Thursday, 2 June 2016

The D/D/Detailed guide to D/D/D part 1 - Introduction: Spells & Traps

As an user of this awesome archetype, and with more and more people playing this deck. I've decided to write up a very detailed guide on how the deck work , which includes the breakdown of each card in the archetype and how the cards interact with each other. Here we go~




Brief summary
D/D/D otherwise known as Different Dimension Demon, it is the sub-archetype of D/D, Different Dimension. Which is not the same as the old D.D, archetype. It's a bit confusing so i drafted out a chart to give you some visual representation.
So basically the new and old DDs are completely 2 different archetype, and D/D/D is part of the D/D archetype. This is very important to remember as it affects some of the combos you can do, and cards you can search.

D/D is a deck that was design to have access to all 4 summoning methods that interacts with the extra deck. Fusion, Synchro, XYZ, and Pendulum. There are many different ways to build this deck, for example focusing on spamming the field with numerous fusion monsters and going in for the kill by overwhelming the opponent with numbers, or summoning powerful Synchro monsters to act as a floodgate against your opponent. creating a wall so high that your opponent will have no choice but to deplete a lot of their resources just to get rid of them. The current most popular will be the synchro build which you can easily find different variant of it by just simply googling it online.

This guide here will give you a better understanding of each individual card, in turn leading to you building your own unique D/D/Deck.

First let start off by breaking down the cards from within their archetype.

Spell & Trap

D/D have their own archetype of spell and traps namely the Dark Contracts, these cards are all continuous and come with a clause where you will take effect damage, each time your standby phase come to pass.

Dark Contract with the Gate
Quantity to run: 3
The searcher for the deck, a must have in every deck that run D/D/D. There is ABSOLUTELY no reason to run it less then 3 unless the ban hammer hits it, with just this one card you can search out your much needed missing combo piece.

Pros: It can be searched by using D/D Savant Kepler or retrieved from the graveyard using either D/D Savant Newton or D/D/D Flame King Genghis.
It's a Continuous Spell, so you can reuse this card's effect every time your turn comes.

Cons:This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy.
It's effect activation can easily be stopped by chaining cards that destroy it like Mystical Space Typhoon & Ghost Ogre & Snow Rabbit, this will cause you to be unable to use this card effect during this turn again as it's has a hard once per turn clause.
This card also deals you effect damage during your standby phase like all Dark Contracts but this can be easily be used to benefit yourself through the use of D/D/D Oracle King d'Arc.



Quantity to run: 0-1
The fusion spell for D/D/D. You should only run 1 of this card if you play more than 4 fusion monster and/or if you run D/D/D Wave Oblivion King Caesar Ragnarok. This card is not as important due to the existences of the Slimes.

Pros: This card allows you to fusion summon ANY fiend type monster using the appropriate material and if the fusion monster is a "D/D" you can even use materials from your graveyard, so basically you can use material from your hand, field & grave at the same time.
It can be searched by using D/D Savant Kepler or retrieved from the graveyard using either D/D Savant Newton or D/D/D Flame King Genghis.
It's a Continuous Spell, so you can reuse this card's effect every time your turn come.

Cons:This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy.
It's effect activation can easily be stopped by chaining cards that destroy it like Mystical Space Typhoon & Ghost Ogre & Snow Rabbit, this will cause you to be unable to use this card effect during this turn again as it's has a hard once per turn clause.
This card also deals you effect damage during your standby phase like all Dark Contracts but this can be easily be used to benefit yourself through the use of D/D/D Oracle King d'Arc.

Dark Contract with the Witch
Quantity to run: 0-1
D/D/D's searchable card removable. You can either run 1 or none of this card at all, it is a win more card, something nice to have but not compulsory. As it is nice to be able to clear more threats on the field.

Pros: This card can help you get rid of pesky monster, and spell/trap floodgates
It also give a nice 1,000 attack boost to your fiend type monster during your opponent's turn, which is quite a big amount to try to overcome.
It can be searched by using D/D Savant Kepler or retrieved from the graveyard using either D/D Savant Newton or D/D/D Flame King Genghis.
It's a Continuous Trap, so you can reuse this card's effect every turn.

Cons:The cost of this card is to send a D/D or Dark Contract to the GRAVEYARD, the destruction effect cannot be used if there are effects like Macro Cosmos or Masked HERO Dark Law being active on the field.
This card target.
This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy.
It's effect activation can easily be stopped by chaining cards that destroy it like Mystical Space Typhoon & Ghost Ogre & Snow Rabbit, this will cause you to be unable to use this card effect during this turn again as it's has a hard once per turn clause.
This card also deals you effect damage during your standby phase like all Dark Contracts but this can be easily be used to benefit yourself through the use of D/D/D Oracle King d'Arc.




Quantity to run: 0
D/D/D's pendulum support, there is absolutely no reason to play this card at the moment. As first of all, D/D/D is not a very pendulum-centric deck. Secondly, there are monsters that can retrieve D/D pendulum from the graveyard and extra deck to hand ( D/D Savant Newton and D/D Savant Thomas respectively), and you want the monsters you retrieve to be back in your hand most of the time instead of being on the pendulum scale.

Pros: It can be searched by using D/D Savant Kepler or retrieved from the graveyard using either D/D Savant Newton or D/D/D Flame King Genghis.
It's a Continuous Spell, so you can reuse this card's effect every time your turn reach.

Cons:This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy.
It's effect activation can easily be stopped by chaining cards that destroy it like Mystical Space Typhoon & Ghost Ogre & Snow Rabbit, this will cause you to be unable to use this card effect during this turn again as it's has a hard once per turn clause.
This card also deals you effect damage during your standby phase like all Dark Contracts but this can be easily be used to benefit yourself through the use of D/D/D Oracle King d'Arc.



