Recycle like our planet depends on it!
Deckmaster: Archfiend Eccentrick
Domain Restriction: LIGHT // FIEND
Made for Domain Format
Join the Community Discord: https://discord.gg/3jRnBGHQJs
Domain Format General Rules:
- Singleton Format: Every card restricted to 1 copy per deck.
- 60-card Format: Each Main Deck must contain exactly 60 cards.
- 4-player Pods: Each player competes individually in an all-out battle against three opponents.
- Deckmaster Restrictions: Each player chooses a "Deckmaster" which dictates the allowed types and attributes for their deck.
- Deckmaster Contract: A Deckmaster can be summoned from a designated "Deckmaster Zone" using normal summoning rules. After switching zones, Deckmasters may return to the "Deckmaster Zone," where they start the game.
Refer here for additional rules and exceptions:
https://www.domainformat.com/rules
Broad Catagories:
This strategy builds upon 3 simple strategies:
- Interaction
- Interaction
- Interaction
That is why we have only 6 main deck monsters.
What is this deck's combos?
While most of the deck are individually powerful boardbreakers, this deck makes use of the Fiendsmith engine in order to have a recurring monster engine. Here is the short combo:
Fiendsmith's Sanct or Archfiend Eccentrick one-card combos:
These combos are weaker than having a non-pendulum Light Fiend monster as a starter. You lose out on the ablility to have Lacrima the Crimson Tears + Fiendsmith's Requiem , which at baseline is a free monster and at ceiling can send Fiendsmith in Paradise (sending Fiendsmith's Desirae) for another interruption.
Lacrima the Crimson Tears one-card combos:
Lacrima is the only Main Deck monster you are likely to Normal Summon. Lacrima the Crimson Tears with Fiendsmith Engraver allows us to have an interrupt through Fiendsmith in Paradise sending Fiendsmith's Desirae. This makes Lacrima the Crimson Tears hard to handtrap because they would need to negate both the on field effect and the GY effect (after Fiendsmith's Requiem is made).
The other main idea of this deck is to use Reasoning and Monster Gate to mill a good chunk of the deck since we hardly have any monsters in the deck.
Fiendsmith monsters can easily be pulled out of the deck using Fiendsmith's Requiem + Lacrima the Crimson Tears, additionally easily providing a defensive board while we wait to find Monster Gate. Fiendsmith can also shuffle itself into the deck, making sure Monster Gate always has something to summon.
Great spells and traps to put into the GY are Runick and Paleozoic. Its fun to draw many cards with Runick Fountain and to have a lot of monsters on the board with Paleozoic. Runick Fountain is the main card draw engine, and Paleozoic allows us to access Onibimaru Soul Sweeper to recycle banished Fiendsmiths if our opponent has interacted with out GY.
Inspired by https://youtu.be/ZzfbGdGLUS8?si=jlGx1sKBNuf87aaH
What do we want our Deckmaster to do? Archfiend Eccentrick
Archfiend Eccentrick contributes to this gameplan with the spot removal it provides in its Monster Effect/Pend Effect in addition to being able to Link-1 into Fiendsmith's Requiem. Spot Removal allows us to always be prepared to deal with threatening Monsters or continous Spells.
Additionally, this deck does not play Spell/Trap Boardwipes since we really want Runick Fountain and our other continous Spells to remain on the field. Therefore, Archfiend Eccentrick Pendulum effect is incredible for removing threatening Spell/Traps to make up for our lack of S/T boardwipes.
Archfiend Eccentrick as a Pendulum Light Fiend also plays around certain Deckmaster hate, for example effect bans like Mistaken Accusation don't work well since the body by itself links into Fiendsmith's Requiem , common deckmaster theft cards like Spell Card "Monster Reborn" cannot steal our Deckmaster from the GY because Pendulum monsters go to the Extra Deck instead of the GY.
However, being a Pendulum monster does open us up to having the Spell effect banned by Cursed Seal of the Forbidden Spell. This will still allow us to summon and use the Monster Effect, however we will no longer be able to scale Archfiend Eccentrick
What do we want boardbreakers to do?
