Fiendsmith Control has a very chill playstyle, turn 1 disrupt, turn 2 throw handtrap and then slowly break the board, because the deck is control, mix a bunch of cards that can self-restore goods or add resources, the later you play, the stronger you are

CORE
is a combo card, can search for other spell/trap Fiendsmith by discarding, Level 6 body is a very good body to run Xyz or Synchro gameplay
Usually bring x1 because this is not the main normal summon of the deck
On the field or in the grave, it is very difficult for the enemy.
Just 1 LIGHT Fiend body, you can get this son of a bitch
easy to level up, only need 2 monsters, including 1 LIGHT Fiend monster
Super easy ingredients, just 2 LIGHT Fiends
Requires 1 Engraver and 2 LIGHT Fiends to fuse
easy to level up, only need 2 monsters including 1 LIGHT Fiend monster
A bit difficult to level up, but has a large and unaffected body, immune to all effects, except the effects of the Fiendsmith card when equipped with Fiendsmith magic equipment
Staple
Just use 1 monster equipped by a monster and 1 Fiend monster on the field to get this card, to be frank, 1 monster equipped by a Link Fiendsmith, this is a Level 6 monster so you can give up 1 Level 4 body and 1 equipped magic to get this card for Xyz
When the current meta has a lot of LIGHT and DARK, these Bystials will both act as a handtrap and jump onto the field, getting Level 6 bodies for Xyz, Link and Synchro.
Beryl x3: normal summon main deck, set Primite spell/trap straight from deck to field (no spring)
March 7th : effect affects 2 players' field, picks up monsters from graveyard to hand, or pushes 1 monster from field to hand
Heavenly Spheres : requires 2 Dragon monsters, Bystial or Primite can be used, push the card and pull the Dragon body from hand or deck, even if the monster's ATK/DEF is 0, the effect can still be used












































































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