Fiendish thoughts by Tobias X

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Deck Article of X: '#4, Invading Fiends'

3rd Article for 'Deck of the Week' and this time I'll be tackling Fiends.

While Dragons are based around brute strength, and Zombies are based around Special Summoning, Fiends seem to use Field Control as their method for winning the duel. They also have 2 interesting specialisations which I'm going to look at in more detail later on. As a side-note, the japanese translation for Fiend is "Demon", but was changed due to fear of how the public would react.

'General' Fiend Monsters

To Fiends, field presense is all. The fiend deck's presense is lead by 4 destructive creatures:

Dark Ruler Ha Des

Effect Monster (Fiend / DARK / 6 Stars / ATK 2450 / DEF 1600)

As long as this card remains face-up on the field, the effects of Effect Monsters destroyed as a result of battle by Fiend-Type monsters on your side of the field are negated. This card cannot be Special Summoned from the Graveyard.

This monster, if protected, can spell doom for your opponent quite easily; if your opponent sets a monster, the chance of it having an effect that either helps your opponent (Deckoichi, Skelengel, Magician of Faith) or harms you (D.D. Warrior Lady, D.D. Assailant) is high. The monster steps in whenever the effect of a monster destroyed by a Fiend in battle activates, and negates it automatically. Unless your opponent does something about him, they've lost. Here's a short list of effects he negates:

- FLIP effects (Magician of Faith, Man-Eater Bug, etc)

- Activate in graveyard effects (Sinister Serpent, Treeborn Frog, etc)

- Die-By-Battle effects (Pyramid Turtle, Mystic Tomato, etc)

- Damage Calculation effects (D.D. Warrior Lady, Legendary Jujitsu Master, etc)

He does not stop effects that activate when you declare an attack, though (Ancient Lamp, Kiseitai, etc)

The only problem this guy has is not enjoying the "dump and revive" method of bringing tribute monsters out. However, he can be brought back from out of play, which brings us on to...

Dark Necrofear

Effect Monster (Fiend / DARK / 8 Stars / ATK 2200 / DEF 2800)

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 Fiend-Type monsters in your Graveyard. If this card is destroyed as a result of battle or by your opponent's card effect while it is a Monster Card, it is treated as an Equip Card during the End Phase of this turn, and equip 1 of your opponent's monsters with this card. As long as it is equipped with this card, you control the equipped monster.

Welcome the Envoy of Fiend decks! This monster is best treated as a LP-free Snatch Steal; it is destroyed for any reason, and at the end of the turn it snatches a monster. Also, as mentioned earlier, it can help out Dark Ruler Ha Des be removing him from the graveyard to bring it out; this can also help with a well-time Return From The Different Dimension later.

The End of Anubis

Effect Monster (Fiend / DARK / 6 Stars / ATK 2500 / DEF 0)

While this card is face-up on the field, all effects of Spell, Trap, and Monster Cards that target a card(s) in the Graveyard or that activate in the Graveyard are negated.

In mythology, Anubis was one of the other gods of the underworld (where most of the fiends reside) and his effect helps Dark Ruler Ha Des shut down the graveyard perminently. Also, this monster is what I refer to as the "End of Anubis Problem" for monsters in the current meta; he has 2500 ATK, so 99% of the time he won't be hit by fissure; he has 0 DEF, so 99% of the time he won't be hit by Smashing Ground. This means the only option for your opponent is Enemy Controllers, providing they have some handy at the time.

Invader of Darkness

Effect Monster (Fiend / DARK / 8 Stars / ATK 2900 / DEF 2500)

While this card is face-up on the field, your opponent cannot activate Quick-Play Spell Cards.

People hate Jinzo because he stops them using their primary line of defence: Trap Cards. This monster helps shut down the other half: Quick-Play Spells; for those who enjoy using Book of Moon, Scapegoat and Enemy Controller, he can really be a pain to deal with. Worth cosidering as a side-deck option, or possibly a main-deck option if your feeling confident.

