I MADE A DECKLIST UPDATE BASE ON INSTINCT (after the banlist), NEVER WANNA LEAVE YOU WITHOUT A PLAYBLE DECKLIST, WILL UPDATE NOTES ONCE I AM DONE TESTING
DECK STRATEGY:
The main strategy of this deck revolves around utilizing Inferno Tempest to banish your opponent's monsters and then leveraging the effects of your banished monsters to create powerful combos, especially through the Extra Deck.
Jesse Kotton I will love to hear your suggestion on getting this Deck better, especially the side Deck I made a couple of changes too.
COMBO CONDITIONS: To successfully execute the combo, you need to meet three conditions:
1)Possess Inferno Tempest or a method to add it.
2)Opponent's monster with 3000+ ATK.
3)Ability to summon a low-ATK monster (preferably 0 ATK) for the attack, triggering Inferno Tempest .
GROUP 1 (Condition 1):
Inferno Tempest (3x): The combo enabler. (allows you to look at opponent's banishment cards to get a better understanding of their Deck and handtraps still in hand)
Left Arm Offering (3x): Facilitates access to Inferno Tempest. Synergizes with Dotscaper and all maliss monsters
GROUP 2 (Condition 2):
Jizukiru, the Star Destroying Kaiju (2x): +Thunder King, the Lightningstrike Kaiju (3x): + Dogoran, the Mad Flame Kaiju (1x): Removes an opponent's omni-negate monster and provides a 3000+ ATK target for Inferno Tempest.
Interrupted Kaiju Slumber (3x): Clears the field, provides a Kaiju for attacking, and baits Ash Blossom & Joyous Spring.
Ratios of kaiju above provide some pressure for your opponent, (as an example) Thunder King, the Lightningstrike Kaiju on your field vs Dogoran, the Mad Flame Kaiju on your opponent's field, as they may remove your Thunder King, the Lightningstrike Kaiju game 1, instead of your Salamangreat Almiraj.
Dark Ruler No More (1x): Helps with boards with big (3000+) monsters and 3+ negates.
Group 3 (Condition 3):
Maliss in Underground (1x): Having an extra special summon is always useful. This card mainly serves as a searchable extender and slightly improves your chances of having two Maliss cards in hand. Any combination of two Maliss cards can be used for Maliss P Chessy Cat's effect to draw two cards.
Maliss P White Rabbit (1x): Extendor, works around Left Arm Offering
Maliss P Dormouse (1x): Can bring another Maliss from Deck and extendor, works around Left Arm Offering
Dotscaper (1x): extendor, works around Left Arm Offering
Instant Fusion (1x): brings Millennium-Eyes Restrict (1 handtrap negate) and links into Relinquished Anima
Mimighoul Engine: Mimighoul Dragon (3x), Mimighoul Archfiend (2x), Mimighoul Dungeon (1x) and Mimighoul Maker (1x) and honorable mentions from the side deck Kikinagashi Fucho (1x) and Divine Arsenal AA-ZEUS - Sky Thunder (1x)-WHY IT'S KEY:
- This engine improves hand economy, making it easier to use more cards before using Left Arm Offering
- 1 Mimighoul Archfiend along with a 3 more cards (1 from each group 1,2 and 3) enables you to summon without needing your opponent to summon during their turn (comes in handy on games 2 and 3)
- As the main line (maker, dragon or Dungeon) checks for Ash Blossom & Joyous Spring, as you don't really mind if your opponent uses it on this cards and with 2 spells as targets for Mimighoul Dragon his effect is almost always live
- The main line of this engine if not negated ( Mimighoul Dragon into Mimighoul Maker into another lvl 1 on both sides into Kikinagashi Fucho with the material on your field gives some more advantages:
- 1) Kikinagashi Fucho is a great card to enable you to survive around (7/10) of your opponent's turns, it can't be removed by Nibiru, the Primal Being
- 2)If you given Mimighoul Dragon with Mimighoul Maker to your opponent you can always use the effect of Mimighoul Archfiend to flip Mimighoul Dragon and pop his field and then go into Kikinagashi Fucho
- 3) If your opponent field it's empty of monsters, or they decide to summon Nibiru, the Primal Being in defense or they use Forbidden Droplet to remove the kaiju you gave them, you can always attack with Kikinagashi Fucho either directly or into a defense postion monster (for example the mimighoul card you summoned to their field) and after battle phase go into Divine Arsenal AA-ZEUS - Sky Thunder to add pressure
- Even bricking into 2 Mimighoul Archfiend is not a brick as they work together
- Mimighoul Dungeon can be used to check for Ghost Belle & Haunted Mansion or Ghost Ogre & Snow Rabbit in addition to Ash Blossom & Joyous Spring.
