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Such a concept is mind-boggling! I'd almost begin work on the concept, but I just got off work and my brain no longer functions. Plus I've taken up VS. and the Avengers set was just released, so I'm still drooling over the new deck concepts there.
Aside from the aforementioned fiend attributes, let's not forget my personal favorite...their thievery. There's nothing quite like turning an opponent's monster against them. Dark Necrofear, Brain Jacker, Jowls of Dark Demise, etc. Add Snatch Steal, Brain Control (x3 until October!!!), and many a Creature Swap and you're in for a good time.
<steps up on soapbox />
The way I see it, and the reason I love fiends so much, is that they've always been on the edge of "altering reality" of the game. Early on you had all this beat down and Cyber Jar flipping and searchers running amok. The Dark Ruler got fed up with this and altered reality so that he and his minions will negate effects when they destroy the monster.
Then there was the idea that once a monster was in the graveyard, it was pretty much done for and so no useful purpose exept revival. Thus emerged Dark Necrofear, letting the souls of the dead fiends feed a more impressive evil. On top of this Necrofear was the first to haunt you twice. First when born and second after death. Later emerged Chaos Necromancer to feed of the souls too.
Weenie decks became the rage. Little monsters that can do damage and stay "under the gravity protection". It was Goblin King that harnesses this power to boost himself even higher due to fiends on the field and provide a lockdown when he is cloned on the field.
When a card was removed from play, it was considered all but lost. Behold the Dark Ruler created a masterpiece, Gren Maju Da Eiza to exploit this.
We could go on...Dark Jeroids and Winged Minions who can increase and lower ATK values. Night Assailants that render hand discards non important because you get something back. And let's not forget all the control warping that Saturnine mentioned.
It is these aspects that keep the game wonderfully different and alterable at every step of the road. Fiends have a versatility unparalleled and an inherent potency due to this that make them top notch.
<steps off soap box />
Well, there's my 10 bits....Gotta go do some dishes 8^D
Death Caliber Knight is definetly interesting. Although it HAS to negate any effect monster your opponent activates, that could be either good or bad, since it leaves your field empty without anything to defend yourself. Hmmm it could be good in a deck that uses Dark King Valderion or however he is named.
This card is better than Divine Wrath, simply because it is a monster and can be used to defend or attack. His manditory effect is very deadly. I would definetly try it in some of my decks. Oooooh and i almost forgot. Another monster for my Damned Army theme fiendish deck along with Mefist, Goblin Elite Attack Force, Giant Orc and such.
Apparently we left out some cards when we were discussing Dark Realm monsters...
Code:
EEN-JP001
Knight of Dark Realm - Zulu
Dark/Demon/4/1800/1500
Normal Monster
EEN-JP020
Advanced Guard of Dark Realm - Beige
Dark/Demon/4/1600/1300
When this card is discard into Graveyard from your hand by effect of another card, special
summon this card onto the field.
EEN-JP021
Hunter of Dark Realm - Blue
Dark/Demon/3/1400/800
When this card is discard into Graveyard from your hand by effect of another card, draw
a card from your deck. When this card is discard by opponent's card effect, draw one
card additionally.
EEN-JP022
Berserk King of Dark Realm - Brown
Dark/Demon/4/1800/400
When this card does Battle Damage to your opponent, you may discard a card from your hand.
EEN-JP023
Military God of Dark Realm - Silver
Dark/Demon/5/2300/1400
When this card is discarded from your hand by effect of another card, special summon this
card to the field. When this card is discarded by effect of opponent's card, your opponent
choose 2 cards in his/her hand and put them onto the bottom of opponent's deck in any order.
EEN-JP024
War God of Dark Realm - Gold
Dark/Demon/5/2300/1400
When this card is discarded from your hand by effect of another card, special summon this
card to the field. When this card is discarded by effect of opponent's card, choose 2 cards on
opponent's field and destroy them.
EEN-JP025
Scout of Dark Realm - Scar
Dark/Demon/2/500/500
When this card is destroy as a result of battle and sent to Graveyard, choose a monster
with [Dark Realm] in its name with level less than 4 from your deck and add it into
your hand.
EEN-JP038
Thunder of Dark Realm
Magic - Normal
Destroy a face-down card on the field. Afterward, discard a card from your hand.
