Introduction
This Danger Dark World deck is designed to be more well-rounded - defensive and resilient. Duels last longer and you're less screwed if the Sillva hand-rip strategy does not work (the deck is inconsistent by nature + opponent's handtraps).
Most Danger Dark World decks primarily focus on drawing and maximizing offensive capabilities, they are not as resilient going second nor lasting more than the first few turns. This decklist includes hand traps and negates to prevent a bigger board on your opponent's side of the field.
Note: the names of specific cards are italicized.
Design Choices
- Handtraps - prevents opponent from setting up more negates and a bigger board
- Goldd, Wu-Lord of Dark World (78004197) - Sillva is useless if you're going second, and you're not guaranteed to go first in the first duel of a match.
- Two Dark World Archives (76672730)
- "Get the ball rolling"
- Doctrine: use the 2nd effect before using the 1st effect of Dark World Archives
- 2nd effect
- 1st effect
- negates the benefit of hand-advantage
- only used if you can't discard
- you're in a bad place if you can't do this (the deck is designed to do this)
- 1st effect is only useful after you have finished setting the board
- During your turn, you're going to bounce all your monsters.
- Use the first effect after you finish bouncing your monsters.
- Most decklists include one, they should include two.
- Black Rose Moonlight Dragon (33698022)
- With the handtraps and lack of normal summons, synchro summoning a lvl 7 monster is more common than you think.
- This synchro monster is a good form of self-defence in Yugioh
- Divine Arsenal AA-ZEUS - Sky Thunder (90448279)
- Very good form of self-defence in Yugioh
- Tornado Dragon (6983839)
- Dark World Puppetry (30284022)
Side Deck Design Choices
Below is for duelists who are unfamiliar and are thinking of adopting a Danger Dark World deck:
For Beginners: General Characteristics of a Typical Danger Dark World Deck
- Primarily focus on drawing cards and drawing only, with the aim of handing-looping Sillva.
- Effective strategy when it works
- Convoluted and requires a lot of steps.
- More moving parts = more points of failure
- Can require "the perfect hand"
- Advantages
- Has great offensive capabilities
- ability to summon a lot of monsters without a normal summon
- ability to many pop cards with Grapha, Reign-Beaux, and Bigfoot
- Fewer areas of vulnerability because of the lack of on-field effects
- Cons
- Gives opponents too much opportunity to build an impeccable board, making it unbearable going second.
- Lack of hand traps
- Lack of negates
- Lack of effects during your opponent's turn
- Extremely susceptible to handtraps (Droll & Lock Bird, and Ash Blossom) and any form of negates
Author's note
If you have read this far, thank you! I had used the Danger Dark World deck for a year before moving to Labyrnth. I experimented with Dark Worlds over and over again. I tried various cards and strategies. I see that most Dark World decks are draw-and-draw only. I wanted to show that Dark Worlds can do more than that. I made this decklist to broaden the Dark World strategy so that you don't have to go through mud and blood to find these strategies. Once again, thank you for reading!