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Fiend Roar Deities, guide and discussion.


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Fiend Roar Deity Guide v1.0

 

 

Introduction:

Fiend Roar Deities are an OCG-only set released in the Duel Terminal. While the TCG doesn't have these cards, we are getting some Duel Terminal cards and they are playable with services such as DMU, YVD and the official Yugioh video games such as the World Championship series.

They can easily be seen as an updated versions of Dark Worlds, sending from the hand to the Graveyard is a main theme and the cards which do activate when sent have the advantage of not needing to be specifically "discarded" and working when sent as a cost. They also support Tuners, giving access to Synchros, a strong advantage over Dark Worlds, however, being a Duel Terminal archtype, they have no access to Spell or Trap support until they are released in packs.

Anyway, this is my first attempt at a guide, it's probably awful, but I have spare time right now.

 

Fiend Roar Deity Monsters:

 

 

This is a current list of ALL Fiend Roar monsters, in alphabetical order. So expect to see some really BAD cards, and to be told why they are so bad. They are all Fiend-type.

 

Fiend Roar Deity Ashenvale

FiendRoarDeityAshenvaleDT06-JP-DSPR-DT.jpg

When this card battles, activate this effect once during the Damage Calculation by sending 1 card in your hand to the Graveyard. This card gains 600 ATK during Damage Calculation only.

 

Instantly, we see the sending of cards! But we get a BAD example. The strength of Fiend Roars is that they send cards to activate, good, powerful effects, this does nothing more than make a 2200 beatstick when sending. I would never include this card in a Fiend Roar Deck.

 

Fiend Roar Deity Beast Rubilarda

FiendRoarDeityBeastRubilardaLE16-JP-DUPR-DT.jpg

When this face-up card is selected as an attack target, negate that attack by discarding 1 "Fiend Roar Deity" monster from your hand. Tuner.

 

Ok, remember when I said they were Fiends? I lied. For some reason, they made a single card from the Archtype a Beast-Type monster. This will make it miss out on any Fiend-Type support you include, but that probably won't be too much. The effect is useless in all ways. The only advantage to this is that it's a Level 4 Tuner. I wouldn't include it, but you can if you need Tuners that badly.

 

Fiend Roar Deity Cruz

FiendRoarDeityCruzDT05-JP-DRPR-DT.jpg

When this card is discarded from the hand to the Graveyard, Special Summon 1 Level 4 or lower "Fiend Roar Deity" monster other than this card from your Graveyard.

 

Cruz!~ We've got through the first two and reached Cruz!~ This is probably the most useful card in the whole Archtype. Whenever you send something, you want it to be this, when you add something to your hand, probably this. Cruz's amazing revival is Fiend Roars power concentrated into a single card. Run 3, no exceptions.

 

Fiend Roar Deity Dipu

FiendRoarDeityDipuDT06-JP-DNPR-DT.jpg

When a "Fiend Roar Deity" monster(s) is sent from the hand to your Graveyard, activate by Tributing this card you control, and selecting one of those monsters. Special Summon the selected monster to your field.

 

This is an odd one, a Level 3, just about reasonable ATK, still a LIGHT Fiend, and can swap itself out for any Fiend Roar Deity. This card has some uses. Although I probably wouldn't use it, this one's down to personal choice.

 

Fiend Roar Deity Galbas

FiendRoarDeityGalbasDT04-JP-DRPR-DT.jpg

You can discard 1 card to destroy 1 face-up monster your opponent controls with DEF lower than this card's ATK.

 

Much like the above, this card depends on personal Deck design. It can be very useful if you have any way to boost general ATK, although that's unlikely, and also reasonable against BW, but again, nothing amazing. I tend to run 1, to be searched out if the situation really needs it, use the effect, then use as Synchro fodder.

 

Fiend Roar Deity Grimlo

FiendRoarDeityGrimloDT04-JP-DSPR-DT.jpg

While you control a face-up "Fiend Roar Deity" monster, you can send this card from your hand to the Graveyard to add 1 "Fiend Roar Deity" monster other than "Fiend Roar Deity Grimlo" from your Deck to your hand.

 

1700 ATK, Level 4, Searches any monster, you should be maining this @3, no exceptions. If you can't see why, you're blind.

 

Fiend Roar Deity Kushano

FiendRoarDeityKushanoDT04-JP-DNPR-DT.jpg

Activate by discarding 1 "Fiend Roar Deity" monster except a "Fiend Roar Deity Kushano" from your hand. Add this card in your Graveyard to your hand. Tuner.

