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JAELOVE's Smooth Journey

6.09.04  Article #1: Constructing the Fiend Deck

This is my first article; in it I’ll be discussing a popular deck archetype, the Fiend Deck.

Fiend Decks come in two flavors: Archfiends and Necrofear. I’ll be analyzing the more competitive Necrofear deck: its purposes, strengths, weaknesses, and how to construct one properly for those who are interested.

What is the focus of a fiend deck? What makes it powerful, and why should you play it? Well everyone in the Yu-Gi-Oh environment bemoans the lack of originality. For those who want to try something new, fiends are a very powerful theme that can compete with the normal chaos and control types (a few people have taken fiend decks and placed in the top eight at regionals).

PURPOSES OF A FIEND DECK:

A Fiend deck typically revolves around the usage of 1-2 Dark Necrofears, a powerful monster that requires 3 fiends in the graveyard to bring into play. In order to achieve her special summon, the deck will run a vast majority of cards as fiends; the rest will attempt to provide support. Many of the monster “staples” that one would consider in control/chaos are ignored in a well-constructed fiend deck.

STRENGTHS:

Fiends are very powerful monsters. A majority of the time, their power will lead to field control, leading to more field control with Dark Necrofear. Once the field is dominated, cards such as Dark Ruler Ha Des and Terrorking Archfiend BOTH negate effect monsters, leading to a disturbing lack of options for your poor opponent.

WEAKNESSES:

The heavy reliance on one type of monster will make this deck very susceptible to tribe infecting virus. If your opponent packs massive monster removal (i.e raigeki, dark hole, torrential tributes, tribe infecting virus, mirror force) you can find yourself losing your hold in a flash.

CRUCIAL MONSTERS/MAGICS/TRAPS:

I’ll list a few cards that should see play in this type of deck that aren’t commonly used.

Dark Jeroid: Dark/Fiend/4 stars/ATK 1200/DEF 1500

            When this monster is Normal Summoned, Flip Summoned, or Special Summoned, select 1 face-up monster on the field and decrease its ATK by 800 points. This effect lasts until the selected card is destroyed or removed from the field.

This is a great option for a fiend deck. Check out his effect, it works for any type of summon, basically ensuring that your opponent’s monster must be of 2000 attack or higher to survive (Jeroid reduces attack by 800, and personally has 1200). He’s also a fiend, and can serve to weaken that Jinzo or Berserk gorilla.

Terrorking Archfiend: (Dark/Fiend/4/2000/1500)
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.

On pure stats and effect alone, this guy is unquestionably the best level 4 monster in the game today. A powerhouse at 2000 attack, he negates all monster effects a la Dark Balterand Dark Ruler Ha Des. Unfortunately, he requires archfiend soldiers and life point payments to use, so you should probably run only one.

Dark Ruler Ha Des: Fiend/Dark/Effect/6/2450/1600
As long as this card remains face-up on the field, negate the effects of Effect Monsters destroyed by Fiend-Type monsters on your side of the field in battle. This card cannot be Special Summoned from the Graveyard.

Probably one of the best one-tribute monsters in the game, if not for that last sentence. He cannot be dumped and revived, making him dead weight a certain amount of the time. However, once he is on the field, your opponent is in for a world of hurt. I would suggest running either Ha Des or Terrorking, probably Terrorking. Both is overkill.

Giant Orc: Fiend/Dark/Effect/4/2200/0

When this card attacks, it is changed to Defense Position at the end of the Battle Phase. This position cannot be changed until the end of your next turn.

In fiend decks, this is the Goblin Attack Force. I wouldn’t advocate running more than one unless you’re running wabokus(to protect him in def position) as well.

Giant Germ - effect fiend - Level 2 - 1000/100 - When this card is sent to the Graveyard as a result of battle, inflict 500 points of Direct Damage to your opponents Life Points. You can also take cards with the same name from your Deck and Special Summon them to the field in face-up Attack Position Then Deck is then shuffled.

For a Necrofear deck, giant germs are key. They thin your deck out of fiends, provide more field control, and do life point damage to your opponent. Of course, you should run three giant germs or no giant germs.

Dark Necrofear- Fiend/Dark/Effect/8/2200/2800

This card can only be Special Summoned by removing 3 Fiend-Type monsters in your Graveyard from play. When this card is destroyed in battle or by your opponent's card effect, it is treated as an Equip Magic Card at the end of the turn. Equip 1 of your opponent's monsters with this card. As long as it is equipped with this card, you control the equipped monster.

The centerpiece of this deck, Necrofear is one very powerful monster. She is a special summon, leading to massive life point damage to your opponent if utilized correctly. Unfortunately, more than 1 necrofear will frequently be empty weight in your hand, so you might just want only one.

Magic/Traps Lineup for a Fiend Deck:

Dimension Fusion is an excellent combo with fiend decks, since you’re already removing Ha Des and the Necrofear bait.

Another good option is Creature Swap because of its ability to transfer giant germs, sangan, and witch to your opponent.

Painful Choice is a must because of its dumping capabilities.

The typical trap setup should feature the usual, but run wabokus if you want to run giant orcs. They’re both commons, should serve in a pinch.

A Sample Fiend Deck:

Monsters: 17

1 Dark Necrofear
1 Dark Ruler Ha Des
3 Archfiend Soldier
3 Giant Germ
1 Terrorking Archfiend
2 Dark Jeroid
1 Giant Orc
1 Witch of the Black Forest
1 Sangan
1 Breaker the Mag. Warrior
1 Tribe-Infecting Virus
1 Yata-Garasu

Magics: 18

1 Raigeki
1 Dark Hole
1 Pot of Greed
1 Monster Reborn
1 Harpie’s Feather Duster
1 Graceful Charity
1 Change of Heart
1 Snatch Steal
1 Premature Burial
1 Creature Swap
1 Painful Choice
3 Mystical Space Typhoon
1 Mirage of Nightmare
1 Heavy Storm
1 Forceful Sentry
1 Delinquent Duo

Traps: 5

1 Imperial Order
1 Ring of Destruction
1 Mirror Force
1 Call of the Haunted
1 Waboku

Most of all, this deck is FUN. You’ll have plenty of good times running monsters you’ve never seen before, achieving victory in new and exciting ways. Go out and build one yourself!

That does it for my first article, thanks for tuning in.

As always, email me at pojojaelove@yahoo.com with questions and deck fixes. Next week, I’ll be fixing the best submitted deck, and writing on how to construct a Warrior Deck.

 

 

 

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