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Skull Knight #2
DARK/Fiend/3/1000/1200
If you Tribute Summon a monster by offering this monster as a Tribute, Special Summon 1 "Skull Knight #2" from your Deck in face-up Attack or Defense Position. Your Deck is then shuffled.
You know, I think the card database might have the text wrong. I always thought the text started with "If you Tribute Summon a Fiend-type monster by offering this monster as a Tribute, Special....". Oh well. Maybe MY memory of a fiend monster has faded..... Does that happen?!?!?!?
Skull Knight #2....Meeeee-mories....I remember when I play tested this card. I was doubtful but quickly realized how fun AND deadly it is. As the Squid mentioned, It's great for Necrofood. And in Non-Ban List Tournaments, a GREAT monster to have in defense mode in case of a Mirror Force. It's also good when you know what that face-down ribute summon Ha Des and Special Summon Skull Knight #2. SK2 attacks the face-down monster and Dark Ruler will let his 2450 ATK for a direct hit on your opponent.
Oh, and uhhh....leave the Archfiends to the Archfiends. I can BARELY balance Terrorking, Soldier and Desrook in my deck....barely! Vilepawn Archfiend is a GREAT card. Most people who run Archfiends don't run Vilepawn, but those people are NOT Fiendish Duelists, they are Beatdown players disguised as fiend users. An Archfiend Deck without Vilepawns is like a Chess Set without pawns. It might SOUND stronger but it's really just weakened beyond comprehension.
I LOVE having 2 Vilepawns on the field. It feels GREAT. I've also had 1 Vilepawn and 2 Infernalqueen. Vilepawn maintained himself at 3200atk and being the only candidate for an attack. Sometimes I had to settle for Vilepawn at 2200, a Queen at 1900 and a Queen at 900, just to rid the field of a few monsters and then switched back to the 3200atk Vilepawn.
My Archfiend deck isn't complete yet. I still need to replace Summoned Skull with Skull Archfiend of Lightning and I only have 2 Pandemoniums. But it should be done in about 2 weeks. I added Mazera DeVille for the fun factor and obese hand destruction. The only monster in the whole deck who isn't an archfiend is Fiber Jar. Why Fiber Jar? Well, because I run 3 Cursed Seal of the Forbidden Spell.
Axe of Despair
If you say you've never used Axe of Despair, you're lying. Labeled one of the BEST, most effective, simplest and least expensive Equip card in the game, Axe of Despair is probably the only equip card most players would run. 1000 extra attack, OPTIONAL payment of one monster to place it it on top of your deck, and give the quick 1000 boost to the next monster. No need to count monsters on your side of the field, no need to place cards in the S/T zones, no need to discard, pay life points or ANYTHING else.
And as if that isn't enough, Axe of Despair was given a MAJOR boost when UDE labeled it an Archfiend and gave it a new buddy.....
Falling Down
The Fiends corrupt. They bribe, offer immortality, promise GREAT things. All in exchange for your soul. Falling Down, the "Snatch Steal" version of the Archfiends. No monster is safe from the corruption of this POWERFUL card. Monsters will turn on their owners, attack and use effects to destroy their former allies and defend their NEW master by any means neccesary. 3 per deck, incredible effect. Lose 800 Life points during your Standby Phase and keep that corrupted monster on your side of the field. use that monster for tributes, as a shield, ANYTHING. Heck, even tribute it to place Axe of Despair on top of your deck.
You need an Archfiend card on your side of the field, so unless you run an Archfiend deck or, like me 3 Archfield Soldiers, 2 Terrorking and 2 Desrook, you should not run this card. So why is this card Axe of Despair's best friend? Pop quiz, Hotshot: Your opponent's strongest monster on their side of the field (BLS-EotB, CED-EotD, DMoC, Jinzo, Dark Ruler, etc) or perhaps just the most annoying (D.D. Warrior Lady, Breaker the Magical Warrior, Tribe Infecting Virus, etc) and YOU have no monsters left in your hand OR side of the field after that last assault. What do you do? WHAT DO YOU DO!?!?!? Simple, equip their monster with Axe of Despair, rasing their attack by 1000 and then, since you now have an Archfiend card on your side of the field, you can now activate "Falling Down" and decimate them with their OWN monster.
