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For Rent

 Trading Card Game Tips from fans

 

August 2007

 

Editing the Fiend Deck by Brian “ACE”

 

Liberate4692@aol.com

 

Here’s a look at the previous deck.

 

Monsters:20

1 Dark Ruler Ha Des

2 Dark Necrofear

3 Mystic Tomato

3 Giant Germ

2 Newdoria

2 Snipe Hunter

2 Goblin Elite Attack Force

2 Magical Merchant

1 Dark Jeroid

1 Sangan

1 Spirit Reaper

 

Spells: 13

2 Creature Swap

2 Smashing Ground

1 Heavy Storm

1 Mystical Space Typhoon

1 Scapegoat

1 Book of Moon

1 Snatch Steal

1 Pot of Avarice

1 Confiscation

1 Premature Burial

1 Nobleman of Crossout

 

Traps: 9

2 Sakuretsu Armor

2 Drop Off

1 Trap Dustshoot

1 Mirror Force

1 Torrential Tribute

1 Call of the Haunted

1 Ring of Destruction

 

 

            I felt the need to make a few modifications to the deck to prevent bad hands, and dead draws. The main goal of the deck is to use fiends as the main monster type and summon the stud-fiend, Dark Necrofear. The deck has to be fitted to keep up with all deck types while maintaining the fiend theme. This fiend deck uses a more control based approach--with several beatdown monsters to deal more damage and to help hold field presence. To achieve this, I made the deck more consistent while keeping synergy. These are the following changes. I will explain the choices after.

 

Monsters:

 

-1 Mystic Tomato

-2 Snipe Hunter

-2 Magical Merchant

-1 Dark Jeroid

 

+3 Slate Warroir

+1 Morphing Jar

+1 Night Assailant

 

 

Spells:

 

-1 Pot of Avarice

+1 Card Destruction

+1 Lightning Vortex

 

Traps:

 

-2 Drop Off

 

 

Monsters (-):

 

            Magical Merchant--The Magical Merchants were removed from the deck for a few reasons. It can possibly send Dark Necrofear to the grave, it’s not a great topdeck, and it’s not a fiend. Even though, it supplies an extra card to the hand, and sends monsters to the graveyard, there’s better/more affective ways to achieve that.

 

            Snipe Hunter—An interesting card. It can turn around a duel with its nifty and reusable ability destroy any card on the field for the price of one card in hand—that is, if you role anything but a 1 or a 6. It can also backfire quite easily as well. Loosing the gamble and tossing some options away can be quite brutal. Simply, this card is too inconsistent.

 

            Dark Jeroid—Dark Jeroid has seen play in many fiend decks simply because it’s a fiend and can be searched via Tomato. I found this card to be quite a pain, however. The fact that it has to lower a monsters Atk by 800 is sometimes helpful, yet mostly a waste as the monster ends up being killed usually by a Sakuretsu Armor or a Smashing Ground before it can be killed by one of your monsters. OR it has to lower its own attack. :( But with three copies of Slate Warrior to  give the attack force a boost in this deck, the monster could be killed easier I suppose. In all, it’s not a great card, in fact it’s a sub-solid card. In this deck, it would be merely okay. It barely misses the cut with an “umm… ahh… nah…”

 

            Mystic Tomato—The greatest of all tomatoes! The reason the number of copies of it dropped by one is mostly because of the three choices I removed from searching out with him. The other reasons are: a) it’s not a fiend, and b) playing one less doesn’t make this card any less affective in this deck.

 

Monsters (+):

 

Slate Warrior—A solid addition to the build of this deck. The deck definitely needed a boost in offense. I definitely prefer this to Archfiend Soldier. It has an affect, and it has a flip effect—which works well with Night Assailant. It’s just another solid card to add to the monster lineup.

 

            Morphing Jar—This card is great. It helps a lot once you have used up all your cards in hand and need more resources to work with. Also, you’ll be ready for it, but your opponent usually won’t and this can help to disarm him, (even though it rearms him.)This card is a good card to dump fiends and it also works well with Night Assailant. Either Night Assailant will be discarded by the jar or Night Assailant can get the Morphing Jar. (or both) 

 

            Night Assailant—One word: synergy. This card just helps out with other cards. In addition, if it’s not discarded, it’s a solid fiend which acts as a Man-Eater Bug to get rid of scary monsters or to simply hold the opponent back for a turn.

