July 2007
Brian “Ace”
FIEND / DARK NECROFEAR
This deck theme has seen little play over the years
since Dark Necrofear’s release in LON. Since then,
it has gained a surprising amount of support. PGD
contained Newdoria and Dark Jeroid, which added more
fiend monsters to be searched via Mystic Tomato. The
other most common dark fiends to search out
previously had been Giant Germ, which has a search
effect of its own, and the classic, Sangan. In
addition to the solid field control through
searchers, fiends also contain an assortment of many
aggressive/beatdown monsters including Giant Orc and
Goblin Elite Attack Force. Both of which make great
counters to the strong and heavily played Cyber
Dragon. Another fat fiend would be the well-known
Dark Ruler Ha Des.
The deck I have constructed is well balanced and
combines a significant field presence with solid
hand control. This is achieved from the vast amount
of fiend monsters available to search out. A simple
Tomato search for Newdoria preserves your monster
presence and disturbs the opponent’s. Here is a deck
list: I will further discuss the build after.
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
Monsters:
The Newdorias, Mystic Tomatoes, and Giant Germs are
self-explanatory. Dark Jeroid, despite it often
being the least desirable of the fiends for a search
can be surprisingly helpful in key situations.
Simply weaken a 2400 to a 1600 and hit it with one
of the big hitters. However, there is only room for
one. I decided to run two copies of Dark Necrofear.
It seems to be the happy medium. Three is too much
because it’s more susceptible to being a dead card
in hand. Only running one makes it too hard to
topdeck, and in addition, the deck makes it easy to
play two. The Magical Merchants, although not a
necessity, make the deck unique and gives it good
synergy. Its ability to send fiends to the grave is
great, plus the bonus of getting a helpful spell or
trap. Along with Mystic Tomato and Giant Germ, this
is also a good card to use creature swap on. Reasons
for not playing this card could be the unfortunate
occasion of sending a Necrofear off to the grave.
But, hey! That’s what Pot of Avarice is for! This
card has great synergy with Pot of Avarice,
significantly dropping the chance of it being a dead
draw/card in hand. The main problem with this card
is the part where you have to show the card you got
to the opponent. It spoils bluffs sometimes, and
allows your opponent to work around a card and wait.
But enough on this little bug—It’s not even a fiend
for crying out loud and here I am giving a
formidable card review on it! Moving on, I say!
Snipe Hunter is a good fiend. The discard part isn’t
so bad. In fact, it can be quite helpful. For
obvious reasons, too. Fiend food for the Necrofear,
of course! The other card that may need explaining
is Goblin Elite. If you run down the list of
monsters in this deck you may notice that there
aren’t that many hard hitters. Gob Elite is great.
It’s a nice little counter to Cyber Dragon, and it
even may have just enough DEF to hold your opponent
off for a of couple turns. Last and certainly not
least is Dark Ruler Ha Des. Quite a scary monster.
This card can completely shut your opponent down if
they can’t draw a card to stop it. If you like it
enough and can find room for two, go ahead. I
wouldn’t play three, two the most.
Spells:
For the most part, the spells in this deck are
standard in any deck. Book of Moon always is a
versatile card. In rare situations, you may even
play it to use the Magical Merchant’s nifty ability
again. Creature Swap. It’s usually seen in decks
like these. Great for giving a searcher to the
opponent and hitting it to bop the opponent again
with another monster. However, it can be useful in
other situations, too. It can stop a rallie from the
opposition. Say for instance, a Jinzo is played.
Well, the bigger they are the harder the fall! How
frustrating it would be to have your Jinzo swapped
for the well-loved Magical Merchant. Just squash the
little bug and you’d be well on your way to a
victory. Scapegoat is a good stall. This card, as we
all know, works scarily well with Creature Swap. Pot
of Avarice is a must for this deck. The cards to be
put back would be the searchers or maybe the Dark
Ruler Ha Des or a used/unused Dark Necrofear. Try to
keep a few fiends in though for the Necro.
Confiscation. I felt that this deck has pretty solid
field control. However, an aspect that it was
originally lacking was hand control. Although not
creating any advantage, it significantly disarms
your opponent. The other plus is knowing what they
had hidden from you. The rest of the cards are
self-explanatory.
Traps:
This is where the deck becomes unique. And you don’t
have to follow me here with this idea. However, I
firmly believe it helps. As I have stated hand
control is an important aspect that was originally
lacking in this deck. Trap Dustshoot is a good card
recently seeing more play. Drop Off, however, is a
card that isn’t played as much as it used too. This
deck though, really puts a ware on you and your
opponent. There’s a lot of one-for-ones going on.