 

Perfect way to get discards without losing hand advantage. Good Level 3 Tuner. You always want one available to get discards/ect, but it recovers itself, so more than 1 in hand/field/grave becomes dead. I run 2 most of the time, 1 or 3 is fine, but I'd always run some, great card.

 

 

Fiend Roar Deity Legion

FiendRoarDeityLegionDT06-JP-DUPR-DT.jpg

"Fiend Roar Deity" Tuner Monster + 1 or more non-Tuner Monster

When this card is Synchro Summoned while you have no more than 1 card in your hand, you can draw cards until you have 2 cards in your hand.

 

Synchro, all support works, Level without many good Synchs, effect which is great with the Archtype. I'd always have some in the Extra Deck. If you're lucky, you can draw into a Cruz, discard with something from the Graveyard and turn this into a higher level Synch.

 

Fiend Roar Deity Levuathan

FiendRoarDeityLevuathanDT05-JP-DScPR-DT.jpg

1 "Fiend Roar Deity Tuner" + 1 or more Non-Tuner monster.

When this card on the field is destroyed and sent to the Graveyard, you can select up to 3 "Fiend Roar Deity" monsters in your Graveyard. Add the selected monsters to your hand.

 

Level 10, which might seem hard to Summon, but isn't. He has an endless loop too. Whenever destroyed, select him and 2 Cruz, he returns to Extra Deck. On your turn, use Fiend Roar Deity Solcius (shown later) to discard both Cruz and Summon himself. One Cruz summons the other, second Cruz gets Raven (or any Level 2 Tuner.) And you can re-summon him. You can do the above but Summon the Level 4 Beast-type and any other monster to get a free Summon every time you loop - that's the only reason to run the Beast-type. Good card. Run. Can loop/return self, so 1 is enough generally.

 

Fiend Roar Deity Luri

FiendRoarDeityLuriDT04-JP-DNPR-DT.jpg

When this card is discarded from your hand to the Graveyard, Special Summon it.

 

He makes walls and helps you fine-tune the Level of a Synchro you're going to get. I tend to run 3, if just for that. You might not include this since it's weak/only Level 1.

 

Fiend Roar Deity Mihztorji

FiendRoarDeityMihztorjiDT05-JP-DNPR-DT.jpg

Send this card from your hand to your Graveyard and select a face-up "Fiend Roar Deity" monster you control. While the selected monster is face-up on the field, it is treated as a Tuner monster. Tuner.

 

It's a Level 2 tuner, the effect will rarely, if ever, be of use. Raven is better here as a Level 2 Tuner. I would never run this.

 

Fiend Roar Deity Ordoro

FiendRoarDeityOrdoroDT06-JP-DNPR-DT.jpg

Activate by sending 1 card in your hand to the Graveyard. Special Summon 1 Level 3 "Fiend Roar Deity" monster from your hand. This effect can only be used once per turn. Tuner.

 

Another Level 2 Tuner. The effect can probably be very useful if you're in the right spot, it's a bit situational and a -2 to the hand though, so I personally haven't used it much. This is another bit of personal taste. It also has (in my opinion) the worst art and probably worst name of the set, so you can drop it for that >_>;;;

 

Fiend Roar Deity Raven

FiendRoarDeityRavenLE13-JP-DUPR-DT.jpg

Once per turn, you can discard any number of cards in your hand and have this card gain ATK equal to the number of cards you discarded x 400 until the End Phase. For each card discarded by this effect, increase this card's Level by 1 until the End Phase. Tuner.

 

The discard is not a cost. This can Summon Darkworlds. I personally love this card, it discards just as many as you need for Cruz/Luri/(Dipu?) and just as many as you want for the perfect Synchro Level. A likely include in any Deck, a definite in Infernity/Dark World combo Decks.

 

Fiend Roar Deity Solcius

FiendRoarDeitySolciusDT05-JP-DSPR-DT.jpg

Send 2 cards other than "Fiend Roar Deity Solcius" from your hand to your Graveyard. Special Summon this card from your Graveyard.

 

Great high-level card for getting out Level 8-10 Synchros. He's also a massive beatstick from no-where and returns more often than you'd expect. He's a great way to ditch Cruz&Luri too. Recommended for any FRD Deck, buy has the same problem as Kushano, more than 1 around the field&Grave becomes dead. Run 1-3, I go for 2 again.

