The Crimson King Structure Deck gives great support to Red Dragon Archfiend. But with some of that support being given out to Resonators and "Archfiends" and/or Fiends in general (if you can categorize them like that), it gives some nice cards that work well with another Fiend strategy, that being Lady of Lament. The cards from that debut in the Structure Deck which are featured here include Bone Archfiend, Vision Resonator, Crimson Gaia, and Fiendish Golem, but you can also include Scarred Dragon Archfiend as well. This isn't so much of a Red Dragon Archfiend Deck as it is more of a Lady of Lament Deck making use of some of the new Red Dragon Archfiend support while still retaining some ability to go into Red Dragon Archfiend and associated Synchros to some degree. There are some benefits to playing this Deck, but they don't make the Deck any much more of a consideration over your average Lady of Lament Deck. This is just an idea I was tinkering with and the product was pretty good to a degree.
For the Main Deck monsters: 3 Lord of the Heavenly Prison which can reveal itself in hand to give all of your Set cards destruction protection while it is revealed. And if you activate a Set Spell/Trap, you can Special Summon it from hand, and if it was already revealed in hand when you do so, you can set a Spell/Trap from Deck. Lord gives a lot of utility, being protecting your Set Spell/Traps from destruction while also being an easily summonable, large body that can also get you any Spell/Trap directly from Deck. 3 Bone Archfiend which can send a card from hand or field to GY in order to Summon it from hand or GY which then locks you into DARK Dragon Synchro Monsters from the Extra Deck. It being this easy to Summon plays extremely well with its next effect. On field, you can target a monster you control with a Level and send a Fiend Tuner from hand or Deck to GY to increase or decrease that monster's Level by 1. This means that you can turn this Level 4 DARK Fiend monster into a Level 3 DARK Fiend monster on field. This means that you now have a target on field for Ties of the Brethren to get your Lady of Lament monsters out from the Deck. And what's even better is that it doesn't even need your Normal Summon. Sure, it locks you into Dark Dragon Synchros out of the Extra Deck for the rest of the turn, but you can just Normal Summon like a Tour Guide right before that, go into D/D/D Stone King Darius and rank him up into D/D/D Deviser King Deus Machinex. And it gets even better when you realize that you can send Vision Resonator from Deck with it. We are playing 2 Vision Resonator. You can make the argument to play only 1 as you can add it back with Crimson Gaia, but that is ONLY IF you want to add it back with Crimson Gaia. Crimson Gaia adds any card that lists RDA from Deck or GY which means you can search other cards that are better in the moment. But back to Vision Resonator, if you control a Level 5 or higher DARK monster, you can Special Summon it from hand, and if it is sent to GY, you can add a Spell/Trap that mentions RDA from Deck. Our only options are Crimson Gaia and Fiendish Golem, but those are good enough in the context of this Deck and I will explain why once we get to the Spell/Traps of the Deck. However, since Vision Resonator is also a Tuner, it is our way to access Red Dragon Archfiend and its other Synchros in the Extra Deck. It and a Level 4 Bone Archfiend get you to Red Rising Dragon which brings back Vision Resonator to go into a Level 8 like Scarlight Red Dragon Archfiend for functionally a boardwipe. Or since we are siding Bystials, Vision Resonator, who is a 2, Synched with a Level 6 Bystial, immediately gets you to a Level 8 RDA Synchro for the same purposes. Then, we are playing 1 Sangan which searches a monster with 1500 or less ATK when sent from field. Sangan can be Tributed off of Lilith or sent from field for Bone Archfiend, but the most important part about it is that it can search a monster for follow-up. 3 Lilith, Lady of Lament which is a Quick Effect to Tribute a DARK monster to reveal 3 Normal Traps in Deck and have your opponent randomly choose 1 for you to Set to your field. This is a great way to access Traps, especially since you are also playing monsters who benefit off of either being Tributed, sent from field to GY, or sent to GY in general. Then, we are playing 3 Alice, Lady of Lament who Special Summons a Lady of Lament from GY on Normal Summon which can include itself. This means that if you send a Lady of Lament from hand to Special Summon Bone Archfiend, you can Normal Summon Alice to get it back, and if it happens to be Lilith, it's as if you activated Ties of the Brethren, but you didn't and still got everything that you needed on field either way which is really nice. You can also banish a Trap from hand or GY to Special Alice from hand, and if it is Tributed, you can add a Fiend monster from Deck to hand whose combined ATK and DEF equal to 2000. Your only option in this Deck is Lilith, but simply just having a Lilith for next turn is already pretty good. Also, you can search another Alice for follow-up next turn with Sangan if you have the option to. And finally, 2 Tour Guide From the Underworld which Special Summons a Level 3 Fiend from hand or Deck on Normal Summon. This card is basically a 1-card Rank 3 which translates into a Machinex if you decide to go for Darius. And to reiterate, you can Normal Summon Tour Guide and go into an Xyz before you Special Summon Bone Archfiend which functionally gives you more interruption in Machinex while also having a Level 3 DARK Fiend on field as a target for Ties.
