Yu-Gi-Oh! Master Duel

Danger! Dark World Deck List & Card Guide

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Master Duel - Danger! Dark World Top Image

Danger! Dark World is a Deck that uses two archetypes that benefit from their cards being discarded, and generating advantage with each discard to the Graveyard. Check out the core deck list, key combos, as well as tips on how to play & counters against this Deck!

Danger! Dark World Deck List

Main Deck: 40 cards
Genta, Gateman of Dark World x3 Snoww, Unlight of Dark World x3 Grapha, Dragon Lord of Dark World x3 Reign-Beaux, Overking of Dark World x3 Lucent, Netherlord of Dark World x2
Danger! Mothman! x2 Danger! Nessie! x2 Danger! Bigfoot! x2 Goldd, Wu-Lord of Dark World x1 Danger! Chupacabra! x1
Danger! Thunderbird! x1 Danger!? Jackalope? x1 Danger!? Tsuchinoko? x1 Dark Spirit of Malice x1 Zalamander Catalyzer x1
Blackwing - Zephyros the Elite x1 Destrudo the Lost Dragon x1 The Gates of Dark World x3 Dark World Accession x2 Dark World Archives x2
Card Destruction x1 Foolish Burial x1 Dark World Punishment x2 - -
Extra Deck: 15 cards
Grapha, Dragon Overlord of Dark World x2 Baronne de Fleur x1 Psychic End Punisher x1 Abyss Dweller x1 Number 60: Dugares the Timeless x1
Number 38: Hope Harbinger Dragon Titanic Galaxy x1 Number 68: Sanaphond the Sky Prison x1 The Zombie Vampire x1 I:P Masquerena x1 Muckraker From The Underworld x1
Apollousa, Bow of the Goddess x1 Saryuja Skull Dread x1 Unchained Abomination x1 Underworld Goddess of the Closed World x1 -

Danger! Dark World Breakdown

Tier Evaluation

Tier Ranking
2 IconTier 2
Deck Archetype Deck Difficulty
Aggro Medium
Deck Evaluation
CheckmarkDeck focused on filling up the Graveyard and discards to activate effects

CheckmarkGenerates massive card advantage despite losing cards on hand

CheckmarkFlexible Extra Deck that can answer to most situations

Danger! Dark World Deck Guide: How to Play

Playstyle and Win Condition

Master Duel - Danger! Dark World Banner

What both the Danger! and Dark World archetypes have in common is their affinity for being discarded to gain card advantage gradually. Effects that trigger if a card is sent from hand to GY is commonplace, so make sure to take advantage as much as you can.

Main Deck Monsters

Snoww, Unlight of Dark World Genta, Gateman of Dark World Grapha, Dragon Lord of Dark World Reign-Beaux, Overking of Dark World

If Snoww, Unlight of Dark World ends up being discarded via opponent's effect, it can target and steal a monster they have from the GY, on top of searching a "Dark World" card.

Genta, Gateman of Dark World is your searcher for The Gates of Dark World, and is usually the prime target for the Field Spell. If this card is banished while controlling a "Dark World" card, this can be Special Summoned once per turn.

The first key monster for the Deck is Grapha, Dragon Lord of Dark World. When discarded via card effect, it can destroy a card the opponent controls the field. If the discard effect came from the opponent, it selects a random card from their hand, then Special Summons it if the chosen card was a Monster.

Reign-Beaux, Overking of Dark World can be easily Special Summoned by returning a Level 7 "Dark World" monster you control back to the hand. If it's discarded, it's a search effect for a Level 5 or higher "Dark World" monster; if it came from the opponent, it's also a free Special Summon straight from the Deck.

Lucent, Netherlord of Dark World Goldd, Wu-Lord of Dark World

Lucent, Netherlord of Dark World Special Summons itself from the GY when discarded. If it came from the opponent, you can Special Summon an additional Fiend-type monster from the Deck.

Should Gold, Wu-Lord of Dark World be discarded from the opponent's card effect, it can target two cards they control to be destroyed after being Special Summoned from the GY.

Danger! Mothman! Danger! Nessie! Danger! Bigfoot! Danger! Thunderbird!