Fiend Sub-Themes

1. Archfiend

Archfiends are a sub-species of Fiends based around Chess, for some odd reason. For the purposes of fanlation (translation of japanese cards by fans) these are commonly referred to as "Daemon" instead of the standard "Demon" for Fiends. The theme is based largely around 4-star monsters which require life-point payments to keep them around and dice-roll effects to protect them long from targetting effects to win (another reason to play Smashing Ground). Some of the most notable are:

Archfiend of Glifer (Gilfer Daemon)

Effect Monster (Fiend / DARK / 6 Stars / ATK 2200 / DEF 2500)

When this card is sent to the Graveyard, you can activate its effect. You can then equip it to a monster on the field, and this card will be treated as an Equip Spell Card that decreases the ATK of the equipped monster by 500 points.

Interesting effect, similar to Dark Necrofear, except he drops their ATK by 500. His bonus, however, is that he activates when sent from hand, deck or graveyard; this means that he's a perfect choice if your opponent uses Vampire Lord's effect and calls "Monster".

Terrorking Archfiend (Terrorking Daemon)

Effect Monster (Fiend / DARK / 4 Stars / ATK 2000 / DEF 1500)

This card cannot be Normal Summoned or Flip Summoned unless you have an Archfiend Monster Card on your side of the field. The controller of this card pays 800 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. The effects of an Effect Monster that this card destroyed as a result of battle are negated.

Negates the effects of monsters he kills. Unfortunately, he isn't prepared to share like Dark Ruler Ha Des, so he costs 800 life points each turn.

Infernalqueen Archfiend (Infernal Queen Daemon)

Effect Monster (Fiend / FIRE / 4 Stars / ATK 900 / DEF 1500)

The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. As long as this card remains on the field, during each Standby Phase, increase the ATK of 1 Archfiend Monster Card by 1000 points until the End Phase.

You can choose the target of her effect during each Standby Phase, meaning you can make hera 1900 ATK monster in your opponent's turn and boost another Archfiend during your own turn. Wonderful little monster that could be used in 3s.

Archfiend Marmot of Nefariousness (Daemon Marmot of Evil)

Normal Monster (Beast / EARTH / 2 Stars / ATK 400 / DEF 600)

An air marmot that has a nefarious horn and wings. It attacks by throwing acorns.

This monster should be avoided at all costs! Not due to it's stats, but the fact that if you ever face a member of Team Marmots we reserve the right to throw acorns at you for the duel if this monster ever appears on the field. I personally side-deck one of these in all my decks.

2. Dark World

Dark World has recently hit the meta again due to the unbanning and restricting of Graceful Charity at the stary of April. This deck is based largely around discarding monsters through effects (yours and your opponents) to special summon them to the field. The only weakness of this deck is its continued dependency on discard effecst, which can lead to its downfall due to bad top-decks or bad opening hands. All the names play on those of precious stones.

Goldd, Wu-Lord of Dark World

Effect Monster (Fiend / DARK / 5 Stars / ATK 2300 / DEF 1400)

If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, you can select up to 2 cards on your opponent's side of the field and destroy them.

The most famous and widely-known of the residents of Dark World, he's being teched in 2s due to the popularity of Spirit Reaper and Don Zaloog (although the Don is losing his). If you discard him for Graceful Charity (cutting down the discard by 1) he's a 2300 ATK monster; if your opponent discards him by Reaper, you bring him out and wipe out 2 cards on their field.

Sillva, Warlord of Dark World

Effect Monster (Fiend / DARK / 5 Stars / ATK 2300 / DEF 1400)

If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, your opponent selects 2 cards in their hand, and returns them to the bottom of their Deck in any order.

Sillva does to your opponent's hand what Goldd does to their field; his older brother is largely used over him, but he's a much more annoying choice against an opponent who's using Spirit Reaper. Why? If your opponent is hand-conscious then he'll wipe out two cards in their hand in a similar way to the banned card Delinquent Duo.

The standard setup for Dark World decks is usually 3 Goldds and 2 Sillvas, along with the lesser-teched Dark World monsters. Worth trying out for fun, but beware bad hands.

 

Sub-Type Support

Contrary to popular belief, Fiends do have some spell and trap support. Not as much as warriors, but some at least.

The Puppet Magic of Dark Ruler

Normal Spell

Select 1 Fiend-Type monster from your Graveyard. Remove from play monsters on your side of the field whose total Levels exactly equal the Level of the selected Fiend-Type monster. Then Special Summon the selected monster from your Graveyard.

An interesting choice for RftDD Fiend Decks; you remove face-up fiends from your field then spell summon 1 fiend from your graveyard with a star-level equal to the combined star-level of the removed monsters. Could help setup a RftDD charge or just bring Dark Necrofear back for defence (it doesn't specify anything about the position of the monster you bring back).