For Spell/Traps: 3 Ties of the Brethren which targets a Level 4 or lower monster on field and Special Summons 2 monsters from Deck with different names that have the same Level, Type, and Attribute as the targeted monster. This gives you access to all of your Lady of Lament monsters, giving you Lilith access with Tribute fodder for her effect as well. 3 Pot of Prosperity. 1 Crimson Gaia. It is a Continuous Spell that can add an RDA or a card that mentions it from Deck or GY to hand each turn. This means that it can add back Vision Resonator to possibly go into a Synchro play or search/add back Fiendish Golem to recur Trap options for removal as it does mention RDA. Crimson Gaia also allows you to change all monsters your opponent controls to face-down Defense when an RDA declares an attack, and if a monster(s) is destroyed by battle or card effect on field, it can Special Summon an RDA from GY. These effects are really good. You wouldn't be using the second effect of Crimson Gaia that much in this Deck specifically, but being able to Summon back an RDA from GY pretty constently is really powerful, considering that we can bring back Scarlight for board clears almost every turn, in case it is outed the first time around. 3 Infinite Impermanence. 3 Archfiend's Ghastly Glitch which allows you to target and destroy a card on field if you control a Fiend monster, and afterwards, it allows you to send a Fiend from Deck to GY. Being able to destroy any card on field with a Trap that is not once per turn is really good, especially with the added option of sending a Fiend from Deck. This means that you can send an additional copy of Vision Resonator to possibly search another Fiendish Golem if you already did not get all copies of it out of the Deck or Crimson Gaia if you did not already search it. 1 Trap Trick. 2 Transaction Rollback which allows you to pay half your Life Points to copy the effect of a Normal Trap in your opponent's GY, but you can also banish it from your GY and pay half your Life Points to copy the effect of a Normal Trap in your GY. What's even better is the fact that you can send it from hand to Summon Bone Archfiend, giving you access to its grave effect, which is arguably better than its effect when activated on field. 2 Dimensional Barrier. 2 Fiendish Golem. This card allows you to target a monster with 2000 or more ATK and banish until the End Phase of the next turn, then, if you controlled an RDA or a Synchro that mentions it when you activated this card, you can set a Fiendish Chain from Deck or GY. It's not the most impressive card, I will admit. You are not getting rid of a monster for good, and you are limited to only using it on monsters with 2000 or more ATK which is why I am comfortable playing it at 2 and not at 3. Besides, you can add it back from GY with Crimson Gaia eitherway. And if you really wanted to be cute, you could play 1 Fiendish Chain, but I feel it isn't necessary with the fact that we are already playing 3 Infinite Impermanence with Transaction Rollback in this Deck. Also, we are basically almost never going to be Summoning RDA or an associated Synchro monster in our regular combo for this Deck. If anything, the RDA Synchros that we are playing in this Deck are more for turn 3 and beyond in the case of going first to have a way of reducing your opponent's Life Points to 0 and/or clearing their board. Or for turn 2 in the case of going second to clear threats on your opponent's board. And finally, 3 Torrential Tribute.
