Ever-Spreading Epidemic

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Book of Moon
Quick Play Spell Card
Found In: PGD-035, DB2-EN232, CP01-EN002, YSDS-EN025

Flip 1 face-up monster on the field into face-down Defense Position.

“Book of Moon” is great for flip down those Monsters that can be used for many of your card effects. Flip “Morphing Jar” or “Rigorous Reaver” face down so it can be reused. Flip your opponents Monster face down to stop an attack or effect and then retaliate with a “Dark World Lightning” Spell card. “Book of Moon” is completely versatile in Dark World decks. Give them a try.

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Solidarity
Continuous Spell Card
Found In: ANPR-EN054

If you have only 1 original (printed) Type of monster in your Graveyard, Face-up monsters you control with the same Type gain 800 ATK.

Great card in Solid World decks. Running almost all Fiends in this case, gives Dark World a huge boost. Unfortunately, "Morphing Jar" is not good in Solid World as it is a Rock Monster. But imagine "Goldd, Wu-Lord of Dark World" with 3100 ATK! Having more than one "Solidarity" stacks to ever higher ATK.

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The Cheerful Coffin

Normal Spell Card
Found In: MRD-EN059, DB1-EN167

You can discard up to 3 Monster Cards from your hand to the Graveyard.

“The Cheerful Coffin” should only be used if you are using 3 copies of every Dark World Monster. It is faulty now without “Card of Safe Return.” “The Cheerful Coffin” is often used by reckless and aggressive players. Be careful! It will cause serious hand disadvantage. It is not recommended for most decks.

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Dragged Down into the Grave
Normal Spell Card
Found In: DCR-084, DR1-EN246

You and your opponent look at each other's hands, select 1 card from each other's hands and discard them to the Graveyard, and each draw 1 card.

I think of this card as a backwards “Dark World Dealings” that allows each player to see their opponents hand. This card was necessary in a Dark World deck before the release of “Dark World Dealings.” Nowadays, it takes a tactical player to play “Dragged down into the Grave” correctly. The user must manipulate their hand to get their opponent to discard what you want. For example, when you use “Dragged Down into the Grave” it would be wise to set all of your Spell and Traps. This limits your opponent’s choices as to what to discard from your hand. “Dragged Down to the Grave” is a great option if you do not have “Allure of Darkness.”

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Card Destruction
Normal Spell Card
Found In: SDY-042, SYE-032, SD8-EN018

You and your opponent discard your entire hands and draw the same number of cards from your respective Decks that you discarded.

This is by far one of the most solid staple support Spell cards in any Dark World deck so far. Much like “Morphing Jar”, “Card Destruction” can be used to summon Monsters and draw more cards. That is all there is to it! “Broww, Huntsman of Dark World” acts as another discard as well as another draw. This card is a must in a Dark World deck.

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Burden of the Mighty
Continuous Spell Card
Found In: WC08-EN002

Each face-up monster your opponent controls loses 100 ATK x its own Level.

"Burden of the Mighty" is very useful in a Dark World deck as most of the Monsters have low attack. This card makes actual battle much easier for all Dark World Monsters. Very useful in New World Control decks. I recommend the use of this card if you have the space.

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Card of Safe Return
Continuous Spell Card
Found In: LON-EN029, DB1-EN232, SD2-EN018

When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card from your Deck.

As I have mentioned many times throughout the guide, many cards create great synergy with “Card of Safe Return.” The banned list continues to bring depair to Dark World. Unfortunately, Card of Safe Return was banned on September 1, 2009. If you play Traditional Format, please continue to read.

I would recommend that you use this card in your Dark World deck. Although the official list hit this card hard, it is still worth using. It is necessary to keep up with the fast paced format. It is useful to replenish your hand after you discard. This plays a key part in the draw and discard engine of Dark World.


