Archfiend Gameplay Guide

Archfiend Gameplay Guide

With the new Boss, you can summon any Fiend monster, but be careful because there's a lock card, meaning you can only summon Archfiend monsters from the Extra Deck, and those Extra Deck Archfiend monsters are... *sobs* lmao lmao



This deck is very vulnerable to floodgay cards like Shifter or Dimensional Fissure , especially the huge choke point on Highness Archfiend.

Sections covered in this guide:




CORE

 

Archfiend Emperor (x1)
Card rarity
Archfiend Emperor
Card rarity
Archfiend Emperor

The boss of the deck and a complete block of stone when held in your hand.

It has the ability to clear the field (banish all monsters on the field, except those in the Extra Monster Zone) when Ritual is summoned from the Extra Deck.

Unaffect (immune) from the effects of other monsters when this card is in the Extra Monster Zone.

It has the ability to pull any Fiend monster from your hand, deck, graveyard, or banish area when this card is in the Extra Monster Zone, including all kinds of evil, dirty lock, hand-snatching, etc.

Archfiend Matriarch (x0-1)
Card rarity
Archfiend Matriarch
Card rarity
Archfiend Matriarch

CÁI GÌ CƠ ??? LIGHT FIEND ???



Similar to the above but for spell/trap attacks, this monster also unaffects monsters but doesn't have the ability to pull its body onto the field; instead, it restores spell/trap damage from the graveyard.


Fact: You can build this hero with a farming aura to clear the board and then go for the full Fiendsmith combo.


Fact: You'll get a massive curse when you draw this card into your hand, and after using a ton of resources on it, your opponent will use an Imperm spell and then shut down their deck (Komoney should have given this card an unaffect spell/trap).

Matador Archfiend (x0-1)
Card rarity
Matador Archfiend
Card rarity
Matador Archfiend

If the searcher is summoned to the field with Ritual, and is holding it in their hand, it's a brick.



Searching for 2 Archfiend monsters/spells/traps from the deck and adding them to your hand is awesome (except for copying this card).

Ohmmmm, battle effects... Yu-Gi-Oh! has a battle phase?


Oh, and this one can't punch you while it's searching XD

Royal Archfiend (x3)
Card rarity
Royal Archfiend
Card rarity
Royal Archfiend

This card can be sacrificed from your hand or field to search for another Archfiend monster/spell/trap from your deck to add to your hand (except for copies of this card).


Then lock the entire Extra Deck, except for the Archfiend monster (locking it is incredibly difficult, because the Archfiend Extra Deck monsters are too weak to use now).

However, you will be compensated with one more Normal Summon of a Fiend monster in this Main Phase. And you can expand your Ritual combo without using an Extra Deck.

Additionally, if your Ritual monster (usually unaffect monster effects) is destroyed in battle while this card is in the graveyard, you can jump this card to the graveyard (and it won't be banished when it leaves the field, which is great). If your opponent can't deal with this card, you'll be able to search for another combo card on the next turn.

With an attack power of 2400, it can punch through a few small negate bodies like Herald of Arc Light , and then perform a combo afterwards.


Highness Archfiend (x1-3)
Card rarity
Highness Archfiend
Card rarity
Highness Archfiend

The deck's huge chokepoint, searches for two cards, and it's a LIGHT Fiend.



Searches for 2 Archfiend monsters/spells/traps when normally summoned, but at the cost of banishing 1 Archfiend monster/spell/trap from the graveyard (because of this, if you have this card in your hand and 4 handtraps, there's a high chance of getting it; luckily, this is a LIGHT Fiend so you can roll Fiendsmith).

However, after searching, the Extra Deck was locked, and I could only Special Summon Archfiend.

It also jumps out of the grave when the Ritual monster is punched to death like a leaf.

Duke Archfiend (x0-1)
Card rarity
Duke Archfiend
Card rarity
Duke Archfiend

This card has the ability to select one monster on the field, then send an Archfiend monster from the deck to the graveyard and increase the level of the selected monster by the level of the monster sent to the graveyard.



