[Skill] description | User |
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Avenger from the Void Beginning the Duel with 1 "Infernity Avenger" in your Graveyard. This Skill will not activate if you begin the Duel with a Deck that contains monsters other than Dark monsters. | ![]() Kalin Kessler |
![]() Grapha, Dragon Lord of Dark World | DARK Dragon ★8 ATK 2700 / DEF 1800 |
Eternal Stream [UR] | |
You can Special Summon this card (from your Graveyard) by returning 1 "Dark World" monster you control to the hand, except "Grapha, Dragon Lord of Dark World". If this card is discarded to the Graveyard by a card effect: Target 1 card your opponent controls; destroy that target, then, if this card was discarded from your hand to your Graveyard by an opponent's card effect, look at 1 random card in your opponent's hand, then, if it was a monster, you can Special Summon it to your side of the field. |
Discard Grapha to make use of its targeted removal effect. Then Grapha can revive itself by returning a Dark World monster to the hand; a low-Leveled Dark World monster you can Normal Summon would be most cost efficient for this. So in one easy combo you destroyed an enemy card and got a strong beater on board for minimal cost; this powerful combo is why turbo-ing out Grapha is Dark World's best strategy.
![]() Snoww, Unlight of Dark World | DARK Fiend ★4 ATK 1700 / DEF 0 |
Primal Burst [UR] | |
If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target 1 monster in your opponent's Graveyard; add 1 "Dark World" card from your Deck to your hand, then Special Summon that target (if any) in face-up Defense Position. |
Always prioritize searching Grapha. If you already have Grapha then search something that can discard Grapha, like Gates of the Dark World. Lastly, you might need to fetch a low-Level Dark World monster for reviving Grapha.
![]() Beiige, Vanguard of Dark World | DARK Fiend ★4 ATK 1600 / DEF 1300 |
Primal Burst [R] Eternal Stream [R] | |
If this card is discarded to the Graveyard by a card effect: Special Summon it from the Graveyard. |
Run Beiige to have some more Normal Summonable monsters you can use to revive Grapha. Beiige revives also itself when discarded, which is another way you could swarm the field.
![]() Broww, Huntsman of Dark World | DARK Fiend ATK 1400 / DEF 800 |
Primal Burst [R] | |
If this card is discarded to the Graveyard by a card effect: Draw 1 card, plus another card if this card was discarded from your hand to your Graveyard by an opponent's card effect. |
Discard Broww when using the other cards in your draw engine to efficiently dig into your Deck. For example you can discard Broww with Dark World Dealings to draw a total of 2 cards.
![]() The Gates of Dark World | Field Spell |
Gaia Genesis [UR] | |
All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card. |
Gates of the Dark World is the archetype's Field Spell that allows you to banish a Fiend in your graveyard to draw and then discard a card from your hand. It also gives all your Fiend monsters a small 300 attack boost which puts Grapha at a respectable 3000 ATK.
![]() Dark World Dealings | Normal Spell |
Valiant Souls [UR] | |
Each player draws 1 card, then each player discards 1 card. |
Dark World Dealings allows you to draw a card and then discard a card.
For both Gates of the Dark World and Dark World Dealings the best card to discard are Snoww and Broww so you do not lose resource count.
![]() Charge Into a Dark World | Normal Spell |
Eternal Stream [SR] | |
Target 1 Level 4 or lower Fiend monster in your GY; Special Summon it, then discard 1 Fiend monster. You can only activate 1 "Charge Into a Dark World" per turn. |
Charge Into a Dark World combos really well with Snoww. First discard Snoww with another card effect to search Grapha. Then use Charge Into a Dark World to revive Snoww and discard Grapha, Grapha's removal effect also activates. Lastly, return the revived Snoww to the hand to revive Grapha.
You can also revive Beiige from your Graveyard while you control Snoww, then setup for Xyz Summoning Rank 4 Monster.
![]() Dragged Down into the Grave | Normal Spell |
Ishizu Ishtar Lvl 38 [SR] | |
Both players reveal their hands, each player chooses 1 card from their opponent's hand, then you discard the chosen cards from both players' hands, then both players draw 1 card. |
Dragged Down into the Grave is somewhat like a more nuanced Dark World Dealings. Both cards force both players to discard and draw but the difference lies in who chooses the card to discard. The best time to play this card is after you've played everything else and you only have a Dark World monster left on hand, so your opponent won't have any other choice. On your side, you can force your opponent to discard a Spell/Trap card because these are usually harder to recover.
![]() Dark Smog | Continuous Trap |
Primal Burst [R] | |
Once per turn: You can target 1 monster in your opponent's Graveyard; discard 1 Fiend-Type monster, and if you do, banish that target. |
Graveyard disruption is very effective against Decks that recycle or card activation from the graveyard like The Phantom Knights. You can even use Dark Smog in response to something that targets a card in the graveyard, banish that target to waste your opponent's recovery. Then the discard effect is generally good for activating your Dark World monsters' effects.
![]() Number 15: Gimmick Puppet Giant Grinder | DARK Machine ★8 ATK 1500 / DEF 2500 |
Darkness Gimmick [UR] | |
2 Level 8 monsters Up to twice per turn, during your Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 Special Summoned monster your opponent controls; destroy it, then if it was an Xyz Monster, inflict damage to your opponent equal half to its original ATK. |
A rank 8 Gimmick Puppet XYZ that simply destroy monsters then inflict Damage equal to half of their original ATK and you can use this effect twice.
