It's nice to see more traps in a deck list. I've been thinking about a trap heavier version but I just can't convince myself it will be stronger than locking my opponent down with negates from links, the fusion, and rank 8s as the traps put a firmer ceiling on what you can accomplish turn 1. However, those traps can save your bacon if you get shiftered or dwellered or whatever else. On a tangent, this conversation happed in a different video, but I'm coming around on Fenrir. I do find that Fenrir puts a lower ceiling on my turn 1 plays but it provides a lot of other benefits. I also have a challenge for you (or anyone else) if you're willing to take it up. As a thought experiment I'm trying to come up with a Danger! Dark World list that's as impervious to hard counters as possible while keeping as much gas as possible. Suppose you enter you locals and KNOW that every match you play you go second game 1, go first game 2 (and hopefully win), and then go second game 3. Every game, role a 6-sided die which determines the hard counter you need to play around (1 = d-fissure, 2= macro, 3 = shadow imprisoning mirror, 4= Dimension Shifter, 5 = dweller, 6 = droll & lock bird or whatever works for you.. and obviously some these aren't immediately a threat if you go first). What is the Danger! Dark World deck list and side deck you take into this locals to maximize your chance of winning?
Very nice challenge! I thought about that too. Im just getting into the deck and Im consistently getting the board you mentioned but what about Drak Ruler or Lava Golem or the interruptions you listed. Ive never been to locals but I see people playing 12-15 Handtraps. Hows your decklist going? What do you think is the best way to play this deck? going off your challenge
@@ihasmyreasons8085 I haven't been to active this format because of irl stuff but I think Radian, the Multidimensional Kaiju and Allure over Trade-In might be the way to go this format. Radian is a dark fiend but is unfortunately level 7 so Trade-In doesn't synergize. Radian + Bigfoot gives you a pretty good chance to get an answer to a lot of things. Also Trade-In, depending on what you're discarding as cost, can lose to Ash Blossom. I think the Dark World main decks coming out of YCS's and Regional's are pretty good if all you want is the highest chance of winning. I'm not so happy with some of their extra deck choices though. While the main deck in the past ~month has become fairly standardized, with space for 2-4 tech choices and the normal variation in the danger package, I think the extra deck still has lots of options with the only true extra deck staples being the fusion, Coach King, Dugares, Skull Dread, and Apollousa. Anything else you have some choices.
thanks for the video, really love it pure. competitively spoken, i wasnt a big fan of the danger engine. maybe i got unlucky often, but often it didnt really helped me. but what i loved where the tour guide as dark world lacks the normal summon. also neko mane king is insane if you can pull it of. i think i might test the pure version with tourguide, but that might make dragged down even less consistent as an engine card.
Dark Deal is another good option for a pure DW build too, it's a Normal Trap that reads: "When your opponent activates a Normal Spell Card: Pay 1000 Life Points; the effect of that Normal Spell Card becomes "Your opponent discards 1 random card." Card can protect you very well from Lightning Storm, Feather Duster and even a Dark Ruler No More. Literally a life-saver. It is NOT once per turn too btw, also I think Zalamander Catalyzer is still a must-have in this version and a spicy tech would be Genex Ally Birdman to bounce one of our guys back into the hand, also open the door for nasty synchro plays like Psychic End Punisher.
@Shinji Okami you don't that's the issue, you have to hard draw him or dig for him through sariuja and other draw cards, it's not consistent much but when you get him it gives you a near auto win
I considered it but then when I thought about it, technically its a 3/4 card combo. 1 - lucient 2- brainwashing or the fusion or ceruli 3- a way to set up any of 2 4- a card to trigger off of ceriuli
But the set up of lucent is the same as goldd/sillva and if anything it gets more of a field with lucent too if ditched by opponent. Lucent also keeps brainwashing live by summoning more mons to bounce back over and over again
@aurabeast2468 true it has the same summon as silva and Gold, but not as interruptive on his own,the ideal target to summon will be ceruli which then needs another to discard. It's good to swarm the board turn 3 off the back of brainwashing etc
Why do you only use two gates? I find that using three gives me a much better chance of getting to the rest of my cards and i can use & reuse & reuse my genta
It's about having the fodder in the GY to banish, through a lot of testing I've never needed 3 gates, personally I don't want to open gate, I want genta as gate on its own does pretty much nothing.
@@zephyrwargamesyugioh hmm, hope to see more DW support cards in the future just like what Konami did to Lightsworns. i think this deck has a lot more of potential.
It's nice to see more traps in a deck list. I've been thinking about a trap heavier version but I just can't convince myself it will be stronger than locking my opponent down with negates from links, the fusion, and rank 8s as the traps put a firmer ceiling on what you can accomplish turn 1. However, those traps can save your bacon if you get shiftered or dwellered or whatever else.
On a tangent, this conversation happed in a different video, but I'm coming around on Fenrir. I do find that Fenrir puts a lower ceiling on my turn 1 plays but it provides a lot of other benefits.
