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 Trading Card Game Tips from fans

 

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


 


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