Suggested Replacement Cards for Card of Safe Return

1) Reckless Greed
2) Dragged Down into the Grave


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The Card of Safe Return Draw Chart: For Dark World Monsters

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This chart will describe how many cards can be drawn from your deck when a Dark World Monsters is successfully Special Summoned when discarded by a card effect. If more than 1 Dark World Monster is Special Summoned while there are 2 or more Card of Safe Returns active, at least 1 Card of Safe Return misses the timing.

When 1 Dark World Monster is Special Summoned

1 Card of Safe Return = Draw 1 Card
2 Card of Safe Return = Draw 2 Cards
3 Card of Safe Return = Draw 3 Cards

When 2 or More Dark World Monsters are Special Summoned

1 Card of Safe Return = Draw 2 Cards
2 Card of Safe Return = Draw 2 Cards
3 Card of Safe Return = Draw 3 Cards


The reason that less cards are drawn when more Dark World Monsters are Special Summoned is because "Card of Safe Return" misses the timing. Not the Dark World Monsters.

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Allure of Darkness
Normal Spell Card
Found In: PTDN-EN084, RGBT-ENSE2

Draw 2 cards, then remove from play 1 DARK monster from your hand. If you don't have any DARK monsters in your hand to remove, send all cards in your hand to the Graveyard.

“Allure of Darkness” is one of the greatest drawing support cards ever made. If your deck consists of at least 85% Dark Monsters, you should try this card out. The second effect of “Allure of Darkness” does not trigger the effect of Dark World Monsters as “Allure of Darkness” just sends them to the Graveyard. However, running as many copies of this card as possible gives Dark World an insane amount of speed and consistency. It would be wise to remove from play something like "Brron, Mad King of Dark World" but it always depends on the situation. This card should definitely be used with the banning of Card of Safe Return.


Dark World’s Support Trap Cards: Confinement to Evil

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Fine
Normal Trap Card
Found In: PTDN-EN080

Discard 2 cards.

In all reality, this card is more popular than “The Cheerful Coffin.” This should not be used in a Dark World deck. Even “The Cheerful Coffin” is better than it. “Fine” is much slower and a lot less versatile than “The Cheerful Coffin.” Dark World does not need this card right now.

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Royal Decree
Continuous Trap Card
Found In: DB2-EN106, HL03-EN006, SD5-EN035, TP4-001, TP6-EN004

While this card is face-up on the field, negate the effects of all Trap Cards on the field except this card.

“Royal Decree” is great for ensuring that your Dark World Monsters make successful attacks. This isn’t a bothersome card since Dark World runs very few Traps anyways. “Royal Decree” is great this format for stopping things like “Shadow-Imprisoning Mirror”, “Solemn Judgment”, “Royal Oppression”, and “Torrential Tribute.” “Royal Decree” should at least be in your side deck if it is not in your deck already. This is an excellent card in New World Control decks.

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Skill Drain

Continuous Trap Card
Found In: DCR-049, DR1-EN211, GLD1-EN044

Pay 1000 Life Points. The effects of all face-up Monsters are negated.

This is a phenomenal card in Dark World decks. Being that most Dark World Monsters are unaffected by “Skill Drain” this gives Dark World the advantage over the opponent. “Skill Drain” does not affect all Dark World Monsters except for “Brron, Mad King of Dark World” because Dark World Monsters effects activate in the Graveyard. “Skill Drain” can be used to stop many things, such as “Dark Armed Dragon”, “Caius the Shadow Monarch”, and “Thunder King Rai-Oh.” This card is definitely worth keeping in the side deck at the very least for this format.

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Deck Devastation Virus
Normal Trap Card
Found In: FET-EN058, DR3-EN178, CP05-EN009

Tribute 1 DARK monster with 2000 or more ATK. Check your opponent's hand, all monsters your opponent controls, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters with 1500 or less ATK.

