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 Trading Card Game Tips from fans

 

From: ~*Forever Silenced*~ [mailto:protoss226@hotmail.com]
Sent: Monday, March 13, 2006 7:18 AM

Subject: Dark World/discard Traditional Deck - by Forever_Silenced



Monsters:

3x Goldd, Wu-lord of Dark World

3x sillva, Warlord of Dark World

1x Airknight parshath

1x Mefist the Infernal General

2x Bazoo the Soul-Eater

2x Beiige, Vanguard of Dark World

1x Tribe-Infecting Virus

2x Broww, Huntsman of Dark World

1x Spirit Reaper

2x Magical Merchant

1x Witch of the Black Forest

1x Morphing Jar



20 in total




Magic:



1x Delinquent Duo

1x Forceful Sentry

1x Mirage of Nightmare

1x Lightening Vortex

2x Dark World Lightening

2x Tribute to the Doomed

1x Card destruction

1x Giant Trunade

1x Card of Safe Return

1x Pot of Greed

1x Confiscation

1x Change of Heart

1x Monster Reborn

1x Graceful Charity

1x Dark Hole



Traps:



2x Drop off

1x Rope of Life

1x Magic Jammer

1x Graverobber

2x Forces of Darkness



24 magic/trap in total

Side Deck:



3x Question

2x Soul Release

1x Magic Drain

1x Mystical Space Typhoon

1x Dark World Lightening

2x Graverobber

1x Monster Reincarnation

3x Despair from the Dark

1x Cheerful Coffin



This is my first time posting a deck and I just started because I think this deck might be fun to use and so therefore I am sharing it with everyone. First off, this is almost like your average “dark world” deck that has been floating around the net a lot except it has one tiny bit of twist to it. I’ve made this deck so that there is a little less dependence on Dark World monsters. Many of you are probably wondering why there are so many “random cards” in this deck but I will explain it all. I will start off with the monsters: Bazoo the soul-eater is in this deck because it is one of the best low lvl no tribute monster around. At the cost of 3 removal of your own graveyard, it becomes a 2500 atk beast until your next turn. This card is mainly in there for intimidation and pure damage. Airknight is in there because of hand advantage. The more you can draw the better. Mefist is in there as well to disrupt your opponent’s hand and do a little damage along the way. I’ve hit people with Airknight and Mefist which pisses them off due to their “trample” abilities. This takes care of that little problem that most of you are probably familiar with, The Spirit Reaper. I’ve seen more and more people use that card and abuse it. Next is the Tribe-Infecting Virus. I’ve seen some strategies on Dark world monsters and yet most of them do not have this card in the deck. Why not? It is the perfect field control card that fits in with Dark World. You can discard as many cards in your hand to kill as many types as you want during your turn. Talk about Swarming. Imagine have 2 Goldd in your hand while your opponent has like 3-4 monsters on the field and you draw Tribe-Infecting Virus as your next card…Enough said. Next is the spirit reaper. Once again, it’s for hand disruption and the “occasional” final defense line. The reason I did not include many copies of this card is because I’ve seen mass abuse of this card and I do not want to be a hypocrite. The next is the obvious Magical Merchant…He is basically your way of getting your precious magic/traps while forces of darkness may bring back some dark world from your graveyard. The witch is for obvious reason…just take a look at the Dark world monster’s defenses…1400!! Doesn’t that just scream: “search me!” And finally the Morphing Jar is used for game ending along with Card destruction.

Now onto the Magics: first off we have the discard trio, Delinquent Duo, Confiscation and Forceful Sentry. This is in here for MAJORLY OBVIOUS HAND DISRUPTION. Imagining getting these 3 cards during your first turn…there goes your opponent’s whole hand. Maybe that’s why these cards are all banned in tourney. Then we have Mirage of Nightmare, a vital card in this deck. If it wasn’t for the restriction, I would put 2 of these babies in this deck. Firstly it is good for refilling your hand but the second effect is just perfect for this deck. This card makes your opponent discard your hand as many as you have drawn during his last turn. This is perfect swarming opportunity. Lightening vortex…Do I even have to mention this one? Dark world lightening and tribute to the doomed is your pathway to a cleared and open field directly connect to your opponent’s life points. So Swarm swarm swarm! The trunade is in here because I’ve had problems decking my self out with mirage and this is the perfect way to briefly stop the whole decking yourself out thing. The card of safe return is just one of the combos with the dark world monsters which is the chance to swarm AND replenish your hand. Pot of greed, monster reborn, change of hearts, dark hole are all just good cards to put in any deck. And Graceful has the potential swarm ability with dark world AND hand replenish. Finally we have the traps section.

The trap section isn’t very big because most of the card effect you want to use during YOUR turn otherwise your opponent might have the opportunity to clear YOUR field and OWN you with his monsters. The traps are mostly just to help all the other cards out. Rope of life could be used as a potential game ender. Here is a combo that I found out with Graverobber which later leads to my side deck list. The Effect of graverobber states: Select 1 spell card from your opponent’s graveyard. You can use it as your hand until the end of the turn. If you use it, you take 2000 points of damage. This is one thing that many probably overlooked about this card. Although the card you rob is in your hand, the “card effect” still counts as your “opponent’s.” So this card opens up a brand new door for all the dark world monsters out there. They no longer have to wait for the opponent to use discard effect to activate their second amazing effects. For those of you who still do not follow me, Let me give you an example. Your opponent has 2 cards in his hand, 1 black luster soldier – envoy of the beginning on the field and 1 set trap. You are about to die next turn if you don’t do a thing because you only have 3000 life left. The only thing you have on the field is a graverobber. Your opponent has 4000 life left still. You smile smugly while you activate graverobber and steal your opponent’s graceful charity. You happen to draw 1 sillva and 1 Goldd and 1 other card. You discard the Dark world monsters and they devastate your opponent due to the fact that now he has no field and hand due to their effects. Get my drift? Graverobber can easily turn the tide and help you pull through with a victory. You can use graverobber also to get other cards back, not just necessarily graceful charity. You can get back lightening vortex, their tribute, their card destruction, etc etc. There are endless possibilities.

My side deck: I put Question in there because you can screw up your opponent with Bazoo by removing 1 monster from the bottom and 2 other cards and my way of thinking is the more monster the better. And the soul releases for the potential dangerous chaos lurking out there. 3 despair from the dark: Interesting thing about despair from the dark is that it can be paired up with graverobber. Imagine you graverob your opponent’s painful choice (providing you are playing against traditional format). Zombie deck players can try putting this in their deck to wreck some havoc with DESPAIR!

This is my Article. Hopefully I have enlightened you for at least 10 min.

Feel free to contact me at protoss226@hotmail.com



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

.....no thought.....no trouble....

better to die in agony for a split second
than to live for eternity with this pain

Everyone's Life is the same tragedy told differently

Forever Silenced
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


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