Had a lot more work and school than expected this week so I didn’t have time to work out the entire Mecha Phantom Beast article I wanted. So, that theri-Oh! will be back next week. Today, I bring you some updates on my Archfiend deck as well as some new Archfiend ideas.
Here’s the new updated deck list I’ve come up with. I like it a lot better than the original:
- 3 Armageddon Knight
- 2 Dark Grepher
- 2 Stygian Street Patrol
- 2 Kagetokage
- 1 Photon Thrasher
- 2 Archfiend Cavalry
- 2 Archfiend Heiress
- 1 Archfiend Emperor, the First Lord of Horror
- 2 Masked Chameleon
- 1 Blackwing – Zephyros the Elite
- 1 Reinforcement of the Army
- 1 Allure of Darkness
- 1 Book of Moon
- 1 Foolish Burial
- 1 Dark Hole
- 3 Safe Zone
- 3 Archfiend’s Roar
- 3 Fiendish Chain
- 2 Mirror Force
- 2 Dimensional Prison
- 1 Compulsory Evacuation Device
- 1 Bottomless Trap Hole
- 1 Solemn Warning
- 1 Torrential Tribute
- 1 Thought Ruler Archfiend
- 1 Scrap Dragon
- 1 Crimson Blader
- 1 Colossal Fighter
- 1 Stardust Dragon
- 1 Ancient Fairy Dragon
- 2 Master Key Beetle
- 2 King of the Feral Imps
- 1 Lavalval Chain
- 1 Diamond Dire Wolf
- 1 Steelswarm Roach
- 1 Abyss Dweller
- 1 Evilswarm Nightmare
- 1 Blackship of Corn
Side Deck (15):
- 1 Trance Archfiend
- 3 Mystical Space Typhoon
- 1 Forbidden Lance
- 2 Zombie World
- 3 Vanity’s Emptiness
- 3 Light-Imprisoning Mirror
- 1 Imperial Custom
- 1 Eradicator Epidemic Virus
Changes From Last Time:
The Spell and Trap line-up is almost exactly the same as before, the only change I made was dropping the one MST I had mained into the side deck.
The majority change is to the monsters. First, I took out the Dark Armed Dragon, one Kagetokage and Trance Archfiend.
Dark Armed Dragon was really good when I could pull it off, but that was only really very early in the game. It would usually result in any extremely early game OTK, but would be completely dead at any other time. I took it out because it dead drew too much, and because I wanted to make space for cards to allow more consistency.
Kagetokage was the other cause of most of my bad hands. I was playing it against one of my major rules, don’t play 3 unless you’re okay drawing 2, because I thought I needed to open with it as much as possible. I actually don’t need to open with it as much anymore because of some simple tweaks.
Trance Archfiend is now in the side deck. I found that with the correct play style it wasn’t necessary to be running the Trance Archfiend. It’s only real merit then became getting Heiress out of my hand while still getting its effect, but in more cases than not it required me luckily drawing into Trance than searching it for that situation simply because I had the Heiress in hand already preventing me from searching Trance. In most instances it’s more effective to just set Heiress, or to pester the opponent with it in Attack mode and even to pitch it with Dark Grepher as a cost although it wont activate its effect when discarded by Grepher. I placed the Trance in the side for any heavy back row decks, mostly those that would main Dimensional Prison or other banishment options.
What was added? I added 2 Dark Grepher, 1 Photon Thrasher and a second Stygian Street Patrol. Overall, I’m extremely happy with these new changes. The deck opens much more consistently with good hands than before, and allows for ingenuity in your plays that can span multiple situations.
The Photon Thrasher was my solution to the Kagetokage problem, and it fits its role quite perfectly in more ways than just an extra Level 4 for an XYZ summon. It should first be noted that it’s a ROTA target, making ROTA double as a way to combo any other Level 4 monster into a Rank 4. Bad news is he’s LIGHT meaning he can’t make Master Key Beetle, but everything else in the Extra Deck is game. He obviously fills the same role as Kagetokage (other than being searchable by King of the Feral Imps), making him an ideal combo starter when combined with Armageddon Knight. Lastly, he has 0 Defense, making him a Chameleon target.That means you can make some extremely early Level 8 Synchro plays that you could only make previously with the most optimal opening hand.