However, just like every Fiend card, it has a weakness (just to keep those FAKE Fiend players from pretending they are Fiendish Duelists). If the last Archfiend card on your side of the field is destroy, Falling Down is also destroyed. So now that you know that, you should be packing those "Cursed Seals" in pack of three to seal those MSTs. Or, maybe next time you feel like asking an Archfiend player why s/he run 3 Book of Moon and 3 IMTs in their decks, you'll stop yourself before they demonstrate it to you.
Well, think of the Axe as a means to an end.
The Axe is just an Equip Spell Card. In any deck that's all it is.
However, in an Archfiend deck, the story is a bit different.
Consider this:
Your opponent has just used Chaos Emperor Dragon's effect and sent EVERYTHING to the graveyard, but chained IMT to CEd's effect. When he end's his turn, CED is placed back onto the field, and you're facing a 3000 attack monster now.
During your Draw phase, you pick up Pot of Greed and activate it. The first card is "Falling Down. Now, we'll illustrate 3 different scenarios with your next card:
Scenario 1:
You draw Archfiend Soldier, whose 1900 atk pales to CED's massive strength. However, it IS an Archfiend card. Meaning you'll summon Archfiend Soldier, and since you have an Archfiend card on the field, you can activate "Falling Down" and "Snatch" Chaos Emperor Dragon and attack for 4900 total damage, plus, should you decide to use CED's effect, inflict and extra 900 for 5800 total. In this scenario, Archfiend Soldier acted as the "link" between Falling DOwn and CED-Envoy of the Beginning. Should your opponent sever that link (I.E. Ring of Destruction, Offerings to the Doomed, D.D. Warrior Lady, etc), then Falling Down will be destroyed and CED will return to his controller.
Scenario 2:
You draw Pandemonium. Pandemonium is NOT an Archfiend card and therefore CANNOT serve as a "link" between Falling Down and CED. You would NOT be able to activate Falling down and will SURELY be killed next turn.
Scenario 3:
You draw Axe of Despair. Since Axe of Despair is considered an Archfiend, you can use it as a link between CED and Falling down. But since it's an equip Spell card, you'll need to equip it to a monster first....Hmmm....Now what monster is around here?....AH CED!!! You're a monster, aren't you?!?!? Equip CED with Axe of Despair, raising it's attack to 4000, activate Falling Down to take control of it, and go wild.
You see? Had Axe of Despair NOT be considered an Archfiend, you'd be dead.
I run 3 "Cursed Seal of the Forbidden Spell" in my deck. I seem to ALWAYS seal MST. That's a given. Without Pandemonium, my deck would kill me slowly, so I HAVE to get rid of the biggest threat to it. But after a while, I noticed that I would get Spell cards I don’t need in my hand while a Cursed Seal was facedown. I started sealing ANY Spell Card that came my way, Destroying monsters with the Lesser Fiend, then flipping Fiber Jar and starting the fun ALL over again.
I thoroughly enjoyed it and I'm looking forward to improving it as MUCH as possible. I wonder which cards I should experiment with?
Pandemonium
“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. ”
Ah yes....Pandemonium. The Fiend field card. Look up “Pandemonium” in your thesaurus and you’ll be surprised. “Chaos, Mayhem, Bedlam, Racket, Uproar”. In an Archfiend deck, your Pandemonium Spell card does all that and is your best friend. It will protect you from the 500 LP payment requirements of the Archfiends, the 900 for Shadowknight and the 800 for Queen and King. While 500 LP might not be such a big deal, they DO pile up. Pandemonium gives you a chance to avoid all those payments and frees you from being a self-mutilating Duelist. Pandemonium’s second effect is incredible. It turns almost every Archfiend into a Witch and Sangan. It will thin out your deck like there is no tomorrow. It also works VERY with another card (as mentioned before in this thread)….