 

Fiend Roar Deity Topy

FiendRoarDeityTopyDT05-JP-DNPR-DT.jpg

If you have 2 or more cards less in your hand than your opponent, activate by revealing 1 "Fiend Roar Deity" monster in your hand to your opponent and tributing this face-up card you control. Destroy 2 Spell or Trap Cards your opponent controls.

 

In the current meta, there isn't much of a backrow to destroy, most are chainable anyway so s/t removal is downgraded to OTK Decks and 'meh' in anything else. Situational s/t removal which takes a Summon is even less useful. I'd never run this, if you really are having trouble with something, side it, but I'm sure even Breaker would fit your Deck better.

 

Fiend Roar Deity Urstos

FiendRoarDeityUrstosDT05-JP-DNPR-DT.jpg

If you have 2 or less cards in your hand, all face-up "Fiend Roar Deity" monsters you control gain 400 ATK.

 

This can actually be pretty useful, Galbas can be justified if you run this. I know that 'lolATK' isn't very useful right now, but 1900 with a field boost is pretty reasonable. I don't run it, as I actually keep a 3+ hand a lot of the time, but your own build might find space for it.

 

Fiend Roar Deity Valkiris

FiendRoarDeityValkirisDT04-JP-DUPR-DT.jpg

1 "Fiend Roar Deity" Tuner + 1 or more non-Tuner monsters

Once per turn you may discard 1 Fiend type monster to draw 1 card.

 

Great FRD card, helps to maintain reasonable hand size while still activating Cruz, 2900 ATK beats everything right now but JD/RDA. This is probably the monster I synch most often, maybe second after Avenging Knight.

 

YES, WE'RE FINALLY DONE WITH THAT WALL OF MONSTERS

 

 

 

Support:

Search and recovery:

 

 

Apart from their own, amazing, search card, there are four other search cards of note;

 

Rai-MeiCSOC-EN-SR-UE.png

 

It searches Cruz, Raven and Luri, very lovable card. Some people might, fairly, call this card too slow. I run 0-2, depending on the build, slower Decks might use this, fast Decks might hate it, but searching Cruz to the hand is always a kick-ass thing.

 

FoolishBurialSDRL-EN-C-1E.jpg

 

I expect you know this card all ready, it can send Solcius or Kushano to the Graveyard. I wouldn't include it, but you might want to.

 

The other two cards for searching are 'Sangan' and 'Shining Angel', I expect that you know their effects, pros, and cons.

 

There is also four notable recovery cards that work with Fiend Roar Deity.

 

BeckoningLightCP08-EN-C-UE.jpg

 

You can set any s/t cards you want to keep before using this. It's basically a Monster Reincarnation for your whole hand, since you're probably mainly running LIGHTs. It's a very useful card which will probably be in most Fiend Roar Decks. However it's slower than Reincarnation in that it's a trap.

 

MonsterReincarnation5DS1-EN-C-1E.png

 

Discard a Cruz to add a Cruz, you just used a Monster Reborn for Level 4 or lower, Fiend Roar Deity. Apart from this, the most common use, I'm sure you can find others. I haven't run it much but I'm planning on adding it to my next Deck due to its massive effectiveness.

 

PotofAvariceSDZW-EN-C-1E.jpg

 

Also amazing draw power. Fiend Roar's are an archtype which can put many card in the Graveyard quickly and which love big hands. This card is great and should be run in just about any Deck, anything up to 3 is fine if you send fast enough, which you should.

 

PuppetMasterCSOC-EN-SR-UE.png

 

They can rather easily discard a Luri or Cruz before Normal Summoning, making this a 2000 LP cost double revive, it's also level 6. This makes it a great stepping stone for Level 8-10 Synchros. I don't run this, but it's a good swarm card without losing hand advantage. Personal choice on this card's inclusion.

 

Of course, generic search/recovery such as Call of the Haunted and Gold Sarco can be used too, but that's not getting a place as it works as well here as anywhere else.

 

 

Draw power:

 

 

There are four cards I would mainly consider with draw power, outside of Pot of Avarice, Valk and Legion;

Morphing Jar, Hand/Card Destruction and Dark World Dealings. All of these both discard, possibly triggering Cruz/Luri, and draw. Dark World Dealings is probably best not included unless you are also adding Dark World cards, as it is rather slow. These all (apart from Morphing Jar) lose hand advantage but prepare well for Pot of Avarice. Use as you wish.

 

Yaaaay for a short one!

