I love the concept of the Danger! Dark World deck and decided to try my hand at building my own version of it. Got some ideas from this deck, mainly the ideas for some of the extra deck setups: https://ygoprodeck.com/dark-world-danger-december-2020/
I also wanted to add an explanation of why I included each card for both your purposes if you wanna use/modify this and my own if you'd like to give me some feedback with my reasonings in mind.
This is my first time posting a deck I built so if you have any suggestions or critiques let me know! :D
Monsters:
- 2x Beiige: I’ve seen other decks run a single Beiige and work well, but I think this setup in particular has some really good Beiige synergy down the line, particularly with Charge Into a Dark World for setting up your Rank 4 XYZ summon (Utopia line) or the Knightmare link monsters to start breaking your opponent’s board
- 3x Broww: A staple here, just gives you more cards when he’s discarded, which is especially nice when done via Dark Deal to get the extra card
- 3x Snoww: Your Dark World searcher, can also disrupt your opponent’s GY when paired with Dark Deal which is useful against GY combo-oriented decks like Thunder or Chaos
- 3x Grapha: Used to run 2, but his effect is just too powerful and his ability to cycle himself out of the GY while also giving you another use of a Dark World’s discard effect is way too good to pass up on. GY cycling in particular gives him a lot of use bringing out the powerful Rank 8 XYZ summons (of which there are plenty to choose from), giving him even more utility here
- 3x Bigfoot: Excellent all around with board breaking, Level 8 synergy with Trade-In, and just being an easy-to-summon powerhouse at 3k attack. Obvious pick for playsetting
- 3x Chupacabra: A little less obvious of a playset pick, but I think Chupacabra synergizes more with this deck than others I’ve seen of this type given that he’s a Fiend and can be pulled back from the grave OR discarded with Charge, giving you an additional avenue of firing off his powerful GY effect.
- 3x Mothman: Just lets you get more cards and discard effects, easy playset
- 1x Nessie: Either a powerful defender, link fodder, or more discard effects
- 1x Ogopogo: This might seem like a weird pick to only run 1 of given how many Rank 8 XYZs I’m running, but I think keeping in the traps as protection for going first is worth the trade-off. Ogopogo is here particularly to synergize with Danger! Response Team, since its GY effect lets you get both a Danger! discard effect and an extra draw
- 3x Thunderbird: Basically the same as Bigfoot without being as big of a powerhouse and board breaking in a different way, still an easy playset pick
- 1x Jackalope: Don’t know if I need to explain this one, excellent for grabbing XYZ or link material
- 1x Tsuchinoko: Same as Jackalope but he uses himself, also he’s a fat snake. Easy include for that alone
Spells:
- 1x Card Destruction: Any Danger! Dark World deck should be playing this card
- 2x Charge Into a Dark World: I alluded to it before but this card has great synergy with both Beiige and Chupacabra, and Skull Meister if you side him in. Since it doesn’t specify Dark World, you can use it with any Fiend, letting you get at least one special summon and whatever discard effect you want. It unfortunately doesn’t synergize with other Danger! monsters besides Chupacabra, but I think it provides enough reliable XYZ or link setup to be worth it
- 1x Danger! Response Team: Works incredible well with Ogopogo and lets you recycle it into the deck while drawing a card and getting another Danger! discard effect. Also just has a really good primary effect if you need to get rid of an opponent’s targetable monster that can’t be destroyed by effects or is too strong for your hand to deal with
- 1x Pot of Avarice: Easy pick with so many monster discards
- 2x Super Poly: Opponent board breaking, discard effect (only for Danger! monsters since it discards as cost), getting Starving Venom or Mudragon. What’s not to love here?