Bark of Dark Ruler

Normal Trap

You can only activate this card during the Damage Step of a Battle Phase if a Fiend-Type monster on your side of the field battles. Pay Life Points (in multiples of 100 points) to decrease 1 of your opponent's monster's ATK and DEF by the same amount of points until the End Phase of that turn.

In essense: drop the ATK of an attacking monster by 100 for every 100 life points you pay. It can be useful for inflicting that last battle damage to win the game; however, most people would run Sakuretsu Armor over this.

Statue of the Wicked

Normal Trap

When this face-down card is destroyed and sent to the Graveyard, Special Summon 1 "Wicked Token" (Fiend-Type/DARK/Level 4/ATK 1000/DEF 1000) on your side of the field.

If you've seen my OCG Card-Of-The-Week reviews, you'll know I love Trap Monsters. While this is isn't exactly the same, it can help with extra defence when your opponent decides to 'Storm your field. Think of side-decking this some time.

The Fiend Offensive!

Here are some of the monsters that can fit nicely into a Fiend-Beatdown-Control style deck:

Mystic Tomato

Effect Monster (Plant / DARK / 4 Stars / ATK 1400 / DEF 1100)

When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 DARK monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck.

First choice, and it isn't a fiend! Due to pretty much all fiends being Dark this allows you to search out your tools that bit quicker.

Newdoria

Effect Monster (Fiend / DARK / 4 Stars / ATK 1200 / DEF 800)

When this card is destroyed and sent to the Graveyard as a result of battle, destroy 1 monster on the field.

Nice, simple, and searchable by Mystic Tomato; Newdoria is good as field clearance and forces your opponent to use up Spell/Trap-based Monster Removal rather than take it out by battle and lose a monster themself.

Dark Jeroid

Effect Monster (Fiend / DARK / 4 Stars / ATK 1200 / DEF 1500)

When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, select 1 face-up monster on the field. As long as the monster remains face-up on the field, decrease its ATK by 800 points.

Interesting choice for fiend decks, as it can target Spirit Reaper and destroy it. Dark Jelloid can also use his effect to take out any monster with less than 2000 ATK by battle (so anything except Cyber Dragon or a Monarch).

Slate Warrior

Effect Monster (Fiend / WIND / 4 Stars / ATK 1900 / DEF 400)

FLIP: Increase the ATK and DEF of this card by 500 points. The ATK and DEF of a monster that destroys this card as a result of battle is decreased by 500 points.

Now made famous by an SJC (Shonen Jump Championship) Winner using Nobleman of Crossout on his own copy, followed by a swift Return from the Different Dimension to swarm for the victory. The only bad point about this card is the ATK and DEF increase happens after damage calculation, a minor issue that means he still gets to drop the ATK of the monster that wipes him out by 500.

Giant Orc

Effect Monster (Fiend / DARK / 4 Stars / ATK 2200 / DEF 0)

If this card attacks, it is changed to Defense Position at the end of the Battle Phase. You cannot change this battle position until the end of your next turn.

Goblin Elite Attack Force

Effect Monster (Fiend / EARTH / 4 Stars / ATK 2200 / DEF 1500)

If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect.

Warriors got Goblin Attack Force; Fiends got an Orc and the Elite edition! Beat your opponent with one, let them drop something tiny, you drop the next Big version.

Sangan

Effect Monster (Fiend / DARK / 3 Stars / ATK 1000 / DEF 600)

When this card is sent from the field to the Graveyard, select 1 monster with an ATK of 1500 or less from your Deck, show it to your opponent, and add it to your hand. Then shuffle your Deck.

Yes, you can actually justify using Sangan in a deck without saying "He's a staple!" Food for Dark Necrofear, and searchable with Mystic Tomato; nice!

The Weird and the Wonderful

Fiends of all shapes and sizes can fit into a huge variety of decks; here are some of the most interesting:

Had so many I've cut it down to the Top 10 "Weird and Wonderful" Fiends. Might be interesting to include this in further articles...

10. Spear Cretin

Effect Monster (Fiend / DARK / 2 Stars / ATK 500 / DEF 500)

FLIP: After this card is flipped, when it is sent to the Graveyard, both you and your opponent select 1 monster from your respective Graveyards and Special Summon it on the field in face-up Attack Position or face-down Defense Position (no Tribute is required for monsters of Level 5 or more).

