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Old 06-08-2013, 12:58 PM   #1
Sixth Deliverance
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Default Archfiends

Monster Cards
2 Archfiend Empress
1 Armageddon Knight
3 Commander of the Archfiends
2 Dark Grepher
2 Knight of the Archfiends
3 Lord of Terror - Genesis Archfiend
2 Summoner Monk
3 Trick Archfiend
Spell Cards
1 Allure of Darkness
2 Archfiend Palace -Maze of the Malign-
1 Dark Hole
1 Burial from a Different Dimension
3 Dark World Dealings
2 Falling Down
1 Foolish Burial
1 Heavy Storm
1 Monster Reborn
2 Mystical Space Typhoon
Trap Cards
3 Archfiend's Roar
3 Call Of The Haunted
1 Torrential Tribute
Side Deck
1 D.D. Crow
1 Effect Veiler
1 Maxx "C"
2 Tour Guide From the Underworld
1 Tragoedia
1 Card Destruction
1 Mystical Space Typhoon
1 Prohibition
1 Chain Disappearance
1 Deck Devastation Virus
1 Eradicator Epidemic Virus
1 Solemn Judgment
1 Solemn Warning
1 Torrential Tribute
Extra Deck
1 Evilswarm Nightmare
1 Evilswarm Thanatos
1 Gauntlet Launcher
1 Inzektor Exa-Beetle
2 Lavalval Chain
1 Leviair the Sea Dragon
1 Maestroke the Symphony Djinn
1 Number 17: Leviathan Dragon
1 Nummber 39: Utopia
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Photon Strike Bounzer
1 Steelswarm Roach
1 Wind-Up Zenmaines
Archfiends have become somewhat competitive with the new support cards in Judgment of the Light. The main objective of this deck is to send Archfiend Empress and Lord of Terror - Genesis Archfiend to the Graveyard using the effects of Armageddon Knight, Dark Grepher, Summoner Monk, and Foolish Burial. Additionally, the discard effects of Dark World Dealings have the potential to send dead Archfiend Empress from the hand to the Graveyard. Lord of Terror - Genesis Archfiend is never a dead draw due to his capability to be Normal Summoned without Tributes.

The Special Summoning effects of Knight of the Archfiends, Archfiend's Roar, and Call Of The Haunted provide quick and effective means for reviving and recycling Archfiend Empress and Lord of Terror - Genesis Archfiend. Knight of the Archfiends can Special Summon an "Archfiend" monster from the Graveyard when it is destroyed by a card effect. The obvious problem with this is that it is useless if destroyed by battle, which is very likely when taking into consideration its relatively puny 1900 ATK. Still, he can be destroyed by the effect of Archfiend's Roar during the End Phase if Archfiend Empress is in the Graveyard and Lord of Terror - Genesis Archfiend is not. (This would be the only situation in which this combination would be useful, as Archfiend Empress should always be the target of Archfiend's Roar if Lord of Terror - Genesis Archfiend is in the Graveyard, as well.) Additionally, Knight of the Archfiends can be destroyed by the effect of Lord of Terror - Genesis Archfiend; however, this is the least efficient method of triggering Knight of the Archfiends' effect because it requires two Normal Summons and the banishing of one Archfiend card from the hand or Graveyard to activate the effect of Lord of Terror - Genesis Archfiend. The most plausible way of utilizing Knight of the Archfiends is by destroying him with the effect of Commander of the Archfiends while either Archfiend Empress or Lord of Terror - Genesis Archfiend is in the Graveyard. This allows the Special Summoning of Commander of the Archfiends and either of the aforementioned boss monsters.

Archfiend Empress is a crucial player, preventing anything bad from happening too quickly. Its first effect protects other DARK Fiend-Type monsters from being destroyed at the cost of a banished DARK Fiend-Type monster from the Graveyard, while its second effect insures against Dark Hole and the like by Summoning Lord of Terror - Genesis Archfiend from the Graveyard when destroyed.

Similarly to Grapha, Dragon Lord of Dark World, Lord of Terror - Genesis Archfiend works best first in the hand, then later on in the Graveyard. If you draw it, use the effects of Dark Grepher and company to send Archfiend Empress to the Graveyard first. This way, Lord of Terror - Genesis Archfiend can be played from the hand to plow through the opponent's cards with his destruction effect, then later employed by revival effects.

