Archfiends: The Low-Down
Now when someone asks me about Archfiends, they generally ask me the 3 same questions:
1) Is the die-rolling effect a trigger or a continuous effect?
2) Can I Divine Wrath an Archfiend die-roll?
3) Why can't I Divine Wrath an archfiend if it has a Trigger effect?
Answers:
1) The die-rolling is actually a Trigger effect.
2) No you can't.
3) Because the Trigger effect of the Archfiends (for die-rolling) occurs during the middle of the resolution of a chain. If the effect made it's own block on the current chain, then you could, but alas, it does not do any such thing.
More info:
1) The Trigger effect of Desrook Archfiend can be chained to, because it does not occur during chain resolution.
Deck Construction Tactics:
When constructing an Archfiend deck, it helps to remember a few things:
1) Your Life Points will drain quickly if you don't get Pandemonium out quick.
2) Terraforming is your best friend, remember that.
3) In my opinion, I believe that Archfiend decks should resolve around speed, that is why cards that seem out-of-place, such as Marauding Captain, can help the theme (Summon Marauding Captain, Special Summon Terrorking Archfiend).
4) Cards such as Life Absorbing Machine will help tremendously, and since you'll be paying life points, don't count on running cards like Confiscation, etc. that require costs of Life Points to activate, outside of Premature Burial.
Now, a few advantages that Archfiends have:
To start off, a list of the Archfiends:
Axe of Despair
B. Skull Dragon
Beast of Talwar
Fiend Skull Dragon
Lesser Fiend
Shadow Tamer
Summoned Skull
Toon Summoned Skull
and all cards with "Archfiend" in their name.
1) Non-Monster Archfiend, such as Axe of Despair, can save the game. Since a good part of your cards require one Archfiend face-up to stay in play or be played, like Falling Down, you can equip their monster with Axe of Despair, and then play Falling Down.
2) Archfiend's Roar - You can revive any Archfiend with this card, and then play Interdimensional Matter Transporter, etc. to keep it on the field. This card also works well when they target a Terrorking Archfiend, and you use Archfiend's Roar to bring darkbishop Archfiend back, giving you two chances for a positive negation roll, THEY DON'T STACK!! (thanks to Dark Ruler Ha Des)
3) Power - Most Archfiends have high ATK power, ways of donating ATK power, or supportive effects.
4) Swarming - Marauding Captain, Dark Necrofear, Black Luster Soldier - Envoy of the Beginning and Archfiend's Roar all provide additional swarming support.
5) Targeting - Most Archfiend cards come with at least one negation roll number built in, and darkbishop Archfiend gives ALL Archfiends a 1,3 and 6 negation roll in addition to what they had before.
6) Secret Weapons - Fuh-Rin-Ka-Zan, Elemental Burst, etc. The Archfiends have secret weapons that they can take advantage of since they have an Archfiend for each Attribute.
7) Pandemonium - What better way to swarm than to replenish your hand every time an effect kills one of your Archfiends.
8) Recursion - Archfiend's Roar, Call of the Haunted, Premature Burial, Desrook Archfiend, Return from the Different Dimension all provide recursion and an infinite potential for swarming.
Archfiend Disadvantages:
1) Life Points - This deck will drain your Life Points very quickly unless Pandemonium hits the field. Include Life Absorbing Machine to help alleviate these costs.
2) Warriors - This deck has problems once Warriors have completed a turn or two of swarm, so you may need Threatening Roar, etc. to save your monsters or your Life Points.
3) Chaos - This deck has rather big problems with Chaos, because once BLS comes out, unless you have a Necrofear in your hand, the duel's probably over.
4) Jinzo - Archfiend/Swarm decks have a tough time once Jinzo hits play, because no monster they would run can kill it, exception to Tribe-Infecting Virus.
Deck Construction Tactics:
For a good view at tactics, here are some cards that may find their way in.
1) Reinforcement of the Army - you can only run 2 Marauding Captains, and you need them to swarm FAST!!
2) Fuh-Rin-Ka-Zan - It's a good backup plan.
3) Interdimensional Matter Transporter - Good for Archfiend's Roar.
4) Dark Necrofear - Yes, Yes, Yes, Necrofear rocks in an Archfiend deck.
5) Dark Ruler Ha Des - he works in here, psych, Dark Ruler is too much of a slow down for this type of deck. If you want to run him, go ahead, but I think he is too slow.
6) Marauding Captain - see #1
7) Divine Wrath - counter those stupid non-Targeting monster effects, like Tribe-Infecting Virus.
8) Life Absorbing Machine - keep half or all of those LP you paid that previous turn (if you have 2).
