So I have 2 advanced draws and 2 trade-ins in my darkworld deck, but Im worried that they may be a little cloggy and potentially brick my hand. I was thinking about replacing some of those spells with two copies of reckless greed. I want to keep my deck at 40 cards, so what do you guys think should stay or go?
Side note: I do have two Malefic Stardust dragons currently in the deck, and three graphas. I just dont know if its worth having so many advance draws/trade ins. Thanks!
Darkworlds
- Kay Nikkai
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Are you/Have you considered running "Danger!" monsters in your deck? They're relevant.
"Advanced Draw" is cloggy, as it can't do anything without an already established field/graveyard.
If you're playing Level 8 Danger! monsters and "Malefic Stardust", Then "Gates of Darkword" and "Trade-in" should be 3 of each.
"Reckless Greed" is a card to consider when you're playing trap cards with Activation requirements. If Your opponent sees you're playing "Solemn Strike", they'll be more likely to attempt to remove your set Spell/Trap cards. Using "Reckless Greed" in these scenarios can net you advantage by stacking, and bait/waste removal. Alone, not so much, as most removal is going to be aimed at "The Gates of Darkworld", if they play any.
"Advanced Draw" is cloggy, as it can't do anything without an already established field/graveyard.
If you're playing Level 8 Danger! monsters and "Malefic Stardust", Then "Gates of Darkword" and "Trade-in" should be 3 of each.
"Reckless Greed" is a card to consider when you're playing trap cards with Activation requirements. If Your opponent sees you're playing "Solemn Strike", they'll be more likely to attempt to remove your set Spell/Trap cards. Using "Reckless Greed" in these scenarios can net you advantage by stacking, and bait/waste removal. Alone, not so much, as most removal is going to be aimed at "The Gates of Darkworld", if they play any.
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Kay Nikkai
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Kay Nikkai
Ok, thanks for the response. I appreciate it. I'll take a look at some Danger cards
I have been dabbling with an idea I call Trick Danger World, where the goal is what I consider a more toxic (Hand Lock) First Turn attempt, then the Danger World FTK where they burn you to death, and the main thing about it is that the main answer to being hand locked I find is Ash Blossom through testing.
Outside of that as most of the Draw and Effects interact with Drawing Ash is going to be the only interaction that you need to be concerned about.
https://www.duelingbook.com/deck?id=2792142
The Fiends in the Extra Deck also help to fuel yourself into the needed Knightmare Phoenix/Cerberus to get your Gates of the Dark World going off, if you are interested.
Outside of that as most of the Draw and Effects interact with Drawing Ash is going to be the only interaction that you need to be concerned about.
https://www.duelingbook.com/deck?id=2792142
The Fiends in the Extra Deck also help to fuel yourself into the needed Knightmare Phoenix/Cerberus to get your Gates of the Dark World going off, if you are interested.
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