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Lol, I know what you mean....I've always been that way, running a deck against the norm...even my Horus deck that I won my first tourny with was quite different - LP Gain/Burn. I'd like skilled players to use fiends, its great playing fiend vs fiend. One guy I know plays a very odd fiend/zombie/screw you! deck...and it works. It just messes with your head, lol.
^Aggreed, That's the only reason why I don't run warriors....everybody runs it...if I did and win a big tourney with it...what's the fun of that?=D...
i know.I was making 3 decks for a while now.I took a look at decks that would do well in the new age.2 decks sprang to mind-Archfiend and BEWD were the ones noone seemed to use alot.But then after only a few packs getting MS lv2 and 4,2x ck,and a couple of A forces i thought about making warriors.then i find 52,000,000 others were using them.
Oh well.I want to know what people really think of the chances of archfiends.I noticed they want to kill themselves to much.even with 3x pandemonium and 3x terraforming the archfiend's payment can hurt.But even some of the s/t like Archfiend's roar and falling down hurt lp.so do people think they might be a little to self destructive for their own good?
also how many people use Battle Scarred in their archfiend decks?I use Life Absorbing Machines and i love having 2 of them and a bs.
I have yet to put together an Archfiend deck (I still need more Archfiends, fie to that person who outbid me 8^D) but if I did, I'd also include a Life Absorbing Machine to offset those costs. I think Archfiends REALLY do have a chance. Not just as a fiend advocate, but mainly because of their effect. It is a tricky and difficult deck to work with, but when you have a pair of DarkBishop Archfiends on the field, you can now have up to 3 dicerolls to stop an effect from destroying say your TerrorKing. What's better, if TerrorKing dies by the effect wtih Pandemonium out, then you get to pull out your DesRook to bring back some chaos later.
That's from my limited view. After I finish my Eyes of Despair and get some more trade/selll material, I'm going to take a serious hack at an Archfiend deck to really hone my skills.
Archfiends need a LOT of practice to run successfully.
With the release of Archfiend of Gilfer, Archfiends will have the ability to take down strong monsters with ease.
Archfiends need LP gain, protection for Pandemonium, and protection from the beatdown monsters until they control the field. It takes a lot of practice but it CAN be done.
I've just finished testing a card, and while it did not exactly work out in the way I wanted it to, it DID work wonders.
I was looking through my cards, looking for something else to place in my deck. You know....keep things interesting. I was thinking along the lines of an equip card after Inferno Hammer enjoyed Gravity Axe so much. So I'm looking and looking and decide to lok through the "Guardian" equip cards that came in Dark Crisis. I noticed how the fiends only got Second Goblin as our Union monster. However, something startled me. I found my Equip card when I stumbled across a Dark Crisis normal Rare....
Metallizing Parasite - Lunatite
WATER/Aqua/7/1000/500 Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster will not be affected by the effects of Spell Cards controlled by your opponent. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
While this card is NOT a Fiend, it is the only Union monster who can be equipped to ANY monster. Making him a very versatile monster who can fit into nearly ANY deck. Well, any deck with Last Will or Mother Grizzly.
At first, the "outsiders" (those who are NOT part of this thread and the fiend revolution) will think "2 tributes, Level 7 and 1000 ATK and 500 DEF?!?!? NEVER!!!!"
But WE know better don't we?
First things first. This card gives you 2 effects:
1) A monster equipped with Metalizing Parasite will be immune to your opponent's Spell cards.
2) When the equipped monster is supposed to be destroyed, you send Parasite to the graveyard instead.
SO I'm at my second job, and I'm playing with this guy and he fills the field with Spell Cards. Specifically:
Level Limit Area - B
The Dark Door
Vengeful Bog Spirit
Toll
Toll
4 Sheep Token
Full S/T but check it all out. Any LV 4 or higher monsters summoned are switched to DEF, Any monster LV 3 or lower that IS summoned couldn't attack that turn, and when it WOULD attack, it would only be ONE monster and they'd cost 1500 LP for each attack.
Premied Cyber Jar and tributed it for Mefist who switched to Defense.
His turn, he draws and sets a monster F/D.
I draw and find that my hand has Wicked Breaking, Last Will and Winged Minion.
I equip Wicked Breaking Flamberge - Baou on Mefist, rasing his attack to 2300. I activate Last Will and summon Winged Minion and sent him to the graveyard to power Mefist up to 3000 ATK/2400 DEF. Last Will resolves and Special summons Parasite who equips to Mefist.
Now Mefist was:
a) Negating effects
b) trampling through defense
c) Immune to Spells
d) has 2 lives
Worst case scenario, I discarded Parasite for Zorc's Ritual.
I'll be play testing it some more tommorow but I'm just wondering if anyone has tried it.
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Creator of the Fiendish Duelists Mailing Group)
New York, NY "Maybe I can't ATTACK you with 'The Winged Dragon of Ra', but I CAN send it to the Graveyard to summon something stronger in it's place...meet the Dark Ruler!!!"