9) Summoner of Illusions - this card is playable at your own risk, but if you summon Fiend Skull Dragon with his Flip Effect, then the Fiend Skull Dragon will negate the Flip Effect and stay on the field, so you have another Archfiend ready to kill stuff.
10) Toon Summoned Skull - yes, you could run a Toon/Archfiend deck, since the Life Point paying idea is consistent with both.
Now that the Pros/Cons are out of the way, we can move on to sample decks (keep in mind that these decks are coming off the top of my head, so don't criticize too badly):
Archfiend Swarm:
Monsters (17):
Tributes(3):
2x Dark Necrofear
1x Black Luster Soldier - Envoy of the Beginning
Non-Tributes(15):
3x Terrorking Archfiend
3x Archfiend Soldier
2x Marauding Captain
3x Desrook Archfiend
1x Familiar Knight
1x Sangan
1x Sinister Serpent
1x Tribe-Infecting Virus
Spells (15):
3x Pandemonium
2x Terraforming
2x Reinforcement of the Army
2x Nobleman of Crossout
1x Pot of Greed
1x Graceful Charity
1x Heavy Storm
1x Mystical Space Typhoon
1x Premature Burial
1x Snatch Steal
Traps(8):
2x Interdimensional Matter Transporter
2x Archfiend's Roar
1x Life Absorbing Machine
1x Mirror Force
1x Call of the Haunted
1x Return from the Different Dimension
Archfiend (Pure and true):
Monsters (17):
Tributes (2):
2x Dark Necrofear
Non-Tributes(15):
3x Terrorking Archfiend
3x Archfiend Soldier
2x Desrook Archfiend
1x Sangan
1x darkbishop Archfiend
1x Tribe-Infecting Virus
1x Summoner of Illusions
1x Cyber Jar
1x Exiled Force
1x Sinister Serpent
Spells(17):
3x Pandemonium
2x Terraforming
2x Nobleman of Crossout
1x Pot of Greed
1x Graceful Charity
1x Giant Trunade
1x Mystical Space Typhoon
1x Snatch Steal
1x Falling Down
1x Premature Burial
2x Axe of Despair
1x Scapegoat
Traps(6):
2x Archfiend's Roar
1x Interdimensional Matter Transporter
1x Threatening Roar
1x Call of the Haunted
1x Mirror Force
1x Life Absorbing Machine
Now when someone asks me about Archfiends, they generally ask me the 3 same questions:
1) Is the die-rolling effect a trigger or a continuous effect?
2) Can I Divine Wrath an Archfiend die-roll?
3) Why can't I Divine Wrath an archfiend if it has a Trigger effect?
Answers:
1) The die-rolling is actually a Trigger effect.
2) No you can't.
3) Because the Trigger effect of the Archfiends (for die-rolling) occurs during the middle of the resolution of a chain. If the effect made it's own block on the current chain, then you could, but alas, it does not do any such thing.
More info:
1) The Trigger effect of Desrook Archfiend can be chained to, because it does not occur during chain resolution.
Deck Construction Tactics:
When constructing an Archfiend deck, it helps to remember a few things:
1) Your Life Points will drain quickly if you don't get Pandemonium out quick.
2) Terraforming is your best friend, remember that.
3) In my opinion, I believe that Archfiend decks should resolve around speed, that is why cards that seem out-of-place, such as Marauding Captain, can help the theme (Summon Marauding Captain, Special Summon Terrorking Archfiend).
4) Cards such as Life Absorbing Machine will help tremendously, and since you'll be paying life points, don't count on running cards like Confiscation, etc. that require costs of Life Points to activate, outside of Premature Burial.
Now, a few advantages that Archfiends have:
To start off, a list of the Archfiends:
Axe of Despair
B. Skull Dragon
Beast of Talwar
Fiend Skull Dragon
Lesser Fiend
Shadow Tamer
Summoned Skull
Toon Summoned Skull
and all cards with "Archfiend" in their name.
1) Non-Monster Archfiend, such as Axe of Despair, can save the game. Since a good part of your cards require one Archfiend face-up to stay in play or be played, like Falling Down, you can equip their monster with Axe of Despair, and then play Falling Down.
2) Archfiend's Roar - You can revive any Archfiend with this card, and then play Interdimensional Matter Transporter, etc. to keep it on the field. This card also works well when they target a Terrorking Archfiend, and you use Archfiend's Roar to bring darkbishop Archfiend back, giving you two chances for a positive negation roll, THEY DON'T STACK!! (thanks to Dark Ruler Ha Des)
3) Power - Most Archfiends have high ATK power, ways of donating ATK power, or supportive effects.