However, keep in mind that this destruction effect has a restriction where it can only destroy special summoned monsters.
![]() Hieratic Sun Dragon Overlord of Heliopolis | LIGHT Dragon ★8 ATK 3000 / DEF 2500 |
Infinite Ray [UR] | |
2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field. |
Grapha is very easy to summon after you get it in your graveyard, and if you manage to get two Grapha on the field you can make Heliopolis. And after detaching Grapha, you can revive it just as easily. This card has a powerful multi-card removal effect which can potentially wipe out the enemy field.
![]() Dark Rebellion Xyz Dragon | DARK Dragon ★4 ATK 2500 / DEF 2000 |
Phantom of Rebellion [UR] | |
2 Level 4 monsters You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. |
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
![]() Number 22: Zombiestein | DARK Zombie ★8 ATK 4500 / DEF 1000 |
Darkness Gimmick [SR] | |
2 Level 8 DARK monsters Must be Xyz Summoned and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and send 1 card from your hand to the Graveyard to target 1 face-up card your opponent controls; change this card to Defense Position, and if you do, negate that face-up card's effect until the End Phase. |
A pretty good optional card to use as a rank 8 XYZ. 4500 ATK is high enough to one shot your opponent, making it a great comeback card from your opponent controlling 2 monsters to a win for you in a turn.
The negate effect is pretty strong since it's a quick effect and can negate any face-up card, but switching it to DEF with only 1000 can make it difficult to survive.
![]() Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
![]() Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Roach is great for monster suppresion, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
![]() Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
You can make Dire Wolf if you need a quick way of removing any enemy card. Dire Wolf destroys any opponent's card along with itself.
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).
Don’t forget for a Dark World card’s effect to activate the card you used must clearly say “discard” (sending to the graveyard is not the same as discarding), and the discard must be an effect and not a cost to activate that card!
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.
![]() Ceruli, Guru of Dark World | DARK Fiend ★1 ATK 100 / DEF 300 |
Primal Burst [SR] | |
If this card is discarded to the Graveyard by a card effect: Special Summon this card from the Graveyard to your opponent's side of the field in face-up Defense Position. When this card is Special Summoned by the effect of a "Dark World" card: Your opponent must discard 1 card. |
![]() Trance Archfiend | DARK Fiend ★4 ATK 1500 / DEF 500 |
Yami Bakura [SR] | |
Once per turn: You can discard 1 Fiend-Type monster, and this card gains 500 ATK until the End Phase. When this card you control is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add that target to your hand. |
Trance Archfiend synergizes very well with the Dark World archetype because it discards as an effect, not a cost. This means Trance Archfiend can be the trigger to Dark World monsters' effects. The Deck doesn't have much interaction with the Banish Zone but having Trance Archfiend as possible Banish Zone recovery can be useful just incase.
![]() Into the Void | Normal Spell |
Galactic Origin [UR] | |
Activate only if you have 3 or more cards in your hand. Draw 1 card. During the End Phase of this turn, discard all the cards in your hand. |
Hand draw engine while you have 3 or more cards in your hand. This will allows you to increase resources for board setup. The discard effect is generally good for activating your Dark World monsters' effects.
![]() Dark World Brainwashing | Continuous Trap |
Revolution Beginning [N] | |
When an opponent's monster activates its effect, if you have 3 or more cards in your hand (except during the Damage Step): You can target 1 "Dark World" monster on the field; return it to the hand, and if you do, the activated effect becomes "Discard 1 random card from your opponent's hand". |
Brainwashing is a bit unconventional, but changing an opponent's monster effect is quite an effective way of negating it. Because the discard effect is treated as something activated by the opponent, this allows the discarded Dark World monster to activate their full effect. For example, a discarded Goldd will not only revive itself but will also destroy two enemy cards.
The downside is you need 3 cards on hand to activate this effect. Meaning you'll need to manage your hand a bit more, and there will be more randomness to which card will be discarded.
![]() Number C39: Utopia Ray | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Infinite Ray [UR] | |
3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect. |
Since you can only use Utopia Ray's effect when down to your last 1000 LP, he is best used to clutch the game. The ATK manipulation can help you get rid of a powerful enemy monster and deal massive damage. Keep in mind this effect can be activated multiple times per turn as long as you have the materials.
![]() Number 39: Utopia | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Shining Hope [UR] | |
2 Level 4 monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card. |
Utopia should always be upgraded to Utopia Ray immediately after summoning.
![]() Gagaga Samurai | EARTH Warrior ★4 ATK 1900 / DEF 1600 |
Shining Hope [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to Defense Position, and if you do, change the attack target to this card and perform damage calculation. |
Summon Gagaga Samurai to deal massive damage to your opponent. If your opponent is open to a direct attack, Samurai can attack twice to deal a total of 3800 damage on his own.
![]() Maestroke the Symphony Djinn | DARK Fiend ★4 ATK 1800 / DEF 2300 |
Shark Fang [UR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls; change it to face-down Defense Position. If a "Djinn" Xyz Monster you control would be destroyed, you can detach 1 Xyz Material from that monster instead. |
Maestroke flips monsters face-down, which is a good way of turning off effects and exposing weak DEF stats. It can also spend its materials to protect itself from destruction.
![]() Number 50: Blackship of Corn | DARK Plant ★4 ATK 2100 / DEF 1500 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damage to your opponent. This card cannot attack the turn you activate this effect. |
![]() Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
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