Dark Lord Tournament Report
Hi all. Max here: friend of Peter and fellow poster on this blog. As a Dark Lord believer since its
first spoiler, I put my money where my mouth is and took it to the Opus 6
release tournament for TBZ. I'll briefly cover my thoughts on the card as well
as my deck and then go over the tournament games. After, I'll explain how I
would change the deck and what I think about Fire's position in the game.
The Card
If you ignore its stipulation, this
card looks incredible on the surface. As an 8k for 3 CP, it is ahead of the
curve and it has one of the few recurring damage abilities that do not require CP
or attacking to activate. The ping damage is enough to smite small forwards
such as Vikings or combine with other damage sources (Bomb) to deal with larger
threats. The card has it all... except for one issue: it shortens your lifespan
in a sense. In essence, the card is great but needs a deck that aims to close
the game before milling becomes an issue. While it can easily fit as a 1 of in
the deck without causing problems, an ideal deck will be fast enough to win (or
lose) before milling after casting it TWICE, as that comes up relatively often.
What Isn't an Issue
One common gripe I see is that
people are worried about what will be milled and seem to think that increases
deck variance. It doesn't. Just imagine those cards are on the bottom of your
deck and you will just finish before you find them, or don't even look at the
cards. ...Actually, you should look at
the cards because they provide valuable information determining what outs you
shouldn't count on. Basically, it slightly decreases variance. Please note that
this does not apply if you have many tutors (searchers) in your deck. If you
do, milling tutor targets can be a real problem and Dark Lord becomes
noticeably worse.
The Deck
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An ideal home for Dark Lord is a
deck that is fast and efficiently makes use of ping damage. A typical Lightning
package provides these things. Dark Lord turns on cards like Ramuh and
Orlandeau and combines with cards like Bomb. Cactuars and Mutsuki were
additional ways to turn on the efficient removal. One issue I noticed
immediately that I couldn’t correct in time was that the Dark package doesn't
fit this deck well, but there are few good fire cards (sorry fire mages!) so I
kept it.
The Tournament
Dark Lord took me to an undefeated
Swiss record of 5-0 and a loss in the quarterfinals.
Round 1 vs Scions
This round went as I hoped for
against a midrange deck. I was able to keep pressure while blowing up forwards
as they came. Dark Lord makes Bomb and Ramuh kill anything, and Al-Cid is great
as always.
Round 2 also vs Scions
The same as above. These decks operated
as tribal decks that couldn't handle losing constituents this quickly.
Round 3 vs Wind /Water Chocobos and Vikings
Special MVPs of this match were the
Black Mages that killed Chocobos as they came down and Dark Lord who loves
killing Vikings. Dark Lord was about as good as any card could get here. Bombs
were useful as a defensive tool to make sure I avoided hasty damage.
Round 4 vs Ice /Wind
To be fair, my opponent had a rough
time with mid-game draws here. Typical removal cards dealt with the early
creatures and they couldn't handle a large forward force charging in.
Round 5 vs Ice (Midrange)
Most of the game followed a typical game
plan of removing their forwards while putting my own out. Value cards like
Urianger and Dark Lord were great. At one point, my opponent had an empty hand
and no haste creatures so I felt comfortable playing Zodiark to lock up the
game.
Quarterfinals vs Scions
These games played much differently
than the Round 1 & 2 games. My opponent was able to give all scions haste
which put on lots of pressure and prevented much of my Lightning based removal
(like Al-Cid). All three games were fun and fair, but they provided insight
into a fatal flaw in my deck.
Future Builds
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I liked the general game plan and feel like the deck was definitely strong enough to be worth refining but there were a lot of problem cards in it.
The most obvious was the Dark
package. Now that I've had more time to consider more cards (the original list
was built in a day), finding enough replacements was easy. The Dark cards are
strong but they are slow and reduce versatility. They also provide lots of
tutors which don't work well with Dark Lord's mill.
Other underperformers were Cactuar
where the 1k pings were mostly irrelevant, Orlandeau which required being cast
after attack phase with Dark Lord, and the summons Ramuh and Belias which seem
good on paper but gameplay never led to them being useful.
Replacements include strong 3CP
forwards which tend to combine well with damage, Al-Cid, and Phoenix as well as
power reduction cards. By taking out Orlandeau and Ramuh, the deck is freer to
explore non-damage-based cards as well as ways to deal with strong forwards
protected by Minwu.
My Perspective on Fire
I previously saw Fire as a versatile
element that has trouble doing anything particularly well. It was Lightning
with weaker cards that don't care about forwards being active.
My view has shifted. While those
cards do exist, the ones that deck builders should be looking at are the
powerful ones with downside. Fire lets you do incredibly powerful things...at a
cost. Dark Lord is possibly the most efficient forward in the game, but
requires a fast deck. Bahamut (Opus 6) is an EX and can deal with almost
anything for a fair price but requires you to deal more damage than your
opponent. Rubicante and Xande are extremely powerful but require a Mono Fire
deck. Neo Bahamut is insanely powerful for its CP but requires either you to
play out your hand quickly or to juggle with multiple spells on the stack at
the same time. These are the kinds of cards that will define Fire in the
future.
One last note: when evaluating new
cards, don’t consider all with a downside unplayable; just consider how to
ignore their restrictions.






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