First: this monster sends Archfiend, which will have effects from the graveyard to extend the combo, or you can pull it back from the graveyard or use it for the combo.


Secondly: increasing the level of the leaves on the field is very good for situations where a nice level is needed, including Ritual.

Archfiend Heiress (x1)
SR rarity
Archfiend Heiress
SR rarity
Archfiend Heiress

brick when held in hand with handtrap


When sent to the graveyard by an effect or destroyed by battle, search for 1 Archfiend monster/spell/trap from your deck to add to your hand (except for a copy of this card).


And this is also why I hate the Duke Archfiend card, and you should too. When the Duke sends this card and this card searches, one droll and you're cooked.

Archfiend Eccentrick (x0-1)
SR rarity
Archfiend Eccentrick
SR rarity
Archfiend Eccentrick

classic



It can fire floodays in the form of spells/traps from the opponent.

When you get on the field, shoot enemy monsters, bait enemy negate, or use a full Fiendsmith combo.

Archfiend Strategy (x1-3)
Card rarity
Archfiend Strategy
Card rarity
Archfiend Strategy

All Fiends in the Extra Monster Zone gain 1000 ATK (including enemy monsters).



It's possible to search 1 Archfiend monster/spell/trap from your deck to your hand at the cost of banishing 1 Archfiend monster or another Archfiend monster/spell/trap from your hand or graveyard (if possible, remember to leave 1 body for Highness Archfiend to search 2, as it searches one more card than this one, then combo and this card searches later, making the droll less painful).

Place one face-up Pendulum Archfiend monster from your deck onto the Extra Deck for easier rituals :D

Ritual of the Matador (Who is this guy???)
Card rarity
Ritual of the Matador
Card rarity
Ritual of the Matador

Ohmmmmm, it uses the Matador Archfiend ritual, which allows it to banish from the graveyard to summon an Archfiend without using Ritual from its hand to the field.



Overall, the effects are great, but the name doesn't have "Archiend" in it, so it's hard to search for.

Throne of the Archfiends (x1)
Card rarity
Throne of the Archfiends
Card rarity
Throne of the Archfiends

Summoning Ritual Archfiend from your hand (after searching), face up on your Extra Deck (after searching or returning to your field), or banishing it to the field is generally quite good. The conditions are also easy; you just need to Tribute a monster from your hand or field that is equal to or greater than your Ritual Level.



Furthermore, this card automatically returns to the graveyard or is banished when Archfiend Emperor is face up on the Extra Deck. Unfortunately, this effect is in the Standby Phase, not the Main Phase, so you can only use it when Archfiend Emperor is already face up on the Extra Deck. You can't actively bring Archfiend Emperor back to the Extra Deck to clear the field.


Because it mentions Archfiend Emperor, it can be found by searching in the Pre-Preparation of Rites.

Archfiend's Usurpation (x3)
Card rarity
Archfiend's Usurpation
Card rarity
Archfiend's Usurpation

Peak, can only be activated once per turn.


+ Play Archfiend Trap directly from your deck or graveyard onto the field. This card can be activated this turn, and can be a one-card combo or removal card, depending on what you have in your hand or field.

+ Summon Ritual Archfiend from your hand or face-up on the Extra Deck by Tributing a monster from your hand or field with a Level equal to or greater than your Ritual monster.

Archfiend's Ghastly Glitch (x1-2)
SR rarity
Archfiend's Ghastly Glitch
SR rarity
Archfiend's Ghastly Glitch

Not once per turn: If you have a Fiend monster, play 1 card on the field and send 1 Fiend monster from your deck to the graveyard.


Matador Archfiend can search for these two cards and end the game if it gets hit with too many handtraps; you still have two disrupts to play, however, you'll be bringing two cards with a brick chance from drawing them into your hand.

Archfiend Playtime (x0-1)
Card rarity
Archfiend Playtime
Card rarity
Archfiend Playtime

Holding it in your hand is tiring, but covering it with Usurpation makes it great.


You can draw one card combo from your hand or deck. If you have a Ritual Archfiend monster face up on your Extra Deck, you can jump up to 3 monsters of each type: " Royal Archfiend ", " Duke Archfiend ", and " Highness Archfiend ".