This is one of the two viruses that work well in Dark World. Whenever your “Goldd, Wu-Lord of Dark World” or “Sillva, Warlord of Dark World” is about to be destroyed, just activate “Deck Devastation Virus” to punish the opponent. This is useful for getting rid of the opponent Monsters since many Monsters are played that have less than 1500 ATK. It also eliminates most Tuners. This is worth keeping around the deck or side deck.

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Forced Requisition
Continuous Trap Card
Found In: PSV-EN025, DB1-EN080

You can activate this card when you discard from your hand. After that, each time you discard from your hand, your opponent must also discard the same number of cards from his/her hand.

This card makes for great use in Pure World decks and Control decks. After a while, this card gives serious hand and field advantage to you over the opponent. Forcing your opponent to discard cards they may need in the duel. It makes things fun when you use this with "The Cheerful Coffin" or "Dark World Dealings." It's worth trying out in a fun deck.

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Mind Crush
Normal Trap Card
Found In: SOD-EN056, DR3-EN056, CP08-EN003

Declare 1 card name. If your opponent has the declared card(s) in their hand, discard all of the declared card(s) to the Graveyard. Otherwise, you randomly discard 1 card.


Amazing card with nearly no downsides in Dark World. When your opponent plays "Black Whirlwind" or Reinforcement of the Army," simply play the card as normal. Call your opponents bluff, guess wrong and they discard from your hand. Too bad for them "Mind Crush" activates Dark World effects. So you could manipulate your hand and call "Slifer the Sky Dragon" just so they must pick a card from your hand. It's quite fun.

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Depth Amulet
Continuous Trap Card
Found In: ANPR-EN070

When an opponent's monster declares an attack, you can discard 1 card from your hand to the Graveyard and negate the attack. This card is destroyed during your opponent's 3rd End Phase after activation.

Just a pinch of help for Dark World from the Ancient Prophecy set. Discarding for this card's effect is not a cost! Therefore, Dark World can use it. Why? The effect and the discarding are considered to be simultaneous. This card serves as a great use for slowing down the opponent and Special Summoning a Dark World Monster. You can also place "Necro Gardna" in the Graveyard faster. This seems like a great card to try out to me.

Dark World Hybrid Decks: The Union of Light and Darkness

Here are some of the crazy decks people fuse with Dark World to take advantage of its speed and aggressiveness. We have some hybrids and then we have some styles as well.

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Dark World Styles

Dark World/Gravekeeper's
Dark World/Assault World
Dark World/Jinzo Return
Dark World/Tele-World
Dark World/Gaia World
Dark World/End of the World
Dark World/Solid World
Dark World/Camo Control
Dark World/Third World
Dark World/Pure World
Dark World/New World
Dark World/Future World
Dark World/Clear World

Dark World/Gravekeepers: This deck type uses a combination of half Dark World Monsters and Gravekeepers Monsters. "Necrovalley" and "Royal Tribute" provide great support for Dark World Monsters. The Gravekeepers serve as great defense for the rest of the deck and "Necrovalley" does NOT negate Dark World Monsters. This is a very viable anti meta deck as well. The upcoming new support for Gravekeeper's will give both decks a boost as well.

Dark World/Assault World: This build is primarily focused on "Stardust Dragon/Assault Mode." Using the speed of Dark World to quick summon "Stardust Dragon" makes it easy to bring forth "Stardust Dragon/Assault Mode." The amount of Control the deck focuses on is designed to shut down the opponent fast.

Dark World/Jinzo Return: This is a fun deck type that uses Dark World with "Jinzo" and "Jinzo - Returner." Cards like "Brron, Mad King of Dark World" can discard "Jinzo - Returner" to the Graveyard to Special Summon "Jinzo" from the Graveyard. "Jinzo" is used to protect the Dark World Monsters from the opponents Trap cards.

Dark World/Tele-World: It's Tele-Dad and Dark World all in the same build. And it works! The incredible speed on Tele-Dad gives the deck insane draw power and Synchro Summon capabilities. Variants include classic Dark World Synchro.

