So I finally have time to sit down and type up one of these. 'N I certainly think this'll be fun to hear comments on the deck. So, here it is!
Player:
Dark Riku
Friends/levels:
1) Shadow x3
Bouncy Wild x3
2) Power Wild x2
Green Requiem x3
3) Barrel Spider x2
Large Body x3
4) Sea Neon x2
Screwdiver x3
5) Behemoth x1
Invisible x1
Aquatank x2
Crescendo x2
6) Darkball x3
7) Wizard x1
Parasite Cage x3
8) Jafar x1
Hades x1
Oogie Boogie x1
Maleficent x1
Battleship x1
9) Dragon Maleficent x1
Attack Cards:
Oblivion x1
Divine Rose x2
Magic Cards:
Cura x2
Fire x2
Gravity x2
World Cards:
Traverse Town lvl 2 x3
Traverse Town lvl 3 x3
Halloween Town lvl 3 x1
Total Cards:
57
While I know people have sat back 'n said that Dark Decks won't work very well, this one has been very effective in its runs, and has pissed off plenty of people I've played against. It's able to take on both Aggro decks and World Runner decks effectively. I've sat to think about the various problems that would come to pass (ie: Stealth Sneak, Behemoth, Parasite Cage, Darkside, Jacks [Yes, Jack is a problem for Dark Decks too], Hercs, Beasts, Simbas, Phil, Sebastion, Monstro lvl 1, etc.), and tried to figure out the different ways to make this deck as efficient as possible. I've found that once the ball starts rollin for this deck, it rolls and it rolls fast. Especially when Dragon Maleficent enters the fray (Jack lvl 3 + 5 card discarded = Lvl 1 Dragon Mal?? SWEET!! Instant friend zone!). There's a trick to the deck, though: one has to hold onto cards in order to get cards out.
Lemme know what ya think of it!