The Darkest Deal


D/D are an archetype of fiend-type monsters debuting in Raging Masters in the OCG, and Clash of Rebellion in the TCG. They are used by Reiji Akaba in the Arc-V anime and interweave all forms of extra deck summon with insurmountable and deadly grace.


Decklist
[Pro Decklist]The Darkest Deal AOz00Lz



Written List :
Monsters - 25
3 D/D Savant Kepler
2 D/D Savant Copernicus
1 D/D Savant Newton
3 D/D Swirl Slime
2 D/D Necro Slime
3 D/D Night Howl
3 D/D Beformet
1 D/D Orthos 
3 D/D Lamia
1 D/D Lilith
3 D/D/D Oblivion King Abyss Ragnarok
Spells - 6
3 Dark Contract with the Gate
2 Dark Contract with the Swamp King
1 One for One
Traps - 9
1 Dark Contract with the Witch
1 Dark Contract with Errors
1 Solemn Warning
3 Solemn Notice
1 Bottomless Trap Hole
1 Vanity's Emptiness
1 Eradicator Epidemic Virus
Extra Deck
1 D/D/D Flame King Genghis
2 D/D/D Oracle King D'Arc
1 D/D/D Dragonbane King Beowulf
1 D/D/D Wave Oblivion King Caesar Ragnarok
2 D/D/D Wave King Caesar
1 D/D/D Marksman King Tell
1 D/D/D Duo-Dawn King Kali Yuga
1 D/D/D Gust King Alexander
1 D/D/D Hexblood King Siegfried
1 Formula Synchron
1 PSY-Framelord Omega
1 Trishula, Dragon of the Ice Barrier
1 Stardust Warrior

Key Cards
D/D Savant Kepler - Kepler is easily the first card you want to be looking for in your opening hand, he searches all Dark Contracts so you can immediately begin to advance your gamestate with Gate, or power through the opponent lategame with cards such as Swamp King. Not only that, but he also sports the impressive, yet rarely used scale of 10.

D/D Swirl Slime
If Kepler is the card that allows you to start building up resources, Swirl is the card that uses those resources to build unbreakable boards. Swirl is easily the deck's best combo starter, bringing out a fusion whilst setting up a special summon to start the deck's devastating summon chains.

D/D Necro Slime
The counterpart for Swirl, Necro Slime allows for a different niche, summoning a fusion out of nowhere to either finish off the opponent or start summon chains out of nowhere. He is generally the first card you will want to send to the grave if using Tell's effect.

D/D Lamia
Newly released, Lamia forms the immediate counterpart to Swirl as your main combo enabler, setting off summon chains on her own, whilst setting up the grave at the same time. Her status as simply a level 1 tuner that has access to D/D support allows for a huge amount of synchro options for the deck to toolbox into. Her effect also allows you to grave a Caesar or Tell to summon her, which triggers their graveyard effects to net you a mill or search.

D/D Night Howl 
Howl functions as a play extender, making many combocentric hands even better, reviving a Berfomet for level changing shenanigans, Copernicus for grave setup, or even Ragnarok, for one of the deck's easier Kali Yuga plays.

D/D Berfomet
Berfomet is a surprisingly versatile card, transforming your D/Ds into basically any level you choose. While it does restrict you to D/D monsters for the rest of the turn, this allows you to make any D/D synchro or xyz with ease.

D/D Savant Copernicus
One fo the newest savants in our arsenal, Copernicus allows for precise milling outside of Tell, which is fantastic for setting up plays. His level 4 pendulum status allows for a fair deal of reccurability in the deck, despite it's vaunted lack of pendulum summons.

D/D/D Oblivion King Abyss Ragnarok
Ragnarok is your strongest maindecked monster, and he certainly lives up to the triple D. Not only does his pendulum effect allow you to extend summon chains to a ridiculous degree, reviving D/D/Ds with his monster effect makes it ridiculously easy to summon Kali Yuga, or to just build incredibly powerful boards.

Dark Contract with the Gate
The main searcher for all of your stuff, and what you will be grabbing with Kepler about 90% of the time, it's fairly self explanatory.

