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Thank you sou much for the fiendish compliment, Pyrofire. For the past 76 pages, I have learned so much and now I can help by giving information. I p-promised not to cry, b-but... ah, why not. *Begins crying while reaching for the tissue box*. I'm okay.... now, where were we?
Envoy of Toilet is right, I'm afraid to say that Archfiend of Gilfer decreases attack power, not increase. Even so, your opponent's monsters will have a hard time against Terrokings. Heck, have three of these things floating around, and your opponent's beatdown monsters will be beaten down ^_^.
BTW, I saw this card yesterday at my local tournament, and I'd like to do a review over it. Here it is:
BACK TO SQUARE ONE
Normal Spell / Common
Discard one card from your hand. Choose one monster on the field and return it to the top of the owner's deck.
This card can be major ownage! This card messes with the hand and the field, meaning a major control card! Let's break down the effect.
*Discard one card from your hand.
This is no big deal, thanx to the Night Assailants. With fiends, ignore this cost! Or, if you don't run the Night Assailants, send fiends to the graveyard for some Necrofood. Nice, eh?
*Choose one monster on the field and return it to the top of the owner's deck.
This is the effect that is the best. Imagine this: send a Jinzo, their only card on the field and hand, to the top of the deck, while doing some major damage for the next two turns. Major pawnage! This card can possibly be game-breaking.
Currently, I am running three of these and these have done some serious damage. Naturally, Tribute to the Doomed should be run over this card, but I prefer to screw with their drawing power as well. I hope you enjoyed the review.
NinjaDuelist, over and out.
**BTW, I love the art of this card. If anyone asks me if I have a life, I can show them that card. Get it? I know, its corny, but oh well...
looks nice i'm thinking that and archfiend Gilfer could do some major damage, discard Gilfer to not only return a monster to the top of their deck but to reduce their monster on the field by 500 atk as well.... *starts drooling*
Archfiend of Gilfer
DARK/Fiend/6/2200/2500 When this card is sent to the Graveyard, you can activate its effect. You can equip it to a monster on the field, and this card will be treated as an Equip Spell Card that decreases the ATK the equipped monster by 500 points.
Oh god, I want 3 of these so badly!!!! I need to buy some Shonen Jumps!!!
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 "By sacrificing 3 monsters from my graveyard [...] allow me to introduce you to Dark Necrofear, a great beast of ultimate darkness that will show you no mercy!!!"
At the RDS Sneak Preview, people we losing left and right because of their own "Flint".
Flint
Equip Spell A monster equipped with this card cannot change it's battle position or attack and has it's ATK reduced by 300. If the equipped monster is destroyed, select 1 monster on the field and equip this card to that monster.
Mandatory.
Archfiend of Gilfer = Optional.
This card can cripple Deck-Out decks and Hand Control decks when they meet up against a Fiend deck.
When this card comes out, I'll place my third Divine Wrath in my deck.
Hey have you guys noticed how, whithout counting the Union Monsters, the Fiends are also the only ones to share this ability?
Just check it out.
Kiseitai
DARK/Fiend/2/300/800 When your opponent's monster attacks this card in face-down Defense Position, the attacking monster is equipped with this card (damage calculations are canceled). Treat this card as an Equip Spell Card. During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card.
Dark Necrofear
DARK/Fiend/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 Spell 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.
Archfiend of Gilfer
DARK/Fiend/6/2200/2500 When this card is sent to the Graveyard, you can activate its effect. You can equip it to a monster on the field, and this card will be treated as an Equip Spell Card that decreases the ATK the equipped monster by 500 points.
Brain Jacker
DARK/Fiend/2/200/900 FLIP: Treat this card as an Equip Spell Card. Equip 1 of your opponent's monsters with this card. As long as it is equipped with this card, you control the equipped monster. During each of your opponent's Standby Phases, increase their Life Pooints by 500.
Hmmm....Brain Jacker + Bad Reaction to Simochi......Hmmmm....
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 "By sacrificing 3 monsters from my graveyard [...] allow me to introduce you to Dark Necrofear, a great beast of ultimate darkness that will show you no mercy!!!"
Ha! There is ONE card that is not a Fiend that treats itself as an Equip Spell Card........
Cocoon of Evolution
Group: Insect
Level: 3
0Atk/2000Def
You may treat this card as an Equip Spell Card on a face-up "Petit Moth" on the Field. When equipped, the ATK and DEF of Petit Moth becomes the same as "Cocoon of Evolution"
Wish I knew how to make it Italic and underline the Equip Spell par to make it all pretty, but, oh well.
EDIT: Hey! I just thought of something that REALLY Sucks. Well, I didn't think of it, but, someone else mentioned this little card when I was bragging about Archfiend of Gilfer....
77 pages!!! what more do you want man?!?! I was only going to suggest the protector of sanctuary with card destruction, painful choice with five fiends to get Dark Necrofear out quick, Giant Orc with skill drain. but you prolly know and got em'
Ha! There is ONE card that is not a Fiend that treats itself as an Equip Spell Card........
Cocoon of Evolution
Group: Insect
Level: 3
0Atk/2000Def
You may treat this card as an Equip Spell Card on a face-up "Petit Moth" on the Field. When equipped, the ATK and DEF of Petit Moth becomes the same as "Cocoon of Evolution"
Wish I knew how to make it Italic and underline the Equip Spell par to make it all pretty, but, oh well.
