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Prim and Proper [ Archfiends ]


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Monsters:

3x Archfiend Cavalry
3x Archfiend Heiress
3x Tour Guide from the Underworld
2x Archfiend Emperor, the First Lord of Horror
2x Archfiend Commander
2x Archfiend Empress
2x Mathematician
1x Archfiend Giant

Spells:

3x Supply Unit
2x Archfiend Palabrynth
2x Trade-In
2x Mystical Space Typhoon
2x Creature Swap
1x Foolish Burial
1x Dark Hole
1x Soul Charge

Traps:

3x Skill Drain
2x Archfiend's Roar
2x Breakthrough Skill
1x Bottomless Trap Hole


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The deck primarily runs around searching Archfiend Palabrynth with Heiress and obtaining large hand advantage through self-triggering of Supply Unit. When the time comes, you can drop a large array of massive monsters, most of them with 3000 or more attack.

A few cards in particular, such as Creature Swap and Skill Drain in particular, lend a great hand to the Deck. You can swap away a normal summoned Emperor and have him self-destruct, or perhaps you can swap away a Heiress and get a search off of battle destruction, or even swap away an Acid Golem. Skill Drain allows you to summon pretty much all of your Archfiend monsters from your hand without much trouble; all of their self-destruction and attack reducing effects become absolutely moot, and you can swarm the field with downside-less 3000+ attack monsters who, to be quite frank, don't give a crap if they're destroyed, rather quickly.


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Plays like a pseudo-Skill Drain / Scrap deck.  These monsters actually have some relatively decent tricks up their sleeve.

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There are a lot of monsters in this deck whose effects you want to go off, so three Skill Drain seems really overkill to me. I rarely use Skill Drain at all in my own Archfiend decks.

 

Some suggestions for things to try in the deck would include Masked Chameleon, who works wonders for making synchros or even just rank 4s with Archriends, and Skill Prisoner takes care of most of the problem cards that try to get around destroying your Archfiends.

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2 Archfiend Empress seems a bit cloggy imo. She can lead to being dead weight in the hand until you get out Archfiend Emperor or draw into Trade-In. While Skill Drain actually does not counter the Archfiend's playability all that much (if nothing else, it boosts it) 3 is way too excessive, and as such I highly recommend you side out 1-2 Skill Drains (the Deck is already restrictive on Life Points management as is, and as said previously, if it is not played right, it can be counter productive.) Why the 1 Upstart... When you run 3 Supply Unit? Upstart is a +0 that you are giving a 'chance' to trade it in for a better card outside of your Draw Phase (at the least, Mathematician and Supply Unit already handle a supplement of Draw Power) I like the idea of using Mathematician in here, it is a better alternative to Armageddon Knight (imo), and allows for added Draw Power. I am a bit iffy on Archfiend Giant in here. I tested him for quite some time, and in some cases he can be really good for opening up combos/plays, but other times, he ends up being dead weight or a mindless beater until you pop him with your own card effect's at some point just to go -1/-2 to trigger his effect (which is relatively bad.) You may be better of using 3 Archfiend Commander, as at least with him you break even with either of his effects. If at all possible, try to fit in 1-2 Call of The haunted, as unlike Archfiend's Roar, it is not restrictive to Archfiends and can keep beaters on the field longer (and it is a great MST bait target.) Also, add Torrential Tribute (alternate field clearer/triggers Heiress/Giant/Cavalry/Empress)

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