 

 

Beatsticking:

 

 

Firstly, the God of Beatsticking, the one and only HONEST Fiend Roars are oddly light, so this card is great for winning any battle, use as you feel needed.

 

Moving on:

 

GuardianofOrderLODT-EN-ScR-1E.png

 

An easy Level 8 beatstick, can make the Level 10 Fiend Roar easily with Raven. Can make cloggy hands, though, so be careful with adding too many.

 

DarknessNeosphereJUMP-EN-UR-LE.jpg

Easy 4000 beatstick, can't even be killed when they DO get over his ATK and activates Cruz. A very usable card.

 

Raviel%2CLordofPhantasmsCT03-EN-ScR-LE.png

Another 4000 ATK beatstick which is runnable in this swarming Archtype. This one doesn't need your opponent to act, but requires a bigger loss for you. Run if you need a beatstick more than what you have anyway. Can make bad hands.

 

 

Other:

 

 

FreedtheBraveWandererCP04-EN-R-UE.png

 

While Fiend Roar Deities swarm very well, they lack any monster removal effects, other than Galbas. This is a reasonable Beatstick and LIGHT. It's probably bad to run this in a Deck with many Pot of Avarice cards, so think carefully.

 

BarrierStatueoftheHeavensCDIP-EN-C-1E.jpg

 

Usually very fragile, but the LIGHT Statue is probably more usable than any others. Honest is the key to using this well, protecting it for even a turn can wreak your opponent, and if you can keep Honest in hand through Monster Reincarnation and Pot of Avarice, this turns to an easy win against certain Decks. Possibly usable, possibly not.

 

GoblinKingDR2-EN-C-UE.jpg

 

Being a swarm Archtype, Fiend Roars get the best out of this card. I still wouldn't run it, though.

 

SnipeHunterGLD2-EN-C-LE.jpg

Fiend, Discards for an effect, gives the archtype removal they're often lacking. This makes a great card in Fiend Roars. It's limited, though.

 

InfernityGuardianWC09-EN-UR-UE.png

Most Infernity card are completely worthless. This one's ok-ish if you really have to run it since Roars kill the hand very easily. I wouldn't recommend them unless they gain more support later.

 

ChaosSorcererSD6-EN-C-1E.jpg

A lot of the support I've mentioned is DARK, as are Dark Worlds (see below). Because of this, Chaos Sorcerer, a very useful card, can often be added to Fiend Roar Decks.

 

 

 

Dark Worlds

 

 

For those of you who aren't up-to-date, Dark Worlds activate when Discarded by a card effect. This means that they don't activate when "sent" to the Graveyard, as a lot of FRD cards say, or when discarded as a cost. This is important as all Fiend Roars except Raven discard as a cost. From the cards mentioned here; Dark World Dealings, Card Destruction, Morphing Jar and Fiend Roar Deity Raven are able to activate card effects of Dark Worlds.

 

Generally, Dark Worlds other than Goldd and Silva won't be included. These are high level, high ATK Dark Worlds which make an instant Level 8 Synchro when discarded by Raven. The other Dark Worlds are fine and usable, but you generally won't have enough space to include them anyway. Make sure you think carefully before adding Goldd/Silva, as they are Level 5 and possibly a Dead Draw.

 

They are also Fiends, which gives access to Neosphere and Raviel, if you want those, and DARK, which gives the extra option of adding Chaos Sorcerer to your Deck - although this is adding many high level monsters, increasing your rate of bad hands.

 

 

Skill Drain

 

 

Cruz, Luri, Solcius, Kushano, Honest, Neosphere, Grimlo, Dark Worlds and many other Fiend Roar-based cards completely ignore Skill Drain, even with it, many cards can activate their effects to force a discard, triggering Cruz/Luri. I haven't yet tested it, but Skill Drain is probably a very effective card here. I'd like comments on its worth.

 

 

 

Decks:

I've always built a specific type of Deck with Fiend Roars, a 'Cruz Deck' which is generally focused on swarm. However, a more destructive Deck seems possible, so I'll leave a list for both.

Swarm

 

 

Monsters: 21

3x Cruz

3x Grimlo

3x Luri

3x Honest

2x Solcius

2x Kushano

2x Raven

1x Galbas

1x Sangan

1x Morphing Jar

 

Spells: 16

3x Monster Reincarnation

3x Lightning Vortex

3x Pot of Avarice

3x My Body as a Shield

1x Card Destruction

1x Mind Control

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps: 3

3x Royal Decree

 

Extra: 15

Generic, lots of LIGHT

 

I understand that most people would swap the Decrees and some s/t cards for other traps, but this is the build that I run on DMU, it works well.

