Fiendsmith Engraver
Fiendsmith Engraver

Fiendsmith Engraver – #INFO-EN017

You can discard this card; add 1 “Fiendsmith” Spell/Trap from your Deck to your hand. You can target 1 “Fiendsmith” Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of “Fiendsmith Engraver” once per turn.

Date Reviewed:  September 23rd, 2024

Rating: 4.67

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Was only a matter of time before we tackled this toolbox: Fiendsmith Engraver.

A discard style of RoTA, Engraver fetches you any Fiendsmith Spell/Trap that you may have in your Deck. Most of the time, toolbox users will go after Sanct to get the free token to the field. If you are playing the engine in full though you could also go after Tract, which will RoTA out a Fabel that you can discard to Special Summon. Because Engraver can bring itself back there’s no drawback to discarding him for this effect.

Targeting a Fiendsmith Equip Spell you control to send something of your opponent’s (most likely) to the grave alongside that card ties into the Fusion Monsters carrying his name. This is currently the two Link Monsters in the archetype that can do that from either the field or grave. Fiendsmith have the ability to pull stuff back from the grave again and again to reuse so you are likely to have a Fiendsmith Link ready to equip itself.

Cycling back a LIGHT Fiend monster in the grave to Special Summon this card is a great effect, but likely isn’t the best one. While its stats aren’t much to be concerned about, its the fact that Engraver searched a Spell that has already paid for itself most likely and you are setting up for a Link 2 or a Fusion Summon all off one card.

You are linking off the Fabled you search with Tract, which you searched off Fiendsmith and can cycle it back to the Deck to summon Engraver. Or, if you’ve already gotten to the Link Summoning part…or the Fusion Summoning part(s), you can cycle one of those back to bring Engraver back to the field. One-card toolboxes do this kind of thing: snowball. The Fabled you searched and discarded with Tract will Special Summon itself, be linked away for Fiendsmith Requiem, which can pop itself to bring out a Fiendsmith from the Deck or hand. Now, if you have your original on the field (you will after cycling back either of the LIGHT Fiend monsters in the grave), you can overlay for a Rank 6 or set yourself up for a Link 2, namely the one we’ll review on Wednesday that gets you to your Fiendsmith Fusion monsters, or other Fiend Fusion monsters.

This card is great because it energizes LIGHT Fiend archetypes, but the problem with it is that playing the “toolbox” that ties into it doesn’t hurt many archetypes and only works to power them up more. We’re in the Fiendsmith Format, even after some limitations were taken…and I thought the Four Sons of Horus toolbox was bad…

Advanced- 4.5/5     Art- 4.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

You know an archetype is powerful when it already has a banned card when it’s just a couple of months old. We’re finally at Fiendsmith week with the main card of the archetype to start the week: Fiendsmith Engraver.

Engraver is a Level 6 LIGHT Fiend with 1800 ATK and 2400 DEF. Fine stats, and LIGHT Fiend is gonna be the way to go for some cards for a bit. You can discard this card to search for any Fiendsmith Spell/Trap from the Deck. Mainly, you got Fiendsmith’s Tract to search any LIGHT Fiend (likely Fabled Lurrie to discard it and summon to go into Requiem to summon another Engraver from the Deck). You also got Fiendsmith’s Sanct if you’ve done nothing yet to summon a Token to summon the Requiem, but Tract and Lurrie is better considering that has no restriction vs Sanct. You can target a Fiendsmith Equip Card you control and a monster on the field to send them to the graveyard, working with all 3 Link Monsters having effects on field or in grave to equip to your LIGHT Fiends, turning Engraver into some removal if you need. Finally, you can shuffle another LIGHT Fiend in your graveyard into the Deck or Extra Deck to revive this card. Works after you summon Requiem to get another Engraver from Deck, or the first Engraver to begin with, then revive this and overlay it with another Engraver or Necroquip Princess you summon with an Engraver that has Requiem equipped, and make a Rank 6. This is why Beatrice is banned now, but you can play D/D/D Wave High King Caesar at least to have a Nibiru counter as well as an end board piece to help against the opponent’s plays. Decks that want to get cards in grave can still run Pilgrim Reaper to mill 5, and you can run Constellar Ptolemy M7 to get a card back from the grave to your hand. Every effect is a HOPT, which is fine and not too restrictive on a card this strong. Fiendsmith has become a very powerful engine for making easy Rank 6 monsters, and some of that is on how good Engraver is. Play 3 in the engine if you can afford it.

Advanced Rating: 5/5

Art: 4.5/5 A bit of a rockstar asthetic here, which is super cool.


Mighty Vee
Mighty
Vee

Infinite Forbidden brought a lot of buzz with it, but no other theme in the set has generated more buzz than the Fiendsmith archetype, which took both the OCG and TCG by storm. Their flagship card, Fiendsmith Engraver, starts us off, a level 6 LIGHT Fiend monster you can grab with Fiendsmith’s Tract or the equally controversial Fiendsmith Requiem (and thus any LIGHT Fiend on the field). Being level 6 Fiend is very important, since that qualifies it as a material for D/D/D High Wave King Caesar and (formerly) Beatrice, Lady of the Eternal, as well as a Fusion material for Aerial Eater in Yubel hybrids. Finally, Engraver has a middling 1800 attack for a level 6 monster, though its defense is a decent 2400– not that it’ll stick around for long. Most people already know why the community was, and to a degree still is, terrified of Fiendsmith, but just in case you didn’t know…

Engraver has three hard once per turn effects, something we’ve come to expect, with the first letting you discard it and search any Fiendsmith Spell or Trap. Generally, you’ll search Fiendsmith’s Tract since it’s the most versatile and combo-friendly of the Fiendsmith backrow, though Fiendsmith in Paradise is good disruption in more pure builds. Engraver’s second effect will let you target and send both a Fiendsmith Equip card and any other monster on the field to the Graveyard. This is meant to get rid of troublesome monsters using your Fiendsmith Links as fuel, though in a pinch it can also get monsters on your field into the Graveyard for combo purposes, especially since Engraver needs another Fiendsmith in the Graveyard for its last effect– while in the Graveyard, you can shuffle another LIGHT Fiend from your Graveyard back into your deck or Extra Deck to Special Summon itself; very important for Rank 6 plays! The main reason Fiendsmith has been so maligned is the existence of Moon of the Closed Sky, conveniently imported in Infinite Forbidden alongside Fiendsmith. As a generic Link 2 LIGHT Fiend, you can make it with any two effect monsters and immediately make Requiem, (somewhat) kickstarting the Fiendsmith combo using any two effect monsters. This makes for an engine that not only recycles itself efficiently, but can also spit out useful Link bodies as well as a potential omni negate. The community went nuts, understandably calling it the second advent of Knightmare Mermaid. While Fiendsmith is certainly very strong, to the point a major playmaker for the combo has already been banned, Moon alone doesn’t really enable that much for decks outside of Snake-Eye and Yubel. I don’t expect Engraver itself to be banned anytime soon, if ever, though other cards around it are definitely on the chopping block. Just ask Lacrima! Builds focusing on Fiendsmith should obviously run 3, though as an engine you can get away with just 2 copies if you’re tight on space, which you often will be.

+Very splashable and strong engine for Hand Trap resistance and better ceiling
+Provides access to strong disruption or combo pieces
-Extremely weak to Bystials and other anti-Graveyard cards
-Hefty space investment in both the Main Deck and Extra Deck

Advanced: 4.5/5
Art: 4/5 Funny red man with funny weapons and vague religious theming? Sounds awfully similar to a certain series about devils that might cry…


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