I also have a challenge for you (or anyone else) if you're willing to take it up. As a thought experiment I'm trying to come up with a Danger! Dark World list that's as impervious to hard counters as possible while keeping as much gas as possible. Suppose you enter you locals and KNOW that every match you play you go second game 1, go first game 2 (and hopefully win), and then go second game 3. Every game, role a 6-sided die which determines the hard counter you need to play around (1 = d-fissure, 2= macro, 3 = shadow imprisoning mirror, 4= Dimension Shifter, 5 = dweller, 6 = droll & lock bird or whatever works for you.. and obviously some these aren't immediately a threat if you go first). What is the Danger! Dark World deck list and side deck you take into this locals to maximize your chance of winning?
Very nice challenge! I thought about that too. Im just getting into the deck and Im consistently getting the board you mentioned but what about Drak Ruler or Lava Golem or the interruptions you listed.
Ive never been to locals but I see people playing 12-15 Handtraps.
Hows your decklist going? What do you think is the best way to play this deck? going off your challenge
@@ihasmyreasons8085 I haven't been to active this format because of irl stuff but I think Radian, the Multidimensional Kaiju and Allure over Trade-In might be the way to go this format. Radian is a dark fiend but is unfortunately level 7 so Trade-In doesn't synergize. Radian + Bigfoot gives you a pretty good chance to get an answer to a lot of things. Also Trade-In, depending on what you're discarding as cost, can lose to Ash Blossom. I think the Dark World main decks coming out of YCS's and Regional's are pretty good if all you want is the highest chance of winning. I'm not so happy with some of their extra deck choices though. While the main deck in the past ~month has become fairly standardized, with space for 2-4 tech choices and the normal variation in the danger package, I think the extra deck still has lots of options with the only true extra deck staples being the fusion, Coach King, Dugares, Skull Dread, and Apollousa. Anything else you have some choices.
thanks for the video, really love it pure.
competitively spoken, i wasnt a big fan of the danger engine. maybe i got unlucky often, but often it didnt really helped me. but what i loved where the tour guide as dark world lacks the normal summon. also neko mane king is insane if you can pull it of. i think i might test the pure version with tourguide, but that might make dragged down even less consistent as an engine card.
Fantastic as always
Dark Deal is another good option for a pure DW build too, it's a Normal Trap that reads:
"When your opponent activates a Normal Spell Card: Pay 1000 Life Points; the effect of that Normal Spell Card becomes "Your opponent discards 1 random card."
Card can protect you very well from Lightning Storm, Feather Duster and even a Dark Ruler No More. Literally a life-saver.
It is NOT once per turn too btw, also I think Zalamander Catalyzer is still a must-have in this version and a spicy tech would be Genex Ally Birdman to bounce one of our guys back into the hand, also open the door for nasty synchro plays like Psychic End Punisher.
That's a kwl option, and agreed zalamader is needed, I was tasked with a 100% pure version so didn't include him
@@zephyrwargamesyugioh What is "kwl" btw? I've been seeing you use it a lot?
@@shinjiokami cool
Im pretty sure you cant use dark deal agaings twin twisters or droplet since they are quick play spells and deal only works on normal spells
@@mudvady1 that's correct
A pure dark world. Thank you so much man.
What you think of Cyber-Stein in DW with a Danger Build? Added Naturia Exterio in the Extra Deck
Yeah good options just quite costly
How do you even search him out tho?...
@Shinji Okami you don't that's the issue, you have to hard draw him or dig for him through sariuja and other draw cards, it's not consistent much but when you get him it gives you a near auto win
You wouldn't consider Dark Smog? Seems like a good card, especially for disrupting your opponent
Not really, sadly it's not a dark world named card so isn't searchable and the job it does can be done more consistently with a bystial or D.D crow
Hey. Can you tell me what are those sleeves? Cause it looks like you put a standard magic transparent sleeve outside of a japanese size white sleeve.
And I’ve seen other people with those、so im interested
@@Ikirupp1994 they are dragonshield oversleeves Japanese size
Versago The Destroyer??
Interesting you dont use lucent; the good lv 6 that when discarded by opponent, summon a fiend to either side of the field
I considered it but then when I thought about it, technically its a 3/4 card combo.
1 - lucient
2- brainwashing or the fusion or ceruli
3- a way to set up any of 2
4- a card to trigger off of ceriuli
But the set up of lucent is the same as goldd/sillva and if anything it gets more of a field with lucent too if ditched by opponent. Lucent also keeps brainwashing live by summoning more mons to bounce back over and over again
@aurabeast2468 true it has the same summon as silva and Gold, but not as interruptive on his own,the ideal target to summon will be ceruli which then needs another to discard.
It's good to swarm the board turn 3 off the back of brainwashing etc
Why do you only use two gates? I find that using three gives me a much better chance of getting to the rest of my cards and i can use & reuse & reuse my genta
It's about having the fodder in the GY to banish, through a lot of testing I've never needed 3 gates, personally I don't want to open gate, I want genta as gate on its own does pretty much nothing.
hmmm, i see mate. why don't you make a DW recipe with other fiends? i mean, just pure Fiends.
Kinda already have, I did a version with no dangers that basicly just rocked a lot of fienda
@@zephyrwargamesyugioh hmm, hope to see more DW support cards in the future just like what Konami did to Lightsworns. i think this deck has a lot more of potential.
to bricky in my opinion
In comparison to hybrid versions it's is less consistent yes