For the Extra Deck: 1 Garura, Wings of Resonant Life and 1 Elder Entity N'tss to send off of Ultimate Slayer. Garura gives you a draw while N'tss pops a card on field. 1 Scarlight Red Dragon Archfiend. It's name becomes Red Dragon Archfiend while on field or in GY which means that you can bring it back with Crimson Gaia which is really nice. Also, as a soft once per turn, you can destroy as many Special Summoned Effect Monsters on field with ATK less than or equal to this card's and inflict 500 to your opponent for each monster destroyed. The reason why I mentioned the soft once per turn is because, in the case of your opponent negating and destroying the activated effect of Scarlight, Crimson Gaia can just bring it back and you can try it again. Scarlight gives you a really nice way of dealing with monster threats on your opponent's board on a follow-up turn or going second. 1 Scarred Dragon Archfiend and 1 Red Dragon Archfiend. Scarred's name becomes Red Dragon Archfiend on field or GY which, again, means that Crimson Gaia can bring it back from GY. If it is sent from the Monster Zone to the GY, you can Special Summon the 1 Red Dragon Archfiend that we are also playing in our Extra Deck (and this is treated as a Synchro Summon), and then, if it was used as Synchro Material fro a DARK Dragon Synchro Monster, you can destroy all Attack Position monsters your opponent controls. Okay, so here is the deal. We are playing Scarred Dragon Archfiend to have a large body that we can Summon from the Extra Deck that can float into another large body. HOWEVER, please remember that Red Dragon Archfiend will destroy all monsters you control that did not declare an attack this turn during the End Phase. Even if it can destroy all Defense Position monsters your opponent controls after damage calc of a battle in which it attacked a Defense Position monster, you really have to be careful about doing things like Summoning monsters during Main Phase 2 or having small monstes on your field that were able to get over your opponent's monsters or attack your opponent directly during the Battle Phase because RDA will just blow all of them up. This is just a reminder to be careful of when you are using Scarred Dragon Archfiend to Summon Red Dragon Archfiend from your Extra Deck. If you choose to do so, you may end up destroying your board instead. 1 Red Rising Dragon which is a Level 6 Synchro that can be made with Vision Resonator and Bone Archfiend. When it is Synchro Summoned, it can summon back a Resonator from GY, that being Vision Resonator, giving you access to a Level 8 Synchro, being an RDA Synchro of your choice in this Deck. 1 Golden Cloud Beast - Malong which returns a face-up card your opponent controls to the hand when sent to GY, making it a good send off of Ultimate Slayer. 1 Divine Arsenal AA-ZEUS - Sky Thunder. 1 D/D/D Deviser King Deus Machinex which can be ranked up into with Darius and it can attach a Monster Card your opponent controls that activated its effect to itself once per chain by detaching 2 materials, and if you Summon it with Darius, you usually get 2 activations of Machinex. 1 Downerd Magician to give Zeus more material. 1 D/D/D Stone King Darius which can make itself indestructible in a battle and destroy your opponent's monster instead, which makes it a good choice to go into Zeus with, but it can also rank-up into Machinex of course. 1 Number 49: Fortune Tune for the same reason to make Zeus. 1 Unchained Soul Lord of Yama which is a Link target for Ultimate Slayer as it can banish tiself when a card you control is destroyed by battle or card effect to Summon a Fiend from hand or GY. And finally, 1 Salamangreat Almiraj.
Side Deck: 1 Bystial Magnamhut, 2 Bystial Druiswurm, and 1 Bystial Baldrake. I would be playing things like Kashtira Fenrir and Pankratops in this slot, but in order to go with the whole Red Dragon Archfiend theme of the Deck, I decided to put the Bystials here in order to give you an easy Level 6 body to Summon from hand with that can be Synched with Vision Resonator to go into an RDA Synchro. But even so, the Bystials on their own are pretty good as they can remove DARK or LIGHT monsters from your opponent's GY. During the End Phase that Magnamhut was Special Summoned, it can add a Dragon from Deck or Gy to hand. Druiswurm sends a Special Summoned monster your opponent controls to GY if it is sent from field to GY, which is very easy to do in this Deck as you can just Tribute it with Lilith's effect. And Baldrake can Tribute another LIGHT or DARK when your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link to banish 1 of those monsters, and it Tributing can trigger Alice's effect to add off of being Tributed. 3 Ultimate Slayer. 2 Lightning Storm. 3 Evenly Matched. And 3 Solemn Judgment.