Danger of Dark World Lock/OTK
Deck Primer
If going first the strategy is to get as much negation on board as possible to lock your opponent down.
Favorite combo play:
Overlay for number 23 using grapha and a danger monster
Activate a danger monster from the hand
Number 23 negates it by dethatching grapha and the danger monster returns to the hand
Summon another level 8 danger monster and summon grapha again
Overlay for Felgrand
Detatch grapha to target itself
Special summon another danger level 8 and grapha one last time
Then overlay for whatever negation xyz is best for your current opponent until you can't anymore or the field is full
If you get multiple grapha and enough danger level 8 monsters, you can do up to 5 overlays in a turn before the field is too full. My favorite lockdown is with these cards:
Number 23
Felgrand
Number 38
Number 90
Evilswarm Nightmare
This board means your opponents first effect of the turn is negated, you can negate 1 spell, you can negate 2 monster effects in two ways, and you can flip two special summoned monsters face down. Also number 38 can redirect attacks to itself, protecting the weaker parts of the lock. This should be difficult for a lot of decks to overcome. You can also sub other monsters for Number 90 and number 38 depending on your opponent, like number 68 or dingirsu. Finally, when you have this lock, you have over 8k attack on board and ready for next turn. If somehow they stop your otk next turn, use your empty XYZ monsters and whatever else you like to summon Aollousa for 4 monster negations on their next turn. If you know they run battle fader or a similar hand trap, summon apollousa and build up the field to otk first. You can negate battle fader, but it returns to the hand. However, you can negate it 4 times with apollousa, ensuring your OTK will land.
If going second, summon removal if needed, or just do the lock down play to OTK. Favorite play going second is:
Dingirsu to remove a backrow
Pain gainer to clear front row (Summon a second rank 8 first if needed to boost the def for the effect)
Seven Sins to beat down and remove next turn if needed
Then keep summoning until I can OTK
Favorite combo play:
Overlay for number 23 using grapha and a danger monster
Activate a danger monster from the hand
Number 23 negates it by dethatching grapha and the danger monster returns to the hand
Summon another level 8 danger monster and summon grapha again
Overlay for Felgrand
Detatch grapha to target itself
Special summon another danger level 8 and grapha one last time
Then overlay for whatever negation xyz is best for your current opponent until you can't anymore or the field is full
If you get multiple grapha and enough danger level 8 monsters, you can do up to 5 overlays in a turn before the field is too full. My favorite lockdown is with these cards:
Number 23
Felgrand
Number 38
Number 90
Evilswarm Nightmare
This board means your opponents first effect of the turn is negated, you can negate 1 spell, you can negate 2 monster effects in two ways, and you can flip two special summoned monsters face down. Also number 38 can redirect attacks to itself, protecting the weaker parts of the lock. This should be difficult for a lot of decks to overcome. You can also sub other monsters for Number 90 and number 38 depending on your opponent, like number 68 or dingirsu. Finally, when you have this lock, you have over 8k attack on board and ready for next turn. If somehow they stop your otk next turn, use your empty XYZ monsters and whatever else you like to summon Aollousa for 4 monster negations on their next turn. If you know they run battle fader or a similar hand trap, summon apollousa and build up the field to otk first. You can negate battle fader, but it returns to the hand. However, you can negate it 4 times with apollousa, ensuring your OTK will land.
If going second, summon removal if needed, or just do the lock down play to OTK. Favorite play going second is:
Dingirsu to remove a backrow
Pain gainer to clear front row (Summon a second rank 8 first if needed to boost the def for the effect)
Seven Sins to beat down and remove next turn if needed
Then keep summoning until I can OTK
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