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Pojo's Yu-Gi-Oh Card of the Day

Dark Deal

You can only activate this card by paying 1000 Life Points when your opponent activates a Normal Spell Card. The effect of the Normal Spell Card that your opponent activated at that time becomes "Your opponent discards 1 random card from their hand".

Type - Trap
Card Number - EEN-EN052

Card Ratings
Traditional: 3.2
Advanced: 2.97

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 01.05.06


ExMinion OfDarkness
Dark Deal

Wow, a GOOD card! Well, for the Dark World deck anyway. I'm suprised we didn't review this earlier.

In a regular deck, it's a worse Magic Jammer (as you don't choose the discard and you lose 1,000 life as well.) In a Dark World deck, it's a way to possibly get off one of your monster's double effects.

As Dark Deal makes the OPPONENT'S card the one doing the discarding, if you discard a Dark Worlder for his effect you'll get that bonus effect (Goldd's field destruction, Sillva's hand destruction, Broww's second draw.

Honestly, if you're playing a control variant of Dark World, you're playing 2 or 3 of this. If you're playing anything else, don't bother.

5/5 as a staple to Dark World
1/5 all else

Dark Paladin
Today we look at Dark Deal, an interesting Trap Card from Elemental Energy. In short, you pay 1000 lifepoints to turn your opponents Lightning Vortex, Nobleman of Crossout, Brain Control, or any other normal Magic card into the opponent discarding 1 card from your hand.

Honestly, I don't believe this card is bad, but it's one of those timing cards. Then, you have to ask, is your 1000 lifepoints worth one of your opponent's cards?

Control seems to be dominating right now, so this could be some standard tech, or even a side-deck card if you have room for it, try it and see.


I'm going to give this card a 2.95/5 all around until my jury comes back on this card.

Art: 4.5/5

You stay classy, Planet Earth :)

Bob Doily
Dark Deal

Dark Deal, I remember when the Spoiler for EEN came out, I liked the basic concept behind the Dark World monsters and this card also caught my eye. Now as I thought it over I of course realized that the Dark World monsters were unstable and too combo oriented to actually be high level.

Now this card is a really nice spell negator, if used in Dark World decks, outside of them it isn’t worth running at all as the random discard and LP cost is way too much. Cursed Seal of the Forbidden Spell is better. Inside a Dark World deck it can be used to set up gaining the second effects of Goldd, Silva and Broww. In those situations this card can lead to setting up card advantage.

The problem is that is makes the Dark World deck even more combo related, once again giving it instability and another dead top deck. Really it should only be run as a tech in Dark World, not as a reliance, and as nothing else.

Standard Decks:
Traditional: 0.6/5
Advanced: 0.7/5

Dark World Decks:
Traditional: 3.5/5
Advanced: 3/5

Dark Deal is a very tricky trap to play with. I see no reason to put it in a regular deck were you could use Magic Jammer instead. But Dark Deal's purpose is really for the Dark Realm. Leaving only Dark Realm monsters in your hand is a skillful but risky tactic that will work with no guessing. Paying 1000 is the extra nail in the back for this card such as Confiscation.

Be careful with this card because mostly it leads to a 2 for 1, not in your favor. Particularly I would take Magic Jammer over this with a lovely three Thunder Dragons. But because Magic Jammer is a cost the Dark Realm monsters won't activate.

Dark World Lightning is faster and better with the Dark Realm, because you don't randomly take a card. If some reason Dark World Lightning doesn't go through you don't have to discard. Dark Deal was made for Dark Realm only, in my opinion.

Traditional: 1/5
Advanced: 2.5/5
Dark Realm: 4.5/5
senchookid One of the many (by many I mean 4ish) support cards for the Dark World deck theme. Now, when I first read this card I just about fell out of my seat, then when I played it in a Dark World deck I just about threw it out a window. Don't get me wrong it could be good...I guess. The thing is, Dark World isn't about cool combos and limiting your opponents options. Its about killing them with big monsters, fast. This card has its advantages to casual Dark World decks (if there is such a thing) but in terms of the regional/SJC Dark World deck you're better off sticking with speed cards like Card Destruction.

Adv. Dark World 2/5
Trad. Dark World 1/5(duh much better cards) Non Dark World...0/5 think about it, then you'll know why it's such a bad idea.

So there it is...enjoy or complain.

Dark Maltos


Dark Deal :

Hey guys, guess im back on the reviewing squad again. Today’s card is a funky little number from Elemental Energy, Dark Deal.

Ok, out of a Dark World deck, this this is pretty silly, in a Dark World Deck however, it can be pretty brutal.

Changing any normal spell into a discard from your hand can be pretty devastating for a mere 1000 lp, especially if it’s a Dark Hole or the like that was about to win them the game. This versatility make Dark Deal a redeemable option, even when you are not holding a Dark World monster.

With a Dark World monster though, this is simply beautiful . Since it’s an opposing card effect, the Dark World monsters can take full advantage of their effects. That way, you negate an effect, and summon a kick - @$$ monster on them. Talk about a kick in the balls.

Traditional : 2.5 / 5 - Not that good here, as you’re much better off allowing them to Delinquent Duo you.

Advanced Dark World: 4/ 5 The best way to summon them this format

Advanced : 2.5/5 Personally, I feel that negating a Dark Hole may be worth it.