Both players are reduced to only a few cards in hand
and on field. I understand this card can be a bad
topdeck. But when the deck makes an open and
produces some advantage, a Drop Off can be a hard
hit on the opponent. It’s a card that is great when
you’re even with your opponent, to slightly ahead,
and to well ahead. When you’re behind though, a
Skull Servant could be a more desirable topdeck to
stop the bleeding. If you, personally don’t like
playing Drop Offs—don’t! That would slim the deck
down to 40 exactly. I suggest you at least try them
out. They can pin the opponent, and in a way
difficult to counter. If you really like Drop Offs
and have room for them, play three. They’re
definitely best run in threes. Another solution to
some hand control would be a Don Zaloog. After all,
we got the three Tomatoes. But it’s not a fiend and
a fiend would probably be of more use than a
“random” warrior. The other flaw to this deck up to
this point is not enough stall or block from the
opponent. A couple copies of Sakuretsu Armor along
with a Mirror Force and Ring of Destruction should
be all the protection you’ll need.
What Just Missed the Cut:
Monsters:
Dark World--It wouldn’t be too difficult to change
the deck build to have a bit of Dark World spin on
it. After all, they are fiends. A Morphing Jar added
in would help the Dark World Monsters and could be
helpful in sending fiends off to the grave.
Don Zaloog--As I mentioned a solo copy of Don
wouldn’t be the worst idea. But what about two
copies? This deck could be easily morphed into a
Tomato Control without many changes. However, it
would be difficult to run a Necrofear/Tomato Control
Deck. I don’t really see the need. The fiend deck I
just explored with you is arguably a Tomato Control.
If you think you can pull it off, write back to me.
My email will be at the bottom of the page.
Night Assailant—This would be a solid card in this
deck. It would be quite easy to use either of it’s
abilities. A Snipe cost to retrieve a Merchant. Not
bad. It is a fiend, too. I personally find it to be
too slow a card. If you like it, go for it.
Card Trooper—This card simply isn’t needed in this
deck. It’s best to use all these fiend’s nifty
effects. The deck doesn’t really need any help in
getting fiends to the grave quicker. In fact, it
isn’t even an absolute necessity to get a Dark
Necrofear to the field. The deck is quite capable of
winning without it even being played. But if you
must play your shiny, expensive cards, I can’t stop
you. Or can I? No… I don’t think I can. Magical
Merchant may be slower, but it only sends monsters
and is overall more effective. N this deck, anyway.
Morphing Jar—This card can really help in a jam to
gain some options. But if your opponent is already
ahead, he’s going to stay ahead. It can help send
fiends off as food for Necrofear. I just don’t find
it needed. If you like it, play it.
“Staples”—Jinzo, D.D. Warrior Lady, Exiled Force,
Cyber Dragon, Neo-Spacian Grand Mole, Tree-born
Frog. These cards, in general aren’t needed in the
deck. In addition, where are you going to put them?
None of them are fiends and will end up being pesky
cards in your grave. I would definitely sidedeck a
Jinzo though. Cards like Exiled Force and D.D.
Warrior Lady have their place taken by Newdoria. A
step down, in ability, but definitely the better
choice to put in this deck.
Spells:
Card Destruction—This card can be great when you
have a few fiends in hand with no Dark Necrofear—especially
if one of the cards you get is Dark Necrofear.
Basically, this is a good card to dump off fiends to
the grave for Dark Necrofear. However, it is a solid
card without simply being a fiend dumper. If you’re
in a tight spot and need to draw a key card, this
card could help. It also can be a pain for the
opponent. It’s great for killing the irritating Neo-Spacian
Grand Mole. Okay, so all I mentioned was PROs. What
about the CONs? Well, it’s not that there’s much
wrong with this card. It’s simply not needed that
much and isn’t great. I do suggest you try it out.
If you feel you need more fiends in the grave, this
would be a good card to help.
Lightning Vortex—Yet another card to produce some
food for Dark Necrofear. This card can pack a big
punch when timed right. This is another card that if
you can find the room, and feel it would be a more a
plus than a burden, try it out.
The Cheerful Coffin—This is a card that didn’t
exactly just miss the cut. It is definitely not
needed. It is just wasting cards and flushing your
advantage down the drain. If you were thinking about
playing this card…don’t!
Nobleman of Extermination--This is a good card that
has seen little play. If you have the room, I would
play it. Spell/Trap removal is good. And this deck
doesn’t have very much of it. I would recommend side
decking a pair or at least something similar to it,
i.e. Dust Tornado.
Traps:
The Drop Off the only trap I had to think about. It
just made the cut. It’s all in preference. In this
deck though, it’s a good chance your opponent will
only have three or four cards total on their field
and in their hand. If you wish to make a build
similar to the one I have constructed, I highly
recommend giving it a shot.
The deck is on its way to being very competitive.
And the best part is it’s fairly inexpensive to
build. The core consists mainly of rares, save the
Dark Ruler Ha Des and Dark Necrofear itself. Both of
which were reprinted into more common of a card… and
less expensive, too. If you have any thoughts,
comments, suggestions, etc., please feel free to
email me. I get hardly any mail and I promise to
respond… eventually. This deck could be the next big
build. Test play it as much as possible and help me
work out the kinks. The deck has great synergy and
is very fun to duel with. Again, any comments, etc
email me at:
Liberate4692@aol.com