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I've been enjoying focusing more on playing pure Darklord decklist more recently (since I'm actually getting to primarily use them compared to the other different variants) and have been re-thinking it with a change in perspective or mindset on how to utilize what cards we have for now until we get more support. My conclusion so far has been to treat it more as like a trap control deck (with some board breakers) that can sometimes combo, given the right hands or draw, instead of the usual rushing to always summon The First Darklord and usually not having many negates and disruption. I had really been wanting to test the tech options out for a while now, so I used this event since they are usually lower powered, to give them a go. I realized that we are always sending our traps to the graveyard so figured it goes great with Dominus Impulse to make use of both effects to negate and destroy. Being able to use it from the hand makes it even better, yet with that in mind, I decided to include Infinite Impermanence as another layer of disruption that can be used from the hand and possibly make use of the destruction effect as well. The downside of being locked into using Dark, Water, and Fire attribute effects doesn't affect us since our focus is Dark monsters. Heavy Polymerization has proven to be a really great going second card and has great synergy with Indulged Darklord going first since summoning a monster to your opponents field helps fusion summon The First Darklord easier by using materials from the extra deck, which is the purpose of having Allvain included in there. It also has 0 attack stat so the downside of losing Life Points from the materials used from the extra deck does not negatively affect us either. Double Wild was interesting in that it is able to fulfill multiple purposes. It helps as an additional search for Ixchel to draw more cards, while at the same time, serving as an extender to special summon a monster that could then even turn into a disruption since it requires a discard which could be a trap in hand that can be copied by one of the higher level Darklords. The fact that it is a quick play spell card helps a lot with even being able to play on your opponents turn. Once again, this card has a downside of locking you into only summoning monsters of the same type you searched for during the same turn, which isn't too bad, considering we are already locked into using only Fairy monster effects for the turn if you use Indulged Darklord and is usually the primary target. I'm still looking at different ratios and swapping some cards in and out. I am just undecided on whether to go more traps like the Solemn ones or some I haven't thought of yet or if to just go the Super Poly route which this list is kinda based on. I am also highly considering Called by the Grave now with how many hand traps everyone is running. Also, with that said, Darklord is can still be very fragile to disruption but at least these tech options can potentially help you survive another turn to hopefully recover and make a comeback to win duels. We just need a bit more consistency, hopefully more extra deck monsters and sometimes I find myself in need of another additional normal summon for Darklord Morningstar. I could go on but think I'll stop yapping and idk if anybody takes the time to read all this rambling lol just had a lot on my mind as always which is probably why it takes me so long to make these from overthinking card choices too much sometimes (it also causes me to lose quite a few duels that I should have won and the timer doesn't help lol). Let me know what you all think! Match 1 vs HEROs @00:06 Match 2 vs Live Twin @01:38 Match 3 vs Abyss Actor @02:46 Match 4 vs Tearlament Bystial @04:53 Match 5 vs Atlantean Mermail @06:27 Match 6 vs Blue-Eyes Primite @08:17 Match 7 vs Vaalmonica Fiendsmith @10:10 Match 8 vs Millenium Exodia @13:45 Match 9 vs Millenium Snake-Eyes? @14:43 Match 10 vs Generaider @16:06 Match 11 vs Cyber Dragon @17:46 Match 12 vs Altergeist @18:57 Decklist @20:15