- Mimighoul Archfiend is a fiend so it feeds really well in the main combo with the help of Dark Necromancer , and you have some additional grind game with Mimighoul Dungeon after you have used Inferno Tempest
- Divine Arsenal AA-ZEUS - Sky Thunder can you give you an out game 2 and 3 to some floodgates, a field build around Archnemeses Protos (declaring dark), can give you a play during a turn your opponent used Artifact Lancea.
- Also I noticed that players choose to remove Divine Arsenal AA-ZEUS - Sky Thunder when procing the effect of Kashtira Unicorn, which is really good as they are leaving the rest of your combo pieces in place.
- It works post Inferno Tempest activation as Mimighoul Dungeon can search Mimighoul Archfiend from your gy.
- Number 31: Embodiment of Punishment is back to assist the engine and give you more frequent Triple Tactics Thrust and Triple Tactics Talent
main weakness of this engine
- it loses to Droll & Lock Bird
- Some decks are really good at using the face down cards you gave them for advantage
- You are commiting you normal summon with Mimighoul Dragon, so if it's effect gets negated and destroyed you are on a bit of a disadvantage.
- The card Dominus Impulse as it turns off the effects of Earth
- it kinda of sucks in you open multiples of your mimighoul cards into a board full of negates
Dark Necromancer (1x): acts as extendor, and bridges different strategies together (look at full combo and side Deck)
Group 4 (condition 3+ draw power)
Maliss P Cheshire Cat (1x): Draw 2 if you banish another maliss from hand
Triple Tactics Talent (1x): removes handtraps before using Left Arm Offering, Can draw 2 cards to get to your combo pieces, can snatch a monster to turn into into Dispatchparazzi(side deck for game 2 and 3).
Group 4 (Card Searchers):
Pot of Prosperity (1x): +Triple Tactics Thrust (3x): Searches missing cards from any group.
Side Deck:
For game 2 and 3 here are some struggles and how side for them (UPDATE COMING SOON)
- If you won game 1 swap Interrupted Kaiju Slumber, Thunder King, the Lightningstrike Kaiju or Nemeses Keystone or Mulcharmy Fuwalos with Threatening Roar ,why: well if your opponent makes you go first and handtraps (with a monster effect) your mimighoul line, you have a live target for Triple Tactics Thrust to survive the turn and you have a live target too if your opponent uses Artifact Lancea (if you went second) .
- If your opponent's is going for a more grindy game with a lot of handtraps or you just want another line vs your opponents Artifact Lancea you can add the small fiendsmith engine, in total 3 cards swap out from the extra Mulcharmy Fuwalos (x3) and 3 from your extra deck Accesscode Talker, Number 31: Embodiment of Punishment and Akashic Magician
- You generally don't want to draw more than 2 kaiju cards on games 2 and 3 where your opponent has side in a counter strategy, as they do nothing going first, and they don't help counter handtraps so it's okay to side a few out (between 1-4)
- Nibiru, the Primal Being (3x) can be swapped in with 3 kaiju cards vs Decks that summon a lot, it's both a going first and second card, so you will not have brick kaiju cards in your hands going first. Can also help a bit with mermail Decks and other similar Decks that try to remove your entire hand turn 1, the small fiendsmith engine added helps with that too, as it gives you a more meaningful combo out of your second kaiju monster with the help of Moon of the Closed Heaven, overall it just helps this deck post side deck play a little bit better into hantrap heavy decks.
