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Post by The Almighty Smiter on Jan 30, 2006 15:51:57 GMT
2 x Gold 2 x Silva Cyber d 3 x broww Bronn Beiige Scarr Lady ho Breaker Assailant exiled Morphing jar Sangan Mof
3 x sakuretsu Dark deal The forcess of darkness Call Torrential 2 x dark coffin Time seal bottomless
Storm Mst Controller Book Prem Nobleman 2 x dark world lightening Dark hole Goats Swords Snatch
This is it roughly, can't remember some of the cards so I have filled in the gaps best I can.
There is a lot of trap so I may ditch the dark coffins, but they do hurt when you pwn some one with them so would prefer to keep them.
Suggestions please.
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Post by Bood on Jan 30, 2006 16:05:12 GMT
no card destruction, i would have it in mate,
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Post by The Almighty Smiter on Jan 30, 2006 16:09:11 GMT
done, but what can be taken out??
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Post by Chocobo! on Jan 30, 2006 16:34:50 GMT
2 x Gold 2 x Silva (add one gold or silver) Cyber d (cyber dragon isnt needed, enough swarmage already) 3 x broww (take all 3 out ulll see why....) Bronn (add 2 more! its a decent beatstick and great way of discarding and its optional) Beiige (add 1) Scarr (not needed, dunno why it just doesnt do a lot) Lady ho (dd warrior lady?) Breaker Assailant exiled Morphing jar Sangan Mof
17 monsters
2 x sakuretsu Dark deal (situational) The forcess of darkness Call Torrential 2 x dark coffin (not needed really) Time seal (not needed) bottomless
Storm Mst Controller (take it out) Book card destruction (essential) Prem Nobleman 2 x dark world lightening 2x gateway to dark world (essential) Dark hole Goats Swords Snatch 2x Card of safe return (pwnage.) 1x rush recklessly (DWs have slightly less atk) 1x smashing ground
try that, it should help. card of safe return is ace with dark world and it replaces broww, u special summon one and draw a card when they discard
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Post by Bood on Jan 30, 2006 16:41:08 GMT
i guess scarr would work ok with creature swap, but i always saw it as an unessential card too.
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Post by KOCW on Jan 30, 2006 16:56:29 GMT
how about adding giant germs for a speed boost and also maybe a 3rd dark world lightening
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Post by paladin on Jan 30, 2006 18:10:06 GMT
right well i havnt had dark world experiance so all i can say is add 1 time seal or drop it as it comes in 2s XD
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Post by Thunder_Struck on Jan 30, 2006 23:21:04 GMT
rite after blatently copying my idea on traps based on wat u saw sunday ROSS!! u'll realise after deck testing they do not fit in anyway in this deck. dark world has sooooo many options u need all the space u need. tese are the only monsters worth mentioning in a competitive dark world deck:
Goldd Wu Lord Silvva Bronn
rite the others....... Beige, Broww, Scarr, Zure ent worth a f*kin blink of an eye.
this means that dark world has 3 effective monsters in total, goldd and silvva are ur win conditions, where bronn, morphing jar, card d, dw lightning and gateway are the support of this win conditon, now that this is stated, we can focus on the other entries of the deck, whereas the win conditions is one thing the stratergy of this deck is another, there really and honestly is only one hardcore way of running a DW deck and thats SWARMING!! so focus on this element is my suggestion, i recomend x2 gold x3silva and 1 cyber dragon for ur monsters, 6 tribs is daunting at first but if u think about it they aint tributes, as the object of all 6 of those monsters is to special summon them, only 2 bronns are needed, x3 is overkill and ull find ull have them wen u ent got a dw in ur hand, even tho its optional, u cant search em so forget running 3 , 2 is ur safest bet. scarr mate, is too slow for a swarm deck, u wanna special, special, normal summon atk game, u need to focus on speed, tims advice on giant germ is worth considering, they provide 3 things:
1. Field presence, for tribute fodder and to aggrovate ur opponent 2. that xtra 500 or that xtra 1500 u do withthere effect cud be a game/ match winning factor 3. deck thinning, letting u get to the GOOD STUFF xD
but before u think about that entry dont get any ideas bout necrofear, ent worth it, dont work, end of, no arguments.
u want 18-19 monsters max 11-14 spells max and 9-10 traps max, thats all im giving u dude, make sure those spaces are filled with decisions that count, GL
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Post by The Almighty Smiter on Jan 31, 2006 9:42:52 GMT
spot on louis, and yes you are right about the traps, they din't fit, already taken out dark coffins, will take out scarr, never actually used his effect. totally agree with the level of goldds n silvva's, will tweek and let you know how it goes.
Like your ideas people, keep em coming.
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Post by Chocobo! on Jan 31, 2006 17:06:06 GMT
id still suggest adding the CoSR and Beeiges, more swarmage
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Post by paladin on Jan 31, 2006 18:11:56 GMT
coppy cat
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Post by Thunder_Struck on Jan 31, 2006 23:08:55 GMT
Card of safe return is up there with the nutstest top deck along side creature swap. it doesnt matter wether or not its for swarms, x2 DW lightning, x2 Gateway, morphing jar, x2 bronn, card destruction, possible x3 gaint germ, is enuff swarm for this deck, if u focus entirely on darkworlds ina deck, ur gonna loose, u need multiple options and multiple win conditions and not rely on one thing, cuz if ur opponent sides against that main theme ur Fuked.
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Post by paladin on Feb 1, 2006 14:41:29 GMT
so ross ya running it at city challenge
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Post by The Almighty Smiter on Feb 1, 2006 15:19:49 GMT
probably not, no where near tourny ready yet, i'll just chuck something together like I always do.
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