Archfiend's Fervor (x0-1)
Card rarity
Archfiend's Fervor
Card rarity
Archfiend's Fervor

Target and negate one of your opponent's face-up cards if you have a Ritual Archfiend monster in the Extra Monster Zone.


If this card is banished from your hand or field, you can add another Archfiend card from your deck to your hand. This effect would be great if it came from the graveyard, but unfortunately, that scenario is not ideal...



Staple

 

Fiendsmith
N rarity
Fabled Lurrie
N rarity
Fabled Lurrie
UR rarity
Fiendsmith Engraver
UR rarity
Fiendsmith Engraver
UR rarity
Fiendsmith's Tract
UR rarity
Fiendsmith's Tract
UR rarity
Fiendsmith's Lacrima
UR rarity
Fiendsmith's Lacrima
UR rarity
Lacrima the Crimson Tears
UR rarity
Lacrima the Crimson Tears
R rarity
D/D/D Wave High King Caesar
R rarity
D/D/D Wave High King Caesar
UR rarity
Aerial Eater
UR rarity
Aerial Eater
SR rarity
Fiendsmith's Requiem
SR rarity
Fiendsmith's Requiem
R rarity
Fiendsmith's Sanct
R rarity
Fiendsmith's Sanct
SR rarity
Fiendsmith's Sequence
SR rarity
Fiendsmith's Sequence

1 Fiend monster = full Fiendsmith combo


Aerial Eater can send Archfiend Heirness to search for Archfiend cards and start a one-card combo after Fiendsmith finishes its move.

Tour Guide From the Underworld (x3)
UR rarity
Tour Guide From the Underworld
UR rarity
Tour Guide From the Underworld

This card is a normal summon; you can summon a Level 3 Fiend monster from your hand or deck, but its effect is blocked (although blocked, the body still works fine; for example, Highness Archfiend is a LIGHT Fiend, which only blocks the effect on the field, and it can still activate in the graveyard).

Go with a tour guide.
R rarity
Doomdog Octhros
R rarity
Doomdog Octhros
R rarity
Djinn Demolisher of Rituals
R rarity
Djinn Demolisher of Rituals
R rarity
Buio the Dawn's Light
R rarity
Buio the Dawn's Light
R rarity
Fiendish Rhino Warrior
R rarity
Fiendish Rhino Warrior

Djinn : This card is the entire material for Ritual cards, obtained by banishing them from the graveyard. If this card is used as the Ritual material for any card, that card cannot be targeted by an opponent's card (it's quite good at resisting Imperm when your boss clears the field).


Rhino : Sending it to the graveyard also sends another Fiend monster to the graveyard, and the sent monster usually has graveyard effects to extend the combo, for example, Archfiend Heirness.


Doomdog Octhros : Send to graveyard to search for Level 8 Fiend monsters from your deck to add to your hand, including Lava Golem if you want.



Buio : Send it to the graveyard to search for Mutiny in the Sky . This card has the ability to both fuse using resources from the graveyard and regenerate from the graveyard (and it can regenerate itself). Additionally, this card has the effect of automatically jumping from your hand.

tiny MU up in the sky
SR rarity
Luce the Dusk's Dark
SR rarity
Luce the Dusk's Dark
UR rarity
The Duke of Demise
UR rarity
The Duke of Demise
R rarity
Buio the Dawn's Light
R rarity
Buio the Dawn's Light
UR rarity
Aerial Eater
UR rarity
Aerial Eater
R rarity
Mutiny in the Sky
R rarity
Mutiny in the Sky

Fusion is done using materials from the graveyard, so it's very easy to match the materials to the monsters. The fusion method is shown in the image.


Aerial Eater : Mill monsters to expand combos.

The Duke of Demise : Normal summon one more time to extend the combo, and simultaneously banish from the graveyard and pull a Level 4 or higher Fiend or Zombie from the graveyard into your hand.

Luce the Dusk's Dark : Protector, simultaneously shoots cards and sends monsters, capable of shooting additional cards when other cards are destroyed by effects.




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