Spell, Normal
Effect: Select 1 face-down card on the field and destroy it, and after that, select 1 card from your hand and discard it to the Graveyard.
Rulings
1. The card targeted by "Dark World Lightning" must be face-down when "Dark World Lightning" resolves in order to be destroyed. If you target a face-down Spell or Trap Card, and the opponent activates it in a chain, then it will not be destroyed by "Dark World Lightning". If you target a face-down monster, and it is flipped up in a chain by a card effect before "Dark World Lighting" resolves, the monster is not destroyed.
2. If you do not destroy the targeted face-down card with the effect of "Dark World Lightning" (such as if it is face-up as resolution, or if it is destroyed by another effect first), you do NOT discard 1 card from your hand.
3. You cannot activate this card if you have no other cards in your hand. If an effect is chained to "Dark World Lightning" that makes you discard all the cards in your hand, then the face-down target of "Dark World Lightning" will still be destroyed, even though you cannot discard 1 card.
4. Discarding 1 card is part of the effect of "Dark World Lightning", it is not a cost. (So you can use it to activate the effects of "Dark World" monsters, for example.)
We continue looking into cards from the EEN set, with today's being Dark World Lightning.
Even if you don't use Dark World fiends, this card is pretty handy. Be it monster, spell or trap card, this spell will destroy so long as its face-down. You do however, have to discard a card afterwards but that counts as part of the effect which means you don't lose anything should the opponent negate it.
In Dark World fiend deck, this card can be quite nasty. Normally, discarding a card is payment to do something. Not with this card. Its an effect. And DW fiends love 'discard a card from your hand' effects. Its the reason why you would run a Berserk King in three's if not at least two. Same logic here. Only this card makes it even easier to activate those effects than the Berserk King. Take out a face down card, personally I get rid of a face-down trap if possible and then bring out either of the Dark World Lords, the Guard, onto the field because of the second effect of Dark World Lightning. You destroyed one of the opponent's cards and have brought one of your own onto the field without taking up your normal summon. If you discard a hunter you'll draw another card in its place. In this type of fiend deck, Lightning has no drawbacks other than the fact that the card MUST be destroyed by the first effect. You can destroy one of your own cards and force your opponent to try and stop your suicide tactic.
By itself its pretty good. In combination it can spell quick doom for the opponent. Try Swords of Concealing Light. That'll get all your opponents current monsters and leave them in the perfect mode to take out with Lightning. Good for destroying monsters your Dark World Fiends can't take out on their own.
Since you can use it on your cards, that means a sangan can be used as a sacrificial lamb. You could also try Statue of the wicked. While the Dark World fiends can easily bypass the normal summmon requirments, your other tribute monsters can't. Having a large monster presence is a strong asepct of this decktype. Exploit it.
The only really bad part of this card is the effect itself. In a Dark World deck, you WANT to discard cards from your hands. You a excuse to toss them out as part of an effect. If the first part of the effect doesn't destroy the card, you can't discard a card which means you can't get the effect of a Dark World fiend.
In seal format, its an ok card by itself. You probably have stuff in your hand you don't want anyway or wouldn't mind tossing. If you come across any DW fiends and you should, seeing as the the the guard and the hunter are common and the WuLord is a rare, this can be quite a good card. You took out one of the opponents cards and now have one of your own on the field. 3/5
In traditional, this decktype seems a little risky. The card itself is ok, but not as effective as the removal cards that run rampant in this format. 2.5/5
In advance, this is a solid card, particularly in a Dark World deck but also outside of it. If it doesn't work, you don't pay. That alone is good. You get to choose what to toss. And in Dark World decktypes, you have the opporunity of special summoning another monster or drawing another card. 4/5
Effect: Select 1 face-down card on the field and destroy it, and after that, select 1 card from your hand and discard it to the Graveyard.
Rulings
1. The card targeted by "Dark World Lightning" must be face-down when "Dark World Lightning" resolves in order to be destroyed. If you target a face-down Spell or Trap Card, and the opponent activates it in a chain, then it will not be destroyed by "Dark World Lightning". If you target a face-down monster, and it is flipped up in a chain by a card effect before "Dark World Lighting" resolves, the monster is not destroyed.
2. If you do not destroy the targeted face-down card with the effect of "Dark World Lightning" (such as if it is face-up as resolution, or if it is destroyed by another effect first), you do NOT discard 1 card from your hand.
3. You cannot activate this card if you have no other cards in your hand. If an effect is chained to "Dark World Lightning" that makes you discard all the cards in your hand, then the face-down target of "Dark World Lightning" will still be destroyed, even though you cannot discard 1 card.
4. Discarding 1 card is part of the effect of "Dark World Lightning", it is not a cost. (So you can use it to activate the effects of "Dark World" monsters, for example.)
We continue looking into cards from the EEN set, with today's being Dark World Lightning.
Even if you don't use Dark World fiends, this card is pretty handy. Be it monster, spell or trap card, this spell will destroy so long as its face-down. You do however, have to discard a card afterwards but that counts as part of the effect which means you don't lose anything should the opponent negate it.
In Dark World fiend deck, this card can be quite nasty. Normally, discarding a card is payment to do something. Not with this card. Its an effect. And DW fiends love 'discard a card from your hand' effects. Its the reason why you would run a Berserk King in three's if not at least two. Same logic here. Only this card makes it even easier to activate those effects than the Berserk King. Take out a face down card, personally I get rid of a face-down trap if possible and then bring out either of the Dark World Lords, the Guard, onto the field because of the second effect of Dark World Lightning. You destroyed one of the opponent's cards and have brought one of your own onto the field without taking up your normal summon. If you discard a hunter you'll draw another card in its place. In this type of fiend deck, Lightning has no drawbacks other than the fact that the card MUST be destroyed by the first effect. You can destroy one of your own cards and force your opponent to try and stop your suicide tactic.
By itself its pretty good. In combination it can spell quick doom for the opponent. Try Swords of Concealing Light. That'll get all your opponents current monsters and leave them in the perfect mode to take out with Lightning. Good for destroying monsters your Dark World Fiends can't take out on their own.
Since you can use it on your cards, that means a sangan can be used as a sacrificial lamb. You could also try Statue of the wicked. While the Dark World fiends can easily bypass the normal summmon requirments, your other tribute monsters can't. Having a large monster presence is a strong asepct of this decktype. Exploit it.
The only really bad part of this card is the effect itself. In a Dark World deck, you WANT to discard cards from your hands. You a excuse to toss them out as part of an effect. If the first part of the effect doesn't destroy the card, you can't discard a card which means you can't get the effect of a Dark World fiend.
In seal format, its an ok card by itself. You probably have stuff in your hand you don't want anyway or wouldn't mind tossing. If you come across any DW fiends and you should, seeing as the the the guard and the hunter are common and the WuLord is a rare, this can be quite a good card. You took out one of the opponents cards and now have one of your own on the field. 3/5
In traditional, this decktype seems a little risky. The card itself is ok, but not as effective as the removal cards that run rampant in this format. 2.5/5
In advance, this is a solid card, particularly in a Dark World deck but also outside of it. If it doesn't work, you don't pay. That alone is good. You get to choose what to toss. And in Dark World decktypes, you have the opporunity of special summoning another monster or drawing another card. 4/5