EDIT: Hey! I just thought of something that REALLY Sucks. Well, I didn't think of it, but, someone else mentioned this little card when I was bragging about Archfiend of Gilfer....
Woodland Sprite
What SUCKS about it?
Woodland Sprite CAN send Gilfer to the graveyard and Gilfer's effect CAN reactivate.
No Infinite Loop. BOTH players have control of this loop and either one can stop it.
And before anyone mentions it, Gearfried the Iron Knight WILL destroy Gilfer but Gilfer's effect is, again, optinal and will cause no infinite loop.
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 "By sacrificing 3 monsters from my graveyard [...] allow me to introduce you to Dark Necrofear, a great beast of ultimate darkness that will show you no mercy!!!"
I don't see why you'd WANT to loop it, but you COULD if you found a use for the loop.
However, if nothing is really happening, the judge should tell them to stop. If they won't listen, give them a warning for Stalling.
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 "By sacrificing 3 monsters from my graveyard [...] allow me to introduce you to Dark Necrofear, a great beast of ultimate darkness that will show you no mercy!!!"
WOW! I have missed some intense discussion while I was gone for the week, and even more importantly, I have a new droolable card to try and do some trading for. Archfiend of Gilfer will DEFINITELY be going into my deck when I can get a hold of it or trade for it! 8^D Its even more deadly considering the fact that you don't have to pay for its Archfiendishness 8^D
On to a point of strategy/deck construction. For those of you in the FMB, I was able to give my Eyes of Despair deck a thorough testing over the holiday weekend since my arch-nemesis was out. Sadly to say, I think I lost more duels than I won. He came well prepared, he had a really nice dragon deck and a lockdown/direct damage deck (Messenger of Peace plus some direct attackers and a few nasty traps). I won't go into too much detail on that here, but check into the FMB later today for my recap, there were some really interesting things happening and some AWESOME feats of fiendishness to share 8^D
What I would like to bring up here is the point of fiendish gameplay, in general. From the play I had this weekend, it dawned on me that fiend decks, in general, are more reactive and late game strategy that beginning game, proactive strategy.
Now don't call me a heretic or anything, and I think Archfiend style might be different that this, but let's take a look at some of the evidence that I've seen through my gameplay:
Most of your 4 star fiends don't have a high attack and do tech or effect mayhem to your opponent. Dark Jeroid, Newdoria, Giant Germ, etc. Most of the time, you're going to only summon your Jeroid when your opponent has a monster face up that you're going to weaken. What happens if they do all their monsters face down? Typically you put Newdoria out there face down to wipe our their buff monster when it appears you're on the ropes. What happens if they don't do much initial attacking? Where's all your necrofood going to come from?
A lot of fiends work in tandem: Goblin King needs another fiend, Twin-Headed Wolf needs another fiend, etc. Putting your Skull Knight #2s or your Jeroids face up make them open to attack, which render these monsters in jeopardy if not properly cared for.
And then there are elite members, Ha Des, Mefist, Necrofear which is where you really start building up some offense. But you have to tribute for these guys or have your necrofood plate full, if you're suffering from the conditions above, then these guys are left out to dry to prevent them from hitting the field?
So as a general recap, fiends profit most when there is a lot of action going on. My arch-nemesis had a warrior deck this weekend as well, began swarming and heavy attacking. This worked wonderfully because I had fast necrofood and lots of tech going on and smashed him in a matter of turns. But what happens when the play is slower, or you're not getting the action that a lot of fiendishness feeds on? You'll have to make your own or work a few 4 star mayhem members to provoke some action.
In hindsight, I think my Eyes of Despair are addressing these options, but need more strength. I pose this more to get insight from fellow fiendish duelists to see if I'm on track here or off course. Let me know your thoughts and I'll have some full details in the FMB around lunchtime.
nice insight Dillie-O, i've also had the same experience.
here are 2 cards that i'm really looking forward to from Flaming Eternity
translations from DM Comet
FET-JP056
Headquarters Assault
Trap - Normal
Choose a monster on your field to activate this card. Destroy that monster, put
the top 2 cards in your opponent's Deck to Graveyard.
Rare
FET-JP058
Deck Destruction Virus of Magic
Trap - Normal
Sacrifice a Dark main-type monster with 2000 attack strength or higher on your
field. After the activation, look at opponent's field and hand, and for 3 of opponent's turn, reveal the card opponent draw, if it's a monster with attack strength of 1500 or less, destory that card.
Super Rare/Ultimate Rare
Headquaters Assault may be a nice answer to that slow-play that Dillie was talking about, it feeds Necrofear as well as take out their deck.
I really wish DDVM was DDVD, but as we fiend duelist do alot, we work with what we have. Here's a list of fiends that can be used with DDVM
Beast of Talwar
Dark Necrofear
Dark Ruler Ha Des
Dragon Seeker
Flash Assailant (have to waill till effect is applied to determine if useable)
Giant Orc
Helpoemer
Invader of Darkness
King of Yamimakai
Lesser Fiend
Mazera DeVille
Nuvia the Wicked (have to waill till effect is applied to determine if useable)
Skull Archfiend of Lightning
Terrorking Archfiend
The Earl of Demise
The End of Anubis
Ushi Oni
Zoa
i'd definately prefer to use DDVM with Orcs as they're prone to attack after they themself have attacked, Zombies will most likely have a field day with this as well as they're able to special summon so many 2000 due to Pyramid Turtle