I have actually toyed with a Metalizzing Parasite deck before. Not with fiends and Last Wills, however, never thought of Last Wills.
In the deck I used Mother Grizzlies to bring out the Parasite, though that would be rather unstable in reality I think. I never built the deck.
The whole concept was, however, built around BLS and the Parasite and the card Combination Attack, which allows a Union monster to break apart after attacking and have the two attack again....or something like that. I worked the deck so that BLS could attack, I believe, up to four times in one turn. Who knows how feasible it would be in real play though...the deck's still in the deckbuilder if anyone's curious.
Combination Attack is a quickplay, so it could be quite useful.
Here's the text on Combination Attack:
During a Battle Phase, you can use this effect on 1 monster that has attacked this turn and is equipped with a Union Monster. Change the Union Monster back to a monster in face-up Attack or Defense Position. Also, the monster that was equipped with the Union Monster may attack again this turn.
Imagine that with the 3000 attack Mefist! That's a nearly 6000 hit in one turn.
This is the deck I took to a tournament last week. It ran really well against a heavy Horus/Burn enviroment. Giving me that magical 1st place and about 12 assorted packs. Gimme what yall think this deck is all about.
Total Cards: 41
Monsters: 19
1 Dark Ruler Ha Des
2 Dark Necrofear
3 Archfiend Solder
2 Terrorking Archfiend
3 Giant Germ
2 Slate Warrior
3 Night Assailant
1 Tribe-Infecting Virus
1 Breaker the Magical Warrior
1 Magical Scientist
Spells: 12
1 Pot of Greed
1 Snatch Steal
1 Change of Heart
2 Enemy Controller
2 Scapegoat
1 Painful Choice
1 Card Destruction
1 Mystical Space Typhoon
1 Heavy Storm
1 Premature Burial
Traps: 10
3 Raigeki Break
2 Magic Jammer
3 Bark of Dark Ruler
1 Ring of Destruction
1 Call of the Haunted
BTW, Im still around watching, folks. *waves hello* :)
Quote
At first, the "outsiders" (those who are NOT part of this thread and the fiend revolution) will think "2 tributes, Level 7 and 1000 ATK and 500 DEF?!?!? NEVER!!!!"
Well, hopefully anyone who has been visiting this site more than 3 months regularly has figured out that the 1000 Atk is what makes this playable. But it is safe to admit that even veterans to this TCG will shudder at the thought of using Lunatite. *cowards!!* :p
Quote
I draw and find that my hand has Wicked Breaking, Last Will and Winged Minion.
I equip Wicked Breaking Flamberge - Baou on Mefist, rasing his attack to 2300. I activate Last Will and summon Winged Minion and sent him to the graveyard to power Mefist up to 3000 ATK/2400 DEF. Last Will resolves and Special summons Parasite who equips to Mefist.
Now Mefist was:
a) Negating effects
b) trampling through defense
c) Immune to Spells
d) has 2 lives
I think Im missing a card here, boss. What was discarded for the activation cost of the Wicked Breaking Flamberge?? Or was this just the cards you played as part of the actual combo?
DMU- Dont give away all the goodies on Unions, lol! Its clear that these subtypes are one of the most underappreciated styles going in YGO right now. (though the level monsters are a big improvement, therefore overshadowing)
I had been advocating Lunatite since PGD, when everyone was crying desperately for the release of V Lord. (my water avatar should give you a clue as to my roots) It is unique for the reasons DMU and Waldo explained: equip ANY monster card (except Gearfried)
Its level and attack make it sooo easy to find via last Will, Grizzly, Reasoning, and Monster Gate. Its a great dump for any Ritual or discard effect. And if you use Premature, then its own effect to equip, I believe it separates from any residual effect of Premature. Does the same go for CoTH? I dont remember, to be honest.
Still, before everyone rushes to experiment with it like Waldo, I do think its important to note that the kind of support it needs makes deck options limited. What I mean is, Ive found it useful in Water decks, Tribute decks, and decks that rely on keeping one monster on the field for longer (ie: Mucus yolk, Baou, Jinzo, etc) Lets all remember that there is only ONE Waldo.. and we pale in his shadow ;)
MOD-
Very Nice, solid deck. Looks very smooth. One question, though: Do you find Enemy Controller to be a better option than book of Moon. I recently got an EC myself and have been testing it out (Sorry everyone, Not in a Fiend deck)
Your inclusion of 2 Terrorking+Dark Ruler makes me forego the suggestion of Flamberge. Though, normally I like seeing one power booster.
If you wanted to cut back on the monsters (only if) you could switch one Necrofear for another Dark Ruler and not have to worry about having 3 Giant Germs. Thats 16 monster instead. If you are worried about the thinning Cyber could complement your Painful and Card Destruction.
But overall, who am I to argue with success. Congrats on the win, and having a really nice looking Fiend Deck!!
<mingles fingers together in fiendish Mr. Burns fashion>
Excellent indeed...
