Official Fiend Tactics Thread

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Dillie-O

Council of Heroes
Here we are ladies and gents, your first and last stop for everything fiend oriented in the realm of Yu-Gi-Oh!!!

This thread here is dedicated to the cards, tactics, and strategies that is everything Fiendish. If you have a question or some insight into Fiends, lay 'em out here! Hopefully this will grow into an indepth thread to serve fiend lovers past, present, and future.

Lets _NOT_ make this a deck depot. I'm all for helping out with Fiend decks, but post a link to your deck in the thread and those that have the time will go check it out.

We are also fortunate enough to have a folder dedicated to card reviews. As the reviews are added to Fiend cards, me, or anybody else for that manner, feel free to post the link to the thread here so we can get the latest reviews and haps.

So without further ado. Let the fiendish discussions begin!

First off, here's a list of fiend cards currently in the review section:
Pandemonium
Axe of Despair
Shadow Tamer
Summoned Skull
Lesser Fiend
Archfiend of Gilfer
Brain Jacker
Great Maju Garzett
Skull Archfiend of Lightning
B. Skull Dragon
Fiend Skull Dragon

And with that I sign off for now (my lunch break is done 8^D)

Hey everybody, what are the fiend combos you find particularly effective? Care to share it here?
 
effective.

Axe of Despair + Falling down

thats a very nasty combo.

not to mention Brainjacker in the next set.

it will completly mean that Fiend have 6 sources of taking control of an opponents monsters while the rest will only have 5.

Change of heart, Falling down, Enemy controller, Snatchsteal, Mesmeric Control, Brain jacker.
 
Sweet...I'm getting ready to run that combo in my Archfiend deck. I just need to acquite the necessary Terrorkings to make things really start happening 8^D

A few of my favorites are:

Last Will + Mystic Tomato = Quick Goblin King Lockdown
Byser Shock Flip + Metamorphosis = Quick Dark Balter Domination
Byser Shock Flip + Puppet Magic of Dark Ruler = Quick Mefist revial and hand disruption
Inferno Tempest + Return from the Different Dimension + Gren Maju Garzett = Nasty and fiendish smack, often OTK.
 
Fiend Combo with fries

My kiddo runs a fiend deck with a couple of twists.

Goblin King face up
DNA surgery setting all to Fiend type

Then for a quick powerup play scapegoat. Equip GK with Opti-camouflage armor. If your opponent has a monster on the field (which they generally tend to) you then have a 5000 direct attack monster.

OR ....

If you play Scapegoat during the opponents attack you cause a replay, they then may choose to attack a scapegoat. This just gives you space for another Goblin King...

Rare Gold Armor also works well with GK.

I lost 8 games last night. I had to resort to a Water Deck with Levia Dragon in order to clear the field.
 
krazykidpsx said:
effective.

Axe of Despair + Falling down

thats a very nasty combo.

not to mention Brainjacker in the next set.

it will completly mean that Fiend have 6 sources of taking control of an opponents monsters while the rest will only have 5.

Change of heart, Falling down, Enemy controller, Snatchsteal, Mesmeric Control, Brain jacker.

Don't forget Necrofear! And Death Gaurdius when it comes out.
 
Some of you out there may be wondering, "Why the heck does this guy hype fiends so much?!" Well, I'll tell you, there are three basic attributes about fiends that I think exemplify why they are the best. Consider the following:

Efficiency: Both "Mefist" and "Ha Des" are single tribute monsters. This provides powerful effects with a small cost. Using "Soul Exchange", "Change of Heart", "Cost Down" and other spell cards will allow these monsters to be summoned for free. Dark Necrofear requires no monsters on the field, only fiend monsters from your graveyard. Considering most cards that are sent to the graveyard will no be used for the remainder of the duel, Necrofear allows additional field presence without sacrificing any monsters on the field. One monster not mentioned above is "Skull Knight #2." When it is used as a tribute for the tribute summon of a Fiend monster, another "Skull Knight #2" can be special summoned to the field from the deck, maintaining field presence. Another indirect efficiency about Fiends is their rarity. Most Fiends have a low level of rarity, so this makes Fiends easier and cheaper to construct.

Potency: I consider potency along the lines of getting the "most bang for the buck." With that said, "Mefist" demonstrates this feature by having a trample effect and a hand disruption effect within a single card. Outside of "Mefist", it will typically cost a player three cards to get the same effect (Monster Card + "Fairy Meteor Crush" + "Robbin' Goblin"). Dark Necrofear possesses a high DEF and medium-high ATK in addition to its revival and monster control effect. Dark Jeriod is a 2000 ATK monster in disguise. By using its ATK lowering ability, Jeroid can personally finish the plethora of 4 Star 1900 ATK monsters or even take the hit and eliminate the 2000 ATK "Berzerk Gorilla." A couple cards in the current game are currently capable to negate Kuriboh's effect. The ability to save life points can be especially valuable late in the game. While there are a number of monsters that possess the "I'll drag you down with me" effect, Newdoria is one of the few that allow you to take any monster on the field. This can include face down monsters, or even one of your own, if you need extra graveyard material or it is serving to help your opponent.

