Deck creativity points: 5 (Darkworld is used too much and cheap way to win duels)
Consistency:4 (Darkworld deck are meant to draw like crazy and pop cards from the field...didnt see much of that)
Deck amount:6 (To utilize a deck to its full potential, there shouldn't be over 42 cards (you had 42+). It helps draw cards that are needed much sooner than later)
Competitiveness: 4 (1st game I thought I could have had my whole field destroyed but after I gain field control, the deck was shut down from there on in)
Originality: 5 (It's Dark World..didnt seem no different from any other)
Duel control: 4 (For about 1 or 2 turns you were in control, after I gained field advantage, you could never gain it back)
Field adv: 4 ( As stated before, there wasnt any field advantage shown much from the deck)
Siding skill: 7 (Cant say if you sided or not, so I cant assume you didnt)
Miss plays: 2 (When Trance Archfiend got destroyed, you didn't use his effect to add one of your level 4 or lower monsters from the banished zone to your hand and when you brought out dark armed, you attacked the token with him but you could attacked with trance archfiend to attack and destroy both it and the target and add the banished card to your hand. You could have atleast had a monster in your hand to defend your lp from one attack)
Final Score :39/74
You missed 2 questions on the test that kept you from getting Hamon. Welcome to Uria. ^^ Get your game on!