- 3x Trade-In: I play a lot of good Level 8s here with strong discard effects, so this is a great pick for both getting those powerful effects and getting more cards to work with
Traps:
- 2x Dark Deal: I don’t see this card too often in these decks and I think it should be. The main weakness of a lot of Danger! Dark World decks is that they’re really bad at going first, but this card helps mitigate that by denying the opponent a normal Spell card while giving you access to the more powerful discard effects, like getting two cards from Broww or breaking GY monster combos with Snoww
- 1x Eradicator Epidemic Virus: Another way to stave off the problems with going first, this card actually has great synergy with Grapha. Since Grapha can bring himself back from the GY and recycle Dark World discard effects simultaneously, he’s the obvious pick for EEV’s tribute cost. I’ve won entire duels with this card alone and I think it puts in the work to justify being here
Extra:
- Mudragon: Super Poly target, lets you stave off targeting enemy effects when you change him to Dark
- Starving Venom Fusion Dragon: The staple Super Poly target
- Dingirsu: Really powerful Rank 8, excellent both on his own and as a setup into Seven Sins. Gets removal when he’s first summoned that avoids enemy effects that happen on destruction and has built-in survival if you’re planning to use him on his own
- Number 84: Pain Gainer: Not much to talk about with him besides being ranking material into Seven Sins
- Number 77: Seven Sins: Incredible beatstick that can just wipe an opponent’s entire field. Gets around cards that can’t be destroyed or targeted since it’s a non-targeting banish and will have plenty of survival if you didn’t use any of Dingirsu or Pain Gainer’s material effects. The only issue is he’ll need to stay on the field for a turn to use his banish effect, since he can’t use it turn one if he’s summoned through rank-up, but that’s not too tough since his survival effect isn’t once per turn and he’ll have anywhere from 1-4 uses of it
- Number 97: Draglubion: This guy’s your setup into the OTK if you can get it. Use him to special summon Number 100 with Number C92 as its material and fire off 100’s effect for a min. 9k attacker. If the combo gets disrupted or you can’t quite get the OTK off, Draglubion also works as Pain Gainer->Seven Sins fodder if he can survive a turn after using his effect
- Number 100: Numeron Dragon: The pick you’ll probably want for Draglubion’s special summon, enables quick OTKs especially if you have more than just Draglubion on the field (like if you got Seven Sins or the Rank 4 setup earlier), can swing over just about any monster your opponent can summon, very strong pick overall
- Number C92: Heart-eartH Chaos Dragon: Material to attach to Number 100 with Draglubion. His effect doesn’t really work unless he has the specific monster listed on his card as material, so the only thing he’s good for being summoned on his own is he’s unable to be destroyed by battle and he makes your monsters siphon LP when they do battle damage. If your opponent’s run out of other removal options or you’re super low on LP and can get some good hits in this might not be the worst pick, but if you can get good hits in you’re probably in a better spot to just win with Number 100
- Number 38: Hope Harbinger Dragon Titanic Galaxy: Another possible pick for Draglubion, his lockdown on enemy Spell cards is insanely effective and makes him a great choice if you can’t get the OTK or see your opponent has some reliance on Spell cards. He can also change an opponent’s attack target, which makes him good at keeping a weaker field member alive like a Level 4 you need a turn to XYZ
- Utopia/Utopia Prime/Utopia the Lightning: The Rank 4 line I use, this is an incredibly strong setup that can easily swing over whatever your opponent might have. Lightning’s effect actually makes it a Dragoon counter since your opponent can’t use effects until the end of the Damage Step, so they can’t negate Lightning’s jump to 5000 ATK. A great powerhouse that’s incredibly easy to set up with this deck
- Apollousa, Bow of the Goddess: This card is a personal favorite of mine. Getting Apollousa and Hope Harbinger out on the field at the same time is an incredibly effective lockdown on your opponent. Her negates are limited based on how many materials you use to summon her, which can be annoying if your opponent has many ways to lead into their combos, but overall she’s still a very strong pick
- Knightmare Phoenix: Easy to summon, Spell/Trap removal, and works as an engine for discard effects from your Main Deck monsters
- Knightmare Unicorn: Also easy to summon and helps get discard effects, but has the added bonus of being non-destructive removal
Side:
- 3x Skull Meister: GY effects are very strong in YGO today, so Skull Meister is great at staving off things like “when this card is destroyed” effects and blocking your opponent’s combos. Also has good inherent synergy with this deck by being a Level 4 Fiend, meaning he can do his thing as a handtrap and then be recovered by Charge to use as link/XYZ fodder
- 3x Sphere Mode: Enemy board removal, very good if your opponent has strong lockdown combos that require them to have a bunch of monsters on the field (something like Dragoon, Hope Harbinger, and Apollousa)
- 3x Twin Twisters: Spell/Trap removal that also triggers Danger! monster effects by discarding them
- 3x Infinite Impermanence: Just one of the best handtraps overall imo
- Galaxy Eyes line: This is another Rank 8 XYZ setup you can use in place of the Dragons or Seven Sins (or the link monsters if you wanna go all in on XYZ), it just felt like overkill to include all three of these in the Extra Deck when there’s a good chance the duel will be over before you can see all three or even two of the combos. The Galaxy-Eyes setup is very powerful though and makes a strong argument for replacing one of the others, this one is just personal preference mostly