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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Archfiend Commander
- #JUMP-EN067

If you control an "Archfiend" card, you can Special Summon this card (from your hand), but it cannot attack this turn. You can only Special Summon "Archfiend Commander" once per turn this way. When Special Summoned this way: Target 1 "Archfiend" card you control; destroy that target. When this card is Tribute Summoned: You can target 1 Level 6 "Archfiend" monster in your Graveyard; Special Summon that target in face-up Defense Position.

Card Ratings
Traditional: 1.25
Advanced: 2.63 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
April 24, 2014

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Archfiend Commander
DARK/ Fiend/Effect/Level 6/2500/1200
If you control an "Archfiend" card, you can Special Summon this card (from your hand), but it cannot attack this turn. You can only Special Summon "Archfiend Commander" once per turn this way. When Special Summoned this way: Target 1 "Archfiend" card you control; destroy that target. When this card is Tribute Summoned: You can target 1 Level 6 "Archfiend" monster in your Graveyard; Special Summon that target in face-up Defense Position.
Next up we have Archfiend Commander. Statwise it is the exact same as Summoned Skull but it’s an effect monster.
Speaking of effects Archfiend Commander has a couple. First off he can be special summoned if you have an Archfiend card on the field, but he can’t attack and you can only do this way once per turn and if you do special summon him this way, he has to destroy an Archfiend card you control. So you can special summon him, but it can’t attack and you lose a card doing so. That’s not a good idea no matter what way you look at it.
However this monster was Tribute Summoned, you can special summon 1 level 6 Archfiend from your graveyard in DEF position. So you get a replacement monster which you can then use for Xyz summoning. So the normal way on getting this card out is better than the alternate summoning method, which is strange.
Overall, a solid card but despite what Konami think Archfiends are still no really an archetype and this isn’t going to change things.
Traditional: 2/5
Advanced: 2/5


Almost at the end of the week folks.  We look at another JUMP promo today, and a halfway-decent archetype-related one, Archfiend Commander.
Archfiends aren't the most powerful or popular theme to play, but they're definitely an entertaining one with some nasty tricks available to them, like the use of the First Lord of Horror or the controlling effect of Falling Down.  The TCG releases of Archfiend Giant and Sinister Yorishiro helped breathe new life into them, allowing for rapid summoning of the more powerful monsters, and Giant's protection effect helped keep him on the field for as long as possible.

So how will Commander help you?  Well first, Yorishiro on the field or no, you can put him on the fild with ease, so long as you have another Archfiend available.  Second, if he's tribute summoned, you get a second Level 6 Archfiend from the grave, so you could get either himself, Giant, Summoned Skull, or maybe even Archfiend of Gilfer, if you like to live dangerously.  I don't know if this effect activates with Yorishiro's no cost effect; effects based on tributes always throw me off.

Stats-wise he comes out above-average for a level 6 monster.  2500 attack is over the industry standard of 2400, and his defense at 1200 is a little higher too.  Being Dark is a great life choice, and Fiend is kind of moot.  Level 6 of course means that when his special summoning effect activates, you get another level 6 with which to XYZ summon.  Level 6 XYZ monsters are nothing if not awesome, and of course allow you to create a Gaia Charger after you use their effects.
All in all Commander is a great archetype support card for Archfiends, but like most archetype cards, he has no place outside of his own deck.

Traditional: 1/5
Advanced: 3/5
Art: 4.5/5

Thanks for reading!


Archfiend Commander
A modern-day Summoned Skull.  A big beater that's easy to summon but comes with penalties (a) once per turn (b) no attack (c) worst of all you must destroy a card you control precluding your ability to get a +1 out of it.  It's good to see cards balanced, but it got nerfed too hard.  Tribute summoning it can create a +1 though (a) you need an appropriate LV6 monster in the graveyard and (b) Tribute Summoning is not as feasible as it was years ago.

Decent concept, though nothing astounding.  Needs some support and some time (cough cough.  I mean it needs a broken Rank-6 XYZ).  Lukewarm, but not wholly bad. 

Traditional - 1.0
Advanced: - 2.5

Summoned Skull, Summoned Skull, oh wherefore art thou, Summoned Skull? Oh, what's that? You're real name is "Archfiend's Summon"? NONSENSE! Your name is "Summoned Skull", but we shall always treat you like an Archfiend! Okay, okay. Just this once we shall allow you get to change your name. What will it be, Summoned Skull? "Skull Archfiend of Lightning," really? That's what you want? Okay. But it's the last ti- Oh, now you're going by the name "Archfiend Commander"? Make up your mind!
To quote myself from elsewhere: "Amazing combo piece for the deck. You can destroy your Archfiends to trigger Pandemonium, and if Heiress, you get another search. In addition, if you already had one in the Grave, you can tribute summon it for an Xyz Summon. Great card for both Archfiend deck types [Palabyrinth builds and Pandemonium builds], as it facilitates Rank 6 plays in Palabyrinth or cycling in Pandemonium. If you have Skill Drain up, you don't need to destroy a card when you Special Summon this. Run 2-3."
I posted that a year ago, and it still remains true. If you're going to be playing Archfiends, running this card is a must.
Advanced: 2.5/5 (Archfiends can't compete, my dearies, and this is only as good as its theme)
Traditional: 1/5

Archfiend Commander doesn't immediately jump off the page, but it is a good fit within the archetype.  Many of the Archfiends have effects that trigger when they are destroyed, so you don't lose any advantage special summoning Archfiend Commander.  Archfiend Cavalry, Empress, and Heiress are all good monsters to destroy with Commander.  Once on the field, Commander is a fairly strong level 6 monster.  
Additionally, you can use Archfiend Commander to facilitate rank 6 plays by tribute summoning him with a level 6 Archfiend in your grave.  This effect is solid, but can be risky if your opponent has traps.
Rating: 2.5/5 (Decent)

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