<mingles fingers together in fiendish Mr. Burns fashion>
I laugh because I came across this card through RONIN the other day helping my brother in law out with his dragon deck. He was looking for a way to keep his Lord of D. immune to EVERYTHING and I found that card. I never though about applying it to fiends. Alas, I have yet to improve in the realm of fiendish delight.
By now you know me enough that I would LOVE to use that card in conjunction with Wall of Illusion. Instant double bumper, and I can use the deal of WoI as Last Will material for my next WoI that comes out. Oh the places we'll go!
To answer your question Squid, the Premature Burial combo wouldn't work. Lunatite only protects the monster against spell cards controlled by your opponent.
Props again to Waldo for thinking outside the box and brining us some extra fiendish goodies!
To answer your question Squid, the Premature Burial combo wouldn't work. Lunatite only protects the monster against spell cards controlled by your opponent.
Actually, what I was thinking was that if Lunatite is Special Summoned with Premature and then used its own Equipping effect, it was not a monster any longer. Therefore, Premature loses its target and wanders off the the Grave and you get to keep Lunatite. I wasnt considering the "spell Protection" of Lunatite as a defense. (ive used the card often enough to remember that about it)^_^
my question with CoTH is that if the trap is removed from the field would an equipping Lunatite still be subjected to the destruction clause? By turning it into an Equip could you separate it from the effect of CoTH, in the same manner as the Premature example, above?
Oho! Even better ByserSquid! Yeah, you'd be good to go on that part, since you're right, it does become an equip and PB gets drifted away.
As for CoTH, wow, that is a little tricky. I would say that again, Lunatite has been converted into an equip card, and CoTH specifically states destory the monster that it pulled out, so you would be good to go.
I think this lies in sync with those "classification" changes that occur with Relinquished and TER that don't allow the controller to get their special effects of the monsters, since those only apply when they are monsters and they're now equips.
<weekend flashback>
...at least that is how _I_ would call it. You're welcome to get a second ruling if you would like....oh Head Judge Waldo? Can I get a ruling verification from you... 8^D
</weekend flashback>
Well, the reason I brought up Lunatite is because it's the only Union that can equip to ANY monster, and therefore COULD belong in any deck if the owner is brave enough.
Premature Burial: Premie is an equip card. And we all know you can't equip an Equip card (Premie) to an equip card (Lunatite). And what happens to Equip cards when it no longer has a valid target? That's right. It's destroyed and sent to the graveyard. So if Lunatite is Special Summoned by Premature Burial and uses it's ability to equip itself to a monster, Preature will be gone, but Lunatite will remain equipped to the monster.
Call of the Haunted: Call is a different case. Call of the Haunted is a continuous trap. When Lunatite is Special Summoned by Call and equipped to a monster, Call of the Haunted will lose it's target. However, because Lunatite was NOT "destroyed" while it was a monster "attached" to Call, Call will just remain on the field doing nothing but taking up space and a adding 500 ATK boost for Mage Power.
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Creator of the Fiendish Duelists Mailing Group)
New York, NY "Maybe I can't ATTACK you with 'The Winged Dragon of Ra', but I CAN send it to the Graveyard to summon something stronger in it's place...meet the Dark Ruler!!!"
P.S. The card I discarded for Wicked Breaking was Archfiend Soldier. I was just stating the cards in the combo.
Metallizing Parasite - Lunatite
WATER/Aqua/7/1000/500
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster will not be affected by the effects of Spell Cards controlled by your opponent. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
And I thought it couldn't get more creative....
With this, Mefist (like mentioned before) is invulnerable to spells. With Dark Ruler on the field, this monster is a multi-task monster! He can:
A- Trample
B- Control opponent's hand
C- Disable effects
D- Not worry about spells
Good job, Waldo! This little card will worm into some of our fiend decks (WORMS!! GET IT? BWAHAHAHA!!!)
Call of the Haunted: Call is a different case. Call of the Haunted is a continuous trap. When Lunatite is Special Summoned by Call and equipped to a monster, Call of the Haunted will lose it's target. However, because Lunatite was NOT "destroyed" while it was a monster "attached" to Call, Call will just remain on the field doing nothing but taking up space and a adding 500 ATK boost for Mage Power.
I think what I was more concerned with with CotH was,: After, Coth loses its target, is Lunatite also separated from the destruction clause when CotH is destroyed or removed by any other means?
I understand that it will still remain on the field even if it loses its target. But Im not clear on the destruction factor for the monster revived by CotH. I think my mind was comparing it to what happens to a Fusion that is separated from MS's condition of returning to the Fusion deck, when it is removed from play or flipped face down.
To explain it better. If Lunatite is severed from the effects of Call of the Haunted, Call of the Haunted will have nothing to do with Lunatite. If Lunatite is destroyed, Call will remain on the field. If Call is destroyed, no matter WHERE Lunatite is, it will remain on the field.
Does that make more sense?
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Creator of the Fiendish Duelists Mailing Group)
New York, NY "Maybe I can't ATTACK you with 'The Winged Dragon of Ra', but I CAN send it to the Graveyard to summon something stronger in it's place...meet the Dark Ruler!!!"