Dark World/Gaia World: This deck uses "Evil Hero Infernal Gainer" as well as "Evil Hero Dark Gaia." It is a solid deck that includes a little bit of Earth beatdown. It includes plenty of Rock type Monsters for "Evil Hero Dark Gaia." This build can utilize Synchros if you want to.

Dark World/End of the World: This deck type uses “Demise, King of Armageddon” and “Advanced Ritual Art.” It also uses “Zure, Knight of Dark World” and “Renge, Gatekeeper of Dark World” as tribute for “Advanced Ritual Art.” Essentially, this is Demise OTK with Dark World. Very tough to use with the September 2009 banned list limitations.

Dark World/Solid World: A new build that has strong similarities to Pure World. Using the Spell card, "Solidarity," gives Dark World a huge boost in ATK points. You must use ALL Fiend Monsters for this to work so "Morphing Jar" cannot be used. This is not a Synchro based deck.

Dark World/Camo Control: This is a control based stall deck that uses direct damage to win its games. Cards like “Gren, Tactician of Dark World” and “Kahkki, Guerilla of Dark World” work along with “Wave Motion Cannon” and “Des Koala” to burn and stall the opponent to death.

Dark World/Third World: This deck abused “Creature Swap” with “Morphing Jar” and “Rigorous Reaver. It is more of a Control based deck.

Dark World/Pure World: This is the basic standard Dark World build. It uses mostly Dark World Monsters. It quickly summons Monsters while protecting itself with cards like "Depth Amulet" and "Skill Drain." It is very effective in most formats.

Dark World/New World: New World is mixture of all sorts of cards. Taking the Control side of things using "Burden of the Mighty," "Dark Grepher," and Synchros.

Dark World/Future World: The future is now. Future World is here and it's a whole new concept. Using "Future Visions," Dark World and other Monsters can be Special Summoned and the opponent is left behind. If the opponent Sets a Monster, they can be punished with "Dark World Lightning."

Dark World/Clear World: This new concept relies on the key card, "Clear Vice Dragon." Locking down the opponent until they are dead. "Clear World" does not have to be used but it is optional.


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“Pure World”
Created by Suicide By Accident

Monster Cards: 18 Cards

3 Goldd, Wu-Lord of Dark World
3 Sillva, Warlord of Dark World
3 Beiige, Vanguard of Dark World
3 Broww, Huntsman of Dark World
3 Necro Gardna
1 Neo-Spacian Grand Mole
1 Morphing Jar
1 Sangan

Spell Cards: 12 Spell Cards

3 Dark World Dealings
2 Allure of Darkness
2 Dark World Lightning
1 Brain Control
1 Card Destruction
1 Heavy Storm
1 Giant Trunade
1 Mystical Space Typhoon

Trap Cards: 10 Cards

3 Skill Drain
2 Depth Amulet
2 Bottomless Trap Hole
1 Call of the Haunted
1 Mirror Force
1 Torrential Tribute

Side Deck: 15 Cards

3 Threatening Roar
3 Light Imprisoning Mirror
2 Mind Crush
2 My Body as a Shield
1 Gateway to Dark World
3 Dust Tornado
1 Gorz, the Emissary of Darkness
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Dark World/Tele-DAD
Created By: Suicide By Accident

Monster Cards: 22 Cards

2 Destiny Hero - Malicious
3 Goldd, Wu-Lord of Dark World
3 Sillva, Warlord of Dark World
2 Psychic Commander
2 Krebons
1 Plaguespreader Zombie
3 Destiny Hero - Diamond Dude
1 Dark Armed Dragon
1 Dark Grepher
1 Mystic Tomato
1 Destiny Hero - Defender
1 Morphing Jar
1 Elemental Hero Stratos

Spell Cards: 13 Cards

3 Dark World Dealings
3 Destiny Draw
2 Allure of Darkness
1 Emergency Teleport
1 Reinforcement of the Army
1 Card Destruction
1 Heavy Storm
1 Giant Trunade

