From: Zak Turchansky [mailto:darkmagegirl@gmail.com]
Sent: Tuesday, March 21, 2006 6:21 PM
Subject: Lesser Played Decks-Archfiends
Lesser Played Decks: Archfiends - Darkmagegirl
Here I am, ready to give my second contribution to
Pojo. Over the next little while, I'll be looking at
some of the most underused deck types there are.
These ones start off not competitive, but I will see
if I can work something out with them.
Today my deck is Archfiends. For those of you
unfamiliar to this archetype, let give you the jist
of it. Pretty much, you play x number of life points
during your standby phase, this is a must! The only
time you will not do it is if you would kill
yourself by paying.
Also, when most archfiends are targeted, you roll a
die, and if y comes up, the targeting card is
destroyed (which we all know from Yu-Gi-Oh GX).
However there are some cards that are archfiends and
do not have archfiend in their name. But first, we
should look at the basic archfiends.
Archfiend Soldier
Attrib: Dark
Type: Fiend
Level: 4
Atk: 1900
Def: 1500
An expert at battle who belongs to a crack
diabolical unit. He's famous because he always gets
the job done.
Not a bad beatstick, considering all things. One of
the few things is he's a normal monster, so there's
some reliability there (no cost).
Vilepawn Archfiend
Attrib: Earth
Type: Fiend/Effect
Level: 2
Atk: 1200
Def: 200
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 3, negate the effect
and destroy the opponent's card. As long as this
card remains face-up on the field, your opponent
cannot attack another face-up Archfiend Monster Card
except Vilepawn Archfiend.
Not bad, some protection against attacks but you
can't pull off an attack block with him, so I dunno,
run him if you want.
Desrook Archfiend
Attrib: Light
Type: Fiend/Effect
Level: 3
Atk: 1100
Def: 1800
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 3, negate the effect
and destroy the opponent's card.
When a "Terrorking Archfiend" on your side of the
field is destroyed and sent to the Graveyard, you
can send this card from your hand to the Graveyard
to Special Summon the "Terrorking Archfield".
Good card, decent DEF, support for Terrorking,
protection from smashing, etc.
Terrorking Archfiend
Attrib: Dark
Type: Fiend/Effect
Level: 4
Atk: 2000
Def: 1500
You cannot Normal Summon or Flip Summon this card
unless you have an Archfiend Monster Card on your
side of the field. The controller of this card pays
800 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. Also, negate the effect of an Effect Monster
that is destroyed by this monster in battle.
Ahh, one of the best archfiends we have to offer.
Negation of effects, 1/3 chance of negation,
re-summoning via Desrook, it's all good. (Except the
cost, which is bad)
Skull Archfiend of Lightning
Attrib: Dark
Type: Fiend/Effect
Level: 6
Atk: 2500
Def: 1200
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 1, 3, or 6, negate
the effect and destroy the opponent's card.
You've got summoned skull with a small cost and a
50% chance of negation, very good.
Cyber Archfiend
Attrib: Dark
Type: Fiend/Effect
Level: 4
Atk: 1000
Def: 2000
At the beginning of your Draw Phase, if you have no
cards in your hand, draw 1 more card in addition to
the normal draw. During your End Phase, if you have
1 or more card(s) in your hand, destroy this card.
Some Draw Power, always good, high def, no lp cost,
but keep your hand empty.
Shadowknight Archfiend
Attrib: Wind
Type: Fiend/Effect
Level: 4
Atk: 2000
Def: 1600
The controller of this card pays 900 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 3, negate the effect
and destroy the opponent's card.
The Battle Damage this card inflicts to your
opponent's Life Points is halved.
Nice ATK, high cost unfortunately and 1/6 negation
and the damage is halved but it can get through most
things, and hey, I'd ram a DDA with one of these.
Infernalqueen Archfiend
Attrib: Fire
Type: Fiend/Effect
Level: 4
Atk: 900
Def: 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 targeted by 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 Card by 1000 points until the
End Phase.
Great power boost for your archfiends, if you can
keep it out for the turn you need. 1/3 negation's
good and an interesting card.
Archfiends Roar
Group: Trap Card
Type: Trap
Pay 500 Life Points to activate this card. Special
Summon 1 Archfiend Monster Card from your Graveyard.
This monster cannot be offered as a Tribute under
any conditions and is destroyed during the End Phase
of this turn.