The Danger! monsters serve as a Deck Engine in this Deck, due to their effects that discards a random card. If it discards itself, it has an additional effect; if it discards something else, it's most likely a "Dark World" monster, providing synergy between the two archetypes.

The most iconic of the bunch are Danger! Bigfoot!, Danger! Thunderbird and Danger! Nessie! They all have effects that trigger when discarded or if another card is discarded. If it was a different card, both of them can be Special Summoned from the hand.

  • If Bigfoot! gets discarded: it targets a face-up card on the opponent's field to be destroyed.
  • If Thunderbird! gets discarded: it targets a Set card the opponent controls to be destroyed.
  • If Nessie! gets discarded: it searches out a "Danger!" card from the Deck other than a copy of itself.

Danger! Mothman! shares the same discard effect, but if it gets discarded itself, it provides a free draw and a discard to both players. Use this sparingly, especially against Decks that trigger effects in the GY.

Danger! Chupacabra! Danger!? Tsuchinoko? Danger!? Jackalope?

Danger! Chupacabra! can bring back a "Danger!" monster from the GY if it gets discarded.

The lower-level Danger!? monsters provide card advantage for this Deck. Tsuchinoko? Special Summons itself on either effect, while Jackalope? can Special Summon any "Danger!" monster from the Deck if it was discarded.

Blackwing - Zephyros the Elite Dark Spirit of Malice Zalamander Catalyzer Destrudo the Lost Dragon

The other monsters in the Deck are in to support the playstyle, by having effects that compliment being sent to the GY.

Blackwing - Zephyros the Elite can Special Summon itself from the GY, but players must use it cautiously, as it can use its effect only once in a Duel. Dark Spirit of Malice can help bring out a Level 8 monster from the GY, then if a Level 8 monster gets sent to the GY while it's in it, this gets added back to the hand.

Zalamander Catalyzer enables the Deck in being an additional mosnter to be summoned for either a Link or Xyz Summon. If a Fiend monster you control gets destroyed in battle, you can grab this card back from the GY.

The only Tuner in the Deck is Destrudo the Lost Dragon's Frisson, but that's the only one needed. By paying half your LP, this card can Special Summon itself, and also reduce the Level of a monster you control. This makes it easy for a designated Synchro Summon.

Spell and Trap Cards

The Gates of Dark World

The Gates of Dark World is the Deck's primary key Spell Card, and the only one in this Deck to be in three copies. Besides adding a small stat boost to Fiend-type monsters, it can banish a Fiend-type monster, to be able to discard a card and draw a card simultaneously.

Most importantly, this Field Spell Card does not have a hard once-per-clause effect at all. Use this to your advantage, and milk every bit of card advantage by using as much as possible.

Dark World Accession Dark World Archives

The other two "Dark World" Spell Cards are crucial, especially the Quick-Play Spell Dark World Accession. This card is the only access the Deck has to Fusion Summon into Grapha eventually. To help itself, it has a second effect where it can recycle itself back to the hand by discarding a "Dark World" monster.

Dark World Archives is a Continuous Spell meant to support the Deck offensively. Discarding a "Dark World" monster will give a boost to the monsters you control based on the discarded monster's level. On top of that, if a Fiend-type monster is discarded from the hand, you get another discard with drawing two cards.

Card Destruction Foolish Burial

If you manage to start your turn with Card Destruction--especially with a handful of "Dark World" monsters with it, you immediately get a massive advantage. Always use this card if you have a full hand.

Foolish Burial is an easy way to get the cards that need to be in the GY go there straight from the Deck.

Dark World Punishment

The only Trap Card in the entire Deck is Dark World Punishmen, which is fitting being a Counter Trap Card. This card stops Normal or Special Summons, and provides a discard of a Fiend-type monster.

It also acts as protection, banshing itself from the GY if a "Dark World" monster is going to be destroyed by either battle or opponent's card effect.

Extra Deck Monsters

Grapha, Dragon Overlord of Dark World

The only Fusion Monster in the entire Deck, Grapha, Dragon Overlord of Dark World is the Deck's ace monster. It can turn the effect of any effect monster, Normal Spell or Normal Trap Card, into a simple effect that benefits you: Your opponent discards 1 card.

