Hey everyone! Archfiend Guy here, bringing you all the Archfiend deck that I reached Platinum level with in Master Duel! If you are interested in an in-depth video of the deck, which breaks down the deck profile and related combos, then you can watch my
deck profile video
Deck style: Beatdown (Mid Range)
Important Concepts:
- Potential vs True monster count
- Archfiends float 1 or 2 at a time rather than spam multiple monsters. Because of this, your true monster count (what your opponent sees on your side of the field) is not reflective of your potential monster count (the number of monsters you have the potential to summon on any given turn). This makes it hard for your opponent to identify when they can push for game, as the number of monsters you can summon can be anywhere from 2 to 10+! Accesscode Talker usually cannot break through an Archfiend defence and it's important to tell you this before anything else as it is the main mechanic of Archfiends.
Description: The main focus of Archfiends is to summon high attack monsters to beat over your opponent's monsters to win the game. They have the unique gimmick of being able to
attack during your opponent's turn by using Dark Spirit of Banishment. Due to their high attack power, they usually have enough strength to attack over most monsters in the game. Additionally, Archfiends float very well thanks to their boss monster, Archfiend Empress. This monster, upon destruction, can summon any level 6 or high fiend from your GY to your side of the field. This effect is not once per turn! This means you can revive Archfiends multiple times in a single turn, so long as you keep reviving Archfiend Empress, which is easy to do with the Dark Spirit monsters, and Call of the Archfiend.
Archfiends also have access to Berserk Dragon, a 3500 ATK level 8 Zombie that can attack every monster your opponent controls! Its summoning Quickplay spell card, A Deal with Dark Ruler, is an Archfiend card, so is searchable through Archfiend Heiress. Thanks to Archfiend Emperor's ability and our link monster, Masterking Archfiend, Berserk Dragon is live often and has great OTK potential.
Archfiends also have the fusion monster, Archfiend's Manifestation, which is a 3k beater that can float into Summoned Skull.
Archfiends don't activate many effects on the field. Instead, they revive from the GY through the Dark Spirit monsters activating in the hand, or via Call of the Archfiend. They are mainly big beatsticks that build tall, not wide. This means that you tend to only have around 1 or 2 monsters on the field at any given time, and because of this, you can run powerful floodgates such as Skill Drain, Gozen match, Summon Limit and Mystic Mine.
Generally, you want to grind out the game and win through attrition, similar to Unchained. Once your opponent has exhausted their resources trying to break through your wall of Archfiends, you can safely attack for game. Conversely, you can also OTK using Berserk Dragon or the Numeron Dragon OTK.
The "goto" strategy every game: Your priorities should be focused on putting at least two level 8 fiends into the GY, one of which being Archfiend Empress, and putting both Dark Spirit of Banishment and Dark Spirit of Malice into your hand. Once you have this setup established, you can efficiently float through several means of destruction. Furthermore, once your Archfiends die through a card effect, your Dark Spirits will recycle themselves back into your hand, which allows you to float consistently every turn. An ideal game state is to have both Dark Spirits in hand, with Cherubini on the field alongside Archfiend's Manifestation and Archfiend Empress. Cherubini protects both from destruction and Archfiend Empress can also protect Manifestation by banishing dark monsters from the GY.