Archfiend’s Roar
The exact text on the trap card, Archfiends’ Roar, is “ 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.” First things first, this ain’t no Scientist. 500 LP is almost NOTHING compared to the damage that 1 Archfiend monster can bring. Why is it so deadly? It’s deadly because it’s a NORMAL trap. When your opponent tries to destroy that face-down card, spring it and smile at them. You both know that MST would’ve come in very handy later. You can activate Archfiend’s roar ANY time. Activate it during your draw phase, to Special summon Terrorking back from the grave, during your Standby Phase, give Infernalqueen Archfiend’s Boost to him, making him 3000atk. Summon another Archfiend monster, and tribute it with Checkmate. Terrorking attacks directly for 3000!!! End your turn, and (here’s the BEST part!!!) let Archfiend’s Roar “DESTROY” the Archfiend it Special summoned. And what happens when Pandemonium is on the field and an Archfiend monster is DESTROYED by a trap card? That’s right. Search your deck for an archfiend monster an add it to your hand. Or better yet, when Terrorking is destroyed, discard Desrook from your hand to revive him and THEN search for a level 3 or lower Archfiend. It reminds me of Marik’s Monster Reborn strategy with Ra. Bringing him out for one turn, devastating his opponent and then sending him to the graveyard. You can also use Archfiend’s Roar strategically. Special summon a second Vilepawn from the graveyard and lock your opponent’s battle phase. Special summon a queen just to give an archfiend 1000 atk boost. Special summon a Skull Archfiend of Lightning to strike for a quick 2500LP. The uses for this guy are endless.
Archfiend's Oath
Continuous Spell
Once per turn you can pay 500 Life Points to declare 1 card name. Pick up the top card from your Deck and if the card name is the one you declared, add it to your hand. If not, send the card you picked up to the Graveyard.
Ahhh....my friends, the Oath...The ultimate show of faith to the archfiends. However, like Baou, this is a card that should NOT be played unless you're ABSOLUTELY sure you're going for it's effect.
First, the less fiendish ways to use it:
"Aswan Apparition" and "Nubian Guard" allow you to place either a Trap or Continuous Spell (respectively) to the top of your deck when they inflict damage. Archfiend's oath will allow you to place the card RIGHT to your hand.
"Soul Reversal" will allow you to place a flip effect monster back to the top of your deck. Use "Archfiend's Oath" to place it in your hand.
Then there's "Pixie Knight", who when destroyed in battle, forces your opponent to place a Spell card to the top of your deck. If Pandemonium was previously destroyed and is the only Spell card in the graveyard that can be brought to your hand, they'll be forced to place it onto the top of your deck.
However, the most "Archfiend" ways to use this card is:
Of course, "Convulsion of Nature" is the best way to go at it.
It IS an Archfiend card, so it WILL serve for all intents and purposes of "Falling Down"
Then there's "A Cat of Ill Omen" and "An Owl of Luck", who will place "Pandemonium" and your choice of Trap card to the top of the deck. You already have monster searchers (Archfiends), so why not add a couple of these to let you search for Pandemonium and a trap. COME TO THINK OF IT...WHY HAVEN'T I RAN THESE?!?!?!
"Big Eye" is great with Archfiend's Oath but I tend to find that Pandemonium's search effect tends to screw up the effectiveness of the Oath.
However, we're all forgetting ONE ARCHFIEND card!!!!
Axe of Despair
Equip Spell
A monster equipped with this card increases its ATK by 1000 points.?When this card is sent from the field to the Graveyard, you can offer 1 monster from the field as a Tribute to place it on top of your Deck.
Oh yes!!! Tribute a monster, hopefully on of your opponent's and place Axe back to the top of the deck. I can just picture it:
Equip your monster with Axe of Despair.
Falling Down and take your monster.
Next turn.
Falling Down on THAT monster.
Now I'll tribute this monster (with the axe) for Skull Archfiend of Lightning, and I'll tribute this monster (without the axe) to place Axe to the top of the deck.
I'll pay 500LP to place Axe in my hand and WHAMMY!!!!
Of course, that's a little farfetched, but still, it DOES work to place Axe in your hand.
But for now, ON with the Fiends!!!!
Byser Shock
Why do so many fiend players run this guy? He’s level 5, 800atk and 600def!!! What good is it? Well, Byser Shock is perhaps one of the most annoying fiends there are when used correctly. First of all, he’s searchable by quite a few cards, and Mystic Tomato is the most famous of these. You can look for him with Witch or Sangan but that’s not the way you play Byser Shock. Byser Shock should be SPECIAL summoned. Activate Last Will, and tribute a monster for a level 5+ monster and Special Summon Byser Shock with the effect of Last Will. After you return your opponent’s cards to their hand, a simple Card Destruction or Bubble Crush or even the flip of Des Koala (if you’re running Fiend Burn) will REALLY hurt your opponent.