EEN-JP048
Continuous Barrier Passage to Dark Realm
Magic - Quickplay
During the turn this card is activate, you cannot Summon, Reverse Summon, or Special
Summon. Choose a monster with [Dark Realm] in your Graveyard and special summon it.
EEN-JP051
Troops of Darkness
Trap - Normal
Choose 2 monster with [Dark Realm] in your Graveyard and add it onto your hand.
EEN-JP052
Transaction of Darkness
Trap - Normal
This card can only be activated by paying 1000 LP when your opponent activate a Normal
Magic card. The effect of that Magic card becomes "Discard 1 card randomly from your
opponent's hand".
I'd like to point out that at the worst, "Transaction of Darkness" is a Magic Jammer for Normal Spells and at the best ToD is a Magic Jammer/Raigeki? or Magic Jammer/Delinquent Duo. I'm not arguing there...ToD is godly. (especially since you also get to special summon the monster to the field.)
Troops of Darkness covers up the Dark Realm weakness - which only encourages me to run Dark Realm when they come out.
Continuous Barrier Passage is excellent. The fact that it is a quickplay completely erases the negatives of the card. (It's a very good thing to activate CBP during your oppenent's turn)
That gives us 11 cards to work with with the Dark Realm monsters. Multiply that by 3 and you have a deck minus staples. Let's celebtrate on all of this new fiend support. ^_^
Apparently we left out some cards when we were discussing Dark Realm monsters...
Code:
EEN-JP001
Knight of Dark Realm - Zulu
Dark/Demon/4/1800/1500
Normal Monster
EEN-JP020
Advanced Guard of Dark Realm - Beige
Dark/Demon/4/1600/1300
When this card is discard into Graveyard from your hand by effect of another card, special
summon this card onto the field.
EEN-JP021
Hunter of Dark Realm - Blue
Dark/Demon/3/1400/800
When this card is discard into Graveyard from your hand by effect of another card, draw
a card from your deck. When this card is discard by opponent's card effect, draw one
card additionally.
EEN-JP022
Berserk King of Dark Realm - Brown
Dark/Demon/4/1800/400
When this card does Battle Damage to your opponent, you may discard a card from your hand.
EEN-JP023
Military God of Dark Realm - Silver
Dark/Demon/5/2300/1400
When this card is discarded from your hand by effect of another card, special summon this
card to the field. When this card is discarded by effect of opponent's card, your opponent
choose 2 cards in his/her hand and put them onto the bottom of opponent's deck in any order.
EEN-JP024
War God of Dark Realm - Gold
Dark/Demon/5/2300/1400
When this card is discarded from your hand by effect of another card, special summon this
card to the field. When this card is discarded by effect of opponent's card, choose 2 cards on
opponent's field and destroy them.
EEN-JP025
Scout of Dark Realm - Scar
Dark/Demon/2/500/500
When this card is destroy as a result of battle and sent to Graveyard, choose a monster
with [Dark Realm] in its name with level less than 4 from your deck and add it into
your hand.
EEN-JP038
Thunder of Dark Realm
Magic - Normal
Destroy a face-down card on the field. Afterward, discard a card from your hand.
EEN-JP048
Continuous Barrier Passage to Dark Realm
Magic - Quickplay
During the turn this card is activate, you cannot Summon, Reverse Summon, or Special
Summon. Choose a monster with [Dark Realm] in your Graveyard and special summon it.
EEN-JP051
Troops of Darkness
Trap - Normal
Choose 2 monster with [Dark Realm] in your Graveyard and add it onto your hand.
EEN-JP052
Transaction of Darkness
Trap - Normal
This card can only be activated by paying 1000 LP when your opponent activate a Normal
Magic card. The effect of that Magic card becomes "Discard 1 card randomly from your
opponent's hand".
I'd like to point out that at the worst, "Transaction of Darkness" is a Magic Jammer for Normal Spells and at the best ToD is a Magic Jammer/Raigeki? or Magic Jammer/Delinquent Duo. I'm not arguing there...ToD is godly. (especially since you also get to special summon the monster to the field.)
Troops of Darkness covers up the Dark Realm weakness - which only encourages me to run Dark Realm when they come out.
