Danger! Dark World The most competitive and affordable
Deck Primer
1. General danger inclusion
For danger we want to draw all of them but not multiples of the same card. However there are ways to get around this with certain effects and with the amount of copies of each card we put into the deck. We also have to keep in mind what we can do with the extra deck in terms of levels. So with that out of the way we did not include Danger! Dogman! because the card does, in a worse way, what the rest of the deck already does which is deal with our opponents field. We also don't include Dogman because the deck doesn't have any level 7 xyz and we generally don't want to summon and Danger! Nessie! as Nessie's discard effect is much more helpful to search for either jackalope or to get our level 4's or 8's which tend to have a much greater impact in general. The only other inclusion which might be different is only including two Danger! Chupacabra! This is because as helpful as the discard effect is you must have a danger! card in your GY for it to be helpful. Therefore we only run two of them
2. Dark World Inclusion
Generally we run less darkworld monsters because on their own they are dead draws. However paired with Danger! monsters they provide amazing effects for the deck. We run Beiige, Vanguard of Dark World because he's a free summon when discarded. We can also use Grapha, Dragon Lord of Dark World to return Beiige to our hand and later summon him again. Therefore we only run two of him along with only two Grapha. Grapha is nice as when discarded he offers us destruction along with the fact he basically makes the rest of the dark world monsters level 8s in addition to their level, like I said he bounces other darkworld monsters to hand to special summon himself from the GY. We run three Snoww, Unlight of Dark World as she can search for all of our dark world cards that I will talk about later along with the fact we can use her to summon Grapha from the GY or just as a level four if we're desperate. Last but not least is Broww, Huntsman of Dark World he gives us additional card draw, lets us get Grapha from the GY, and works with our other graveyard interaction that I'll touch on later. We run three however running Broww as a two of isn't going to hurt the deck.
3. Spells and tra... oh wait there's only spells
So there are only spells in the deck because the deck is a combo deck. The goal is to combo into basically your entire extra deck or to combo into enough monsters to unalive your opponent. First off we start with our only danger spell. Danger! Response team is in the deck for a few reasons and can fix a lot of problems Danger! can encounter. Any card that can't be destroyed by battle or card effects or is just immune to monsters in general, a good example being Infinitrack Fortress Megaclops which danger darkworld would only be able to deal with using the extra deck. On top of that Response team can also be used to guarantee discards of nessie or jackalope who 90% of the time you don't want to summon. So you can either keep response team in your hand and try to discard it to use it's effects later or set it if you know you're gonna want to bounce a monster back to hand. Next up are the darkworld spells which are much more basic. Dark World Dealings is a spell that lets both you and your opponent draw 1 card and discard one card. The initial use is obvious because you want to discard cards but it also works with the dark charmer and Fabled Andwraith in the extra deck. Next is Gates of the dark world which acts as another dark world dealings that works well with Blackwing - Zephyros the Elite. We only run one of them because it can be searched with snoww and drawing more than one would give us more dead cards that we don't need.
In terms of generic spells that aren't Danger! or Darkworld we run two allure of darkness, two pot of avarice, a card destruction and a monster reborn. The two allure only let us go even in terms of cards but can easily save us from bad hands or get the deck out of any tough spots. We generally dump darworld cards but if you have two of the same Danger! monster in your hand and you don't have many cards then banishing a Danger! monster can sometimes be a option. Pot of avarice is nice as we end up having a ton of monsters in the GY and you can easily avarice twice in the same turn. Especially with how we construct our extra deck. Next is card destruction which doesn't really need a explanation. Every card in our deck except most of our spells we want to discard. It also works with pot of avarice and helps put cards like Grapha into the graveyard. Monster reborn is the last spell and always gets us out of any sticky situation if we don't have the correct monsters on the board to xyz or link summon. It can also be used to steal some monsters from our opponents GY that works quite well with some of our extra deck that I'll address later.
Extra Deck with some alternatives
For the extra deck some of it is because we're on somewhat of a budget and some are just necessary for the deck to be good both going first and second. Generally Danger! Darkworld wants to go second as the large amount of destruction effects allows this deck to play around a wide number of negates. However, the first three extra deck monsters help the deck go first with extra value and creating some scary board presence. The first of which is probably the strangest card in the extra deck but a card I've had too much success with not to put it in. That card being Fabled Andwraith and the one of card we put in the main deck just for it which is The Fabled Cerburrel. Now I have this card in for extra draw as the opponent could discard a card to negate Fabled Andwraith's first effect however this deck goes so positive on card draw that this trade isn't worth it a lot of the time for the opponent. This also counters certain decks I've personally been seeing more recently, that being adventure, certain phantom knight decks/engines, and some cyber dragon. It can obviously deal with more decks and works well against hand traps in general. This is because most hand traps get discarded from hand to graveyard so if they Ash Blossom, Effect Veiler, ghost ogre, or droll (it works on more these are just the most common ones I see) you still get the summon.
Next Is Number 38 who negates a spell on field which will in any case slow down the opponent. It's quite easily to get out and can be used to summon megaclops who will get us more value later. With 38's new reprint in Second Haunting he's more than affordable.
last but no least for our strange but effective cards for going first is The Zombie Vampire. She gets us a summon from the top four cards of either players deck. This not only helps fill your GY but there's also a chance to get your opponents boss monster for free as it doesn't negate the summoned monsters effects. This can also give another card the extra deck Dark Charmer, Gloomy a chance to be used on turn 1 letting you go into even more extra deck monsters.
Now for the stranger part of the extra deck but in my opinion very versatile and quite effective. This is of course our Galaxy-Eyes Cipher Dragon, Galaxy-Eyes Full Armor Photon Dragon, and Galaxy-Eyes Cipher Blade Dragon. The first one, Cipher dragon, allows you to take control of an opponents monster and use it as xyz material for the other two galaxy-eyes monsters you have. Granted you do have to remember this basically takes away your ability to OTK your opponent but it gets around destruction effects. Then the other two dragons can be xyz summoned using either the stolen monster or just using Cipher dragon. You can summon full photon over cipher dragon, destroy a card, then summon cipher blade over to destroy another card. This is just a whole lot of value for a very easy to summon set of cards. Note at the time of making this you can buy each of these cards for a dollar or less.
Finally in the extra deck you have you're very basic monsters. I:P to summon Borrelsword Dragon, Raiders knight used to summon Arc Rebellion XYZ Dragon who is also used as a very easy otk that your opponent has to negate in some way. Finally there's number 60 who's used to extend your turn by letting you draw and discard, he's also useful to summon Infinitrack Fortress Megaclops who we put into the deck because it still lets any of your already used/negated xyz monsters still be useful and some decks just struggle to deal with Megaclops. That's the whole extra deck!
If you're looking for some rather expensive upgrades they can be any of the following cards: Apollousa, Bow of the Goddess (The Alternate Art is usually cheaper), Underworld Goddess of the Closed World, Number 97: Draglubion plus Number 100: Numeron Dragon, Dingirsu, the Orcust of the Evening Star, and Divine Arsenal AA-ZEUS - Sky Thunder.
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