Art : Very nice, 4/5
Ryoga Dark Deal:

It's fairly obvious that 'they' want this card to help Dark World Monsters. And it might. The effect isn't really that bad. It looks like Magic Jammer, but with a Life Point cost.

Going for it, if you discard Sillva or Goldd, you get both effects as your opponent's effect discarded it, so you may be able to reap the benefits. You can also counter those pesky Smashes and Crossouts.
However, this card has two drawbacks:

1. You discard a random card. Get rid of the word random and life would be lovely. Random means, if you want to use this to its greatest effect, you need a hand containing only Dark World monsters. Personally, I've never liked monochromatic (one colour) hands.
Yes, you could just set the S/Ts, but how many might you have in your hand?

2. It only affects Normal Spells. I suppose this makes sure we don't get any funny rullings out of it, but still. You can't stop Premature, Snatch, MST, Rituals, Fields, Messenger of Peace, etc. This isn't that bad, though.

I might add one of these to a Dark World Deck. If they had made it a Counter Trap so I could use this as a "die chain, die" card, I might consider two.

Personally, I think Dark World should be more concerned about dropping five monsters onto the field as before you can say "Mirror Force is back." Outside of Dark World, discarding cards from your hand is generally a death wish.

Dark World Deck - 3/5
Rest of Universe - 1/5


Okay, so what’s my excuse this time?  I said I was catching up, right?  Well, it turns out that mice (and their nests) aren’t very conducive to phone lines.  So I haven’t had internet access lately.  So these are late, but here they are.


Stats                : As a Normal Trap, the card needs a fantastic effect.  While you do have the usefulness of being Spell Speed 2, it has to survive through the End Phase before you can activate it.  Additionally, we all remember such “friends” as Jinzo and Royal Decree, which negate Traps and Mobius the Frost Monarch, whom nukes up to two Spell/Traps upon being successfully Tribute Summoned.


Effect(s)            : This card changes the effect of an opponent’s Normal Spell to “"Your opponent discards 1 random card from their hand" at the cost of 1000 LP.  Note that the wording is from the perspective of the person who played the Spell.  Here is an example to clarify:


George has a set Dark Deal and Torrential Tribute.  His opponent, Bob, uses Heavy Storm.  Bob has no Spell/Traps in play, and George really wants to keep his Torrential Tribute safe so he activates Dark Deal, and pays 1000 LP.  Now George has to discard one card randomly from his hand.


So you’re basically turning any Normal Spell into a combination burn (superior burn since you’re paying 1000 and thus can’t block it with Des Wombat) and hand disruption card.  Also, remember it’s useless against non-Normal Spells.  That’s a lot of commonly played Spells: Premature Burial and Snatch Steal are Equips, Mystical Space Typhoon and Book of Moon are Quick-Play, etc.  Still, Normal Spells are the most common: Card Destruction, Confiscation, Dark Hole, Heavy Storm, Metamorphosis, Nobleman of Crossout and Swords of Revealing Light are all Restricted Normal Spells.  They aren’t all “staples”, but many are and most are important for many popular, strong decks.  Compared with the number of non-Normal Spell cards on the ban-list, they just barely outnumber them nine to eight (obviously I didn’t list them all).  There are other, unrestricted Normal Spells common to most decks, like Smashing Ground.  So yes, you should have many opportunities to use Dark Deal if it survives long enough… and if no other effect “interrupts” (that is automatically activates in chain) to the Spell, and if you have at least one card in hand when you activate Dark Deal.


Uses and

Combinations  : Dark World decks are literally made for this.  As you can see, that wording now makes sense: even though it’s really you determining what happened, for the purpose of Dark World Monsters it counts as your opponent “making” you discard via the effect of their card.


So we have another card that triggers Dark World Monsters by doing a poorer job than a pre-existing card with a discard cost (which wouldn’t trigger said Monsters).




Traditional       : 1.25/5-Even though there are more Normal Spells to mess up, there are just so many discard opportunities thanks to your opponent you shouldn’t need this.  Besides, there are so many cards you’d “need” to negate, it might backfire.  After all, what’s the use of getting the effect of a Dark World Monster that Summons itself to the field by “altering” that Harpies Feather Duster… only to have it nailed by a Raigeki and your opponent go for a Yata-Lock.


Advanced        : 2/5-If it isn’t Dark World (or you’re creatively using Electric Snake, Minar, etc.) you might as well use Magic Jammer.  I suppose Zombie decks can make use of it as well, thanks to Regenerating Mummy, Fear from the Dark, and Despair from the Dark (backed up by normal Zombie effects).  Still, we have a pretty low rating.  There are so many other options for Dark World decks, little reason to use some of those old weird cards like Minar, and several great Zombies to use instead of the ones I listed.


Limited            : 1.5/5-Not even that great here.  Most Normal Spells in this set are useless or next to useless unless you have a lot of specific cards, and there aren’t that many of them to begin with.



An interesting concept that really is hurt by the LP cost, randomness of the discard, and that it only affects Normal Spells.  If any were taken away, Dark Deal wouldn’t be so bad. As is, it is a “maybe if I have room” card for three very specific deck types, only one of which sees significant play.




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