Nice little FLIP surprise for your opponent; it allows both of you to bring a monster back from the graveyard, either face-up attack or face-down defence position. Your opponent brings back Jinzo? Get back Needle Worm...

9. Possessed Dark Soul

Effect Monster (Fiend / DARK / 3 Stars / ATK 1200 / DEF 800)

Tribute this face-up card. Take control of all face-up Level 3 or lower monsters on your opponent's side of the field until they are removed from the field.

Allows you to steal any and all face-up Level 3 or lower monsters on your opponent's field. Although there are some gems (Cyber-stein, Des Lacooda, and a few others) the odds of using this guy successfully are slim.

8. Memory Crusher

Effect Monster (Fiend / DARK / 3 Stars / ATK 1000 / DEF 600)

If this card attacks your opponent's Life Points directly, inflict damage to your opponent's Life Points equal to the number of cards in your opponent's Fusion Deck x 100 points.

Have you ever had the unfortunate duty of deck-checking some guy who has over 100 monsters in his fusion deck? Well, this is our revenge! It would automatically wipe out most E-Hero decks without breaking a sweat.

7. Helpoemer

Effect Monster (Fiend / DARK / 5 Stars / ATK 2000 / DEF 1400)

If this card is destroyed and sent to the Graveyard as a result of battle, this card's effect is activated. As long as this card is in the Graveyard, your opponent discards 1 card randomly from his/her hand at the end of his/her Battle Phase. This card cannot be Special Summoned from the Graveyard.

A monster version of Gravekeeper's Servant, with the restriction that it must die by battle. Most people will recognise this guy but you may be lucky and face a Cyber-happy opponent.

6. Byser Shock

Effect Monster (Fiend / DARK / 5 Stars / ATK 800 / DEF 600)

When this card is Normal Summoned, Flip Summoned, or Special Summoned, return all Set cards on the field to their owner's respective hands.

The origin of Tomato-Control; when people liked stalling with lots of face-down cards, this monster could clear the field for direct attacks. Now, however, people play a lot more conservatively, meaning he gets less of a look-in.

5. Theban Nightmare

Effect Monster (Fiend / LIGHT / 4 Stars / ATK 1500 / DEF 500)

While there are no cards in the hand and in the Spell & Trap Card Zones of this card's controller, increase the ATK of this card by 1500 points.

A 3000 ATK 4-star. Interesting, and tested with Chaos Emperor Dragon after the first ban-list as a game winner. I haven't seen another monster with such a huge boost (with the exception of Injection Fairy Lily).

4. Lava Golem

Effect Monster (Fiend / FIRE / 8 Stars / ATK 3000 / DEF 2500)

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 monsters on your opponent's side of the field, and is Special Summoned to your opponent's side of the field. This card inflicts 1000 points of damage to the Life Points of this card's controller during each of his/her Standby Phases. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn.

You wipe out 2 of your opponent's monsters, they get a 3000 ATK 8-star, they take 1000 direct damage every turn. Unique in that he turns up on your opponent's field rather than your own, and an excellent choice for burn decks.

3. Kiseitai

Effect Monster (Fiend / DARK / 2 Stars / ATK 300 / DEF 800)

When your opponent's monster attacks this card in face-down Defense Position, this card becomes an Equip Spell Card equipped to the attacking monster (No damage calculation is conducted). During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card.

If he isn't attacked by a monster pretending to be Sasuke Samurai he negates the attack and gives you a nice little life-point earner; and when they finally wipe it out you can just remove it for Dark Necrofear ^_^.

2. Kuriboh

Effect Monster (Fiend / DARK / 1 Star / ATK 300 / DEF 200)

Discard this card from your hand. Make the Battle Damage inflicted to your Life Points by 1 of your opponent's monsters 0. You can only use this effect during your opponent's Battle Phase.

One of the most unique effects in all of Yu-Gi-Oh! You discard him during the damage step of an attack to reduce the damage to your life points to 0. Being fiend makes him even better as he uses his effect and is sitting waiting for you to draw Dark Necrofear.

1. Yata-Garasu

Spirit Monster (Fiend / WIND / 2 Stars / ATK 200 / DEF 100)

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, your opponent skips their next Draw Phase.

