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Archfiend guide

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Archfiend guide Empty Archfiend guide

Post by (ReactionGod)DHalo Sun May 19, 2013 4:53 pm

Once upon a time, Archfiends were a terrible, poorly made archetype. That all changed with Judgement of the Light.

With Judgement of the Light the archetype was forever changed. It is now a solid deck, with a focus on plussing like a king.


Working on a solid list: Staring with names, will add descriptions later. For a thorough guide, see MrMcThrasher's guide here: http://forum.dueling...uidediscussion/

So, you have come to ask: What can I do with Archfiends? Well, it's simple: Archfiends can
Synchro summon. Thanks to Kamenleon, we have a powerful toolbox of one-card Level 7 and 8 just using our Archetype, and the capability of other levels by splashing in 0 DEF monsters like Swift Scarecrow.
Xyz Summon. Kamenleon ALSO adds one-card Rank 4 plays to our arsenal, and if you Falling Down an opponent's Level 4 monster while controlling a Cavalry or General, you can proceed to Xyz all over that. Plus we have a Rank 6 toolbox in the form of Commander.
Tribute Summon. Commander has an effect on tribute summon to spring a level 6 archfiend from the grave. This provides Xyz utility, as well as owning face with 5000 worth of ATK. Or we can just steal a monster, tribute a monster of our own and drop Genesis.
Drain skills and minds. Of course, you can toss all of this and just beat your opponent up with Genesis' normal summonable 3000 ATK when Skill Drain is out. Did I mention Genesis didn't have to be tribute summoned? well...
Normal Summon our Master Hyperion without tribute or cost and blow everything up, then Mirror it with Archfiend Palace and go right for the kill. Infect our opponent with viruses. Plus like a bandit off Pandemonium. Generally own face.
Yeah, I think you see what I mean. Archfiends, when they're moving, can be slightly unfair and can definitely own face. Like with Agents and Dark World, they've sprung forth from their horrible limited and weak past to own your face. We have almost infinite potential to utilize the tools given to us.

The Engine


Trick Archfiend
A Tour Guide target who gives a search when sent to the graveyard by effect - any effect, from anywhere. That includes Wind-Up Zenmaines and Number 30: Acid Golem.
Knight of Archfiends (Who I will refer to as "Archfiend Cavalry")
A 1900 beater is never a bad thing, but when it gives your opponent issues when destroyed by effect, you have something. When it dies by effect, you have a Monster Reborn with a no-attack clause.
Lord of Terror - Genesis Archfiend
Absolute power. A Master Hyperion who can be Normal Summoned without tribute. At the expense of dying that turn.
Archfiend Commander
Special Summon him and he pops another Archfiend. Tribute Summon him and he revives a level 6 Archfiend. Oh, and he's a perfect target for viruses, too.


The Combo builders



Chamenleon
Crane Crane
Tour Guide from the Underworld

Your One-Card Synchro or Xyz Summons. Chamenleon and Crane Crane work off material in the Grave, Tour Guide, of course, works off the deck or hand.


The other Noteworthy Archfiends



The support and Fields


Falling Down
Pandemonium
Archfiend Palace - Maze of the Malign
Archfiend's Roar
Deck Devastation Virus
Eradicator Epidemic Virus
Dark Armed Dragon
Allure of Darkness
Dark Smog



The Techs


Swift Scarecrow
Safe Zone
Call of the Haunted
Meklord Emperor Wisel


The Extra Deck
With Chamenleon and Tour Guide, Archfiends have access to Rank 3, 4, and 6 Xyz. Level 7 and 8 Synchro. Potentially limited Rank 7/8 (bear in mind, Genesis SS locks you to fiends). Swift Scarecrow adds level 5 capability.


- - - Archfiends from the Extra Deck - - -
Red Dragon Archfiend
Thought Ruler Archfiend
Scrap Archfiend
- - - Important monsters who work well with Archfiend effects and setup - - -
Wind-Up Zenmaines
Scrap Dragon
Number 30: Acid Golem of Destruction
Black Rose Dragon
Inzektor Exa-Beetle -> Gaia Dragon the Thunder Charger
Ancient Faerie Dragon (2013 one, currently OCG only)
- - - Non-Archfiend Fiends from the Extra Deck - - -
Maestroke the Symphony Djinn
Steelswarm Roach
Blood Mefist
(Number 85: Crazy Box)
- - - Other Good Available Cards - - -
Crimson Blader
Stardust Dragon
Naturia Beast (With Swift Scarecrow)
Gagaga Cowboy
Lavalval Chain
Photon Strike Bounzer


The Other Stuff


Axe of Despair
A Deal With Dark Ruler

Edited by HikariOblivion, 1
(ReactionGod)DHalo
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Archfiend guide Empty Re: Archfiend guide

Post by (ReactionGod)DHalo Sun May 19, 2013 5:00 pm

All credit to HikariOblivion,a friend of mine.
(ReactionGod)DHalo
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Post by TerrorKing Wed May 29, 2013 2:06 pm

Not a bad discussion although the one thing I do not like is how you put down the old school archfiends. These cards may have been terrible in the hands of someone who didn't know how to use them, but if you actually took the time to learn and study the archetype they were extremely good. Also Axe of Despair is an archfiend support card. It is by all accounts also an archfiend card. Finally you can also tech in the old archfiends with pandemonium to gain the effects of pandemonium to gain a free search through your deck to add to your hand a lower level monster than the destroyed monster. If you add in the older archfiends you will have a better chance of getting out a couple of 2000 beaters and a 2400 beater (Shadowknight Archfiend, Terrorking Archfiend, and Mist Archfiend.) Combine this with skill drain and you're pretty much golden you just got to watch your lifepoints (or do what I do and just completely forget about them). Either way the old archetype is not something to underestimate or put down. Their dice roll effect was an amazing effect also you could tech in cards that made it so you lost less lifepoints or even skip your standby phase and skip the pay all together. So I'd look more into combining the two decks and using them along side the older archfiends. By doing this I've made an Archfiend deck that will completely obliterate my opponents.
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