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

The Gates of Dark World

All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.

Card Ratings
Traditional: 3.00
Advanced: 3.78   

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

Date Reviewed - Oct. 24, 2011

Back to the main COTD Page




Following Photon Shockwave week, welcome to Dark World week, based on the new Structure Deck!  Opening the week is The Gates of Dark World, a Field Magic card.  Most Field Magic cards aren't really worth the time of putting them into a Deck (notable exceptions include Necrovally and Ancient City-Rainbow Ruins).  Gates of Dark World grants 300 attack and defense points to all Fiend-type Monsters.  Now, by removing a Fiend-type Monster from your Graveyard, and discarding a Fiend-type Monster from your Hand to the Graveyard, you can Draw one card from your Deck.  In the most technical of terms, you're giving up two cards, just to Draw one.  There are plenty of ways to return a removed Monster to the game, and even more for Dark Monsters.  Obviously too, we cover the Heavy Storm plus triple Mystical Space Typhoon, and in conclusion, this card just isn't strong enough to survive the current environment.  The ability to Draw, let alone from a Field Magic card, is unique.  But it has no place currently, and Dark World can get by just fine without it.


Traditional:  1.5/5
Advanced:  2.5/5 
Art:  4/5


This week brings us a look at the scary new Dark World structure deck, Gates of the Under World. And just in time for Halloween! We're starting by looking at The Gates of Dark World, the first true field spell for the Dark Worlders. First off, it gives all fiend types a nice little 300 ATK and DEF boost, not bad. Also, once per turn, you can banish one fiend type monster from your grave, then discard *Dark World's favorite word* one fiend type from your hand, then draw a card. That's pretty handy. Banishing a fiend type monster from the grave that has already served his purpose, then discarding a Dark World to the grave and getting whatever effect or special summon it, very good. Then drawing a card, always good. This card can give you a lot of advantage and is worth playing in a dedicated Dark World deck. Mystical Space Typhoons and Heavy Storm are taking away a little bit of this card's overall score, but it's still a welcome add to Dark World.
Traditional: 2
Advanced: 3
Tomorrow: One of my favorite card names.


With the release of the new Structure Deck, you can guess what we'll be reviewing this week. Today's card is The Gates of Dark World!
Gate is a simple Field Spell, with two effects. The first gives all Fiends on the field 300 ATK, making the likes of Goldd and Sillva able to take down the likes of Stardust Dragon, and cards like Beige can go toe-to-toe with cards like Rai-Oh.
The second effect allows you too banish your Fiends in your Graveyard to draw a card and discard another Fiend. Considering you'll only be using this in Dark World decks, this card offers another discard outlet and a way for the DW monsters to be more of a physical threat.
Very good in the DW deck, however, unless you run Tour Guide From the Underworld and Leviair, you won't be able to replenish and reuse those cards you banish.
Traditional: 2/5 - Meh.
Advanced: 4/5 - Use only in Dark World decks.
Art: 2/5

That Guy

Abandon all hope, ye who enter here


Perfect timing, Halloween is arriving shortly and excited duelist everywhere are ready to hound buckets of sugar and chocolate...well what better way to use all that energy than to build a fiendish Dark World deck. Kudos to you if you get the title, but that line may just become your catch phrase; simply put a well constructed Dark World deck can make any duelist experience the hopeless side of dueling. Open up your Gates of the Underworld starter decks, and lets open this week with The Gates of Dark World.


A much needed boost to the Dark World deck, this structure deck with Gates of Dark World will help fill in the small gaps of the Dark World deck; mainly control and card advantage. The three hundred atk and def boost pushes Goldd and Sillva over Monarchs 2400 borderline attack necessary for a competitive one tribute creature, heck Brron even becomes a match with Cyber Dragon. If that effect didn't get you stirring then examine the real magic of Gates of Dark World: banish (remove) a fiend from play, discard a fiend, and draw a card. Seemingly this looks like a -2 in card advantage, but if your familiar at all with Dark World cards you know that some big cards will be special summoned.Dark World cards have gained some popularity through the formats for this exact reason, making any discard effect from your opponent spin right around on them; Gates is helping you speed up your graveyard recursion, banish recursion, and deck thinning all in one!


Let me stray a little from The Gates of Dark World to why the Dark World deck and its structure deck will definitively change up this format. Gates of the Underworld starter deck is flooded...FLOODED...with dark support cards like Dark Eruption, Eradicator Virus, Deck Devastation Virus, and Escape from the Dark Dimension, and best of all a common Allure of Darkness. The great amount of recursion with these cards is unlocked because Dark World cards will be getting their effects off in the graveyard. Then you have the theme specific support like Dark World Dealings, The Forces of Darkness, Dark Deal, Gateway to Dark World, Dark World Lightning, and Dark Scheme which is the new trap form of DWD. Each of these theme specific cards uniquely create card advantage while supporting this interesting deck.