Potential Combos |
|
Tour Guide and Scarm in hand |
Summon Tour Guide and Special Summon Fiendish Rhino Warrior from the deck. Then overlay into Dante, detach Tour Guide and mill three with his effect. Resolve any extra effects. Overlay Dante into Beatrice by discarding Scarm. During the End Phase, use Scarm to search for Dark Spirit of Malice. On your opponent's turn, use Beatrice to detach Rhino Warrior, send Dark Spirit of Banishment first, then Archfiend Empress/Curse Necrofear second. Add Dark Spirit of Banishment into your hand. Or, if you like, search Dark Spirit of Banishment off of Scarm instead, and dump Archfiend Empress + Curse Necrofear second. |
Void Apocalypse, Archfiend's Oath, Archfiend Empress, Frightfur Patchwork and Fiendish Rhino Warrior in hand |
Activate Frightfur Patchwork to search Edge Imp Sabres and Polymerization. Activate Void Apocalypse and discard Edge Imp Sabres, then send Dark Spirit of Banishment. Activate Edge Imp Sabres and return Archfiend Empress to your deck. Activate Archfiend's Oath and call Archfiend Empress to return her to the hand. Normal Summon Fiendish Rhino Warrior and link both into Cherubini. Activate Rhino Warrior's effect to send Archfiend Heiress. Search for Summoned Skull. Activate Cherubini to send Scarm. Activate Polymerization to summon Archfiend's Manifestation. Similarly, you can use Oath to call the incorrect card to mill Empress, depending on your circumstances, which will return Dark Spirit of Banishment to your hand. |
Polymerization + 3 monsters in hand |
Use Polymerization to summon Trishula, the Dragon of Icy Imprisonment. Depending on the fusion materials, you will now be able to resolve a number of effects. Archfiend Heiress can search for whatever you need, Rhino Warrior can mill monsters, etc. |
Instant Fusion, Frightfur Patchwork, Plaguespreader Zombie and Summoned Skull in hand |
Activate Instant Fusion to summon Theseus. Normal summon Edge Imp Sabres and Synchro Summon Chaos Ruler. Excavate 5 and add a monster if you wish, mill the rest. Activate Polymerization sending Summoned Skull and Plaguespreader to summon Archfiend's Manifestation. Activate Plaguespreader Zombie's effect to summon itself and Synchro Summon Beelze using it and Manifestation. Depending on what you excavated, you can also set your GY up with level 8 Archfiends, as well as putting Dark Spirits into your hand. |
Tour Guide, Frightfur Patchwork + 3 monsters |
Summon Tour Guide and summon a Dark Spirit. Link into Cherubini and use its effect to send Fiendish Rhino Warrior. Fiendish Rhino Warrior to send Curse Necrofear or similar. Return the Dark Spirit to your hand. Activate Polymerization using (e.g.) Heiress, Empress and something else as material to summon Trishula. Use Heiress to search for whatever you need (e.g. Call of the Archfiend) |
Instant Fusion, Edge Imp Sabres, Void Apocalypse in hand |
Activate Instant Fusion to summon Theseus. Normal summon Edge Imp Sabres and Synchro Summon Chaos Ruler (add Tour Guide and mill a Rhino Warrior). Rhino Warrior to send a Dark Spirit. Activate Void Apocalypse to discard (e.g. your other Dark Spirit) and send a level 8 fiend to the graveyard. Return both Dark Spirits to your hand. |
Both Dark Spirits, Plaguespreader Zombie, Edge Imp Sabres in graveyard, Archfiend's Oath and a level 8 fiend in hand. |
Activate Edge Imp Sabres to return the level 8 fiend on top of your deck. Activate Archfiend's Oath and call the wrong card, milling that level 8 fiend. Return both Dark Spirits to your hand. Summon Plaguespreader by putting one back, then Normal Summon the other Dark Spirit. Synchro Summon into Beelze, Scarlight or similar. |
Tour Guide in hand |
Summon Tour Guide and summon a Dark Spirit. Link both off into Cherubini and send Fiendish Rhino Warrior. Use Rhino Warrior to send a level 8 fiend. Return the Dark Spirit to your hand. |
Archfiend Emperor and A Deal with Dark Ruler in hand, one other Archfiend card in hand or GY |
Normal Summon Archfiend Emperor and use his effect to destroy himself. Return any Dark Spirits that might be in your GY. Activate A Deal with Dark Ruler to summon Berserk Dragon from your hand or deck. Attack everything |
Hope this helps, everyone! This deck is TCG legal, so not exclusive to Master Duel.
Float forever. Archfiends never die!