 

Spells (-):

 

            Pot of Avarice—I have really changed my views on this card. Unless a deck can support this card in any way I would not play it. The deck would need searchers or Card Trooper or something—anything to somehow support it. Otherwise, it’s a dead card in hand. This deck, yes it has two Mystic Tomatoes, and three Giant Germs. However, you cannot play this card in this deck without a couple of significant drawbacks. Five monsters. That’s easy to get that many monsters to the grave in this deck. We got Card Destruction, Morphing Jar and searchers to put them there. (Card D. and Morphing Jar, both being better choices to help a bad hand in this deck than Pot of Avarice) However, it’s difficult to leave enough fiends in the grave afterwards for Dark Necrofear. AND… if Pot of Avarice is to be played post-Necrofear-summoning, after having three monsters removed from the grave, it would be considerably more difficult to have five monsters in the grave. With all these complications to worry about messing with the timing of the deck and this card, I had to give it the boot. The only plus, which is obvious, is recycling—which is a good thing, but simply not worth the trouble of disrupting the cycle of this deck.

 

Spells (+):

 

            Card Destruction—This is a pretty sound card. It helps to dump fiends to the grave. It helps to get rid off dead cards in hand--like a Creature Swap without a creature to swap. To play this card well, you can’t be too picky about what cards to save. The more cards discarded the better chances in pulling what you need. Also, works with Night Assailant. J

 

            Lightning Vortex—Sometimes not as helpful as others, yet a very powerful card if not wasted. Very powerful. It can help get fiends to the grave. It could kill a dead card in hand, too. Hmm… killing what is dead… right. Also, works well with Night Assailant.J 

 

Traps (-):

 

            Drop Off—It’s a good card, however, not a necessity. I needed to cut down the number of traps, too. Having many traps makes it less likely to be able to manage the situation immediately. Especially with Drop Off. (Also--Because you have to set first, and usually have to wait until your opponent does something. I.e. Torrential Tribute—wait for a summon.)

 

Miscellaneous:

 

Enemy Controller could be put in. For whatever reason, it seems I’ve happened  to use the “take control” effect more often in this deck. A solo copy of Trap Dustshoot can help add a touch of hand control. It’s also a great counter to Demise decks. If you don’t wish to maindeck it, I’d recommend at least side decking one.

 

If your not a fan of goblin elite, I’d suggest two copies off Dark Jeroid in its place.

 

When playing, especially with this deck, it is very important to know when to use your resources. It’s also important to know which resource to use (I.e. searching for what card will help the most and not simply bringing out the first 1500 or lower dark monster you see) and when you should trade it in for a better one. ( I.e. Lightning Vortex, Card Destruction. (“trading” a card(s) for an effect or for different cards)) It takes a smart player to consistently assess and manage each situation successfully.

 

Here’s a look at the final product:

 

 

 

Monsters: 19

1 Dark Ruler Ha Des

2 Dark Necrofear

3 Giant Germ

3 Slate Warrior

2 Mystic Tomato

2 Newdoria

2 Goblin Elite Attack Force

1 Morphing jar

1 Sangan

1 Spirit Reaper

1 Night Assailant

 

Spells: 14

2 Creature Swap

2 Smashing Ground

1 Heavy Storm

1 Mystical Space Typhoon

1 Scapegoat

1 Book of Moon

1 Snatch Steal

1 Card Destruction

1 Confiscation

1 Premature Burial

1 Nobleman of Crossout

1 Lightning Vortex

 

Traps: 7

2 Sakuretsu Armor

1 Trap Dustshoot

1 Mirror Force

1 Torrential Tribute

1 Call of the Haunted

1 Ring of Destruction

 

Side Deck

 

2 Mask of Darkness                      -Fiend that recycles traps that would be side-decked in. 2 Kuriboh                                 -Fiend that holds out Otk from Chimeratech and agro 

1 Twister                                        -Good against burn/stall.

2 Dust Tornado                              -Good against burn/stall.

3 Pulling the Rug                          -Helps deal with monarchs and gadgets.

2 Cursed Seal of Forbidden Spell -Kills decks that rely on specific spell. I.e. f.countdown

1 Trap Dustshoot                            -Helps against Demise or Exodia?

1 Mind Crush                                 -Helps against Demise or Exodia?

1 Bottomless Trap Hole                  -Helps against Chimeratech/Demise/Monarchs

 

 

           

 

If you have any comments/questions, I’d be glad to hear from you. Just email me at:

 

Liberate4692@aol.com

 

 

 

 


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