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  lesson 17: DarkWorld spells and traps.

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sokmoh
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sokmoh


Posts : 19
Join date : 2012-02-14

 lesson 17: DarkWorld spells and traps.	 Empty
PostSubject: lesson 17: DarkWorld spells and traps.     lesson 17: DarkWorld spells and traps.	 Icon_minitimeThu Feb 16, 2012 5:52 pm


Now that I have introduced you to my power – the power of Grapha, Dragon Lord of Dark World,
there should be no doubt in your mind that our might exceeds that of
all others! But, if you need more convincing, I will show you the
terrifying Spells and Traps at our disposal. No need to beat around the
bush – I will show you our most powerful Spell Card first: The Gates of Dark World!
BEWARE OF DOG




Over the past 6 years, Duelists have criticized our monsters as being
too difficult to Summon to the field. “Dark World monsters won’t work
when they’re used to pay costs!”, they cried. “I can’t discard all of
these Dark World cards from my hand!”, they complained. Whiners! But I
have heard their plea. They yearn for destruction, as do I, and so we
have built The Gates of Dark World!

The Gates of Dark World is a Field Spell Card. Take a look at my war plan’s description of these Gates -

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.

Do you see that semicolon? FEAR that semicolon! The semicolon in my
battle plot indicates that the Fiend-Type monster discarded with The Gates of Dark World is discarded on resolution, as part of the Spell’s effect as it should be. So if you discard a Dark World effect monster, all of which are Fiends that can be discarded with The Gates of Dark World, that monster’s effect will activate.

The Gates of Dark World also lets you draw a card
whenever you use it, so you can dig deeper into the Dark World forces.
Then, you can recruit the monsters you need, whenever you need them. If
you’re lucky, you may even pull me from The Gates of Dark World!

And let’s not overlook that 300 ATK and DEF bonus! Six years ago, the
Dark World monsters valiantly fought against Monarchs for domination of
the world. Sadly, I was not around, and the 2300 ATK of our strongest
and most reliable soldiers at the time – Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World – was no Match for the 2400 ATK of noble Monarchs like Mobius the Frost Monarch.

But times have changed! Monarchs have been dethroned, and the 2600
ATK of Goldd and Sillva boosted by Gates, would be more than enough to
take them down anyway. Plus, my own 2700 ATK puts those Monarchs to
shame! They call themselves kings!? Ha!

The Gates of Dark World isn’t our only powerful Spell. Dark World Lightning is a Spell that destroys any face-down card, and then discards a card as part of its card effect. Dark World Dealings lets each Duelist draw and discard a card as part of its effect. It’s a lot like Dragged Down into the Grave, which lets us choose which of our enemy’s cards we want to discard before drawing 1 card. And don’t forget about Gateway to Dark World – a Quick-Play Spell Card that Special Summons a Dark World monster from the Graveyard.

Our Spell Cards are powerful, but Duelists who fall into our Traps suffer an even more horrific fate! Our newest Dark Scheme lets an opponent discard a card from his hand. And if he is foolish enough to decline, both Duelists must discard and draw 2 cards instead. Such action will allow the Dark World monsters to unleash their strength!

But even more devastating than Dark Scheme, is our Dark Deal! At the mere cost of 1000 Life Points, Dark Deal doesn’t just negate a Spell Card – it actually changes its effect into one that serves us! Dark Deal
forces an opponent’s Spell Card to discard a random card from our
leader’s hand. If a Dark World monster goes down, its effect will
activate. Plus, since that monster is discarded by an opponent’s Spell Card thanks to the Dark Deal that
the enemy was forced to accept, secondary effects from monsters like
Goldd, Sillva, and myself are unleashed if we are discarded!
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