However, some of these evil-doers in this thread will tell you THE most evil thing about Byser Shock. His LEVEL!!! That’s right, his level is the most lethal thing about Byser Shock because of a little card that has been running rampart in QUITE a few Fiend decks --- “Metamorphosis”!!!! After Special Summoning (even normal summoning) Byser Shock and returning all set cards to the hand, activate Metamorphosis and your opponent will watch in horror as the former 800atk weakling becomes one of the most powerful fusions in the game --- Dark Balter the Terrible, Fiend Skull Dragon (archfiend) and Reaper on the Nightmare. Using Metamorphosis on Byser Shock will also send him (a fiend) to the graveyard, which in turn, can only mean one thing pretty soon --- Dark Necrofear.
A few of us use ANOTHER mean little card with Byser Shock called “The Puppet Magic of Dark Ruler”. This means we get a second chance at using “Mefist – The Infernal General”, “The Lesser Fiend” or as an easy 5 star buffer for reviving the stronger Fiends. So activate “Puppet Magic” and remove Byser and a measly 3 more stars and you can revive your Dark Necrofear, Masked Beast, Dark Master – Zorc, or Invader of Darkness. Or Byser and 1 more star to revive your End of Anubis, Summoned Skull, Skull and Archfiend of Lightning, Or maybe just revive these monsters to use Metamorphosis on THOSE monsters to Special summon those Fusion monsters.
And remember that your opponent’s set card were returned to their hand so no mean surprise traps to stop you from rampaging on your opponent’s monsters and/or LP.
As for the BURN Fiend deck…that should’ve been EASY for you guys by now.
Run 3 Metamorphosis, 3 Kuriboh, 3 Chaos Necromancer, 3 D.D. Trainer, 1 Sinister Serpent, 3 Lava Golem, 3 Mask of Restrict and 3 TER.
Summon Lava Golem on their side of the field, Metamorph one of the level 1 monsters into TER, Mask of Restrict and maybe add a "Nightmare Wheel" or "Final Countdown" to the mix. Without Dark Hole, HFD or Raigeki, Lava Golem and TER will stay on the field for a LONG time. No Jars and no tributing, your opponent should be down toi around 1000-2000 before they finally break out of it, and by then, you have another set of burn cards ready.
You get the idea.
Dark Mimic LV1
Dark/Fiend/1/100/1000
FLIP: Draw 1 card from your deck. Also, during your standby phase, you can send this card to the graveyard to Special Summon 1 “Dark Mimic LV3” from your hand or deck.
Dark Mimic LV3
Dark/Fiend/3/1000/1000
If this card is sent to the graveyard as a result of battle, the controller of this card can draw 1 card from his/her deck. If this card was special summoned by the effect of “Dark Mimic LV1”, he/she draws 2 cards instead
I forgot the name of this fairy monster I used to place in my deck in the GBA games, but these guys are MOST welcome to take it's place. With Graceful Charity, and Dark Hole gone, Torrential Tribute limited to one per deck, getting fiends into the graveyard can be quite the ardous task.
With these guys and Giant Germ, drawing and summoning Necrofear should be VERY easy.
I, however, have 2 problems with these guys.
1) With 1000 Defense, Dark Mimic Lv1 will most likely be destroyed in battle, so uunless you're willing to use up a Waboku or Bark of Dark Ruler, you'll only get his FLIP effect off.
2) Dark Mimic Lv3 is strange because it doesn't care who owns it, it's effect will activate for whom CONTROLS him when he dies. So either your opponment will get desperate and attack it or you'll have to suicide it into a stronger monster. There are also ways to trick your opponent into attacking Dark Mimic Lv3. Taunt, Stanuch Defender, etc.
Ah yes, the Lair of Ten Thousand Demons!!! Pandemonium!!!!
LOL!!!! Today, I LITERALY lined everybody in my store up and ground their decks into the...well....ground!!
1st up was a Chaos deck unfortunate enough to fall to a first turn Mazzera....TWICE!! LOL!!!
Then a very difficult to beat burn deck. I learned my lesson from playing Archfiends vs. Burn. I decked a Solemn Wishes and it kept me alive loong enough for my 2 Cursed Seal sealed his Poison of the Old Man and Tremendous Fire and my Nobleman of Extermination X'ed out his Distruction Rings then Fiber Jar was flipped. Easy street from there.
