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

Top 10 Yu-Gi-Oh Cards of 2008

#3: Allure of Darkness

Card Ratings
Traditional: 4.00
Advanced: 5.00 

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

Date Reviewed - 01.14.09

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Dark Paladin

#3--Allure of Darkness

Allure of Darkness took a big hit in the Yugioh world when Dark Magician of Chaos was banned, but you still see it in many a Deck for a damn good reason...it helps you further your strategy, AND it gives you two cards, although only being a 2-for-2.

Allure of Darkness lets you Draw two cards from your Deck. Then, you have to remove one Dark monster from your Hand. However, if you don't have any Dark monsters in your Hand to remove, you then have to send all cards in your Hand to the Graveyard.

I would like to point out that this card, (if you have the Dark monster to remove from your Hand after Drawing) is a break-even card...or a 2 for 2 for you, as you give up the Magic card, and the monster...

First, as I continue to mention, this works well with Dark Armed Dragon, before or after summoning. Before, it can send monsters to the Graveyard, if you haven't summoned him, or after by giving you another removed card for a potential swarm or ass kicking game winning move later.

It is fairly splashable as into fitting into other Dark Decks, but it does specifically require a Dark removal, so there you go.


Traditional: 3.5/5
Advanced: 5/5
Art: 5/5
General Zorpa Allure of Darkness

Making it into the top 3 is Allure of Darkness. This simple little spell allows you to draw 2 cards, then remove from play a DARK monster in your hand. But if you cannot remove the monster, then you discard your whole hand. All in all a broken card.

Allure allows you access to Draw power when you shouldn't. DARK monsters are very easy to come by and can be found in all but a few decks. Many of them don't even mind being removed for Allure's effect, so it doesn't really even become a drawback.

For a while this card was limited to 2, they should have left it there. This gives Tele-DAD the ridiculous amount of draw power that the deck needs to stay afloat. Without it, the deck is about as half as successful as it is without both Destiny Draw and Allure to mitigate their otherwise horrible hands.

There are far too many decks that can use Allure of Darkness, as all you need is about 5 DARK monsters in order to play a pair reliably and about 7 to play a playset almost without fail. Tele-DAD, Zombies, DAD-Return and whatever deck using DARK monsters in multiples that you can think of can benefit from Allure fo Darkness, so basically having a playset is a really good idea.


Jeff Lang
3: Allure of Darkness

    Today’s card is Allure of Darkness. The most playable cards out there in my opinion is Dark types. Releasing this gives so many different decks the ability to help sift through their deck, and has potential to pull off some cool combos like Necro Face and D.D Scout Plane. Pretty much all of the playable decks out there use this, and if you have quite a few darks in your deck, there is no reason whatsoever not to use this. This card takes you one step closer to winning the duel.

#3 Allure of Darkness

Allure of Darkness is the reason we have the speed that we have in the metagame today. Sure, it may have started with DDT, but Allure in a well-crafted Tele-DAD deck is one of the best uses of a card I’ve ever seen. Its ability is simple, and its effect is brilliant, given the fact that Dark monsters are dominating the metagame. This card is easily one of the best of 2008.

Wednesday- Allure of Darkness

There's not much to say about this card. It, along with Destiny Draw, Solar Recharge, and others represent a new, disturbing laziness in game design.

After numerous failures to create balanced themes, such as Geminis, Spell Counters, and others the designers seem to think theme support should now simply be "discard this, draw 2" or "draw 2, discard this."

I find it funny how Dark attributes are the best types of monsters, but then get one of the best draw engines in the game through Allure. Meanwhile, Fire, Wind, and Water types don't get access to very many solid monsters while losing out on draw power too!

3 Destiny Draw, 3 Allure of Darkness gives Teledad the draw engine to make every other theme inferior on a mathematic basis. Add Dark Armed Dragon and Crush Card Virus and it makes you wonder if these problems will be addressed.

Traditional- 4.5/5
Advanced- 5/5
Mr. Random Alure of Darkness

Here is one of the best TCG exclusive cards. Just as long as you have a Dark monster in your hand, this card will certainly help in thinning the deck and drawing into what cards you would need. Most of the time if there is a dead Caius, Dark Armed Dragon or sometimes Gorz in the hand, Allure of Darkness will get rid of them and help you find an answer to the current situation.

If you do not have any Dark Monsters in your hand, most likely every Spell or Trap card will be set so just in case if you miss with Allure, you still would have those set cards to protect you. It was restricted to two last year, even though they banned Dimension Fusion and put Return from the Different Dimension at 1. This card should be played in every deck that uses at least 10 Dark Monsters.

Traditional: 4/5
Advanced: 4.5/5

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