Trap Cards: 5 Cards

1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
2 Bottomless Trap Hole
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Dark World/Jinzo Return
Created By: Suicide By Accident

Monster Cards: 20 Cards

3 Goldd, Wu-Lord of Dark World
3 Sillva, Warlord of Dark World
3 Broww, Huntsman of Dark World
3 Jinzo Returner
3 Jinzo
2 Necro Gardna
2 Dark Grepher
1 Morphing Jar


Spell Cards: 15 Cards

2 Allure of Darkness
3 Dark World Dealings
2 Foolish Burial
2 Dark World Lightning
3 Book of Moon
1 Card Destruction
1 Heavy Storm
1 Giant Trunade


Trap Cards: 5 Cards

1 Call of the Haunted
2 Bottomless Trap Hole
1 Mirror Force
1 Torrential Tribute
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Dark World/Camo Control
Created by Suicide By Accident

Monster Cards: 16 Cards

3 Kahkki, Guerilla of Dark World
3 Gren, Tactician of Dark World
3 Broww, Huntsman of Dark World
1 Morphing Jar
1 Sangan
2 Stealth Bird
3 Des Koala

Spell Cards: 16 Cards

3 Messenger of Peace
1 Level Limit Area-B
3 Wave Motion Cannon
3 Nightmare's Steel Cage
1 Swords of Revealing Light
3 Dark World Dealings
2 The Cheerful Coffin

Trap Cards: 8 Cards

1 Gravity Bind
1 Wall of Revealing Light
3 Royal Oppression
2 Dark Bribe
1 Solemn Judgment
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Dark World/Third World
Created by Suicide By Accident

Monster Cards: 20 Cards

3 Goldd, Wu-Lord of Dark World
3 Sillva, Warlord of Dark World
3 Rigorous Reaver
1 Sangan
1 Morphing Jar
3 Psychic Commander
3 Injection Fairy Lily
3 Giant Rat

Spell Cards: 15 Cards

3 Book of Moon
2 Dark World Lightning
3 Creature Swap
1 Heavy Storm
1 Giant Trunade
1 Brain Control
2 Allure of Darkness
1 Card Destruction
1 Mystical Space Typhoon

Trap Cards: 5 Cards

2 Bottomless Trap Hole
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
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Dark World/Assault World
Created By: PkMn Trainer

Monster Cards: 18 Cards

2 Goldd, Wu-Lord of Dark World
2 Sillva, Warlord of Dark World
2 Psychic Commander
2 Assault Beast
2 Rose, Warrior of Revenge
1 Summoner Monk
1 Blackwing - Gale the Hurricane
1 Neo-Spacian Grand Mole
1 Sangan
1 Cyber Dragon
1 Gorz the Emissary of Darkness

Spell Cards: 16 Cards

2 Dark World Dealings
1 Card Destruction
2 Allure of Darkness
2 Instant Fusion
1 Emergency Teleport
1 Assault Teleport
1 My Body as a Shield
2 Book of Moon
1 Brain Control
1 Mind Control
1 Heavy Storm
1 Mystical Space Typhoon

Trap Cards: 6 Cards

2 Assault Mode Activate!
2 Bottomless Trap Hole
1 Call of the Haunted
1 Mirror Force

Extra Deck: 15 Cards

3 Stardust Dragon
2 Colossal Fighter
1 Red Dragon Archfiend
1 Thought Ruler Archfiend
1 Black Rose Dragon
1 Ancient Fairy Dragon
1 Goyo Guardian
1 Gaia Knight, the Force of Earth
1 Magical Android
1 Reaper on the Nightmare
1 Darkfire Dragon
1 Flame Ghost

Side Deck: 15 Cards

3 Skill Drain
2 Beast King Barbaros
2 Legendary Jujitsu Master
2 Mystic Tomato
1 Giant Trunade
2 Twister
1 Lightning Vortex
2 Imperial Iron Wall
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Dark World/Future World
Created By: PkMn Trainer