The most difficult was the Fairy/Sanctuary deck. Not because the monsters or the duelist were anything exceptional, but because we were both running 3 Field cards and 3 Terraforming and each of our monsters were weakened without their respective fields. However, I was the only one of us who ran Cursed Seal.
I ran across a beatdown deck that had me up agains the rope until I FINALLY got 2 Vilepawns on the field against his 5 monsters and regrouped. Once Skull of Lightning and Lesser Fiend hit the field and the Queen picked up the last zone, it was a wrap. Removed 9 monsters from play before Fiber Jar was flipped.
I wanted to fight a Warrior Deck but my Arch-Nemesis, NeoHunter didn’t show up.
Archfiends are DEFINITELY worth running. Now, for my weekly changes I think I'll remove the Mazzera cards (2 Reinforcement of the Army, 1 Mazzera and 1 Warrior of Zera) and replace it with a Dark Master - Zorc set (2 Manju of the Ten Thousand Hands, 1 Contract with the Dark Master, and 1 Dark Master - Zorc). Dark Master - Zorc enjoys rolling dice so I guess he'll fit in just right. I might just add a Helpoemer - the Hell Poet just for the heck of it. Maybe a Robbin Goblin now that MST is crippled.
I'll see how some of these changes work.
But for now..... ON WITH THE FIENDS!!!!!!!
Malice Doll of Demise
Dark/Fiend/4/1600/1000
If this card is sent from the field to the graveyard by the effect of a Continuous Spell Card, Special Summon this card from the graveyard during the Standby Phase of your turn.
I know, I know, but give me a chance to explain something. While not exactly a Vampire Lord, the newest member of the fiend family, Malice Doll of Demise from SOD can actually be VERY deadly in the hands of a very evil duelist. How? With THIS card:
Ectoplasmer
Continuous Spell
Only once during each player’s End Phase, each player tributes 1 face-up monster on his/her side of the field and inflicts damage to the opponent’s Life Points equal to half of the original ATK of the Tributed Monster.
Yes, that's right. During each of your End Phases, you are guaranteed to infllict 800 points of damage to your opponent. Your opponent will never touch your Doll because it is Special summoned from the graveyard during your Standby Phase when it's sent there by Ectoplasmer (which by the way, is something V-Lord CAN'T do). And don't forget the since Graceful is gone, Card of Safe Return with this combo will be SO deadly.
Think about this for a minute. Your doll hits the field and you send it to the graveyard by Ectoplasmer. What can your opponent do? Summon a Monster in attack mode? Then what? Tribute the Monster and start your turn. Draw, Standby Phase and the Doll is Special summoned. If you have Card of Safe Return on the field, you can draw one more card. Then either summon and attack directly with the doll and the new monster or set a monster and with the doll attack directly. Then during the End Phase, tribute the doll to inflict 800 more damage.
If your opponent sets a monster, then just keep your defenses up and keep tributing Malice Doll. Or simply wait until you tribute a monster for Ha Des and rip their effects to threads and tribute the Doll during your End Phase.
Add some Giant Germs to this mix and watch as your opponent slowly realizes they are trapped.
For added fun, add a "Coffin Seller" or "Dark Room onf Nightmares" to the combo. Watch as your opponent begs for mercy.
Element Soldier
Dark/Fiend/4/1500/1200
This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field:
* WATER: Control of this card cannot switch
* EARTH: Negate the effect of an effect monster that is destroyed by this monster as a result of battle.
OK, so here's the thing. Element Soldier is in a pretty bad situation. His effect requires 1 of 2 Attributes on the field to work properly. I see him as a double agent playing both sides of the Fiend and Warrior battle. Think about it. What fiends could we POSSIBLY run this guy with?
WATER:
Darkbishop Archfiend is a 1400def WATER Fiend and I can think of a few other fiends I'd rather have on the field next to him.
Jowls of Dark Demise - Now, I'm trying to think of something with this guy, but I'm coming up blank.
EARTH:
Protector of the Sanctuary - nice strong 1900def, but his effect-combo (with Morphing Jar) is SO unused that it will be VERY rare to get off. After all, PotS is now limited to 1 per deck.
Goblin of Greed - Believe it or not, he DOES have his uses but to deck him for THIS effect?
Coach goblin - Riiiiiiight!!!!
Earthbound Spirit - This is the best choice. 2000 def is going to stay on the field long enough to let Element Soldier's effect to trigger enough.