Dark Grepher made its way pretty interestingly into the deck. At first, I only ran the 3 Armageddon Knight for the Heiress search and other things, but I found that I didn’t open with Armageddon nearly enough to make the plays I wanted. I decided to put Dark Grepher in as sort of a filler “bad Armageddon Knight” clone and I tested out one copy. It of course made me open consistently with an Heiress search and could also pitch Zephyros and Stygian Street Patrol out of hand. It wasn’t until I messed around in one duel and made what I thought was a “bad play” that I realized a few more of the intricate, but incredibly important plays Grepher adds to the deck.
The second Stygian Street Patrol and Dark Grepher go together. Street Patrol isn’t that spectacular in the deck, but it contributes to one my favorite opening plays which is Dark Grepher + Stygian Street Patrol. In order to open this play more often I put two of each in the deck, and it’s greatly bolstered the deck’s consistency. The play works similarly to a new age Infernity deck that runs Heiress; it works like this:
- Normal Summon Dark Grepher.
- Dark Grepher’s effect discarding Stygian Street Patrol sending Archfiend Heiress to the graveyard.
- Heiress searches Archfiend Cavalry.
- Use Street Patrol’s effect to Special Summon Cavalry from hand.
- XYZ for King of the Feral Imps.
- Imps effect to search Masked Chameleon.
You’ve ended with both Heiress and Cavalry in the graveyard making Archfiend’s Roar live, as well as a Chameleon in the hand with a Cavalry in the graveyard for its effect. You’e also only used two of your cards and ended with 2 better cards and setup, so the play goes even in advantage. If they can’t kill Imps next turn you go plus 1 though.
The last reason I run Grepher is that he acts as a pseudo Kagetokage replacement because you can discard a Level 5 or higher DARK mosnter to special summon him. This makes Armageddon Knight + Grepher a Rank 4 XYZ play when you’re desperate:
- Normal Summon Armageddon Knight.
- Knight’s effect to send Heiress from the deck to the graveyard.
- Heiress effect to search Archfiend Emperor.
- Discard Archfiend Emperor to special summon Grepher from hand.
- XYZ for monster pertaining to the situation.
The extra deck last time was also very similar, but unrefined. After a lot of duels this is the final extra deck I’ve come up with until new cards come out to replace the weaker pieces.
I took out Black Rose Dragon and Maestroke for Steelswarm Roach and Abyss Dweller. I’ve only summoned Black Rose once in the entirety of the decks existence, and it was unnecessary and really only because I had never done it. All it really told me when I did was that I shouldn’t be running it. Same goes for Maestroke, except I’ve never even had time to summon it flippantly.
Steelswarm Roach and Abyss Dweller have became really go to XYZ for specific match-ups. You wont always be bringing them out, but in the match-ups they’re good against they can really shine because this deck runs so much traps, especially in consideration of Safe Zone. Roach is good against Agents, Hieratics, Dragunity, Karakuri, Machinas and a whole slew of other decks. When Roach has a Safe Zone on him he’s even more of a hassle. (of course we want to be thinking about MSTs)
Abyss Dweller is one of the best ways to deal with the Mermail match-up. At first glance it may seem bad, since most decks that set a lot of cards have a rough time dealing with Mermails indiscriminate destruction, but with Dweller in addition to some knowledge on how to play against them it may tip into Archfiend’s favor. Game 1, Dweller with a Safe Zone on it plus other Traps is nearly unbreakable with Mermails unless they main deck MSTs. Also, Safe Zone + Key Beetle is extremely hard for Mermails to break if you have just about any defensive Spell or Trap in addition to it. The only out the deck has to the lock-down is Abyssgaios, and then they have to destroy Safe Zone in addition to that. Game 2 they have Royal Decree and Trap Stun to combat it a little better. When up against this match-up if you draw Safe Zone it’s probably a good idea to beeline to Master Key Beetle forcing them to waste resources. If they can’t break it in 1 turn you can usually throw an Abyss Dweller next to it and use Key Beetle’s effect on him and they might as well be done.
I almost never summon Crimson Blader or Colossal Fighter and I don’t play enough game 2’s using the side deck in casuals to summon Ancient Fairy Dragon. I also rarely summon Blackship of Corn, he’s mostly filler. So, if a new card where to come out that I was interested in running I would probably drop one of the 3. If the meta shifts, I can easily take out the Ancient Fairy, because it’s mainly meant to combat all the decks running Field Spells. Crimson Blader could easily go out of season once Dragon Rulers are gone. Colossal Fighter is one of my only good main deck ways to deal with Skill Drain and also serves as a back-up Crimson Blader once Crimson Blader has died.