Quantity to run: 0-1 (side deck)
D/D/D's personal royal decree, it is a good card to be used in your side deck if the players you play against are running trap heavy decks.

Pros: Once it has been triggered for the turn even if it is destroyed for that turn it's effect will remain.
You can chose when you want it to be active and when you don't want it to be active.
It can be searched by using D/D Savant Kepler or retrieved from the graveyard using either D/D Savant Newton or D/D/D Flame King Genghis.
It's a Continuous Trap, so you can reuse this card's effect every turn.

Cons:This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy.
It's effect activation can easily be stopped by chaining cards that destroy it like Mystical Space Typhoon & Ghost Ogre & Snow Rabbit, this will cause you to be unable to use this card effect during this turn again as it's has a hard once per turn clause.
This card also deals you effect damage during your standby phase like all Dark Contracts but this can be easily be used to benefit yourself through the use of D/D/D Oracle King d'Arc.




Quantity to run: 0
The first (and hopefully not the last of the Forbidden Dark Contract series. It has 2 effects compared to normal Dark Contracts which only has 1.

This card allows you to special summon any D/D/D monster from your hand but with it's effect negated and then you can use it to perform a fusion summon but the special summon monster must be a material. This card allow you to trigger off some of D/D's cards effect when you special summon a monster or you can just use it to get a huge monster on to the field which can in turn be used as a Synchro /xyz/ Fusion material.

Pros: It allows you to special summon big monsters without much cost.
It can be searched by using D/D Savant Kepler or retrieved from the graveyard using either D/D Savant Newton or D/D/D Flame King Genghis.
It's a Continuous Spell, so you can reuse this card's effect every time your turn reach.

Cons:The monster it special summon has it's effect negated
It is only restricted to D/D/D monster.
The fusion summoning effect is hard to use due to it's restriction and Dark Contract with the Swamp King can use materials from a wider range of place.
It requires a lot of set up to use this card efficiently.
This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy. 
It's effect activation can easily be stopped by chaining cards that destroy it like Mystical Space Typhoon & Ghost Ogre & Snow Rabbit, this will cause you to be unable to use this card effect during this turn again as it's has a hard once per turn clause.
This card also deals you effect damage during your standby phase like all Dark Contracts but this can be easily be used to benefit yourself through the use of D/D/D Oracle King d'Arc.


Quantity to run: 0
This allows you to either search out a lvl 4 and below D/D Pendulum monster or reduce an attacking monster's attack. which is usable in a casual game but far too gimmicky to be used consistently. 

Pros: It can search out D/D Savant Kepler which in turn can search out most of the deck.
It can prevent OTK.
The attack reduction is permanent. 

Cons: You can only use 1 out of the 2 effects
It is not searchable.
It requires your opponent to attack you to trigger it's effect, this isn't good as it is too slow this way and in the current meta there are a lot of spell/trap removal options so before you can activate it's effect it would have already been remove.
It can only search out lvl 4 and below D/D Pendulum monster. 



Quantity to run: 0
This card allows you to destroy all your Dark Contracts to draw back and recover life points according to the amount that you destroy. This card is good if you are running a very Dark Contract heavy build like when the archetype just came out. This card is not being run recently as there are at most 5 Dark contract in the deck. 

Pros: This prevent you from dying to your own Dark Contract's effect.
During time out game you can use this card to boost your life point above your opponent's.
You can chain this card to your opponent trying to destroy your contracts to get benefit from your contracts being destroyed.

Cons: It is not searchable.
It requires Dark Contracts to be face-up on your side of the field for it's effect to be activated.


Quantity to run: 0
This card protects your dark contracts from destruction, and when it is in your graveyard by banishing it, it allows you to recycle up to 3 of your banished D/D cards back into your deck.

Pros: This allow you to use your dark contract effects without worrying that your opponent may try to destroy them and stop your effect from running.
This allow you to recycle D/D cards that you banished to be reused again.
This card can be sent easily to the graveyard using D/D Savant Copernicus.

Cons: This card is a trap card so it is a bit too slow to be used as protection against destruction.
The cards that are retrieved from the banished zone is sent to the deck, if it was sent back to the graveyard or the hand it will be a even better card.


Quantity to run: 0
This card allows you to retrieve back D/D and/or Dark Contract cards from the graveyard, up to the amount of monster that your opponent have more than you.

Pros: This allow you to recover advantage if your opponent overextends.
This card is good during late game when all your resources are in the graveyard and you need to use this to recover
Cons:
This card is not searchable.
This card requires that your opponent have more monster than you do in order for you to activate this card. 
This card is very situational so it is not consistent enough to be use in competitive play.
This card has a hard once per turn clause so you can only use this card's effect once even if you have more then one copy. 
Quantity to run: 0
This allow you to shuffle back any 3 D/D monster from your hand, field (including pendulum zone), & grave, then add 2 D/D monster from your deck and add it to your hand.

Pros: This card allow you to send back D/D monsters that you do not need and in turn get back 2 D/D monster that you actually might need.

Cons: This card is a trap card so it is a bit slow.
This card is basically trading in 4 cards (including itself) for 2 new cards which means it's a minus 2.


Conclusion


That's all for the D/D/D Spells and Traps
On the next part of the post, we will focus on the Monsters of the archetype, which will be released this coming Saturday this coming Monday,

Part 2 :https://kensir096.blogspot.sg/2016/06/the-dddetailed-guide-to-ddd-part-2.html

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Ken Sir: We plan to launch up to 5 parts of this D/D/D article. So stay tuned!

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