Other than that, there's Vilepawn Archfiend and if you have Vilepawn Archfiend on the field, I'd MUCH rather summon Terrorking that Element Soldier.
While I could go on and on about how he could live better in a Warrior deck (whom would LOVE to have an effect negating Lv4 monster) or an Amazoness Deck (where Gaia Power would boost him up to 2000), I think I'll stick with just giving a verdict on this. He gets a 6 out of 10 from me in the Fiendish department. If he had 200 more attack, he'd be in my Archfiend deck.
Big Eye
DARK/Fiend/4/1200/1000
FLIP: See the 5 cards from the top of your deck, arrange them in any order desired, and replace them on top of the Deck.
This card is TECH. With the loss of Witch and Sangan, not only have we loss our search capabilities, but we've also lost some of our shuffling. Seeing and rearranging the top 5 cards in your deck, might make or break your game. You can plan WAY ahead of time.
Plan your strategies and basically be prepared (like a good boyscout).
With the originality being shoved down the throats of so many duelists, don't be surprised if you see a few "weird" cards pop up --- I'd love for Big Eye to be one of them.
Think about this: your Big EWye is flipped and you see the top 5 cards in your deck. You notice that one of them is ANOTHER Big Eye. You can re-arrange all the cards and place the Big Eye as the last card and You've just decided your next 9 draw phases.
Aswan Apparition
DARK/Fiend/3/500/500
When this card inflicts Battle Damage to your opponent's Life Points, you can return 1 Trap Card from your Graveyard to the top of your Deck.
We've all seen to locks that this MEAN fiend card do, but is it possible that this guy can see more play in the Banned list Environement?
So far, I've used him and SUCCESSFULLY gotten of the Time Seal lock ANd the Drop off Lock.
What do you guys think?
Can we make this little guy work? He can return those Time Seals, Drop Offs, and Non-Aggression Areas to your hand.
(by Dark Magic User)
He could also return those Dust Tornados, and another card, Archfiend's Roar...
Lol, imagine using Archfiend's roar once, getting back Terrorking, summoning Aswan Apparation, attack with Terrorking to clear the field, then with Aswan.
If all goes well get back Archfiend's Roar, do it all over again next turn. A little slow being a trap but it might work with some backup.
(by DilliO)
Hmm, Aswan could be a bit of a challenge. A few intial thoughts:
Give him the Axe of Despair, a nice Archfiend eqip that will get him up to 1500 ATK. While that isn't the most damaging, Aswan can now function in a decent realm as a final attack after having your pumped up Goblin Kings and the Dark Ruler clear the land....
Oooh, a nasty ending shot would be to use him in conjunction with Deal of the Phantom, or two even. Use the deal later in the game to pump up Aswan, then after he does damage, get the Deal back and use it again in another turn or so to make the boost even higher!
You could potentially keep Aswan protected in the long run with Heart of Clear Water. You can have him sitting comfortably in defense position, taking any kind of hits and then jump into the ATK when you're ready. If we're REALLY trying to focus a deck around him, then you could even stack a Raregold/MetalSilver/Heart of Clear Water to him. We'd focus EVERY targeted attack/magic to him, which he'd take the hit and survive, then pump him into ATK position when we're ready. But that might be stretching it. 8^D I kinda like the Deal with the Phantom combo myself.
(by Tmadness)
RDS-JP045
REBIRTH OF THE DEAD
Normal Magic
Discard 1 card from your hand. Put 1 Monster card in your
Cemetery into your hand.
SUPER RARE / ULTIMATE RARE
Not a bad card when combined with Night Assailant to get your Dark Ruler Back!
*** This would be a great way to put Marie the Fallen into the Grave.***
I think we've reviewed most of the fiends who can make an impact. Have we reviewed "Bistro Butcher" yet? There are LOTS of deck AND hand destruction comboes with him now that Soul of Duelist is released.
So I guess next, we'll discuss the NON-Fiend cards that are more than welcomed in a Fiend deck.
For example:
Tribe Infecting Virus
While Tribe Infecting Virus is, most of the time, a Fiend deck's worst nightmare, it can also be a great friend and ally. Tribe Infecting Virus can help to get rid of those annoying monsters that your fiends don't want to get their hands dirty with.
