|
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
Infernalqueen Archfiend
Card Number
- DCR-071
Ratings
are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Date Reviewed - 12.23.03 |
wartortle32 |
Infernalqueen Archfiend
The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. As long as this card remains on the field during each Standby Phase increase the ATK of 1 Archfiend monster by 1000 points.
Before I review this card, I want to mention that a few cards that do not include Archfiend in their names are still considered Archfiends. These include:
Axe of Despair
B. Skull Dragon
Beast of Talwar
Fiend Skull Dragon
Lesser Fiend
Shadow Tamer
Summoned Skull
Toon Summoned Skull
This is due to the fact that they had "demon" in their name in Japan. Anyway, onto the queen...
In Japan, the card said that the attack increase bonus only lasted until the end of the turn. This card says nothing about that, so until Upperdeck releases a ruling on whether or not the effect is cumulative, play whichever way you want. I'm going to base this review on the assumption that the attack increase is not cumulative. If the increase was permanent, this card would be insane as you could get it to 2900 the turn after you summon it.
The cost of the card shouldn't mean much as if you're using this, you'll probably be playing Pandemonium as well so you wont be paying for it most of the time. The attack increase of this is great if you can keep it alive for a turn. It can power itself up to 1900 ATK or increase other archfiends to take out stronger monsters. This allows you to easily take down any monster with Terrorking or Shadowknight. Then of course is its negation ability. You have a 1/3 chance to negate any targeted effect. It'll certainly make the opponent think twice before he tries to target it with anything.
In an Archfiend deck, I'd give it 3.4/5. Certainly not required, as Archfiend decks pack plenty of enough punch. But still a nice addition nonetheless.
|
dawnyoshi |
Infernalqueen Archfiend is one of those cards that make you look to Konami and ask them "AGAIN?". The reason for doing this is because, once again, its effect is different from the Japanese version of this card.
While many people will blindly believe anything Edo has on his website, even though he's human and he admits he's only gone so far in Japanese, this is one of those effects that he is correct on.
The English text of Infernalqueen states that during each standby phase, an archfiend's ATK is increased by 1000. The Japanese version states that it increases an Archfiend's ATK by 1000 "until the end phase". Big power difference there.
So is the card good with its errata? Yes, of COURSE it's good. It's reason to run Judgment of Anubis just so you can destroy it when it's powerful. Is the Japanese version good? It's good too! A great power boost for a vilepawn archfiend, or a terrorking.
Constructed: 3.5/5
A nice archfiend card right now, but don't expect its effect to remain the same unless Konami wants this card changed.
Limited: 23/5
Having a 1900 ATK archfiend is nothing to complain about. A nice power-up in draft. |
f00b |
Tuesday - Infernalqueen Archfiend - 12/23/03
Infernalqueen Archfiend
(Fire/Fiend/4/900/1500)
The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent’s card. As long as this card remains on the field during each Standby Phase increase the ATK of 1 Archfiend monster by 1000 points.
DCR-071
Rare
Talk about a good rare. This card, OBVIOUSLY printed differently from its Japanese counterpart, rivals a tournament-playable English God Card, with its gargantuan power-boosting effect. This mishap is the precise reason that this card is so playable, and in fact, truly warrants its own deck based on it. Here’s why:
Pros:
+Gains 1000 ATK EVERY standby phase
+Summonable by UFO Turtle, and searchable by Witch, Sangan
+Is only a RARE - an easy find
+A third of the time, negates a card that specifically targets it, like change of heart or snatch steal.
+Did I mention gains 1000 ATK EVERY standby phase?
Cons:
-Can be used against you =\
-Only starts out with 900 ATK
-These “cons” are so weak cuz this card is so powerful >_<
Combos:
*Negate the life loss with Pandemonium
*Protect it with Imperial Order and Wabokus to ensure it will increase in power without changing control or being destroyed.
This card prompts the new Beatdown. Archfiend decks are infinitely more powerful than the standard beatdown of old. And although I am no fan of simple “hit your opponent hard for the win” decks, there’s no denying the power of this card.
So it’s first turn, you lay an Imperial Order and an Infernalqueen Archfiend. You pass, and her attack boosts to 1900 - already a Gemini effect. Your opponent undoubtedly attempts to destroy the queen, but you Imperial negates such a futile attempt. Thus, unless you opponent has his/her own 1900+ 4 Star Attacker, there is no way they’re taking her down anytime soon. So it comes to your turn, and ALREADY you have a 2900 attacker o_O. Choose whether or not to pay for Imperial from here, but a simple Raigeki and Feather Duster mean game for this card. Just let it build up for 4 turns, then go off clearing the board and attacking in one felt swoop for the win.
Thus, for the Queen to reach 8000+ ATK, it must survive battle with Gemini Elf and Goblin Attack Forces early on via Waboku. Then, torrential tributes must be MSTed away so that your opponent doesn’t simply summon their own monster to activate a torrential and blow up your queen. If they should activate Change of Heart and you have a Waboku, allow them to play it, and try to roll the critical 2 or 5. If you fail, you still take no damage this turn, but remember it can be used as a tribute summon. So, it is always favorable to have an Imperial Order or even another hard-negator like Spell Shield Type 8 to keep the Queen on YOUR side of the field. It’s positive that snatch steal and magic cylinder, etc are the BANE of this card, so you must make sure to prepare for them properly. But with the correct spells and traps to both keep the queen alive for 4 turns and to keep her under your control, it is an easy win for you on turn 4 with this “puny” rare.
I’ll take that. I don’t know many people who pack 3000+ monsters in their decks anymore, so all you have to worry about when playing the Queen is field control, and as aforementioned this can be played around easily.
In limited, if you get her out, it may as well be game over. I mean really, she is so BROKEN in this format. I mean, a literal 5/5 because unless destroyed the TURN after she is played, it is unlikely she will NOT reach the desired maximum 8K attack, unless a random monster removal spell is played or something like Newdoria, Exiled Force, or D.D. Warrior Lady finds its way against you.
Basically, play this card. If you don’t, you’re at a disadvantage to your opponent. And well, this card in my opinion replaces any form of beatdown monster out there currently. It’s just THAT good. And all from a simple mistake…
Ratings:
Constructed - 4/5
Limited - 5/5 I don’t care about the minute chance your opponent drafts/opens a removal spell. There’s no reason NOT to use this here. |
infinitekhaos |
Infernalqueen Archfiend
(Fire/Fiend/4/900/1500)
The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent’s card. As long as this card remains on the field during each Standby Phase increase the ATK of 1 Archfiend monster by 1000 points.
DCR-071
Rare
First thing is first, upperdeck pulled what i call "a bazoo" on this card. The boost is only supposed to last until the end phase of the turn. If you play this card on its own, it will just get stronger and stronger with each coming turn. Now since im certain UDE isnt going to do anything about this for a while, im going to review this card as if the effect is at it is on the card. This card is BROKEN. After only two turns you have a 2900 ATK level 4 on the field. After three turns, not even a fully pumped injection can make it passed this card. This would also be devastating in an archfiend deck, i would personally use it with terrorking, another level 4, thus avoiding the tribute for archfiend of lightning, summoned skull (considered an archfiend) etc.
Tourney - 3.0 - if UDE clears the ruling - 2.6
Draft - 3.5 - if UDE clears the ruling - 2.0
Artwork - 3.0 - eh...
Closing line - my infernalqueen is at 8900, MST your mirror force..and....JUDGEMENT OF ANUBIS!! GAME!! |
|