Should it leave the field because of an opponent's card, either by effect or battle, it can replace itself on the field with a Grapha, Dragon Lord of Dark World that's either banished or in the GY, then players that have hands must discard a card--again, to your advantage.

Baronne de Fleur Psychic End Punisher

Because of the level of your only Tuner being quite high, the most notable Synchro Monsters to run with generic materials to run are Baronne de Fleur, that provides an omni-negate and card destruction effects, and Psychic End Punisher which banishes cards and gets stronger the lower your own LP is.

Abyss Dweller Number 60: Dugares the Timeless Number 38: Hope Harbinger Dragon Titanic Galaxy Number 68: Sanaphond the Sky Prison The Zombie Vampire

For Xyz options, there's two common options--Rank 4s and Rank 8s. Most notable is Abyss Dweller, which can deal with all maners of Graveyard effects--and there's plenty of that in the current meta. Number 60: Dugares, the Timeless is an all-or-nothing draw effect, but two cards might be all that you need to turn things around, or win the game outright.

For Rank 8 Xyz Monsters, Number 38: Hope Harbinger Dragon Titanic Galaxy can provide protection from both attacks with a taunt effect, and can negate Spell Cards to absorb it as material.

Number 68: Sanaphond the Sky Prison gets stronger for every card in the GY, but it's mostly used for its effect block both players to Special Summon from the GY. Lastly, The Zombie Vampire can force both players to mill cards from their Deck. If a monster gets milled, it can steal it and Special Summon it to your side of the field.

I:P Masquerena Muckraker From The Underworld

I:P Masquerena is a set-up for the Link Monsters with higher Link Rating. On top of that, it can use its effect to allow you to Link Summon during the opponent's turn. The other LINK-2 monster is Muckraker From The Underworld, which provides protection to your Fiend-type monster from battle or card effect, and it can Special Summon Fiend-type monsters from the GY.

Apollousa, Bow of the Goddess Saryuja Skull Dread Unchained Abomination Underworld Goddess of the Closed World

Your LINK-4 monsters will be completely dependent on the situation. If you need negations, Apollousa, Bow of the Goddess. For card advantage and a plethora of effects, summon Saryuja Skull Dread. For field clearing and card destruction, go for Unchained Abomination.

Underworld Goddess of the Closed World can use a monster the opponent controls as materials, and when Link Summoned, it negates all other monsters on the field. Lastly, it can negate effects involving Special Summons, making this a powerful boss monster to consider.

Core Combos and Interactions

Basic Hand Resource Combo

This is the Dark World's most basic combo that allows players to get some more cards added to the hand, while searching and discarding some key cards in the process.

Card(s) Needed
Genta, Gateman of Dark World Reign-Beaux, Overking of Dark World
Step Description
1 Activate the effect of Genta, Gateman of Dark World from the hand; discard it, then search out a copy of The Gates of Dark World from the Deck.
2 Activated The Gates of Dark World; banish Genta, Gateman of Dark World, then discard Reign-Beaux, Overking of Dark World draw a card.
3 Chain Link 2: After being banished, activate the effect of Genta, Gateman of Dark World, and Special Summon it back onto the field.
Chain Link 1: After being discarded, activate the effect of Reign-Beaux, Overking of Dark World from the GY, to search out a copy of Grapha, Dragon Lord of Dark World from the Deck.
4 Activate the second effect of Reign-Beaux, Overking of Dark World from the GY; return the Genta, Gateman of Dark World that was Special Summoned from the previous step back to the hand, then Special Summon itself onto the field.
5 Repeat Steps 1 & 2. However, you will discard Grapha, Dragon Lord of Dark World for Step 2.
6 Because Grapha, Dragon Lord of Dark World was discarded via effect, you can activate its effect from the GY, to target and destroy a card the opponent controls.