Monster Cards: 18 Cards

3 Goldd, Wu-Lord of Dark World
2 Sillva, Warlord of Dark World
3 Beast King Barbaros
2 Mystic Tomato
1 Blackwing - Gale the Whirlwind
2 Dark Resonator
1 Plaguespreader Zombie
1 Morphing Jar
1 Sangan
1 Cyber Dragon
1 Dark Armed Dragon

Spell Cards: 13 Cards

3 Future Visions
2 Terraforming
2 Dark World Dealings
1 Card Destruction
2 Allure of Darkness
1 Mind Control
1 Giant Trunade
1 Heavy Storm

Traps Cards: 9 Cards

3 Skill Drain
2 Bottomless Trap Hole
1 Call of the Haunted
1 Mirror Force
1 Torrential Tribute
1 Trap Dustshoot

The Future of Dark World: The Light Consumed

Here are some of the cards that currently do not exist in the TCG/OCG. Some are anime only cards. The following cards include Dark World cards and Dark World support. These cards are not made up.

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Celri, Monk of Dark World Dark/Fiend
Level 1
ATK: 500 DEF: 300

If this card is discarded to the Graveyard by a card effect, Special Summon this card in Defense Position on your opponent's side of the field. If this card is successfully Special Summoned by this card's effect, the controller of this card randomly discards 1 card from their opponent's hand.
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Cobal, Excavator of Dark World Dark/Fiend
Level 2
ATK: 300 DEF: 500

During the End Phase of a turn you received Battle Damage from your opponent, you can Special Summon this card from your hand. If this card successfully attacks your opponent's Life Points directly, you can Tribute this card in your Main Phase 2 to add 1 "Dark World" card from your Deck to your hand.
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Colorless, Chaos King of Dark World Dark/Fiend – Fusion
Level?
ATK: ? DEF: ?
“Reign-Beaux, Overlord of Dark World” + 1 “Dark World” Monster
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Dark World Corridor Normal Spell Card

Add 1 Monster that includes "Dark World" in its name from your Deck to your hand. After that, discard 1 card from your Hand.
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Fiend Roar Deity Raven
LIGHT/Fiend
Level 2/Tuner
ATK: 1300 DEF: 1000

Once per turn, you can discard any number of cards in your hand and have this card gain ATK equal to the number of cards you discarded x 400 until the End Phase. For each card discarded by this effect, increase this card's Level by 1 until the End Phase.

Dark World Rulings: Rules and Laws of the Dark Realm

Here is a list of cards from the Pojo sticky thread that trigger the effects of Dark World Monsters.

Monster Cards:

Aquarian Alessa
Brron, Mad King of Dark World
Clear Vice Dragon
Cloudian - Atlus
Dark Red Enchanter
Decayed Commander
Don Zaloog
Earthbound Immortal Wiraqocha Rasca Gambler of Legend (Note: The "•2 Heads" Effect for your opponent, and the "•3 Tails" effect for you only)
Gladiator Beast Octavius
Goe Goe the Gallant Ninja
Great Phantom Thief
Helpoemer
Hino-Kagu-Tsuchi
Kunoichi
Mazera DeVille
Mefist the Infernal General
Morphing Jar
Reaper on the Nightmare
Rigorous Reaver
Silpheed
Spirit Reaper
Thestalos the Firestorm Monarch
Toon Gemini Elf
White Magical Hat
X-Saber Airbellum
XX-Saber Gottoms
Zombie Tiger

Spell Cards:

Card Destruction
Confiscation
Dangerous Machine TYPE-6
Dark World Dealings (Note: Either your own or their discard)
Dark World Lightning
Delinquent Duo
Dragged Down into the Grave (Note: Either your own or their discard)
Graceful Charity
Mirage of Nightmare
Necklace of Command
Royal Tribute
Smoke Grenade of the Thief
Spiral Spear Strike
The Cheerful Coffin
The Law of the Normal (Note: Either your own or their discard)
The Secret of the Bandit

