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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Archfiend Commander
- #JUMP-EN067 If you control an "Archfiend" card, you can Special Summon this card (from your hand), but it cannot attack this turn. You can only Special Summon "Archfiend Commander" once per turn this way. When Special Summoned this way: Target 1 "Archfiend" card you control; destroy that target. When this card is Tribute Summoned: You can target 1 Level 6 "Archfiend" monster in your Graveyard; Special Summon that target in face-up Defense Position.
Card Ratings
Traditional: 1.25
Advanced:
2.63
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
April 24, 2014
Back to the main COTD
Page
|
Leo
Kearon |
Archfiend Commander
DARK/ Fiend/Effect/Level 6/2500/1200
If you control an "Archfiend" card, you can Special
Summon this card (from your hand), but it cannot
attack this turn. You can only Special Summon
"Archfiend Commander" once per turn this way. When
Special Summoned this way: Target 1 "Archfiend" card
you control; destroy that target. When this card is
Tribute Summoned: You can target 1 Level 6
"Archfiend" monster in your Graveyard; Special
Summon that target in face-up Defense Position.
Next up we have Archfiend Commander. Statwise it is
the exact same as Summoned Skull but it’s an effect
monster.
Speaking of effects Archfiend Commander has a
couple. First off he can be special summoned if you
have an Archfiend card on the field, but he can’t
attack and you can only do this way once per turn
and if you do special summon him this way, he has to
destroy an Archfiend card you control. So you can
special summon him, but it can’t attack and you lose
a card doing so. That’s not a good idea no matter
what way you look at it.
However this monster was Tribute Summoned, you can
special summon 1 level 6 Archfiend from your
graveyard in DEF position. So you get a replacement
monster which you can then use for Xyz summoning. So
the normal way on getting this card out is better
than the alternate summoning method, which is
strange.
Overall, a solid card but despite what Konami think
Archfiends are still no really an archetype and this
isn’t going to change things.
Traditional: 2/5
Advanced: 2/5
|
Cyberplum |
Almost at the end of the week folks. We look at
another JUMP promo today, and a halfway-decent
archetype-related one, Archfiend Commander.
Archfiends aren't the most powerful or popular theme
to play, but they're definitely an entertaining one
with some nasty tricks available to them, like the
use of the First Lord of Horror or the controlling
effect of Falling Down. The TCG releases of
Archfiend Giant and Sinister Yorishiro helped
breathe new life into them, allowing for rapid
summoning of the more powerful monsters, and Giant's
protection effect helped keep him on the field for
as long as possible.
So how will Commander help you? Well first,
Yorishiro on the field or no, you can put him on the
fild with ease, so long as you have another
Archfiend available. Second, if he's tribute
summoned, you get a second Level 6 Archfiend from
the grave, so you could get either himself, Giant,
Summoned Skull, or maybe even Archfiend of Gilfer,
if you like to live dangerously. I don't know if
this effect activates with Yorishiro's no cost
effect; effects based on tributes always throw me
off.
Stats-wise he comes out above-average for a level 6
monster. 2500 attack is over the industry standard
of 2400, and his defense at 1200 is a little higher
too. Being Dark is a great life choice, and Fiend
is kind of moot. Level 6 of course means that when
his special summoning effect activates, you get
another level 6 with which to XYZ summon. Level 6
XYZ monsters are nothing if not awesome, and of
course allow you to create a Gaia Charger after you
use their effects.
All in all Commander is a great archetype support
card for Archfiends, but like most archetype cards,
he has no place outside of his own deck.
Traditional: 1/5
Advanced: 3/5
Art: 4.5/5
Thanks for reading!
|
Baneful |
Archfiend Commander
A modern-day Summoned Skull. A big beater
that's easy to summon but comes with penalties (a)
once per turn (b) no attack (c) worst of all you
must destroy a card you control precluding your
ability to get a +1 out of it. It's good to
see cards balanced, but it got nerfed too hard.
Tribute summoning it can create a +1 though (a) you
need an appropriate LV6 monster in the graveyard and
(b) Tribute Summoning is not as feasible as it was
years ago.
Decent concept, though nothing astounding.
Needs some support and some time (cough cough.
I mean it needs a broken Rank-6 XYZ).
Lukewarm, but not wholly bad.
Traditional - 1.0
Advanced: - 2.5 |
Terrorking |
Summoned Skull, Summoned Skull, oh wherefore art
thou, Summoned Skull? Oh, what's that? You're real
name is "Archfiend's Summon"? NONSENSE! Your name is
"Summoned Skull", but we shall always treat you like
an Archfiend! Okay, okay. Just this once we shall
allow you get to change your name. What will it be,
Summoned Skull? "Skull Archfiend of Lightning,"
really? That's what you want? Okay. But it's the
last ti- Oh, now you're going by the name "Archfiend
Commander"? Make up your mind!
To quote myself from elsewhere: "Amazing combo piece
for the deck. You can destroy your Archfiends to
trigger Pandemonium, and if Heiress, you get another
search. In addition, if you already had one in the
Grave, you can tribute summon it for an Xyz Summon.
Great card for both Archfiend deck types [Palabyrinth
builds and Pandemonium builds], as it facilitates
Rank 6 plays in Palabyrinth or cycling in
Pandemonium. If you have Skill Drain up, you don't
need to destroy a card when you Special Summon this.
Run 2-3."
I posted that a year ago, and it still remains true.
If you're going to be playing Archfiends, running
this card is a must.
Advanced: 2.5/5 (Archfiends can't compete, my
dearies, and this is only as good as its theme)
Traditional: 1/5
|
tails512
YouTube |
Archfiend Commander doesn't immediately jump off the
page, but it is a good fit within the archetype.
Many of the Archfiends have effects that trigger
when they are destroyed, so you don't lose any
advantage special summoning Archfiend Commander.
Archfiend Cavalry, Empress, and Heiress are all
good monsters to destroy with Commander. Once on
the field, Commander is a fairly strong level 6
monster.
Additionally, you can use Archfiend Commander to
facilitate rank 6 plays by tribute summoning him
with a level 6 Archfiend in your grave. This effect
is solid, but can be risky if your opponent has
traps.
Rating: 2.5/5 (Decent) |
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