Boss Monsters

Grapha, Dragon Overlord of Dark World
Grapha, Dragon Overlord of Dark World By discarding a card for its Quick Effect, Grapha, Dragon Overlord of Dark World can change a Normal Spell or Monster Effect the opponent activates into forcing their opponent to discard a card--in this case, it's you. Use this to your advantage and keep the discard effects coming.
Baronne de Fleur
Baronne de Fleur Baronne de Fleur is a staple card to run if your Deck can Synchro Summon a Level 10 monster. Once during your turn, it can destroy a card on the field. On top of that, it has an omni-negate to deal with anything that can endanger your strategies.
Psychic End Punisher
Psychic End Punisher Psychic End Punisher gets stronger as your LP gets lower, and it helps out that it can banish a card the opponent controls. Depending on how low your LP is, it can also enjoy complete effect immunity from all other cards.
Number 38: Hope Harbinger Dragon Titanic Galaxy
Number 38: Hope Harbinger Dragon Titanic Galaxy Number 38: Hope Harbinger Dragon Titanic Galaxy, after it negates a Spell Card, immeidately absorbs it into attachable material to this Xyz Monster. It can also redirect that attack of the opponent's monsters to itself, and with 3000 ATK, it's an imposing boss monster.
Underworld Goddess of the Closed World
Underworld Goddess of the Closed World This Link Monster can use one of the monsters the opponent controls as one of its materials. Underworld Goddess of the Closed World, when summoned, negates all monsters the opponent controls on the field, and has an effect to negate Special Summon effects.

Danger! Dark World Counters: How to Beat

Best Decks to Use Against Danger! Dark World

Bystial Branded

Master Duel - Bystial Branded

Bystial Branded Decks both make use of cards that activate in the Graveyard, and they also don't mind having their cards being banished. This Deck can easily bypass the strategy., and can even take advantage of their cards.

Bystial Branded Deck List & Card Guide

Ishizu Tearlaments

Master Duel - Ishizu Tearlaments

Ishizu Tearlaments remains on the best Decks due to its ability to adapt with the current meta. Depending on how experimental the player is, an Ishizu Tearlaments player can also slot in a couple of Dark World cards.

Ishizu Tearlaments Deck List & Card Guide

Floowandereeze

Floowandereeze

Floowandereeze continues to be a stalwart against the Special Summon-centric meta, and can completely set up against even the strongest opponents. So long as it can Normal Summon and banish cards, this Deck will remain strong.

Floowandereeze Deck List & Card Guide

Exosisters

Exosisters

Exosisters will punish any Deck that moves cards out of the GY, and Dark World does have a few card effects that have that exact same effect.

Exosisters Deck List & Card Guide

Best Cards to Tech Against Danger! Dark World

Bystial Magnamhut
Bystial Magnamhut Quite a number of the "Dark World" monsters can activate their effects from the GY, especially since the whole archetype's strategy is to discard to the GY as much as possible. Bystial monsters can derail that strategy real fast, and it all starts with Bystial Magnamhut and its ability to search out fellow "Bystial" monsters.
Thunder Dragon Colossus
Thunder Dragon Colossus Search effects are prevalant amongst the "Dark World" cards, thus a Deck that runs Thunder Dragon Colossus, or other cards that restrict search effects should be a good way to slow down a Dark World Deck.
Dimensional Fissure
Dimensional Fissure Because of its multiple effects that trigger when either sent or is already in the GY, the Dark World Deck is inadvertedly using the Graveyard as a secondary resource pool. Cards that banish cards instead of sending them to the GY should be a good counter, and that includes Dimensional Fissure.
Super Polymerization
Super Polymerization Super Polymerization is a good counter nowadays to run against DARK Decks, and Dark World Decks are susceptible as well. The player must be careful agains this card, as it is impossible to respond to this Quick-Play Spell, and use your own monsters as Fusion Material.
Shadow-Imprisoning Mirror
Shadow-Imprisoning Mirror As soon as Shadow-Imprisoning Mirror is active and face-up on the field, all DARK Monsters will have their effects negated on the field and in the GY. Nearly the entire Deck Recipe is completely composed of DARK Monsters, freezing the Deck completely.
Summon Limit
Summon Limit Summon Limit restricts both players into only two monsters summoned. Dark World Decks rely on momentum, especially with its discard effects, thus restricting the number of Summons makes it hard for this Deck to properly set up on their strongest possible field.

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