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)

 Rarity
Archfiend Emperor
 Rarity
Archfiend Emperor
Archfiend Emperor
FIRE 7
Archfiend Emperor
  • ATK:

  • 2500

  • DEF:

  • 1200


[ Pendulum Effect ] You can target 1 other face-up Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Emperor" once per turn. [ Monster Effect ] You can Ritual Summon this card with "Throne of the Archfiends". Must be Ritual Summoned. Unaffected by other monsters' effects while in the Extra Monster Zone. You can only use each of the following effects of "Archfiend Emperor" once per turn. If this card is Ritual Summoned from the Extra Deck: You can banish all monsters on the field, except in the Extra Monster Zones. If this card is in the Extra Monster Zone: You can Special Summon 1 Fiend monster from your hand, Deck, GY, or banishment.


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)

 Rarity
Archfiend Matriarch
 Rarity
Archfiend Matriarch
Archfiend Matriarch
LIGHT 79
Archfiend Matriarch
  • ATK:

  • 2100

  • DEF:

  • 2900


[ Pendulum Effect ] You can target 1 "Archfiend" Spell/Trap in your GY or banishment; destroy this card, and if you do, add that target to your hand. You can only use this effect of "Archfiend Matriarch" once per turn. [ Monster Effect ] You can Ritual Summon this card with "Throne of the Archfiends". Must be Ritual Summoned. Unaffected by other monsters' effects while in the Extra Monster Zone. If this card is Ritual Summoned: You can destroy as many Spells/Traps your opponent controls as possible, then if this card is in the Extra Monster Zone, you can banish all Spells/Traps from your opponent's GY. You can only use this effect of "Archfiend Matriarch" once per turn.


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)

 Rarity
Matador Archfiend
 Rarity
Matador Archfiend
Matador Archfiend
DARK 6
Matador Archfiend
  • ATK:

  • 0

  • DEF:

  • 0


You can Ritual Summon this card with "Ritual of the Matador". If this card is Ritual Summoned: You can add 2 "Archfiend" cards from your Deck to your hand, except "Matador Archfiend", also this card cannot attack for the rest of this turn. You can only use this effect of "Matador Archfiend" once per turn. Cannot be destroyed by battle, also you take no battle damage from battles involving this card. After damage calculation, if this card battled a monster: Destroy that monster, and if you do, inflict 1000 damage to your opponent.


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)

 Rarity
Royal Archfiend
 Rarity
Royal Archfiend
Royal Archfiend
FIRE 7
Royal Archfiend
  • ATK:

  • 2400

  • DEF:

  • 1000


You can Tribute this card from your hand or face-up field; add 1 "Archfiend" card from your Deck to your hand, except "Royal Archfiend", also you cannot Special Summon from the Extra Deck for the rest of this turn, except "Archfiend" monsters, but you can Normal Summon 1 Fiend monster during your Main Phase this turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn). When your Ritual Monster is destroyed by battle while this card is in your GY: You can Special Summon this card. You can only use each effect of "Royal Archfiend" once per turn.


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)

 Rarity
Highness Archfiend
 Rarity
Highness Archfiend
Highness Archfiend
LIGHT 3
Highness Archfiend
  • ATK:

  • 1000

  • DEF:

  • 800


If this card is Normal Summoned: You can banish 1 "Archfiend" card from your GY; add 2 "Archfiend" cards from your Deck to your hand, except "Highness Archfiend", also you cannot Special Summon from the Extra Deck for the rest of this turn, except "Archfiend" monsters. When your Ritual Monster is destroyed by battle while this card is in your GY: You can Special Summon this card. You can only use each effect of "Highness Archfiend" once per turn.


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)

 Rarity
Duke Archfiend
 Rarity
Duke Archfiend
Duke Archfiend
WATER 4
Duke Archfiend
  • ATK:

  • 0

  • DEF:

  • 2000


Gains ATK equal to its Level x 200. You can only use each of the following effects of "Duke Archfiend" once per turn. You can target 1 face-up monster you control that has a Level; send 1 "Archfiend" monster from your Deck to the GY, except "Duke Archfiend", and if you do, increase that monster's Level by the Level of the sent monster. When your Ritual Monster is destroyed by battle while this card is in your GY: You can Special Summon this card.