Trick Archfiend is one of the most important cards in this deck, since it keeps the hand supplied with the necessary cards. Furthermore, he has the most easily activated effect out of all the Archfiends, able to search any "Archfiend" card when sent to the Graveyard (from anywhere) by a card effect. This makes it an ideal target for Burial from a Different Dimension, as several Trick Archfiends can simultaneously search for several Archfiend cards. For this reason, Burial from a Different Dimension is rarely a dead draw in middle to late game. Additionally, Trick Archfiend can be sent to the Graveyard by the effect of Dark Grepher and company, allowing it to search for preferably Archfiend's Roar or Lord of Terror - Genesis Archfiend.

Archfiend Palace -Maze of the Malign- works best once a powerful Archfiend has been Summoned, only 2 copies have been included. Though it is not necessary for the deck's main function, it has the capability of swarming the field with Level 8 Archfiends and their destructive effects. It also can assist in XYZ Summoning with Commander of the Archfiends, Knight of the Archfiends, or Trick Archfiend.

Finally, Falling Down is a nifty Archfiend's version of Snatch Steal. It works perfectly against Utopia decks and others that pour all investments into one monster. Working in tandem with Archfiend Palace -Maze of the Malign-, it cannot be destroyed by its own effect while the latter is on the field.

The Side Deck and Extra Deck are filled primarily with universally useful cards which don't require an in-depth explanation. I have not included any Level 8 XYZ monsters because Lord of Terror - Genesis Archfiend prevents its controller from Special Summoning any monsters except for Fiend-Type monsters.

Any criticism or tips is welcomed openly, and thank you for spending the time to read this!

Last edited by Sixth Deliverance : 06-08-2013 at 01:09 PM.
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Old 06-08-2013, 01:01 PM   #2
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Tour Guide From the Underworld
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Old 06-08-2013, 01:13 PM   #3
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I have that in the Side Deck because it just seems to be more of a tangent than a card streamlined with the deck's main faculty.
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Old 06-08-2013, 02:24 PM   #4
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I just was it in the side lol my bad. I'm gonna test this tonight be back then
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Old 06-08-2013, 02:57 PM   #5
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Okay. So far it's gone 10-1, but that was against random decks and new duelists (new account). I lost to a Red Nova Dragon deck last night (he got that thing out in the first turn), but I beat it the second time. I'm thinking that this deck would have a lot of trouble against Gravekeepers, Macro, and Dark World.
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Old 06-08-2013, 02:58 PM   #6
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lol dontcha love those random boss monster spam decks that use like all of their cards first turn and still pwn you.

on topic, i really am liking this new support for archfiends. I probably wont be playing them IRL but on DN oh yeah here I come!
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Old 06-08-2013, 03:13 PM   #7
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Pandemonium is a must the field spell
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Old 06-08-2013, 04:00 PM   #8
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trick would like it's friend tour guide in the main. That's all i'm gonna say but their's a lot of other stuff that should be changed too
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Old 06-08-2013, 06:23 PM   #9
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> Isn't using Pandemonium, TGU, or Chamenleon.

Wat.
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Old 06-08-2013, 08:19 PM   #10
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Quote:
Originally Posted by xTenraix View Post
> Isn't using Pandemonium, TGU, or Chamenleon.

Wat.
TGU is virtually pointless in this deck, save for the occasional Leviair. Zenmaines is for obsolete stalling, and Leviathan is investing into absolute fragility. Neither of those two can function with the deck cooperatively. I'm not saying that they aren't useful. There are just better options in my opinion.

Pandemonium would be nice. I'll probably add that, even though I hate how it looks.

Chanmeleon could be a fun tangent, too. I've never heard of him.
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Old 06-09-2013, 12:41 AM   #11
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Yep, Pandemonium's artwork is terrible imo.
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Just watch it burn. Pojo works itself out.
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Old 06-09-2013, 12:46 AM   #12
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Quote:
Originally Posted by Sixth Deliverance View Post
TGU is virtually pointless in this deck, save for the occasional Leviair. Zenmaines is for obsolete stalling, and Leviathan is investing into absolute fragility. Neither of those two can function with the deck cooperatively. I'm not saying that they aren't useful. There are just better options in my opinion.

Pandemonium would be nice. I'll probably add that, even though I hate how it looks.

Chanmeleon could be a fun tangent, too. I've never heard of him.
TGU is useless? Don't make me laugh.
Pandemonium is WAAAAY better than Palace,
I would know, I use Archfiends A LOT.
Chamenleon is extra fun with Pandemonium.
I can help you out with this if you're like.
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Old 06-09-2013, 12:57 AM   #13
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Quote:
Originally Posted by Revives View Post
TGU is useless? Don't make me laugh.
Pandemonium is WAAAAY better than Palace,
I would know, I use Archfiends A LOT.
Chamenleon is extra fun with Pandemonium.
I can help you out with this if you're like.
I agree with all of the above.