Versatility: This is the most important factor about Fiends. A fiend's versatility comes from the fact that it is a team player. Fiends work marvelously in a team environment because they can be used in more than one manner. For instance, a "Dark Jeroid" can be special summoned to reduce the ATK of an oponent's "Jinzo" and bring it down to a level where "Mefist" can destroy it and provide a little hand disruption. "Dark Jeroid" can also be used to lower the ATK of "Mefist" to allow it to attack if "Messenger of Peace" has been played. Multiple "Kuriboh"s can be discarded from the hand to eliminate any battle damage, and then be used as tributes for "Dark Necrofear." "Newdoria" can be used to suicide itself into a Jinzo and then take Jinzo out, opening room for the rest of the Fiends on the field to continue play. "Dark Ruler Ha Des" will allow "Mefist" to trample any face down monster of the opponent without fear of a "Man-Eater Bug" or "Cyber Jar" lying beneath. In a particularly fiendish move, you can bait your opponent with "Newdoria." When it's destroyed, take another one of your monsters with it. Use "Kuriboh" to reduce any battle damage inflicted to Newdoria. Now you have 3 Fiends in your graveyard, which will allow you to special summon "Dark Necrofear" during your Main Phase 1 to start some mayhem. These are only a few examples working with the 7 cards mentioned above; there are far more fiend monsters and a strong set of spell and trap cards to support them.

...and this is just the tip of the Iceberg! 8^D Coming soon, generalized Fiend tactics available, and of course, the Archfiends!
 
So Roan, any questions, thoughts, comments? What should we discuss next here. Archfiends, Fiend deck styles? I think some more fiend cards were reviewed, I'll have to go check...8^D
 
INFERNO HAMMER "“ PROMO


This is a MINT SUPER RARE PROMO Card from the Playstation 2 GAME "“ "CAPSULE MONSTER COLISEUM ". This card would be an excellent addition to any YU-GI-OH deck or Collection.


Edition "“ PROMO : CMC-EN002

Card Serial "“ 17185260

6 STARS

ATK / 2400 DEF / 0

[FIEND / EFFECT]

When this card destroys your opponents monster and sends it to the Graveyard as a result of battle, you can select 1 face up monster on your opponents side of the field and flip it into face-down Defense Position.


An uderated fiend, in combo with Mefist, makes things very nasty
 
Dillie-O said:
So Roan, any questions, thoughts, comments? What should we discuss next here. Archfiends, Fiend deck styles? I think some more fiend cards were reviewed, I'll have to go check...8^D
Archfiends and tactics! I've just purchased a wackful of nasty archfiends and am doing up a super awesome dueling mat design -- which, of course, has a chessboard background -- so, gimme the scoop! Yer combos, dombos and wombos!

C'est moi!
Roan
 
Ahh Archfiends...... <sits back and dreams delusions of dueling grandeur and awe />

Archfiends are considere by many to be one the ultimate achievement of a fiend deck. They are a surprisingly tough group to master up front. Archfiends have an innate ability to negate and destroy effects targeting them, which gives them an uncanny advantage with the plethora of targeters out in the game like Ring of Destruction and D.D. Warrior Lady. Just imagine, one simple roll, and they're gone just like that! Plus they have teamwork as their core strength. Every Archfiend supports another in one way shape or form. Even the Terrorking, who doesn't affect other Archfiends, will lay the initial ground work by wiping out and negating that freshly set Cyber Jar that your opponent things will sway things their way.

The basic list of Archfiends (including the retroactive ones) are as follows:
Monsters:
B. Skull Dragon
Beast of Talwar
Fiend Skull Dragon
Lesser Fiend
Shadow Tamer
Summoned Skull
Toon Summoned Skull
Desrook Archfiend
Terrorking Archfiend
Vilepawn Archfiend
darkbishop Archfiend
Infernalqueen Archfiend
Shadowknight Archfiend
Archfiend Soldier
Archfiend of Gilfer
Skull Archfiend of Lightning

Spells:
Axe of Despair
Falling Down
Pandemonium
Checkmate
Archfiend's Oath
Falling Down

Traps:
Battle-Scarred
Archfiend's Roar


Archfiends come at a cost though. Most of them have an upkeep cost that is negatable ONLY by Pandemonium, which can cause big problems if not assuaged immediately. In addition, most of the Archfiends have low attack or mediocre defense, so getting them out and protecting them in tandem is the key to using them successfully.

Expect to lose a good number of duels with your Archfiend deck before you start winning. This is a cold hard fact from the numerous experts I know that have dealt with Archfiends themselves. But don't let that dismay you! Let it motivate you to work with the teamwork to make them the best possible!

That being said, here are some nice combos to get you on your way and help work the teamwork with in the Archfiends.

Use "Axe of Despair" and equip it to your opponent's monster. Now activate "Falling Down" since there is an Archfiend card on the field. Take your opponents monster you just equipped. This is particularly fun when you take thier "Black Luster Solider - Envoy of the Beginning". Props to krazykidspics for mentioning it above.