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
Archfiend Heiress
DARK 3
Archfiend Heiress
  • ATK:

  • 1000

  • DEF:

  • 0


If this card is sent to the GY by card effect, or by being destroyed by battle: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend Heiress". You can only use this effect of "Archfiend Heiress" once per turn.


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
Archfiend Eccentrick
LIGHT 37
Archfiend Eccentrick
  • ATK:

  • 800

  • DEF:

  • 1000


[ Pendulum Effect ] You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. [ Monster Effect ] You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.


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)

 Rarity
Archfiend Strategy
 Rarity
Archfiend Strategy
Archfiend Strategy
Spell Field
Archfiend Strategy

    Fiend monsters in the Extra Monster Zone(s) gain 1000 ATK. You can activate 1 of these effects; ● Banish 1 Fiend monster or 1 "Archfiend" card from your hand or GY; add 1 "Archfiend" card from your Deck to your hand, except a Field Spell. ● Add 1 "Archfiend" Pendulum Monster from your Deck to your face-up Extra Deck. You can only use this effect of "Archfiend Strategy" once per turn.


    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???)

     Rarity
    Ritual of the Matador
     Rarity
    Ritual of the Matador
    Ritual of the Matador
    Spell Normal
    Ritual of the Matador

      This card can be used to Ritual Summon "Matador Archfiend". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. You can banish this card from your GY; Special Summon 1 non-Ritual "Archfiend" monster from your hand. You can only use this effect of "Ritual of the Matador" once per turn.


      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)

       Rarity
      Throne of the Archfiends
       Rarity
      Throne of the Archfiends
      Throne of the Archfiends
      Spell Normal
      Throne of the Archfiends

        Ritual Summon 1 "Archfiend" Ritual Monster from your hand, face-up Extra Deck, GY, or banishment, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. During the Standby Phase, if you have "Archfiend Emperor" in your face-up Extra Deck: You can add this card from your GY or banishment to your hand. You can only use this effect of "Throne of the Archfiends" once per turn.


        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)

         Rarity
        Archfiend's Usurpation
         Rarity
        Archfiend's Usurpation
        Archfiend's Usurpation
        Spell Quick
        Archfiend's Usurpation

          Activate 1 of these effects; ● Set 1 "Archfiend" Trap from your Deck or GY. It can be activated this turn. ● Ritual Summon 1 "Archfiend" Ritual Monster from your hand or face-up Extra Deck, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. You can only activate 1 "Archfiend's Usurpation" per turn.


          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
          Archfiend's Ghastly Glitch
          Trap Normal
          Archfiend's Ghastly Glitch

            If you control a Fiend monster: Target 1 card on the field; destroy it, then, you can send 1 Fiend monster from your Deck to the GY.


            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)

             Rarity
            Archfiend Playtime
             Rarity
            Archfiend Playtime
            Archfiend Playtime
            Trap Normal
            Archfiend Playtime

              Special Summon 1 Level 7 or lower "Archfiend" monster from your hand or Deck, or if you have an "Archfiend" Ritual Monster in your face-up Extra Deck, you can Special Summon up to 1 each of "Royal Archfiend", "Duke Archfiend", and "Highness Archfiend" from your hand and/or Deck instead. You can only activate 1 "Archfiend Playtime" per turn.


              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)

               Rarity
              Archfiend's Fervor
               Rarity
              Archfiend's Fervor
              Archfiend's Fervor
              Trap Continuous
              Archfiend's Fervor

                If you control an "Archfiend" Ritual Monster in the Extra Monster Zone: You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. If this card is banished from the hand or field: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend's Fervor". You can only use each effect of "Archfiend's Fervor" once per turn.


                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
                Fabled Lurrie
                LIGHT 1
                Fabled Lurrie
                • ATK:

                • 200

                • DEF:

                • 400


                If this card is discarded to the GY: Special Summon it.