Fiends have always been a favorite type of mine, aside from pyro, but they never seemed as solid as they are right now. Plenty of support cards, some smaller Dark World creatures, and a strong steady control element will be putting Dark World back up at the top; also don't overlook the splash potential with "Fabled" cards. Fabled Lurrie can be special summoned for being dropped to the grave, Krus can search for other Fables,Grimro the same as Krus but bigger searches, and syncho out Valkyrus to summon your very own draw engine. Every one of these Fables will be able to be used by The Gates of Dark World, allowing for combos and efficient card advantage through out the duel. So carve out your pumpkins, take a trip on the River Styx, and kiss your life goodbye!


Traditional: 5/5 (Supports dark archetype)

Advanced: 5/5 (In both Fiend decks and Dark World Decks)

Art: "Lasciate ogne speranza, voi ch'intrate"


P.S. For the love of goodness someone send me a deck idea with Dark Necrofear in it or I will cry (on the inside).


Today Starts our Darkworld week :D

Although they didn't do so well at YCS there is still hope as we approach the Gates of dark World

At first glance we see a field spell cool eh? All fiends gain 300 attack and defense (which could be fun combod with Brron) It also gives Sillva and Golld the ability to surpass monarchs :D

But if you play this card youre playing it because of its 2nd effect. Once per turn you can banish 1 fiend monster in your grave, discard 1 fiend monster then Draw.

So. many. Combos.

Discard sillva and golld to summon discard kahki or grenn to destroy, discard broww to draw possibilities are endless.

Helps Fiend Decks
Combos well with Dark World Monsters

field spell
not to meta-breaking

Traditional: 2


The Gates of Dark World
Field Spell
"All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card."

This card is clearly designed for dark decks. The AtK/DEF boost is alright, but the drawing and discarding are the primary use for this card. It works great for deck-cycling and adds a huge boost to Dark World decks. A definate must-have for any DW deck.
Traditional: 4
Advanced: 3.50


Thou art at the Gates to the Underworld! Whoops! I meant to say the Gates of Dark World. This is Dark World Week!

Quick Introductory: Dark Worlds are an archetype of fiend monsters whose effects rely on being discarded by card effects. Note that I say “discarded” and “by card effects”. If it says “send cards”, then it doesn’t work. If it’s discarded by a cost, then it doesn’t work. Dark Worlds never miss the timing. Meaning the discard could be at Chain Link 10, and the effect will still activate. Today’s card is a new addition to the archetype and it’s a field spell.

Gates has two effects: The first is a stat boost of 300 to ATK and DEF for all Fiends; the second is a self-discard (by card effect) followed by drawing 1 card. . Sillva and Goldd will be able to stand up to Stardust Dragon while this card’s out. This also allows you to activate a Dark World effect once per turn and to give you some draw power. It’s slower than some other methods of discarding (such as Dark World Dealings and Card Destruction), but the attack boost gives it a slight edge over the competition.

Add into the fact that this card’s cost, banishing a fiend from the graveyard, allows you to set up combos such as Return from the Different Dimension and Escape from the Dark Dimension. You don’t have to use this in Dark Worlds. If you’ve wanted to make a Fiend deck before, this could be the card for you. This format’s a little severe against free-standing back row, but don’t let that stop you.

Traditional: 2/5 (you’re not gonna get very far here)
Advanced: 4/5 (an enabler and its generalness means that it can be used elsewhere)
Art: 5/5 (Welcome to Dark World! Enjoy your stay! I’m your host! Brron, Mad King of Dark World! HAHAHA!)


Hello all Welcome to my favorite week that we have had Dark World Week.

Well I have been with them since they first came out, I have the rarest versions of the card and use them eccept for Goldd which I use the gold version, cause it is funny :D (Well to me any way)

To start this week we have
The Gates of Dark World
All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.

You couldn't ask for a better field card. It does everything that you need for the deck,all you need is any fiend in the graveyard and you are set. You want your effect to go off just use this handy dandy card and a Ceruli and you are set

5/5 all around.

Angelic Nightmare

The Gates of Dark World
Field Spell

Finally, 1 of the 3 key pieces of Dark World decks has finally been released! Banish a fiend from your graveyard to discard a card and draw one card. Not only do you get to thin your deck out, you also have graveyard control for D.A.D., but your opponent cannot use this effect. However, any and all fiends on the field do get the 300 boost.

This card just SCREAMS Dark World and Fabled abuse since they both revolve around discarding. Your best play would probably involve discarding Broww, Snoww, Beige, Silvaa, or Goldd. What I love doing Is ditching a Snoww for the draw AND search for the Field Spell and start it up again for extra deck thinning. Over all, this is a great staple card to all Dark World decks and great techs for other fiend decks and especially fabled deck!

Traditional: 3/5
Advanced: 5/5 (DW and Fable abuse)

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