The main breakers of this deck are the Runick. The use of Runick spells with Runick Fountain allows us to not only remove problems but also refresh our breaker amounts by putting Runick back into the deck and drawing the same amount. The draw is very important, otherwise we run out of cards, fall over, and lose.
Boardbreakers allow us to deal with all of our opponent's problems as they present them. They will run out of scary monsters, but we will not run out of removal. At that point, we can just hit them with out recycled Fiendsmith!
In order to make sure we have enough breakers, we need to make sure our boardbreakers are high impact. We have to make sure we have enough to push through negates and protection, which is why we also use draw cards to have enough breakers.
Other Considerations:
Spell/Traps:
Breakers: << Sky Striker Maneuver - Afterburners! , ,Dark Ruler No More , Evenly Matched , The Black Goat Laughs>> , Infinite Impermanence , Dominus Impulse , Dominus Purge , Break Off Trap Hole , World Legacy Cliffhanger , Royal Oppression , , Malevolent Catastrophe , Chain Ignition , , Sinful Spoils of Subversion - Snake-Eye + Psychic Eraser Laser + Herald of the Abyss , Lullaby of Obedience , Lightning Storm , Enemy Controller , Forbidden Droplet , Metaltronus , Ultimate Slayer + Super Polymerization , Change of Heart + Mind Control , Spellbound , Vesper Girsu , Hey, Trunade! + Anti-Magic Arrows , Galaxy Cyclone , Ferret Flames
Draw/Search:, Angel of Blue Tears + Maiden of Blue Tears , Card of Safe Return, Succumbing-Song Morganite + Time-Tearing Morganite , Terraforming , Magical Spring , Left Arm Offering , Hope for Escape , Paleozoic Marrella , Metalfoes Fusion , Booby Trap E , Trap Tracks , Terraforming , Traptantalizing Tune
Others: Chain Summoning , Magical Explosion Magical Explosion Induced Explosion , Skill Prisoner , , Lil-la Rap + Ebon Sun (for LP) , Mistake + Mistaken Arrest , The Black Goat Laughs + Elemental Burst + Rise to Full Height , Vivid Tail , Fiendsmith's Tract , The Great Mikanko Ceremony , Hydor, the Base of All Things , Rite of Aramesir + Fateful Adventure + Dracoback, the Rideable Dragon + Curse of Aramatir , Soul Energy MAX!!!
Paleo Trap Techs from the MasterDuelMeta Discord Server: https://docs.google.com/spreadsheets/d/1cg8CDXmbujUgo-B-eatzlX2VoUQZKrNHJEs18y5Ebkg/edit?gid=665695907#gid=665695907
Monsters:
Beatrice, Lady of the Eternal + Fiendsmith's Lacrima , Aerial Eater + Constellar Ptolemy M7 , Muckraker From the Underworld , Unchained Soul Lord of Yama , PSY-Framegear Gamma + PSY-Framegear Delta + PSY-Framelord Lambda , Diana the Light Spirit , Chaos Dragon Levianeer , Diabolica the Draconique General , Divine Arsenal AA-ZEUS - Sky Thunder , Lady Labrynth of the Silver Castle , Ghost Ship , Lightray Sorcerer ,Silhouhatte Rabbit +Kuebiko ,Lava Golem
PSY-Framegear can be good if I had a Dark Factory of Mass Production or Boardwipe, but PSY-Frame Driver bricks the Monster Gate
Out of Domain: Pharaonic Advent , Ipiria , Geri the Runick Fangs , Paleozoic Opabinia , S:P Little Knight , Magicolloidal Sol
A weakness of this deck is the lack of Light Fiends, especially because the deckmaster is a Pendulum monster that is not sent to the GY.
Another weakness is having our Fiendsmiths banished. Since that is the only monster engine in the deck, we will be extremely vulerable if we cannot access it. We can use Lightray Sorcerer , Onibimaru Soul Sweeper , Pot of Acquisitiveness , D.D. Post , Paleozoic Leanchoilia, and Fiendsmith's Rextremende to recycle banished Fiendsmiths.