The controller of
this card pays 900 Life Points during each of
his/her Standby Phases (this is not optional). When
this card is targeted by the effect of a card
controlled by your opponent, when resolving the
effect, roll a six-sided die. If the result is 3,
negate the effect and destroy the opponent's card.
The Battle Damage this card inflicts to your
opponent is halved.
Card Ratings
Traditional: 1.00
Advanced:
2.00
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 02.10.09
Shadowknight Archfiend, remember him? I thought
not...anyway, we have a Level 4 monster, oddly
enough again, who is a Fiend, but of the Wind
attribute with 2000 attack (which is nice, or so you
would think) and 1600 defense.
Shadowknight is even worse than Imprisoned Queen
Archfiend, and you don't even need to tribute for
him. Here, your Lifepoint payment is 900 per turn,
which is still far too many Lifepoints to give up in
a turn.
Anyway, if Shadowknight is targeted (specifically no
less) by the effect of an opponent's card, when
resolving the effect, roll a die.
If the result is a 3, you can negate the effect and
destroy the aforementioned card.
Garbage...again. You have a one and six shot, or
even a one in three shot if you played Dice Re-Roll.
PLUS, if there wasn't enough reason to not play this
card, any Battle Damage you manage to inflict with
this card, it's halved.
Maybe Imprisoned Queen Archfiend wasn't a 1/5...this
guy is worse.
Ratings:
1/5 all, again...We need a new scale where we can
rate lower than 1...
Art: 3/5 The picture IS better.
General Zorpa
Shadowknight Archfiend
This is where all of the heavy lifting for
Archfiends comes in. 2000 ATK on a level 4 monster
is glorious, and his relatively high DEF can help as
well. His effects are mostly detrimental, the
standard Archfiend lifepoint payment as well as
halving his damage whenever he deals damage.
This card is best combined with support like Skill
Drain, Pandemonium and Imprisoned Queen Archfiend.
These cards all mitigate his bad effects as well as
make your opponent uncomfortable. Basically, he
would go in a deck because he is a DARK Fiend
Archfiend that has good ATK and a not really bad
side effect, as destroying cards is what really
matters, and he can do that just fine.
Traditional-1/5
Advanced-2.5/5
Freeza
ahhhh ... Shadowkinght
... now this guy, for some odd reason I never really
REALLY loved ... I think it may have been his 900 LP
cost (the highest of the 4 star or less Archfiends)
per standby phase, coupled with only being to negate
with 1 number ...
That being said, taking a closer look at his overall
playability ... he's not too too TOO bad ... 2000
ATK is phenomenal for a 4 Star monster that requires
no special summon or stipulations to attack. And as
mentioned with yesterday's Archfiend - the deck
needs Pandemonium to work, and with it - his high
cost per turn becomes a non-issue ... So what u have
left is pure 4 star muscle that can stand next to
the King and run over a lot of monsters.
But then is that enough to warrant a spot on your
starting lineup? ... I wouldnt really say so. His
Wind attribute does nothing for the primary deck
where u should find him, (though he does get style
points for the fact that i've seen him used
effectively in a Wind deck), and most of the other
Archfiends suffer from the same lack of attribute
synergy anyway. But the fact that u then HALVE the
battle damage u inflict to your opponent should be
the last thing u need to know about him before
cutting him from the team.
U always still have Archfiend Soldier who's got a
nothing-to-scoff-at 1900 ATK, no LP cost regardless
of Pandemonium, and can dish out the full amount
that his ATK suggests. Plus the Soldier has a Dark
attribute which only helps his case ...
Yeah, i'm gonna stick with my original thoughts on
the Shadowknight ... he's not the worst, but nowhere
near integral for the Archfiend Deck. I say leave
him.