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Post by BurnForGame on May 18, 2014 12:22:21 GMT -6
Total: 41
Monsters: 17
3 Archfiend Commander 3 Archfiend Cavalry 3 Archfiend Heiress 2 Mist Archfiend 2 Effect Veiler 1 Archfiend Empress 1 Archfiend Emperor, the First Lord of Horror 1 Archfiend Giant 1 Infernity Avenger (being tested)
Spells: 11
3 Recurring Nightmare 3 Mystical Space Typhoon 2 Pot of Duality 1 Allure of Darkness 1 Dark Hole 1 Archfiend Palabyrinth (good for boosting under Skill Drain to knock other monsters around, without killing my Special Summoned monsters the way The Seal would. If Avenger doesn't work out, I may use The Seal instead.)
Traps: 13
3 Skill Drain 3 Hate Buster 3 Call of the Haunted 1 Imperial Custom 1 Compulsory Evacuation Device 1 Dimensional Prison 1 Torrential Tribute
While I was building my Archfiend Interceptor deck, I couldn't help but notice three things:
1. A lot of good Archfiends really like Hate Buster as an effect trigger. 2. Many of those same Archfiends have 0 DEF. 3. Skill Drain is Archfiends' friend surprisingly often.
In short, those factors brought this deck together. Skill Drain turns off the negative effects of Mist Archfiend and a Normal Summoned Emperor, while allowing Commander to drop from the hand without destroying my monsters. Lather, rinse, repeat! (I could eventually bring Archfiend Giant into the mix to exploit Recurring Nightmare as well, if I find a reliable means to summon it.)
I want at least a pair of Archfiend's Roar in here. That may mean two of my last three Traps will be the ones replaced for it.
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Post by bystander on May 18, 2014 14:51:22 GMT -6
Wow getting your Archfiend on.
has this been tested yet?
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Post by Yoh Komori on May 18, 2014 22:25:57 GMT -6
No falling down? tsk tsk BFG, you cannot forget things like that~
lol seriously though I like this quite a lot, why avenger though?
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Post by bystander on May 19, 2014 7:08:33 GMT -6
Opens synchro options, and it replaces the lost monster. Pretty much what I expect from Burn.
Falling Down is pretty epic for this deck.
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Post by BurnForGame on May 19, 2014 12:41:41 GMT -6
It has been tested, and it's a heck of a lot of fun. It beat a Zombie deck by flipping Skill Drain on a 3750 Endless Decay at attack declaration against my Commander. And, By's right about Avenger. It keeps a monster on the field if I need an extra one for a Mist summon or to Normal a high-Level Archfiend.
I obviously thought about Falling Down, but without more access to Tuners, I may not. Then again, with Recurring Nightmare, I may have Mist often enough to use Falling Down for its summon anyway.
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Post by BurnForGame on May 24, 2014 16:37:10 GMT -6
I've taken care of a couple of issues at once:
-1 Mist Archfiend -1 Mirror Force +1 Archfiend Giant +1 Dimensional Prison
This lets me address the Hand problem with the new cards, and cover the potential trouble of having too many Mists to only be able to use them when I have Skill Drain up by removing one.
If I find that Custom doesn't work because Wiretap's negating Skill Drain before I can get to it, that's where I'll try Falling Down. That would also counter the Hands.
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Post by Drillwarrior on May 25, 2014 19:41:44 GMT -6
I could have sworn I commented on this....
What with the 7 ∞ traps, have you considered Magic Planter? It would definitely give you some more speed. I would suggest cutting Veiler for it, as with THREE skill drain, veiler probably won't be too live. You could either drop the veilers for a pair of planters, or drop them for one planter and making the deck 40 cards. Increasing speed by a bit, and consistency in card count.
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Post by Yoh Komori on May 26, 2014 11:53:05 GMT -6
I also think planter could be worth considering, especially since fiends can use lots of backrow.
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Post by BurnForGame on May 27, 2014 7:40:40 GMT -6
I absolutely considered Planter, and that seems like a decent idea. I wanted Veiler as an extra measure of safety because I won't always draw into Skill Drain during a duel, and I won't always have Custom when I do draw it. I'll test the 40-card fix and see what happens. Thanks!
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