Continuous Barrier Passage is excellent. The fact that it is a quickplay completely erases the negatives of the card. (It's a very good thing to activate CBP during your oppenent's turn)
That gives us 11 cards to work with with the Dark Realm monsters. Multiply that by 3 and you have a deck minus staples. Let's celebtrate on all of this new fiend support. ^_^
ok, this is rediculus, all this info came with the pictures i posted LAST page, and i also made a comment about people ignoring me.. i kinda think this proves my point...
ok, this is rediculus, all this info came with the pictures i posted LAST page, and i also made a comment about people ignoring me.. i kinda think this proves my point...
LOL! I'm soo sorry Duelist.
This is like a bad cartoon! LOL! You can be positive that none of us are conciously ignoring you.
Well i started testing the Dark Realm deck and it works wonderfuly.
First turn:
Activate THunder of the Dark Realm to destroy his only s/t
discard War God Gold (summoned)
Summon Berserk King Bane, and attack with both.
Discard War God Silver via Bane's effect, and attack with it
Next turn:
He summons Exiled Force and tributes it to destroy my War God Gold
set 2 s/t and end
My turn:
Activate Continous Passage to the Dark Realm on Gold, and attack for the win.
Well i started testing the Dark Realm deck and it works wonderfuly.
First turn:
Activate THunder of the Dark Realm to destroy his only s/t
discard War God Gold (summoned)
Summon Berserk King Bane, and attack with both.
Discard War God Silver via Bane's effect, and attack with it
Next turn:
He summons Exiled Force and tributes it to destroy my War God Gold
set 2 s/t and end
My turn:
Activate Continous Passage to the Dark Realm on Gold, and attack for the win.
~Shookymaster
You would have won on the first turn if you had a Begone, Knave! :ermm:
-EDIT
What's up with this card:
Quote
TP6-EN016
Archfiend Marmot of Nefariousness
Beast
Level 2
Earth
Attack 400
Defense 600
Card Text An air marmot that has a nefarious horn and wings. It attacks by throwing acorns.
Yep, that is the "wimpy" Archfiend that came out in the TP6s. For a while its stats were erroneously reported and people thought it was a 1900 beater. Nonetheless, it probably won't see much action in my Archfiend deck though it does finally give us something to search with when the Darkbishop is destroyed while Pandemonium is on the field 8^D
might wanna do brain jacker + waboku snatch their stuff and when brain jacker hits the grave it's food for necrofear then add some newdoria's to kamikaze and tadaa there comes necrootje
Yep, that is the "wimpy" Archfiend that came out in the TP6s. For a while its stats were erroneously reported and people thought it was a 1900 beater. Nonetheless, it probably won't see much action in my Archfiend deck though it does finally give us something to search with when the Darkbishop is destroyed while Pandemonium is on the field 8^D
well, we did already have the Vilepawn Archfiend as a level 2 monster. I would have preferred the Marmot as a level 1, but oh well.
There isn't anything new I can think of to add to what has already been said concerning the Dark Realm monsters. I think its a safe bet to say that most of us will be starting our own version of a "cookie" when these come out. Its quite possible that this is the best single set support produced since the Gravekeepers were released in Pharonic Guardian.
well, we did already have the Vilepawn Archfiend as a level 2 monster. I would have preferred the Marmot as a level 1, but oh well.
There isn't anything new I can think of to add to what has already been said concerning the Dark Realm monsters. I think its a safe bet to say that most of us will be starting our own version of a "cookie" when these come out. Its quite possible that this is the best single set support produced since the Gravekeepers were released in Pharonic Guardian.
dont forget, the sanctuary in the sky had some of its moments... anyways, comsidering the set will be out in november, so there is a slight possibillity that some of the previos text will be changened, i really hope not.. I also am thinking up a deck right now, ill post it when i feel its ready.
My friend had a "stack" deck, but thanks to my help, it's down to 42 cards. But he had no financial aid for the deck he really wanted, a Fiend Annoyance deck. We've already agreed on the most annoying Traps:
Bark of Dark Ruler
Compulsory
Draining Shield
BUt I see so many mediocre Fiends and no strategy! Could you guys help me?
GOAL OF THE DECK: To use Fiends and Spells/Traps in order to squeeze out as much annoyance and hatred towards you as possible, then annoyingly win, then GET THE HELL OUT OF THE STORE 'cause your opponent's going to kill you!
Waldo, I know you're the fiend expert, and if anyone else runs Fiend, give MAJOR HELP. Any post is appreciated (on topic.)
I could trade you a japanese beast of talwar for a decent trap magic or zombie card to help my zombie deck.