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When running Night Asailant(s), is it sensible to run other flip monsters such as Slate Warrior or Mask of Darkness to further enhance to preformace of Night Asailant? If so, how many other flips should be utilized per Night Asailant in a deck consisting of 40 cards?
I think that depends on your strategy with the Night Assailants. I have not run any in my deck yet (not obtained any for that matter 8^D), but I think they're primarily getting used for Man Eating / Sinister Serpenting in function. If you're going to run a lot of effects, or a lot of tributing cards then I'd put in two or three.
The big bonuses from them are the fact that two night assailants can work to revive each other and keep an endless supply of hand tribute material. Putting in a third would help if you get some Slate Warriors or recycle your Cyber Jars. I wouldn't really run them for their "Man Eating" effects, Newdoria has a lot more usage for that kind of effect.
Has anyone ever survived those Ojama + Staunch Defender combos? I know that everytime I try them, they end the duel but I'm just wondering if anyone has ever gotten the combo off and had to play one more turn againsts a stunned opponent.
There are SOME OT+SD combos that DON'T inflict 8000+ damage but those aren't possible to get off early in the match, are they? Early enough not to end it.
I know unless they play it really earily i can survive such an attack with my deck. i gain so many life points in my deck it is not even funny. most of the time my opponent will do some damage but not enough to even phase me. If you dont believe me just look at my deck and see for your self what i mean.
CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW CLOSE IT NOW
CLOSE IT NOW!
This forum has gotten out of hand with copy-off topics and it's my fault! I wanted this topic closed about 800 posts before and said so. And PLEASE, PLEASE, PLEASE!!!! stop copying this!
Close my topic, and be more creative creating a name for yours.
Gailsad - Why do you want to close this thread?? I am very curious to know what exactly you care.
Yeah
Alot of people are getting a lot of good information about fiends from this o_o
especially me;)
And, how does a mefist deck work???
My archfiend deck isnt working out, but maybe ill find a way.
Mefist the Infernal General
1800, 1 trib, fairy meteor Crush type effect and discards card. It seems difficult to keep on the field
What specifically isn't working in your Archfiend deck? BTW can you post the deck list, so I can take a look?
its somewhere down there :)
I dont remember the exact
Ill try to post it later.
I generally have trouble beating normal decks in my area.
Basically 1800 monsters(me and a few budies are the only ones with 1900's)
that are equipped, and they use cards like trap hole, and equip cards, and they just kill me. 0___0
I also have trouble with Umi decks.
Im not sure what I should do T-T
I was considering marauding captain for its special summoning ability, or gravity binds to stall for a few turns to summon monsters like my queen and pawns
Well, if you're going to keep Mefist alive and kicking, not to mention support his tribute cost. You're probably going to need a decent amount of spell/traps to protect/revive him. Skull Knight #2 would make a nice support for tributes, because you'd get a Skull Knight back as part of the tribute.
Stick an Axe of Despair on him to beef up his attack really high and keep him from being knocked down by Jinzo's and the like.
I'd say the Shift trap could be a life saver. That way you could redirect that nasty attacker over to a less valuable alternative, or have it redirect to a newdoria to make them pay more.
Bark of Dark Ruler would be a BIG help. Sac a few lifepoints to nudge down the attack just under Mefist. Then you get his effect on top of it.
Well, there are a few things I could think of. I think Mefist would be a wonderful deck because of his low tribute cost with immense effects.
Monsters
1x Jowls of Dark Despair(Meh)
3x Archfiend Soldier
2x Newdoria
1x Cyber jar
3x Vilepawn
3x Shadowknight archfiend
1x Terror king(I need 1 more)
(dark master Zorc)
1x Great Maju Garzett
2x Infernal Queen
1x Darkbishop
3x Desrook
Magics
1x Wicked Breaking Flamberge
1x Checkmate
1x Terraforming
3x Pandemonium
1x MST
1x Falling Down
1x Premature Burial(meh, i think i should take this one out)
1x Noble man of cross out
1x Contract with the abyss
Trap
1x Seven Tools
2x Waboku
1x Michizure
3x Archfiend's roar
1x Ring of Destruction
1x Magic Drain
Hmm, interesting. Considering that the metagame in your area is mostly beatdown, you should try and taking a control approach to Archfiends.
Instead of Cyber Jar or Morphing Jar use Morphing Jar #2. These can be used for field control without giving your oppenent some options.
Run 1 more Magic Drain, to put you at 2. Also add The Forceful Sentry and Confiscation. Perhaps a few Spirit Reapers.
Use 2-3 Falling Down. This way you can take control of your oppenents already boosted monster...
Nobleman of Crossout works best in pairs...I can garuntee you will always draw it when needed this way.
Wow, already on page 55... I guess pages fly when the internet is down for me...
I looked at some of the recent fiendish postings and saw someone mentioning Wall of Illusion. I guess we overlooked it. Well, here's a review over it:
WALL OF ILLUSION
A fiend from old school. I remember this card being popular since it was so easy to get (thanks to SDY) and for defense decks. It has defenses that can hold against most beatdown monsters, its a fiend, and has the ability to send back the offensive monsters to their hand. Since its a fiend, it could be used as Necrofood after it is used. Now, there are many cards like this (and better), but I still love this card for its uses. If you were to build a deck around returning cards to the hand, this would be one card to use. Combine it with Spring of Rebirth, you'll have limitless life points. Ofcourse, if you want a fiend that will be wasted a turn anyway, Newdoria is for you. If you run something like Messenger of Peace, this is the card for you. If you don't like fiends, well..... what are you doing here? ^_^
Hope that covers the ol' school fiend. Add it to your file(s) and cherish the information.
BTW, I didn't understand the Mokey Mokey Infinite combo. What are the cards? I didn't understand the abbreviations. Also, I hope it works with the Fiend monsters Kozaky and Goblin Correagraphor (?), since that would be an interesting deck to run. Good luck and Happy Dueling ^_^
For those of you curious about the Mokey Mokey thing (bah you infernal LIGHT FAIRY monsters, us fiends will hunt you down!) the original post came from a metagame.com reader contest, the solution is posted here:
Dillie-O: Thanx alot. I thought the combo would be much easier, but with the ban list this combo would be almost impossible to do. Anyway, I would use Kozaky instead of Mokey Mokey. No hard feelings, but that's the fiendish choice ^_^
Anyway, I decided to choose a Fiend that was chosen earlier that could be useful. Here he is:
BICKURIBOX
What!? This fusion monster? But why?!
The reason this card should be used is very simple. First off, it is a Lv. 7 Dark Fiend monster. That means that it has the ability to be Necro Food. Also, its the only level seven fusion fiend monster in the game. With Metamorphosis, this card could shine.
"Why would we get rid of a level seven monster for a weaker monster? 2300 can't take much."
The answer is simple: Snatch Steal/Change of Heart/Creature Swap/Falling Down your opponent's Lv. 7 trump card (Dark Magician, Mystical Knight of Jackal, etc.) and morph it into one of the most hated clowns while laughing at your opponent's frustration. Granted, there are better level 7 monsters to bring on the field, but this is the only fusion FIEND monster with this level. Also, you could Polymorph the Dream Clown and Crass Clown if you feel like it (although not suggested). So kids, look through your endless pile of commons and search for the clown that kids have nightmares about ^_^