Tribe Infecting Virus found a wonderful ally in it's own deck type (Water) and most decks when Sinister Serpent was released. You could discard Sinister Serpent and call a monster type and destroy all of that type on the field. Then during your next Standby Phase, retrieve the Serpent and do it all over again. all of the Yu-Gi-Oh! Players were happy and satisfied. But now the Fiend players. No not us. Because WE were waiting for something.
You see, we Fiend players were MORE than happy to go along with you guys and keep discarding Serpents. But we were also given a much easier way to get Fiends into the Graveyard. Necrofear was happy. We were all happy.
Then AST was released.
Tribe Infecting Virus officially became a Fiend Card. Yes, he COULD be in other decks, like Archfiend Soldier can be in any deck, just like Jinzo could be in any deck. But in a Fiend deck, Tribe Infecting Virus was givens the biggest weapon it could possibly have. Night Assailant and Tribe Infecting Virus combined to form a controlled loop and nearly indestructible force.
Tribe INfecting Virus was equipped with Wicked Breaking Flamberge, making it's attack an impressive 2100 and giving it the ability to negate the effects of monsters it destroys in battle. But more importantly, 1 Night Assailant could be discarded, destroying all face-up monsters of the declared type. Night Assailant's effect could activate, returning ANOTHER Night Assailant from the graveyard to the hand, to be discarded. The cycle could be repeated until your opponent had nothing left.
........... and that is everything, so far. There are a couple of things by Dillio and TMadness, and DMU that I had copied into my file as well.
But I didnt do this for fun, folks. This was to help anyone who wanted to get the good stuff without reviewing 35+ pages. (the last 2 may have been this stuff).
so copy this info !!!!!!!!
(into your own file of couse)
NinjaDuelist:
do me a favor, post some (not all) of the cards and combos you are thinking about for the Ecto deck, and I will review and study it to see if I can help you at all.
You are the archiving machine! Anyway you could post that as a single file back at the lair for our own perusal. Who knows, maybe I can work together a little system that we could search/view/update that thing like the NetReps have setup. Be a nice way to continue our research and keep an archive.
EDIT: I just saw your last message for us to copy it ourselves, so maybe I'll just do that 8^D
........... and that is everything, so far. There are a couple of things by Dillio and TMadness, and DMU that I had copied into my file as well.
But I didnt do this for fun, folks. This was to help anyone who wanted to get the good stuff without reviewing 35+ pages. (the last 2 may have been this stuff).
so copy this info !!!!!!!!
(into your own file of couse)
NinjaDuelist:
do me a favor, post some (not all) of the cards and combos you are thinking about for the Ecto deck, and I will review and study it to see if I can help you at all.
Squid, wo, you are the man! I copied it all into word and came up with 17 pages of small text. 17 pages of fiend tactics! LOL!
This thread rocks! Now to begin moving it to the site...
Sorry about annoying about my deck without all the info. My goal is basically a field control that bases itself around this card. Ofcourse, I could use other strategies that you have in mind that I could use (like using Dark Master-Zorc). I could use all the ideas, but I like what has been presented so far. Good job, Squid ^_^
I dont know why you are congratulating me though. This is all Waldo's stuff. Every word of it. You can review the entire thread and see that i didnt include any postings by myself. He is the one we should be thanking. Im just his personal stalker. (now if I could just get a peek at all those files on YGO that he creates and makes for himslef)
NinjaDuelist-
Field control deck, huh? The main strategy is the Ectoplasm and Malice Doll Combo. Obviously we will need other cards to flesh out a 40 card deck, as well as strategies to fall back on, should this one fail. let me see if I can come up with a rough decklist. (where is pyrofire14 when you need him?? that guy could whip out a workable deck like I could wh... no, that's just gross) Ill get back to you.
Offhand, Im thinking of Mystic Tomatos, Last Wills, Creature Swaps, and some other basics. the real trick will be in how these cards are played. Like... getting 2 Malice dolls on the field, Creature Swapping, using ecto to destroy and MD's effect to swarm an open field with 3 creatures. Hmm.. yeah, I need to think about it. But I will definitely work on it. All of a sudden Im intruiged.
Well, I have done some thinking and I thought of a few cards ^_^
SASUKE SAMURAI & MYSTIC SWORDSMEN LV. 2
Now, you are probably wondering why. Well, the reason is because Ectoplasmer can only destroy FACE UP monsters. So, if they set monsters in defense mode, I can pick off the survivors with my Sasuke or Swordsmen. I know that they're not Fiends, but there has to be a few cards in a fiend deck that aren't, well, fiend. Ofcourse, for those who cannot go without fiends, here
is a substitute that can still help out.
