YUGIOH Dark World Deck profile Dec 2023 - ANTI DROLL!
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- čas přidán 28. 12. 2023
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I currently play with Lucent to get access to Red Resonator in time plays or general tuners like red, fabled raven and black wing sharnga so i can make baronne or chaos angel (also with ken and nessi). I really like the koaki thanks for the idea!
Another hot tip for current format anti Plays is Dark Law and Mask Change 2. Surprises everyone in locals at my area but i have it in the side deck and add it when i see it fit and going first
can't wait to watch that!
I have to try this Guardian but lately I'm leaning towards going with going 2nd build fully armed with board annihilation tech, including Puppetry which is a quick play and can play around Droll a little bit in the draw phase, also banishing all resources in the GY (Fire King will cry)
very interesting list, can't wait to try it...
but without the hilarious Ken and Gen.
I know they have to be removed because the normal is for koa'ki.
The only "handtrap" I would suggest you play in Dark World is the Impulse/Fire Attacker package. Not only does it allow you to fix your hand going 2nd, but you have the potential to draw 4, discard 2 since Fire Attacker triggers whenever a card is added to the opponents hand from anywhere, not just the deck. A deck like Fire Kings cannot play around it
Interesting tech,
How would the ratios be? 3 Impulse 1 fire attacker?
@gaming_wolf13 yeah or 3 and 2, but that may be a little 2 bricky, what you need to be careful of is drawing the attackers, so it's great going 2nd if you see impulse, but if you go first you ideally want the Ken and gen so you can get to it early and more consistent, only issue again is through more testing Ken and gen always get stopped so your next best way to maximise the engine going 1st is Ceruli
Hi, new to the game and just looking at decks and videos, going as fast as you do with the names can be confusing for newer players, maybe if the deck list was in the description it would help but I do not see it.
I could see this potentially working against max C in master duel as well...
ngl astral kuriboh was made for the deck have to buy that sooner or later
Dark World Puppetry is much better than Cheerful Coffin and is definately the to-go choice in a pure variant.
I also miss Coach King Giantrainer in here. He's just too good not to use. When you resolve his effect 3 times, it's pretty much gg.
As to the video, I really enjoyed how well you explained the card choices and gave examples for specific interactions.
The idea of Koa'ki Meiru Guardian is really nice to play around Droll, too bad it doesn't help against shifter, which can be shotgunned in the Draw Phase.
I wouldn't say puppertry is much better as it does have its downsides in comparison,
(Needing a card in GY and only discard 1 rather than 3 cards)
But then on the other hand it's searchable without thrust and a quick play so both have positives and negatives.
Guardian can help vs shifter if they want to try and wait for you to activate something which can be quite funny, but yes if shot gunned sadly GG unless you get to number 41 but it's very specific decks that play shifter.
I do like trainer I just found in this version it's less consistent as your only 8s and the one danger and the 2 DW so you can't always get those 3 on board, but with Horus it's crazy gd as that's all horus do is rank 8 spam.
Instead of using little knight, what else would you recommend? And happy new year 🎉
Happy New Year!
You could use knightmare Unicorn as you should have plenty of discard fodder.
@@zephyrwargamesyugioh thank you very much!
That logic about called by makes no sense... You should play called by first because it's the best card to stop interruptions then add more if needed.
The logic for called by is its a sacky 1 of you need to see at the exact moment the opp has a HT that ends your turn in this case the only HT does that is droll,
So I need to see a 1/40
When my opp needs to see a 3/40
So more times than not you won't see that 1 of CBTG and if you do, it won't be that worth while in comparison to if they see droll.
It would also mean that you can't set CBTG so you would need to use any draw effect before a danger in order to bait the tempt of them having droll.
So to me CBTG isn't worth it in place of other cards I'd personally rather play like the second talents, or astral Kuriboh, but that's just personal preference.