Use Heart of Clear Water with your Infernalqueens, darkbishops, and your Vilepawns. This, in my opinion, is an EXCELLENT way to protect them until you can get a second Vilepawn on the field to lock your side. Plus you can continue to use the boosters and protectors of them for a while.

Granted, this one may not occur till a little while into the duel, but it displays the utter nastiness and teamwork of Archfiends. Make sure Pandemonium is active on the field. Use "Archfiend's Roar" to revive a TerrorKing from the graveyard and run an attack. Or even use Checkmate to allow it to attack directly. At the end of the turn, Terrorking is going to be destroyed, allowing you to search for another Archfiend in your deck. However, before that is done, discard a Desrook from your hand to revive your Terrorking anew and then pull another Desrook or even Infernalqueen from you deck.

There is plenty more to work with here, but hopefully this gives you a start.

If you'd like a sample of a potential Archfiend deck, here is my current Jedi quest at building an Archfiend deck - FienDillie-O: Vegas Archfiends (Roll 'em baby!)

More to come in the next installment!
 
Glad its been of help to you! I can't wait to see what your deck looks like. Make sure to let us know when it makes it over to the deck depot.

I think in general, no. I actually dont' use Giant Orc but can be used as a nice beat stick that can turn around and be tributed at the end of the turn or even better, used in conjunction with Puppet Magic of Dark Ruler. If there was a focus put on Giant Orc and its abilities, Second Goblin would DEFINITELY be good support and use for it. Plus you could search for it with a Mystic Tomato or Last Will.
 
Ive been playing fiends since i 1st played yugioh, Back in the old days. Running cards such as summoned skull, kuribohs, wall of illusion, ryu kishin powerd etc. Fiend decks theses days have alot more power and versatility than most other decks. It can which between a beatdown (archfiend soldier,Giant orc, Terrorking archfiend) to a control (dark jeroid, Newdoria, Goblin King) . Fiends can be just plain annoying, most fiend decks scream... PLZ KILL MY MONSTERS, With power of Dark Necrofear at our disposal, and with the backing of great cards(dark Ruler Ha des, The end of anubis, Mefist, Invader, Gilfer).

in this game its all about speed, sum people say fiends dont have the speed and power of chaos/warrior decks. But 1 thing we do have is the ability to tear these monsters down, with monsters like Dark Jeroid, Archfeind of Gilfer, Night assailant and also speed up our decks with Dark mimics lv1 and lv3. U can also use malice the doll of demise + ectoplasmer to get rid of there monsters and life points, it also gives u a free summon on ur next turn.
 
One thing I haven't seen in any posted Archfiend decks is an Archfiend's Oath + Convulsion of Nature combo:

Convulsion of Nature
Continuous Spell
As long as this card remains face-up on the field, both players must turn their respective Decks upside down and continue the current Duel.

Archfiend's Oath
Continuous Spell
Once per turn you can pay 500 Life Points to declare 1 card name. Pick up the top card from your Deck and if the card name is the one you declared, add it to your hand. If not, send the card you picked up to the Graveyard.

Has anyone tried the above? I intend on doing it :)

Roan

PS
Here's my rough design for the Archfiend Dueling mat that I'm working on. I choose DesRook cause I like his artwork the best. It's not done, but here's what the computer design looks like:

archfiendmatWIP.jpg


Forgot to add that I'm still drawing in the other two arms and I made thsi one much longer than usualy. It's 14x24 instead of 10x24. The extra 4" is for putting the cards in your hand down. They always end up like part of the S/T zone on the other mats.

Me.
 
Dark Jeroid... Fiend
Tomato (not a fiend)

Use 2+ Tomatoes and 2+ Dark Jeroids
This makes for a mean search that will BLAST you unsuspecting opponent. I mean hey, they attack with Jinzo to your Tomato, and you get out Jeroid.. Jinzo is now a measly 1700.....
What about BLS... well... let them hit Tomato , fetch one more, then after that attack place the Jeroid... BLS is now 2300..... and it is now your turn, and you have a monster on the field to tribute for Dark Ruler or even The End of Anubis... both powerful FIends that KICK A...zz
 
Sweet layout Roan!!! How much is one of those things going to go for? Once I get my Archfiend deck finalized, I'll have to buy one of those from you to finish the fiendishness of it all!

Nice combo with the tomatoes and jeroids kingpinopie. What makes it even more lethal is when you play last will and then make some ketchup. you can bring out two jeroids and knock even a Blue Eyes down to size!

The Convulsion of Nature / Archfiend's Oath is a great idea, but potentially costly with each time you activate. However that WOULD come in handy when you need some serious drawing power fast, potentially in Fiend Exodia deck or something like that 8^D
Another potential combo would be Archfiend's Oath with Axe of Despair getting pummeled, tribute a monster to bring it back to the top of your deck, and then go ahead and draw it. It's quite fun indeed!

How's your Archfiend deck coming along Roan? Do you have a link to it in the Deck Depot yet so we could check it out? I'd love to see it!
 
Well so much for cheating! And I just got done writing some info up on another site about Archfiend's Oath too...oh well 8^D
 
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