*Growls* This needs limited. Now. <.< Just reading through a few of the Shohen Jump feature matches was more than enough to make me royally sick of seeing the old Allure, Destiny Draw, Premature/Reborn on Disc Commander, second allure chain of plays. (or a ridiculously extended version of that which typically involves Dark Magician of Chaos, Dimension Fusion, and additional copies of Allure and Destiny Draw) >.< Normally I'm all for cards that help out Exodia, but with the way the dark attribute is distributed this card is centralizing the metagame so much it's not even funny. It's all about either finding the best way to exploit it or counteract it. Do neither and your deck is pretty much doomed from the start. Sure, it was sort of interesting reading at first, but it's getting really boring now and it's just completely overshadowing fun cards like Beginning of the End, Gigaplant, and Grinder Golem (<3 Grinder Golem, thus far the best bet for making Inferno Tempest actually work in a deck).
And while on the subject of overshadowing, how many of the dark counterpart monsters have gotten any serious spotlight beside the ever-persistent Dark Armed Dragon? Me, I'd really prefer to see this lovely little guy make it to the TCG. But then again, OCG generally seems to be hogging the best stuff. =O
Dark Simorgh
Winged Beast/Effect
7 Star/Dark
2700 Atk / 1000 Def
This card's Attribute is also treated as WIND. You can Special Summon this card from your hand by removing from play 1 DARK monster and 1 WIND monster in your Graveyard. You can Special Summon this card from your Graveyard by removing from play 1 DARK monster and 1 WIND monster in your hand. While you control this face-up card, your opponent cannot Set (or flip face-down) any cards.
Now, on its own this is already screwing over both Return and Escape, but imagine combining it with Anti-Spell Fragrance. No spells or traps for the opponent (since they'd have to set the spells to play them, which Simorgh won't allow) while simultaneously preventing any sneakiness from face-down monsters AND leaving you free to pull your own face-down shenanigans? I smell a powerful control deck here, and let me tell you, that fragrance is far more pleasant than Dark Armed's. :3
And while I'm ranting about it...
Anti-Spell Fragrance
Continuous Trap
Both players must Set Spell Cards before activating them, and cannot activate them until their next turn.
With all the discussion on how to counteract Dark Armed, I'm actually surprised that no-one has mentioned this one. The backbone of that decktype is dropping down a crazy string of 'draw two' spell cards and then pulling off all kinds of recursion abuse to swarm the field, and while Fragrance is out, the crazy tempo is crippled quite bad. No, it can't stop Diamond Dude, but it sure as heck makes opening hands of Allure and Destiny Draw far less game-breaking. At the very least, I'd say that this is a card worth consideration.