Some of the Dark World effects can be confusing, for example players might wonder why they can’t activate a Dark World effect when they discard a monster with Tribute to the Doomed. The reason for this is that the discard with Tribute to the doomed is a cost, not an effect. Compare it to Dark World Lightning, this card says “then discard 1 card” after you destroyed a set spell/trap, this part is written after the semi-colon (“ ; “) , while the “discard 1 card” on Tribute to the Doomed is written before the semi-colon. This also means that if you activate Tribute to the doomed, and someone uses Magic Jammer, you will still discard 1 card (because that’s the cost for its activation), but when someone uses Magic Jammer on Dark World Lightning, you won’t discard 1 card (because its effect was stopped).
Some notable cards in Duel Links that would allow the effect of Dark World cards to activate are; “Trance Archfiend”, “Into the Void”, “Dragged Down”, “Rigorous Reaver”, “The Cheerful Coffin” and the newest additions from the latest pack which are “Dark World Lightning”, “Dark Smog” and “Ceruli, Guru of Dark World”.
Dark World decks have been competitive in the TCG, however in Duel Links we are currently missing some very important cards like the field spell “The Gates of Dark World” and “Grapha, Dragon Lord of Dark World”, so we have to make do with a very incomplete version of this deck.
The Dark World is an interesting archetype because it revolves around discarding your own cards to have their effects activate, some of them also have secondary bonus effects when they are discarded by an opponent’s card effect. Although it is unlikely that you will discard cards because of your opponent (one example would be Saffira, Queen of Dragons) there is a Dark World monster that can be summoned to your opponent’s field that makes you discard a card, meaning you discard a card because of your opponent’s card effect (because they control it).
This deck runs a lot of monsters because you need a lot of monsters to actually get use out of their effects, for example instead of relying on spells and traps to take care of your opponent’s strong monsters, you would use the effect of “Kahkki, Guerilla of Dark World”.
Duel, Standby! is a great skill with this deck is to raise the odds of having a decent hand and to not run out of steam too fast because of all the discarding you would do.
The most competitive (and fun) strategy to use with Dark World will be to pull of the “Ceruli, Guru of Dark World”-”Reign-Beaux, Overlord of Dark World. If you are able to do this play you can either destroy all your opponent’s monsters or spells/trap and try to quickly end the duel afterwards.
Another possible strategy with Dark World is to run Dark Necrofear, because all monsters are fiends and you can easily fill your graveyard with them, he should be easy enough to summon.
The first version of this deck that was included relies on the combo with these two cards.
Your goal is to discard “Ceruli, Guru of Dark World” while you have “Reign-Beaux, Overlord of Dark World” in hand. This will cause your Ceruli to be summoned to your opponent’s side of the field and will make you discard 1 card, if you choose to discard Reign-Beaux his effect will activate (because he was discarded by an opponent’s card effect), and you can special summon him from your graveyard and choose to either destroy all your opponent’s monsters or all his spells/traps.
This combo is very devastating and will most likely be the best way to play this deck currently.
This card allows you to choose one Dark World card in your deck and add it to your hand, so not only is it a decent beatstick with 1700 atk, it allows you to draw (when discarded) whatever Dark World card works best depending on the situation you are in.
This is an important searcher in Dark World decks and makes these decks run more consistently if you have 3 copies of this card (for the optimal version of a Dark World deck this probably is a must have card at 3 copies). Unfortunately this card is a UR in a box with 200 packs, so a lot of people will either not play this deck or run a less consistent version because of that.
If you can discard this card because “Ceruli, Guru of Dark World” was summoned to your opponent’s side of the field, you can special summon one monster from your opponent’s graveyard in face-down defense position.
When this card is discarded you draw 1 card, what this means is that you aren’t losing card advantage when using for example Trance Archfiend’s effect and at the same time you are also fueling your graveyard to summon a Dark Necrofear.
In the version with “Ceruli, Guru of Dark World” you’d want to run more copies of this card because you could draw 2 cards thanks to Ceruli’s effect.
Decent 1800 attack and lets you discard 1 card if you deal battle damage. This effect is optional which is great if you don’t have any Dark World monsters in hand because it doesn’t force you to discard something you didn’t want to.