4) Swarming - Marauding Captain, Dark Necrofear, Black Luster Soldier - Envoy of the Beginning and Archfiend's Roar all provide additional swarming support.
5) Targeting - Most Archfiend cards come with at least one negation roll number built in, and darkbishop Archfiend gives ALL Archfiends a 1,3 and 6 negation roll in addition to what they had before.
6) Secret Weapons - Fuh-Rin-Ka-Zan, Elemental Burst, etc. The Archfiends have secret weapons that they can take advantage of since they have an Archfiend for each Attribute.
7) Pandemonium - What better way to swarm than to replenish your hand every time an effect kills one of your Archfiends.
8) Recursion - Archfiend's Roar, Call of the Haunted, Premature Burial, Desrook Archfiend, Return from the Different Dimension all provide recursion and an infinite potential for swarming.
Archfiend Disadvantages:
1) Life Points - This deck will drain your Life Points very quickly unless Pandemonium hits the field. Include Life Absorbing Machine to help alleviate these costs.
2) Warriors - This deck has problems once Warriors have completed a turn or two of swarm, so you may need Threatening Roar, etc. to save your monsters or your Life Points.
3) Chaos - This deck has rather big problems with Chaos, because once BLS comes out, unless you have a Necrofear in your hand, the duel's probably over.
4) Jinzo - Archfiend/Swarm decks have a tough time once Jinzo hits play, because no monster they would run can kill it, exception to Tribe-Infecting Virus.
Deck Construction Tactics:
For a good view at tactics, here are some cards that may find their way in.
1) Reinforcement of the Army - you can only run 2 Marauding Captains, and you need them to swarm FAST!!
2) Fuh-Rin-Ka-Zan - It's a good backup plan.
3) Interdimensional Matter Transporter - Good for Archfiend's Roar.
4) Dark Necrofear - Yes, Yes, Yes, Necrofear rocks in an Archfiend deck.
5) Dark Ruler Ha Des - he works in here, psych, Dark Ruler is too much of a slow down for this type of deck. If you want to run him, go ahead, but I think he is too slow.
6) Marauding Captain - see #1
7) Divine Wrath - counter those stupid non-Targeting monster effects, like Tribe-Infecting Virus.
8) Life Absorbing Machine - keep half or all of those LP you paid that previous turn (if you have 2).
9) Summoner of Illusions - this card is playable at your own risk, but if you summon Fiend Skull Dragon with his Flip Effect, then the Fiend Skull Dragon will negate the Flip Effect and stay on the field, so you have another Archfiend ready to kill stuff.
10) Toon Summoned Skull - yes, you could run a Toon/Archfiend deck, since the Life Point paying idea is consistent with both.
Now that the Pros/Cons are out of the way, we can move on to sample decks (keep in mind that these decks are coming off the top of my head, so don't criticize too badly):
Archfiend Swarm:
Monsters (17):
Tributes(3):
2x Dark Necrofear
1x Black Luster Soldier - Envoy of the Beginning
Non-Tributes(15):
3x Terrorking Archfiend
3x Archfiend Soldier
2x Marauding Captain
3x Desrook Archfiend
1x Familiar Knight
1x Sangan
1x Sinister Serpent
1x Tribe-Infecting Virus
Spells (15):
3x Pandemonium
2x Terraforming
2x Reinforcement of the Army
2x Nobleman of Crossout
1x Pot of Greed
1x Graceful Charity
1x Heavy Storm
1x Mystical Space Typhoon
1x Premature Burial
1x Snatch Steal
Traps(8):
2x Interdimensional Matter Transporter
2x Archfiend's Roar
1x Life Absorbing Machine
1x Mirror Force
1x Call of the Haunted
1x Return from the Different Dimension
Archfiend (Pure and true):
Monsters (17):
Tributes (2):
2x Dark Necrofear
Non-Tributes(15):
3x Terrorking Archfiend
3x Archfiend Soldier
2x Desrook Archfiend
1x Sangan
1x darkbishop Archfiend
1x Tribe-Infecting Virus
1x Summoner of Illusions
1x Cyber Jar
1x Exiled Force
1x Sinister Serpent
Spells(17):
3x Pandemonium
2x Terraforming
2x Nobleman of Crossout
1x Pot of Greed
1x Graceful Charity
1x Giant Trunade
1x Mystical Space Typhoon
1x Snatch Steal
1x Falling Down
1x Premature Burial
2x Axe of Despair
1x Scapegoat
Traps(6):
2x Archfiend's Roar
1x Interdimensional Matter Transporter
1x Threatening Roar
1x Call of the Haunted
1x Mirror Force
1x Life Absorbing Machine