Interesting, brings back vilepawn back to block for
another archfiend, and destroy via effect for
pandemonium searching.
And of course the lair of the archfiends. (I wonder
why it's not a chess
board?)
Pandemonium
Group: Spell Card
Type: Spell
Icon: Field
Neither player has to pay Life Points during the
Standby Phase for Archfiend monsters. Each time a
player's Archfiend Monster Card(s) are destroyed and
sent to the Graveyard, except as a result of battle,
that player can select 1 Archfiend Monster Card from
his/her Deck that has fewer Level Stars than the
destroyed card and add it to his/her hand.
Notice I won't mention the following cards as they
don't really do it for me: cards without archfiend
in their name, archfiend marmot of nefariousness,
archfiend of gilfer, pandemonium watchbear,
archfiends oath.
Now let's look at what a deck needs.
Tributes:
I'm thinking two skull archfiends of lightning, feel
free to replace them with summoned skull/beast of
talwar if you don't have them.
2x Skull Archfiend of Lightning
Non Tributes:
Well we want 2 or 3 Terrorking, we'll see how the
rest of the deck goes, 3 Shadowknights for raw
power, of course 3 Desrook for Terrorking help.
Maybe 2 Vilepawn because them+Archfiends roar can
save your monsters in a tight spot. Inferrnalqueens
are a good idea so let's throw two of them in.
Darkbishops can help so 2 of them shall be abl to
cope with things along with 2 cyber archfiends if
the going gets tough. Magician of Faith will let us
get back pandemonium if we need it which leaves us
with a total monster count of 19, not bad.
3x Shadowknight Archfiend
2x Vilepawn Archfiend
2x Terrorking Archfiend
3x Desrook Archfiend
2x infernalqueen Archfiend
2x Cyber Archfiend
2x Darkbishop Archfiend
1x Magician of Faith
Spells:
Let's look at the staple spells all of us use every
day:
Nobleman of Crossout
Heavy Storm
Premature Burial
Dark Hole
Snatch Steal
Swords of Revealing Light
Mystical Space Typhoon
There are seven, now for some stuff for the
archfiends. Pandemonium of course, 2 should work as
long as we throw in a terraforming. We need Life
point gain right? So Emergency Provisions and spell
absorptions have a home here and maybe a poison of
the old man if you want. I love Falling Down so 2 of
them should work it. And Last but not least is a
checkmate which can come in handy.
2x Pandemonium
1x Terraforming
1x Emergency Provisions
2x Spell Absorption
2x Falling Down
1x Checkmate
Total Spells: 16
A little on the heavy side but spell absorption
balances it out with its need for more spells.
Traps:
Battle Scarred of course, followed by Archfiends
Roar. Solemn Wishes is overlooked a lot and I think
it will go nicely in this deck.
Sakuretsu or Bottomless Are for some Extra monster
removal in case you need it.
2x Battle Scarred
2x Archfiends Roar
2x Solemn Wishes
2x Sakuretsu/Bottomless
Total Traps: 8
Here's the final deck:
Name: Archfiends Chessboard
Total Card Count: 41
Tributes: 2
2x Skull Archfiend of Lightning
Non-Tributes: 17
3x Shadowknight Archfiend
2x Vilepawn Archfiend
2x Terrorking Arrchfiend
3x Desrook Archfiend
2x Infernalqueen Archfiend
2x Cyber Archfiend
2x Darkbishop Archfiend
1x Magician of Faith
Spells: 16
2x Pandemonium
1x Terraforming
1x Emergency Provisions
2x Spell Absorption
2x Falling Down
1x Checkmate
1x Nobleman of Crossout
1x Heavy Storm
1x Premature Burial
1x Dark Hole
1x Snatch Steal
1x Swords of Revealing Light
1x Mystical Space Typhoon
Traps: 8
2x Battle Scarred
2x Archfiends Roar
2x Solemn Wishes
2x Sakuretsu/Bottomless
Not a bad deck, could maybe use some tweaking, I
love sacrificing Shadowknight for Great Maju Garzett
and could see this going places.
Wanna email me with a deck you'd like me to do, want
me to fix yours?
I duel on YVD and would be able to duel almost
anytime. Send me an email at darkmagegirl@gmail.com
So Long, Pojodom!
--
. . . It's nothing compared to what I will do to
you. "
-Mobius the Frost Monarch