Ofcourse, the only weakness is both of their attack power. With Sasuke at 500(?) ATK and Mystic Swordsmen at 900 ATK, there is alot that can easily take it out. So, when used, you really have to know what you're doing.
DARK RULER HA DES
This monster was mentioned before, but this card is especially helpful in this scenario. If your opponent is trying to pull off a fast one with a Cyber or Fiber Jar to change the pace in the game, disappoint them with the Dark Ruler himself. Even Waldo knows that the Dark Ruler won't put up with effects like that ^_^
CURSE OF ROYAL
Like many other cards, protection of the Ectoplasmar is a key element here. If your opponent can destroy Ectoplasmar, then he is scot free of paying the monster cost. So, a little protection shouldn't hurt... should it? LOL
COFFIN SELLER & DARK ROOM OF NIGHTMARE
Don't have enough pleaure in taking out your opponent's life points? Take it up to the next level. If you have three Coffin Sellers on the field, that will cost your opponent 900 life points every turn. Dark Room of Nightmare will do the same impact as well. Fatal Abacus would be good, but why would you want to lose life points because of your own card? Yeah.... I thought so.
TSUKUYOMI
This card should only be used if you plan to use Sasuke or MS LV.2. Get rid of a Jinzo or a Vampire Lord that keeps annoying you. I may add it into my deck. If it doesn't work, then thats where side decks come in.
CARD OF SAFE RETURN
This card has been mentioned before, and this card is the next stage of drawing power. An extra card every turn for your hand can give you a great advantage!
MALICE DOLL OF DEMISE
This is the reason to run Ectoplasmer! It has a horrible effect if Ectoplasmer didn't exist! Its attack and defense power is not game breaking, but it can hold its own in many scenarios.
When Ectoplasmer's effect takes place, tribute the Malice Doll and you can bring it back later. Let your opponent take care of the monster cost ^_^
Well, that's all I can think of for now. Hope I helped ^_^
i've barely managed to playtest ectoplasmer and the immense world of comboes it opens up, however, beofre i created my oh-so-incredible FP Burner, i tried out Archfiends. when going through this thread i went back through that deck and found the big card i'd been missing then, Level Limit Area B.
pardon ym french, but screw Terrorking, AND Archfiend soldier, you can run a very nice fiend deck with just Vilepawn, Desrook, Infernalqueen (all the lv3- fiends), Goblin King, giant Germ, and one cyber Jar, that's all. I've found, in my very limited experimenting, that the Archfiend Chess pieces excel in STAYING POWER. In advanced, with only oen torrential trib per deck, their biggest enemies are what they stop best, specific designation cards. Now, the interesting thing is, the best cards that work with this deck, besides stalling and pandemonium, are BURN TRAPS. Ceasefire, Just Desserts, and Giant Germ do more put-together damage than my Giblin Kings, usually. this deck takes a while to set up the board, but once it gets rolling it's a force to be reckoned with, especially with a Dimensionhole or two to keep Archfiends on the table.
hm a ChessFiend/Stall/Burn.... interesting, if not nearly as playable as a raw necrofear deck.
sorry if this has already been posted.
EDIT: upon posting, i thoguht of one card that fit's the feind prospect and theory incredibly. in my opinion it is THE msot obnoxious card in the game, and considering Yata Garasu, that's saying something, but it requres something...special in the deck, to make it work.
the card is Question, and the reason to run it is Archfiends. Use it late game, after your immense speed, thanks to pandemonium, has begun to exhaust your fiends. then ask your opponent whcih fiend they killed first, or maybe you killed? if your Fiendish tactics have worked well teh past 6-7 turns should be a blur of searching, shuffling, power tweaking, and dice rolling, i bet they cant remember if that first card was a queen or a pawn. use Question, bring that baby back, and if you want to be mean, use a second question directly after, becasue if they dont remember the first mosnter sent to the graveyard, trust me, they are so frazzled they sure as heck can't remember the second. try it out, side deck it, main deck it, but trust me, it's a good card to use.
Hey, Waldo! Pyrofire! Mind if you gave more input on the topic of Ecto and Malice? Same goes with everyone else. With W&P's help, we can create some super powerful combos with this ^_^