- against light and dark match ups side swap Mulcharmy Fuwalos, Nemeses Keystone or a kaiju card with Bystial Magnamhut, it adds Mimighoul Dragon during the endphase, and give you something playble to use after using Mulcharmy Fuwalos
- Lightning Storm you will swap it in with 2 Mulcharmy Fuwalos or 2 kaiju cards (see above for options) for the spell and trap heavy decks
- Necroface should be swapped in with Nemeses Keystone and a kaiju card mostly in games where the opponent can out grind you after you used inferno tempest (maliss maybe orchust) IF your opponent was left with around 10 cards in their deck after you used Inferno Tempest game 1, this small line gives you a 10 card mill to both Decks (so you will almost never deck out by accident) and allows you to banish another 5 if needed using Dark Necromancer's effect and S:P Little Knight, to deck out your opponet.
- Chaos Angel is a niche boss monster which while weak to spell and trap removal is a side deck option for the fiendsmith engine
honorable mentions:
- Harpie's Feather Duster (x1): Helps a lot with spell/trap heavy Decks. Gives another option with Triple Tactics Thrust and works well after you resolve Inferno Tempest because usually your opponent only has his spell and trap cards to play with.
- Millennium-Eyes Restrict (1x): Blocks out annoying handtraps before going into Relinquished Anima.
- Linguriboh (1x): deals with labyrynth Decks using Destructive Daruma Karma Cannon, and use another monster to attack and proc Inferno Tempest.
- SIDE DECK Lacrima the Crimson Tears (1x): doesn't meet any of the condition for the combo but it is the key for the fiendsmith engine I am adding since when I don't have the combo, the most common field for me is a kaiju card + a monster with a negated or no effect, I made some sacrifices to win some duels with bricky hands too.
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Full combo:
1)proc effect of Inferno Tempest (check opponent's banishment zone for copies of Effect Veiler, Nibiru, the Primal Being etc)
2) If both extra monster zones are available summon Maliss P Cheshire Cat , Maliss P Dormouse (directly below the extra monster zone that you have access to) , Maliss P White Rabbit and Dotscaper attack over any monster that you are able to. The only thing that changes here is Dark Necromancer that summons Mimighoul Archfiend with effect. If only one extra monster zone is available and you have no cards in hand summon any of your monsters directly below it expect for Maliss P Dormouse or Mimighoul Archfiend.
3i) If you still have cards in hand (at least 1) after procing inferno tempest you can link Dotscaper into Relinquished Anima targeting (for example) Jizukiru, the Star Destroying Kaiju ( 1st test for your opponent monster negates) link Relinquished Anima and Maliss P White Rabbit into (for example) S:P Little Knight banish whatever has a problematic from field or GY (2nd test for your opponent monster negate) link S:P Little Knight and Maliss P Chessy Cat into Maliss Q Red Ransom (directly above Maliss P Dormouse ) and add Maliss in Underground (3rd test for a monster negate) link her and Mimighoul Archfiend into A Bao A Qu, the Lightless Shadow use effect (do not discard Maliss in Underground ) to bring back Maliss Q Red Ransom and use Maliss P Dormouse to summon Topologic Zeroboros use Maliss in Underground to banish and summon Maliss Q Red Ransom to a zone Topologic Zeroboros points to to blow the field.
3ii) If you have no cards in hand after using Inferno Tempest well... use the monster you have in the same column as (for example) Jizukiru, the Star Destroying Kaiju (let's say it's Maliss P White Rabbit ) link it with Dotscaper to go into Akashic Magician use effect to add your Jizukiru, the Star Destroying Kaiju back to hand, use Maliss P Chessy Cat with Akashic Magician to summon Maliss Q Red Ransom use effect to add Maliss in Underground and link it with Mimighoul Archfiend into A Bao A Qu, the Lightless Shadow (discard Jizukiru, the Star Destroying Kaiju you added) to summon Maliss Q Red Ransom and link it with Maliss P Dormouse to summon Topologic Zeroboros and as above if needed use Maliss in Underground to banish and summon Maliss Q Red Ransom to a zone it points to blow the field.