For the new set in 2 packs from now called Legacy of the Valiant, I’m very interested in using the monster currently called Number 101: Silent Honors Ark Knight. It’s a generic Rank 4 requiring any 2 Level 4’s. His effect detaches 2 Materials to take a Special Summoned monster and attach it to itself as XYZ material. This would be an amazing problem solving card, able to get rid of Dracossacks and Stardust Dragons all day. I would even think about running 2.
I now have an official side deck for the deck, but it hasn’t undergone I whole lot of testing. I’ll just go through each card one by one.
Trance Archfiend is for heavy back row decks where I want a lot of Floaters or for decks that can potentially Banish a lot of cards. If I anticipate the opponent siding in things like D.D. Crow or Crevice Into the Different Dimension I’ll probably side it as well.
MST and Lance are almost exclusively for Skill Drain and Macro Cosmos. The deck really can’t remove Skill Drain from the field aside from those cards. Game one if the opponent mains Skill Drain I have to use Book of Moon or Compulsory Evacuation Device on a Scrap Dragon, Diamond Dire Wolf or Archfiend Ruler to get rid of it, MSTs are also sided in versus Mermails to kill Sphere’s and Royal Decree. If I’m paranoid about Decree I’ll probably side in MST just in case, but in most instances the deck can work without Traps for 1 turn to make a Scrap Dragon or Archfiend Emperor play to destroy Decree.
Zombie World is for Dragon Rulers and Spellbooks, or for on the off chance I play Monarchs. The main idea is to make Ancient Fairy Dragon using Chameleon and Heiress when they play either Dragon Ravine or Spellbook Tower and replace it with my Zombie World. Versus Dragon Rulers it turns all Dragons in the graveyard to Zombies which means they can’t be banished to summon Dragon Rulers. This forces them to banish all their monsters from hand instead or use the correct Attributes. It’s also nice to kill their Ravine. Against Spellbooks it turns all their monsters on field into Zombies, which turns off Spellbook of Fate, Power, Wisdom, the Master and Life. That leaves them with their only outs being MSTs, the 2nd copy of Tower or High Priestess that can’t be protected with Wisdom. (meaning you can do anything you want to it) Against Monarchs they of course can’t tribute summon any Monarchs, because Monarchs aren’t Zombie-type monsters.
Vanity’s Emptiness should not be sided in willy-nilly. It really conflicts with the deck as a whole since if the deck is playing right you’re going to Special Summon at least 1 monster every turn. It should only be sided against decks that have very little business Normal Summoning monsters or have no plays without Special Summoning. This means decks like Dragon Rulers, Monarchs, Hieratics, Agents, etc. You could side it against Mermails but I’d rather not. For the most part though, I’ll say it’s for Dragon Rulers. Key Beetle plus Emptiness practically wins the game in that match-up.
This deck gets stomped by a lot of Light decks, so it became obvious pretty quick that I wanted to Light-Imprisoning Mirror in the side. This deck cannot deal with Constellar Pleiades or Constellar Omega almost at all, so it should generally lose game 1 versus Constellars. The deck also doesn’t have a whole lot of good ways to deal with Bujin Yamato if they’ve got either Crane in hand or a Turtle in the graveyard. The best you can really do is strap a Safe Zone on Cavalry and start swinging. (which I do a lot by the way, it’s a really good play) Also, Ryko and Lyla can give this deck a hard time if you can’t immediately get a Master Key Beetle + Safe Zone lock on the field. Also, you might as well wreck any other LIGHT decks with Light-Imprisoning Mirror too. Master Key Beetle + Light-Imprisoning Mirror is good night against a lot of decks.
Imperial Custom is kind of just a fun tech. If I can find a card to side out against anything I think will side in MSTs it’s probably a good idea. It makes Safe Zone and Vanity’s Emptiness really hard to take out, which can lock down the field. Overall it’s not going to win any games, so think of it more as a troll card.
Eradicator is obviously for Spellbooks… and Chain Burn I suppose. It’s application should be pretty clear.
QOTW: Question of the Week?
Favorite Synchro monster and why? It’s hard for me to decide between Ancient Fairy Dragon or Dark End Dragon. Ancient Fairy has just been so good to me so many times, it’s extremely versatile and really caters to my play style. Dark End is just my favorite removal card ever. You can’t beat sending cards to the graveyard. It can potentially be run in Archfiend’s too.
Written by: Kyle