Trap Cards:

Beckoning Light
Bone Temple
Dark Coffin
Dark Deal
Depth Amulet
Drastic Drop Off
Drop Off
Fine
Forced Requisition
Fuh-Rin-Ka-Zan
Gladiator Lash
Introduction to Gallantry
Mind Crush (Note: Either your own or their discard)
Robbin' Goblin
Secrets of the Gallant
Terrible Deal
Trap of Board Eraser
Treasure Map
Here are the rulings for Dark World cards taken from myself, the official website, and the official Pojo sticky thread.

Quote
DARK WORLD GRIMOIRE
Quote

"Dark World Grimoire's" effect starts a Chain. It targets the discarded Monster Card that is selected.

DARK WORLD LIGHTNING

The card targeted by “Dark World Lightning” must be face-down when “Dark World Lightning” resolves in order to be destroyed. If you target a face-down Spell or Trap Card, and the opponent activates it in a chain, then it will not be destroyed by “Dark World Lightning”. If you target a face-down monster, and it is flipped up in a chain by a card effect befor
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« Reply #1 on: January 18, 2010, 09:28:29 am Central Standard Time »

thanks very much for the awesome guide and hybrid build lists.

overlord, out of idle curiosity, which of the listed decks would you say is the most aggressive at just pounding your opponent turn after turn?  i'm still trying to get a handle on building an aggressive deck with enough control/disruption to handle the opponent (which at this point is looking like swarms of lightsworn and zombies -.-).

also does future visions ever give you trouble with the neo-spacian mole?  that was about the only odd combo i saw while looking over a few of these.
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« Reply #2 on: January 18, 2010, 09:35:09 am Central Standard Time »

Tele-DAD world looks interesting.  Perhaps DWO can test that out for us.  My Deck featured on here has worked well for me, but it isn't exactly Dark World.  I use DW like an engine.

Future Visions definitely does not work well with Neo-Spacian Grand Mole.  That will have to be changed.
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« Reply #3 on: January 18, 2010, 06:38:58 pm Central Standard Time »

Dark World/Tele-DAD does sound like a lot of fun. So much work...

I update my Dark World guide every time a new set is released so about every 3 months.
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« Reply #4 on: August 31, 2012, 01:35:03 am Central Daylight Time »

God, this will be so much work...
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« Reply #5 on: August 31, 2012, 03:44:11 pm Central Daylight Time »

Future World is here, Fever.  It's here.
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« Reply #6 on: August 31, 2012, 04:05:43 pm Central Daylight Time »

Lol no way.
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« Reply #7 on: August 31, 2012, 08:16:42 pm Central Daylight Time »

Course it is.  We got support we could only have dreamed of back then.  We have everything.  Time to make it happen.  And it has happened...
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« Reply #8 on: August 31, 2012, 09:23:14 pm Central Daylight Time »

Course it is.  We got support we could only have dreamed of back then.  We have everything.  Time to make it happen.  And it has happened...

Space is now an issue. But we could try it.
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« Reply #9 on: August 31, 2012, 10:38:07 pm Central Daylight Time »

Are we still talking about Future Visions because Uck that! >
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« Reply #10 on: August 31, 2012, 11:09:48 pm Central Daylight Time »

Well that was the deck but it doesn't work too well. What else could it be?
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« Reply #11 on: September 01, 2012, 12:55:24 pm Central Daylight Time »

Nothing... We can only stick with the normal style.
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« Reply #12 on: September 01, 2012, 04:25:01 pm Central Daylight Time »

WTF? Lol then what's the point?
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« Reply #13 on: September 01, 2012, 11:53:15 pm Central Daylight Time »

This is old; let it rest. ; u ;
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« Reply #14 on: September 02, 2012, 03:15:55 am Central Daylight Time »

The deck type is old. The guide is old too but I actually plan on updating that.
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