4) During the End phase add Nemeses Keystone to hand and summon back A Bao A Qu, the Lightless Shadow
5) here and the reason the ghoti cards left, is because A Bao A Qu, the Lightless Shadow can deal both with Super Starslayer TY-PHON - Sky Crisis and board removals like Raigeki (not both), so you will react depending on what your opponent's does.
6) During your turn use A Bao A Qu, the Lightless Shadow's effect to search, on average (3-9 cards) to get to the card you need, typically Harpie's Feather Duster and use effect to bring back Topologic Zeroboros or link into it, use Harpie's Feather Duster and attack for game.
7) If your opponent has removed all your monsters you keep searching your deck for Mimighoul Dungeon or Instant Fusion along with your Nemeses Keystone to go into Number 13: Embodiment of Crime or Kikinagashi Fucho attack and summon Divine Arsenal AA-ZEUS - Sky Thunder to keep the pressure up.
SIDE DECK FIENDSMITH EGINE: It's very similar to the original, but
Dark Necromancer summons Lacrima the Crimson Tears instead of Mimighoul Archfiend
similarly to the last line summon Maliss Q Red Ransom and above it link Lacrima the Crimson Tears into Fiendsmith's Requiem and link it with Maliss Q Red Ransom into A Bao A Qu, the Lightless Shadow, with this variation you can have Topologic Zeroboros, A Bao A Qu, the Lightless Shadow on your board and a gy Lacrima the Crimson Tears effect for protection and if your opponents set a couple of cards you can during the end phase proc the effect of Lacrima the Crimson Tears to summon Fiendsmith's Requiem to a zone were A Bao A Qu, the Lightless Shadow points to which will proc Topologic Zeroboros effect and wipe the field clean giving a lonely Topologic Zeroboros during your turn to attack for game.
Full combo drama: if from Full combo you were unable to complete step (UPDATE COMING SOON)
1) If you are not able to use Inferno Tempest you got 2 more option:
3)if you want to remove a problematic set trap, you can also link Maliss P Chessy Cat into Linguriboh, use Dotscaper to link into Relinquished Anima and link it with Maliss P White Rabbit into S:P Little Knight, use effect to remove conserning set trap, while being protected by Linguriboh, continue play as normal.
4ii) if your opponent negates and destroys Relinquished Anima or S:P Little Knight (he can't destroy Maliss Q Red Ransom if it was pointing to Maliss P Dormouse ) you still have Maliss P Chessy Cat and Maliss P Dormouse to link into Splash Mage use effect to bring back Maliss P Dormouse link it into Link Decoder and use all 3 ( Mimighoul Archfiend , Link Decoder and Splash Mage to go into Topologic Zeroboros to blow up the field.
4ii) if you spot 1 or 2 Nibiru, the Primal Being cards when you used Inferno Tempest start the combo by linking 3 of your monsters into Maliss Q Red Ransom and use effect, if your opponent uses nibiru at any point from that point onwards, you can use Maliss in Underground to bring back Maliss Q Red Ransom and summon it next to token (making Nibiru, the Primal Being's attack 600.
?) post side Deck after you used Inferno Tempest if you have only 4 availble slots to summon your 5 monsters, get into the habit of using all 5 of your banishing effects(if your opponent negates, which they are allowed to do so for the last one in the chain you still get 4 summons) an advice here chain Dark Necromancer first targeting Mimighoul Archfiend (if there is no space to summon it, it will send it to the gy instead, making your Mimighoul Dungeon able to search it)
?)from the above example you should know that if you take 3300 damage to use Inferno Tempest and use all the effects of your maliss cards + the link you will be left with 2900 life points, so a normal summon into Super Starslayer TY-PHON - Sky Crisis during your opponent's turn is lethal
Disclaimer: I cannot provide solutions for all the existing scenarios. Solutions for most of the scenarios will come form testing the Deck and getting more experienced with it. (there is not enough space too)
I will make some changes when Maliss P March Hare becomes available for tcg.
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