 

 

Offensive

 

 

Monsters: 22

3x Cruz

3x Grimlo

3x Honest

3x Urstos

3x Galbas

2x Shining Angel

2x Raven

1x Solcius

1x Snipe Hunter

1x Darkness Neosphere

 

Spells: 11

3x Lightning Vortex

2x Pot of Avarice

2x My Body as a Shield

1x Monster Reincarnation

1x Mind Control

1x Heavy Storm

1x Mystical Space Typhoon

1x Giant Trunade

 

Traps: 7

2x Bottomless Trap Hole

1x Torrential Tribute

1x Mirror Force

3x Dark Bribe

 

Extra Deck: 15

Generic

 

 

 

While it works well for me, I'm sure the first Deck could be better and the second is completely untested, just an idea for a Deck which 'could work'. I'd like any possible help on improving both of the Decks as well as any good Dark World, Skill Drain or Chaos variations on Fiend Roar Deities.

 

 

 

And apart from that - what do people here think of Fiend Roars? Is it a worthwhile archtype? Or is so much self-hand-destruction unplayable? Discuss.

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  • Rulee / Luri should be at 3 unless your build is using something weird. Also, 3 Solcius is too much, I
    haven't tested 2, but once he's in your Grave (via F Burial maybe?) you'll only need 1. Also, that's where
    Rulees start doing you good. Same w/ Kushanoo.
  • Absense of Beckoning Light is disturbing, 2 is a fair number.
  • Anyway, okay guide, but (at least the way I run 'em) seems to work fine and is
    a bit different than this. Just needs a bit more touching up

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  • Rulee / Luri should be at 3 unless your build is using something weird. They do nothing but help a small amount with synchros. Also' date=' 3 Solcius is too much, I haven't tested 2, but once he's in your Grave (via F Burial maybe?) you'll only need 1. [i']Yes, 3 is too much in most builds, but a build which doesn't draw/send quickly would still want access to at least one, so 2 is fine in most.[/i] Also, that's where Rulees start doing you good. Same w/ Kushanoo.
  • Absense of Beckoning Light is disturbing, 2 is a fair number. I forgot about this - very bad move on my side, thanks.
  • Anyway, okay guide, but (at least the way I run 'em) seems to work fine and is
    a bit different than this. Just needs a bit more touching up

 

Thanks for the comment. Can you contribute your own Deck? Or other ways to help the guide?

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  • In the next format. Had to do some changes and haven't playtested it since
    I was on last, but DMU didn't update yet, as far as I know. Should be about the same.
    Just negged reborn for CotH, added a 2nd burial for Kushano, dropped Solemns.
    [spoiler=The Dissentience = FRD]
    Monsters: 22
    3 Thunder Dragon
    1 Fiend Roar Deity Solcius
     
    3 Fiend Roar Deity Raven
    3 Fiend Roar Deity Grimro / Grimlo
    3 Fiend Roar Deity Rulee / Luri
    3 Fiend Roar Deity Cruz
    1 Fiend Roar Deity Galbath / Galbas
    1 Fiend Roar Deity Kushano
    3 Honest
    1 Morphing Jar
     
    Spells: 11
    2 Book of Moon
    2 Foolish Burial
    1 Card Destruction
    1 Giant Trunade
    1 Heavy Storm
    1 Lightning Vortex
    1 Monster Reincarnation
    1 Mystical Space Typhoon
    1 Scapegoat
     
    Traps: 8
    3 PWWB
    2 Beckoning Light
    1 Call of the Haunted
    1 Mirror Force
    1 Torrential Tribute
     
    Total: 41
     
    Extra:
    3 FRD Legion
    2 FRDLevuthan
    1 FRD Valkiris
    1 Brionac
    1 Goyo
    2 Armory Arm
    2 Stardust
    1 Urbellum
    1 RDA
    1 TRA
    ^that might not be the best, but it's what I just slapped together.
     
     
 

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Guest PikaPerson01

Eh, I hate to be a stickler, especially since this seems like a halfway decent guide, but how helpful is this thing exactly with none of those cards legal in the TCG?

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They exist in YVD, if you download the OCG cards, DMU, and other simulations. Since other Duel Terminal cards are coming over, they might come over to at some point for TCG tourney play. It's not like this section's never talked about OCG cards before.

 

That, and they're my favorite archtype, and I had a night with nothing to do =/

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