@@zephyrwargamesyugioh Bro you still get the 1/40 called by then you can add 3/40 astral or whatever. A card being limited does not make it worse. You do you tho
@nel2556 it's not just that, it's the fact in a deck like this you can't set it to activate a danger so you need to search first, a better option than CBTG if Instant fusion into Millenium eyes.
@@nel2556 bro he is right, one called is useless with this deck, plus the risk of discarding it with dangers. It's actually YOUR point that makes 0 sense.....
When you go 2nd do you side out the guardians in favour of some board breaker like lava golem or kaiju? Because i think that keeping them would still get againat droll since oppo is most likely to keep it against dw even going 1st, but at the same time, having optimal going 2nd card like lava golem can win instantly a duel or if it doesn't, for sure put you in a very solid position
Aaaalso im not entirely sure about your take of koakimeru gardian being better tjan tour guide.
To me, the benefit of tour guide is that she summon another copy of herself, thinning the deck while reducing your chances of bricking on her drawing a useless 2nd copy, and even if you draw the 3rd one, she is a dark demon so a good target an eventual allure (which is harder to play with guardian) or an unlucky obbligate discard with gates. Plus, if she gets ashed or imperma, you are more than happy since you will be able to play your game without fearing those hantraps. If the oppo has both imperma and ashe, then you would've been in a bad spot anyways even with guardian, while baiting the interactions on tour guide is still a win, leaving you to play genta or corridor without the ashe fear, or summoning dugares or coach king or even saruja not having to worry for an imperma/veiler.
I do recognize tho, that playing guardian spares a precious spot for extra deck, since you don't use number 75, and if the oppo doesn't have interaction in your turn, you have a level 4 body ready to dugares, while also being probably better than having to summon number 75 if you lose the dice roll.
I would love hearinf your opinion on my thoughts.
Going 2nd it will depend on the match up as to weather guardian stays or not, best thing about DW is you have that option for Lava and more board breakers.
With Tour guide vs Guardian,
Valid point about baiting the HTs with TGU but guardian can also protect you from Ash so it covers 2 HT protections or more in that example so the only issue/difference is Imperm which is something by they time they use it you should have enough presence to not worry, being about to resolve Genta, corridor etc will allow you to build what you need and get to Grepha fusion if not a hand loop, not to mention if one of your first moves is to get to Ceruli, give your opp that, that Imperm also becomes dead, so your covering all forms of HT protection.
Not bad
I will definitely try the koaki meiru! Do you think that 3 astral kuriboh is too much?
Give n take tbh, sometimes it can be if you see multiple but you also want to see it, so will come down to testing and if it works for you or not
@@zephyrwargamesyugioh thx! Also I liked a lot the cut of ken and gen. I dont like them at all, I think that the deck dont need them.
What is the fire attacker/impulse combo? Ive haven't seen anyone else mention it?
When opp activates an eff, you use impulse to summon attacker then when opp adds you get to draw 2 ditch 1 that can be a DW trigger for a search or a grepha pop
So say they go 1st and activate eff, u ss then if they search u dugares eff?
In side what you play?
Depends on the environment but useally board breakers like evenly, lightning storm and lava golemn
You can also play sales ban
can't you just run crossout? at least thats what i'm oing and 2 copies of droll main is actually really good currently
Same applys with running called by or any HT, you would need to use a search before a danger to bait and then with Crossout the remaining copies are dead where as the additonal guardians takes up 2 less spaces and can be specialled off of Sariuya
play doomcaliber knight it is better than guardian
Doomcaliber is mandatory on any monster effect so it will negate your own
Don't playing called by makes sznse but you can play instant fusion into the millenium fusion instead. Plus hands were you open your counter to droll are gonna be weak so we need more dark corrdor. Plus fenrir is just bad same for the astral kuriboh. And i:p into sp is useless same for thrust
Same for Instant as for called by, sadly its a 1 of that its very unlikley your going to see it, where as with Guardian you have the same chance as your opp does at seeing droll.
More corridor dosent help against droll, if you see both the outcome will still be the same and most of the DW you discard will lead to a draw or search in someway so if under droll corridor is imo one of the worst cards to have.
