Dark World Support Ideas

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Hyde
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Location: Canada

Dark World Support Ideas

Post #1 by Hyde » Wed Mar 07, 2018 10:07 am

So one deck I've always loved to play has been Dark Worlds. They are very fun and if used effectively, they can easily control your opponents Hand or Field or both. The one draw back I've found with the deck though is searchable cards for it's combos and draw power. Unfortunately Dark Worlds have little draw power and almost zero consistency. Almost all cards that they use to either draw or discard cannot be searched within their archetype and must look to other support to function. These are a few ideas I've had though that don't break the game nor make Dark Worlds Super powered or anything but do give it a realistic chance. Here they are:


Fiendish Trickery (Trap/Continuous):
When your opponent activates a trap card effect while you have at least 1 card in your hand: That effect becomes "Your opponent randomly discards 1 card from their hand". Banish this card at the end of the 3rd Endphase after it's activation. During your Drawphase if you would draw for your normal draw: You can add this banished card to your hand instead of conducting your normal draw.

Dark World Supremacy (Spell/Quickplay):
Your opponent's hand size limit becomes 1 until the end of this turn, then skip your next 2 Draw Phases.

Gift of "Charity" (Spell/Normal): If you have 1 or less cards in your hand, Draw 3 cards and if you do discard 1 card then return 2 cards to the bottom of your deck in any order.

Re-do (Spell/Normal): Shuffle your entire hand into your deck then draw the same number of cards, and if you do, your opponent discards 1 random card from your hand.

Fake Mail (Trap/Normal): When this card is activated set it to your opponents side of the field and activate it during their next Standby Phase with this effect: When this card is activated: your opponent discards 1 card from their hand. If you control no cards on the field, you can activate this card from the GY.

Copy (Spell/Continuous): If a card is added to your opponents hand: Draw 1 card. If a card is sent from your opponents hand to the GY: Discard 1 card.

Abyssal Calling (Continuous/Spell): If you discard a card(s) because of an opponents card effect: Your opponent discards the same number of cards.

Revival of the Dark World (Spell/Normal): Target one fiend type monster in your GY and reveal Dark World monsters whose levels equal the targeted monsters level: Discard those monsters and if you do special summon that target. You can only use this effect of Revival of the Dark World once per turn.

Ashhen, Maiden of Dark World (Monster/Effect/Tuner/Level 3/Atk 1200/Def 1900):
Once per turn, during either players turn, You can discard one Fiend type monster. If this card is destroyed by your opponent's card (by effect or by battle) you can target one "Dark World" Monster in your GY; special summon it and if you do, banish this card.

Calammity, Harbinger of Dark World (Monster/Effect/Level 8/Atk 3400/Def 0):
This card cannot be Normal Summoned/Set. This card can only be special summoned by the effect of a Dark World card and cannot be special summoned by other ways. Negate any effect that would change this cards battle position. Once per turn, during either players turn, you can target one monster on your opponents side of the field and reveal one fiend type monster in your hand of the same level; destroy that target and if you do, discard the revealed monster. While this card is face-up, all fiend type monsters you control gain 200 Atk for each Dark World monster with a different name on the field. If this card is destroyed and sent to the graveyard: You can reveal one Dark World card in your hand and target one of your banished fiend type monsters; discard the revealed card then add that target to your hand. You can only use this effect of Calammity, Harbinger of Dark World once per turn.

Obviously some cards would never see the light of day and be made but a few of these I could see as being made real. Any thoughts or opinions are welcome.

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