If set up correctly, this card is so powerful it effectively ends the duel during the turn it is summoned; and the next turn; and the next turn... but realistically it takes skill to set the stupid little bird up. The problem was as the decks became more generic the ammount of skill needed to play them decreased, then the abuse began. This is Control in a single card, and was at the very top of the ban list.

Strangely, I'm not sure if I ever want it to return; even with Chaos Emperor Dragon, Raigeki, Fiber Jar and Harpies Feather Duster firmly on the list...

 

Okay, so from the first section I'm going to include:

2x Dark Ruler Ha Des

1x The End of Anubis

Realistically, for a pure fiend deck I don't see you needing any more tributes; Dark Invader is a nice idea but I'm keeping him out for now.

For the special summons:

2x Dark Necrofear

3 is overkill, but 2 should be fine.

For the control side:

3x Mystic Tomato

3x Newdoria

2x Dark Jelloid

Dark Jelloid takes out Spirit Reaper, Newdoria takes out anything, Mystic Tomato helps with searching. I've purposely left out Sangan because your Mystic Tomatos will bring them to the field where he'd make you waste your Normal Summon to bring it out.

For the beatdown side:

3x Goblin Elite Attack Force

2x Giant Orc

3x Slate Warrior

That gives us a total of 21 monsters.

For the spells, I'm going to include:

2x The Puppet Magic of Dark Ruler

These will help bring back Dark Necrofear, or any other fiend from your graveyard at the cost of a used Dark Jelloid, or any other fiend you'd like to remove for Return From The Different Dimension later on.

As staples for my decks, I'm including:

1x Graceful Charity

1x Heavy Storm

2x Nobleman of Crossout

2x Smashing Ground

1x Mystical Space Typhoon

1x Book of Moon

1x Premature Burial

1x Snatch Steal

Pot of Avarice doesn't work well with Dark Necrofears, so that's out; Scapegoat is going to prevent swarming the field with big fiends, so there's no need for that either.

As for the traps, the only unusual choice I'm including is:

2x Return From The Different Dimension

2x Statue of the Wicked

Return for all the food you remove for your Dark Necrofears, while Statue of the Wicked will benefit you when your opponent decides to play 'Storm or any of the rest of their spell/trap destruction.

Other than that, the line up is pretty straight forward:

1x Mirror Force

1x Torrential Tribute

1x Call of the Haunted

2x Sakuretsu Armor

So, the final deck is:

Monsters: 21

2x Dark Necrofear

1x The End of Anubis

2x Dark Ruler Ha Des

3x Goblin Elite Attack Force

2x Giant Orc

3x Slate Warrior

3x Mystic Tomato

3x Newdoria

2x Dark Jelloid

Spells: 12

1x Graceful Charity

1x Heavy Storm

2x Nobleman of Crossout

2x Smashing Ground

1x Mystical Space Typhoon

1x Book of Moon

1x Premature Burial

1x Snatch Steal

2x Puppet Magic of Dark Ruler

Traps: 9

1x Mirror Force

1x Torrential Tribute

1x Call of the Haunted

2x Sakuretsu Armor

2x Return from the Different Dimension

2x Statue of the Wicked

Deck Total: 42

Ratio: (21(2:3:18):12:9

Side Deck: 15

3x Lava Golem

2x Goldd, Wu-Lord of Dark World

2x Archfiend of Gilfer

3x Kuriboh

1x Sangan

2x Kiseitai

2x Deck Devestation Virus

The Side Deck is largely made out of interesting possible techs and my own choices of other fiends to surprise your opponents with; if you disagree with me about Sangan, just switch it and a Kuriboh for the Dark Jelloids. The Lava Golems and Deck Devestation Virus' (unsure of the plural of Virus) are there to help you deal with burn, as they never run monster destruction and very rarely run tributes at all. Archfiend of Gilfer and Goldd are here representing the sub-themes of Fiends, while Kiseitai and Kuriboh are here to help you deal with Cyber-stein.

EDIT: I purposely left out Archfiend Marmot of Nefariousness from the side-deck, as no-one would seriously side-deck it unless they were a member of Team Marmots.

I'm not going to pretend I have a large ammount of experience with fiend decks; only playing against them; so feel free to add whatever comments and experiences you've had with them and against them to the end of this article, that it may help future deck-builders even more.

At some point this week I still intend to put up a OCG Card of the Week. However, right now I'm not sure when.

Laters, all.

 

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