This Dark World monster has a powerful effects when discarded because he lets you destroy one of your opponent’s monsters. Even though its effect is so good, you might only want to run two copies of it so that you don’t brick too much, and you could also just search for it with “Snoww, Unlight of Dark World” when needed.
A very important card to run in Dark World decks because it currently is one of the easiest ways to discard your Dark World monsters and activate their effects because you can do it over and over again each turn. Because you also run Dark Necrofear in this deck , you could possibly also get use out of its secondary effect to get back one of your banished monsters.
Normally this card would be seen as a “-1” card because you lose two cards in exchange for one card of your opponent. However by discarding cards like “Broww, Huntsman of Dark World”, “Kahkki, Guerilla of Dark World” or “Snoww, Unlight of Dark World” you actually don’t lose any card advantage because you either draw a new card, or destroy an opponent’s monster at the same time.
Don’t forget this card can also be used on set monsters (so works well together with Floodgate Trap Hole), not just set spells/traps. A big problem with this card is that if your opponent activates the spell/trap you targeted (for example Enemy Controller) and because he activated it you didn’t destroy it so you can’t use the discard effect.
This is a very reliable way to discard cards, because Dark World Lightning can be somewhat countered by activating the set card (if it’s a trap/spell). You get to discard up to 3 cards with this single card, which gives the deck quite some OTK potential.
Because of all the possible ways to discard Dark World monsters you can quickly have enough Fiends in your graveyard to bring out Dark Necrofear. Normally having three Fiend monsters in your graveyard would be a bad sign, because you are losing monster cards, however since these Fiends were probably sent there by discarding you actually don’t lose any card advantage if you were able to use their effects.
This is a first draft, better versions of this deck might be discovered soon. At first glance this archetype doesn’t seem that strong in Duel Links, so if you are low on gems it might be best to wait and see how strong it actually is, because if you do decide to run Dark Worlds you’ll need multiple copies of UR cards.
The reason Floodgate Trap Hole is preferred over other defensive spells/traps is because of the synergy with Dark World Lightning. If you target one of their set monsters with it, you have the advantage that they can’t flip over your target which would prevent you from using Dark World lightning’s discard effect.
The current playstyle of this deck feels a bit like OTK Ice Barriers. Just like Ice Barriers you prefer to go second , and if you aren’t able to finish your opponent in one turn, chances are you can’t climb back.
Into the Void
|This card allows you to draw further (getting closer to the cards you want most) and also discard your whole hand during your end phase. Be very cautious when using this card because you need to use it at the right time. Also keep in mind that if you do not have 3 cards in hand you can no longer activate this card.|
Dragged Down into the Grave
|Both players make each other discard a card, you could possibly take down your opponent’s strategy or just make him discard the card that poses the biggest threat to you. It’s best to use this card when you only have Dark World monsters in hand with a good effect for that turn, because if you don’t, your opponent will choose the card who’s effect doesn’t do anything for you that turn .|
|Beside making the monster that destroyed this card lose 500 attack, it also makes both you and your opponent discard a card when flipped. Because you’ll have beneficial effects and not your opponent, you could potentially gain quite some card advantage out of this card’s effect.|
|Gives all of your monsters, which are fiends, a 500 attack boost. You could also potentially use this card’s second effect to summon another Trance Archfiend from your deck, and discard even more cards.|
Scarr, Scout of Dark World
|Can be useful if you go first on your first turn, because at that point you can’t destroy anything yet by discarding your Dark World monsters.|
Beiige, Vanguard of Dark World
|You can special summon this monster when you discard it, and because Dark World aims to be more offensive than defensive this could help swarm the board and finish duels faster. This is also why Beiige would fit better in a Dark World deck than “Latinum, Exarch of Dark World”.|
Gren, Tactician of Dark World
|This card kind of works like “Kahkki, Guerilla of Dark World” in the sense that you can destroy a spell/trap when discarded, opposed to Kahkki’s effect of destroying a monster. If you feel that you have more problems dealing with backrow (because you can take care of monsters with Floodgate Trap Hole) you could play this card instead of Kahkki.|
The Forces of Darkness
|This trap card allows you to add 2 Dark World monsters from your graveyard back to your hand. Could come in handy to recharge your hand, or if you run “Into the Void” in your deck and you draw one when your hand is empty, you can refill your hand enough to use it again.|