By the way bro, have you ever tried a Rabbit version of the deck yet?
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Originally Posted by NinjaGoemon View Post
Just watch it burn. Pojo works itself out.
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Old 06-09-2013, 12:58 AM   #14
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Originally Posted by xTenraix View Post
I agree with all of the above.

By the way bro, have you ever tried a Rabbit version of the deck yet?
I didn't like the Rescue Rabbit version of the deck.
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Old 06-09-2013, 02:39 PM   #15
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Quote:
Originally Posted by Revives View Post
TGU is useless? Don't make me laugh.
Pandemonium is WAAAAY better than Palace,
I would know, I use Archfiends A LOT.
Chamenleon is extra fun with Pandemonium.
I can help you out with this if you're like.
I never said it was useless. I said that there are better options. It's a self-functioning card like Gorz or BLS, so obviously it's going to be useful. I just think that it is more of a dead-end tangent than a supportive card for this deck. Bring out TGU, waste an Archfiend searcher, XYZSummon Zenmaines?

After playing with Pandemonium, yes, it is extremely useful. A must have. Even though I hate the artwork. I still haven't tired Chamenleon, but it sounds like it could be fun. How does he work with Pandemonium?

Also, sorry if I come off really defensive or critical, I'm just always skeptical about everything. I like explanations.
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Old 06-09-2013, 07:02 PM   #16
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Quote:
Originally Posted by Sixth Deliverance View Post
I never said it was useless. I said that there are better options. It's a self-functioning card like Gorz or BLS, so obviously it's going to be useful. I just think that it is more of a dead-end tangent than a supportive card for this deck. Bring out TGU, waste an Archfiend searcher, XYZSummon Zenmaines?
Zenmaines triggers Trick Archfiend. >.>
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Originally Posted by NinjaGoemon View Post
Just watch it burn. Pojo works itself out.
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Old 06-09-2013, 07:26 PM   #17
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^ So does Number 17: Leviathan Dragon.
Don't argue with the experts, sonny.
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Old 06-10-2013, 12:39 PM   #18
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How's does chamelon work with panDemonuim?
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The joker, the root of evil, mr. Halo, is the joker, who runs counter fairies? wtfxup guys?

http://www.pojo.biz/board/showthread.php?t=881530
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Old 06-12-2013, 07:16 PM   #19
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Quote:
Originally Posted by xTenraix View Post
Zenmaines triggers Trick Archfiend. >.>
I thought that Zenmaines' detach was a cost. If not, wouldn't Tour Guide negate Trick anyways? If this isn't the case, why did Sangan's effect not activate when he was sent to the Graveyard?

Either way, I found that stalling with Zenmaines is very useful. And Leviair has some nifty combos with Genesis Archfiend, so I threw TGU into my new variation. I'll update the original post now.
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Old 06-12-2013, 07:23 PM   #20
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Quote:
Originally Posted by Sixth Deliverance View Post
I thought that Zenmaines' detach was a cost. If not, wouldn't Tour Guide negate Trick anyways? If this isn't the case, why did Sangan's effect not activate when he was sent to the Graveyard?

Either way, I found that stalling with Zenmaines is very useful. And Leviair has some nifty combos with Genesis Archfiend, so I threw TGU into my new variation. I'll update the original post now.

1.) Lolno, it's an effect.
2.) Because once XYZ material it's not "on the field" anymore.
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Old 06-12-2013, 07:31 PM   #21
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Quote:
Originally Posted by Revives View Post
^ So does Number 17: Leviathan Dragon.
Don't argue with the experts, sonny.
Quite wrong there, "expert".


Additional Comment:

Quote:
Originally Posted by Sixth Deliverance View Post
I thought that Zenmaines' detach was a cost. If not, wouldn't Tour Guide negate Trick anyways? If this isn't the case, why did Sangan's effect not activate when he was sent to the Graveyard?

Either way, I found that stalling with Zenmaines is very useful. And Leviair has some nifty combos with Genesis Archfiend, so I threw TGU into my new variation. I'll update the original post now.
Your understanding is a bit flawed. TGU negates the monster's effect on the field (including activation on the field). It never negated Sangan's tutoring effect (that activates in the grave) it's just that Sangan has to be sent to the grave from the field. When Sangan becomes an Xyz material, it's no longer on the field. So if you detach him to preserve Zenmaines, nothing happens. Trick on the other hand, doesn't care where it comes from, as long as it lands in the grave by an effect or by battle. That means, you can even trigger Trick with Foolish Burial.

Damn, felt like it was 2011 again.
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Last edited by Regigold : 06-12-2013 at 07:33 PM. Reason: Automerged Doublepost
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