Fenrir is one of the best single cards to disrupt/out an opps board and it replaces itself, yes its annoying if you draw in later turn but thats where sariuya comes in.
Astral as mentioned is a fail safe to help should you get intterupted crazily or even if not it can help get you to loads of options.
1 - Number 38 Spell negation
2 - Number 90 Monster negation
3 - Number 41 Bagooksa stun
4 - Number 60 - Draw power and discard triggers.
For Thrust this is one of the few decks where it is insane, obviously it can be more consistent with Ken and Gen, but even so being able to give your opp ceruli which would trigger as if its opp using its effect allows you to add your 1 ofs in the deck to the hand Corridor, Card destruction, or Talents to rip from your opps hand, its also very good if you side in counter cards like dbarrier, erradicatior or other cards like that as it saves you clogging your deck down on them.
Lastly the reason people go IP into SP isnt for the destruction protection, its to link into SP during your opps turn and trigger the 1st banish effect which in near invaluable because it lets you banish any card and then you still have its banish 2 effect aswell.
@@zephyrwargamesyugioh you can play instant +guardian to have more chances to draw a counter to droll and if you play guardian + called by + instant you have 50 percent chance to draw a counter. You need more dark corridor because it's the best card of your dzck and a hand that beat droll only contain 4 cards so you want them to be the stronger possible. I;p into sp isn't bad in other deck but here you make so many body you can go into apollo gryphon. And astral kuriboh is a card that takes spot in extra and that does't creat plus and it doesn't play aroukd droll on its own. One spell trap negate or one monster negate will not stop any deck
@yutoYGO yes you can add instant for sure which would be the first I'd consider over CBTG as if you open CBTG and a danger you can't risk CB getting discarded.
Personally I'm happy with 1 corridor as drawing into a second dosent help as you Hurn through the deck like crazy, that's just personal preference.
Yes you do have other option off of IP, but a lot of ppl undervalue how good SP is to get that banish and then a 2nd banish with a girentee one of your cards is protected and will return.
Astral dosent really add anything to the extra that you may not already be playing, I assume 99% of DW decks are on the 2 rank 4s I mentioned and at least 1 of the 8s, as I said it isn't perfect but is another way to exstend should you get a not so great hand or get stopped multiple times.
Maybe 1 instant and 2 astral could be the better way to go imo
@@zephyrwargamesyugioh 1 instant and 3 dark corridor or 2 dark corridor and talent or upstart or more danger. Same for thrust that's not that usefull like dark corrdor in go2nd but worst in go 1st
@yutoYGO that's crazy to think thrust isn't good, the reason it's so good in DW is it let's you play less bricky once per turns and through your natural plays you set it up by giving them ceruli, it's crazy because it gives you a nice variety, like I said, Talents to rip, draw or steal the monster, card destruction to go ham, or even corridor.
Bruh.. only way koaki is good is if u open it… if u draw into it and get hit with droll ur finished… and anyone with sense will imperm on summon and not wait for a droll window so u can dodge
So I have just as much chance of getting koaki as they do droll so that's an even play field.
If they want to imperm it on summon that telegraphs they have droll so you do every thing you can before searching or as mentioned work towards a bagooska.
that also puts them to 3 cards
Just play aqua dolphin and connector
you would then have the same issue as Tourguide that it can be hit with multiple HTs and it requires a discard so you lose more of you hand advantage
@@zephyrwargamesyugioh Your deck likes to discard
Only likes to discard via effect, not cost, so Aqua Dolphin wont trigger DWs sadly
Just play dragged down into the grave …..
Dosent work aswell, they could draw into droll
Isn't Doomcaliber Knight better than Koa'ki if they do the same thing but Doomcaliber is a level 4 fiend?
Very good point didn't even know that card was a thing haha
the issue with that one is that doomcaliber is mandatory on the next monster effect, so it can negate your own monster effect
@Dave_Haro ah another very good point haha 😄
@@Dave_Haro Oh, I wasn't aware of that hahaha nvm then