Dark Contract with the Swamp King
Swamp King is the themes main fusion card, allowing you to summon the most powerful fusion, Caesar Ragnarok, whilst also gaining the ability to fuse from the field, which is a real asset when using Caesar or Tell as materials. One more notable thing is that your opponent can't actually stop Swamp with Solemn Warning.

Dark Contract with the Witch
With is your main avenue of disruption, trading in a card from the hand to take out something on the field. This is very valuable indeed for setting up the grave, while the attack boost can be very beneficial if you were to flip it in the damage step.

D/D/D Flame King Genghis
Genghis is the original D/D fusion, and is arguably one of the most integral to all of your combos, being the first part of summon chains that you can set off easily with Lamia or Swirl.

D/D/D Oracle King D'Arc
D'Arc has a simple, but incredibly useful effect, transforming any effect damage into life gain, essentially removing all danger from your contracts, whilst also providing a very nice beat-stick at the same time. Being a level 7 is also very nice for Siegfried plays.

D/D/D Wave Oblivion King Caesar Ragnarok
Our strongest fusion, Caesarok is the deck's answer to any established board of monsters, clearing one without targeting whilst simultaneously boosting his ridiculous attack score. Name any monster, and Caesarok generally can wreck it.

D/D/D Wave King Caesar
Caesar is singlehandedly one of the best extra deck D/D monsters for a number of reasons. For one, he has an ability that protects your entire board of monsters, which your opponent either has to get rid of without destroying or skip their battle phase entirely, which lets you go crazy on them the next turn. He also acts as a kepler when it's sent from the field to the grave, which combos fantastically with Lamia, Ragnarok or Swamp King.

D/D/D Marksman King Tell
Tell is a very nice option to have in the extra deck, as it can act as a pseudo Gagaga Cowboy. It's true ability, lies in being fodder for Swamp King, Ragna, Lamia, or Deck Devastation Virus when you don't want to search a contract with Caesar. The lack of a strong once per turn clause also means you can keep reviving him as fodder for multiple mills in a single turn, setting up Lamia and Necro Slime plays.

D/D/D Duo Dawn King Kali Yuga
If any extra deck D/D/D could be called the themes boss, it would be Kali Yuga. Representing the final cycle of the world in Hindi mythology, he boasts a deadly effect, being both a quick play Heavy Storm, and an unstoppable C107. If you can summon him, the game is very likely in your favour from that point onward.

D/D/D Gust King Alexander
Alexander is the second piece of the traditional summon chain with Ghengis, serving much of the same purpose, although you will likely go into him far less due to the more limited range of things he can summon. He is necessary though, as Genghis is only once per turn, so he can vitally extend your summoning range.

D/D/D Hexblood King Siegfried
The themes newest boss, and by the stars does he live up to that moniker. He is basically the D/D equivalent of Shi-En, whilst also sporting a level of 8, perfect for going into Kali Yuga. Make no mistake, this is the D/D/D you want on the field most of the time.


Key Combos
Now while there is near nowhere enough time to get into the many many combos this deck can pull off, here are a few relevant ones.

First off, possibly the combo I used the most this tournament was using formula synchron to go into Trishula during the opponent's turn, thoroughly disrupting their plays, this can very simply be achieved with 3 cards.

Swirl + Kepler + Necro Slime or Lamia(There are countless variations on this combo, but this is just an example.

The general play goes something along these lines.


Activate Swirl, sending Necro/Lamia to summon Genghis. Banish swirl to summon Kepler from the hand. Kepler searches gate whilst Genghis summons Necro/Lamia. Search the missing lv 1, summon it, and then make Formula Syncron, drawing a card. Now all you need to do is wait for the opponent to summon something, and then trigger formula, likely wrecking any play they had in mind.

The second combo I'll list is a very standard "Trifecta opening" which allows you to summon the Elemental Trio, that being Genghis/Caesar/Alexander. Again, there are variants, and I'll list one or two.

The opening hand requires you to have Night Howl, Swirl Slime and D/D Beformet.

You start off with Swirl ditching Beformet to summon Genghis, after which you bring out Night Howl and summon Beformet. Then you make Alexander. After that Genghis triggers, summoning either Howl or Beformet, Alex follows in summoning the next one. After which, you can summon Caesar or Siegfried depending on your preference and how many contracts you have in play, you generally want Caesar if you don't have enough or any.