                UR Rarity
                Fiendsmith Engraver
                UR Rarity
                Fiendsmith Engraver
                Fiendsmith Engraver
                LIGHT 6
                Fiendsmith Engraver
                • ATK:

                • 1800

                • DEF:

                • 2400


                You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


                UR Rarity
                Fiendsmith's Tract
                UR Rarity
                Fiendsmith's Tract
                Fiendsmith's Tract
                Spell Normal
                Fiendsmith's Tract

                  Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


                  UR Rarity
                  Fiendsmith's Lacrima
                  UR Rarity
                  Fiendsmith's Lacrima
                  Fiendsmith's Lacrima
                  LIGHT 6
                  Fiendsmith's Lacrima
                  • ATK:

                  • 2400

                  • DEF:

                  • 2400


                  2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


                  UR Rarity
                  Lacrima the Crimson Tears
                  UR Rarity
                  Lacrima the Crimson Tears
                  Lacrima the Crimson Tears
                  LIGHT 4
                  Lacrima the Crimson Tears
                  • ATK:

                  • 1200

                  • DEF:

                  • 1200


                  (This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


                  R Rarity
                  D/D/D Wave High King Caesar
                  R Rarity
                  D/D/D Wave High King Caesar
                  D/D/D Wave High King Caesar
                  WATER
                  D/D/D Wave High King Caesar
                  • ATK:

                  • 2800

                  • DEF:

                  • 1800


                  2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


                  UR Rarity
                  Aerial Eater
                  UR Rarity
                  Aerial Eater
                  Aerial Eater
                  WIND 6
                  Aerial Eater
                  • ATK:

                  • 2100

                  • DEF:

                  • 2600


                  2 Fiend monsters with the same Attribute If this card is Fusion Summoned: You can send 1 Fiend monster from your Deck to the GY. If this card is in your GY: You can banish 2 Level 6 or higher Fiend monsters with the same Attribute as each other from your GY, except "Aerial Eater"; Special Summon this card. You can only use each effect of "Aerial Eater" once per turn.


                  SR Rarity
                  Fiendsmith's Requiem
                  SR Rarity
                  Fiendsmith's Requiem
                  Fiendsmith's Requiem
                  LIGHT
                  Fiendsmith's Requiem
                  • ATK:

                  • 600

                  • LINK-1

                  Link Arrow:

                  Bottom


                  1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


                  R Rarity
                  Fiendsmith's Sanct
                  R Rarity
                  Fiendsmith's Sanct
                  Fiendsmith's Sanct
                  Spell Quick
                  Fiendsmith's Sanct

                    If you control no face-up monsters, or the only face-up monsters you control are LIGHT Fiend monsters: Special Summon 1 "Fiendsmith Token" (Fiend/LIGHT/Level 1/ATK 0/DEF 0), also you cannot declare attacks for the rest of this turn, except with Fiend monsters. If a face-up "Fiendsmith" monster(s) you control is destroyed by an opponent's card effect, while this card is in your GY: You can Set this card. You can only use each effect of "Fiendsmith's Sanct" once per turn.


                    SR Rarity
                    Fiendsmith's Sequence
                    SR Rarity
                    Fiendsmith's Sequence
                    Fiendsmith's Sequence
                    LIGHT
                    Fiendsmith's Sequence
                    • ATK:

                    • 1200

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


                    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
                    Tour Guide From the Underworld
                    DARK 3
                    Tour Guide From the Underworld
                    • ATK:

                    • 1000

                    • DEF:

                    • 600


                    When this card is Normal Summoned: You can Special Summon 1 Level 3 Fiend monster from your hand or Deck, but negate its effects, also it cannot be used as Synchro Material.


                    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
                    Doomdog Octhros
                    DARK 3
                    Doomdog Octhros
                    • ATK:

                    • 800

                    • DEF:

                    • 800


                    If this card is sent from the field to the Graveyard: Add 1 Level 8 Fiend-Type monster from your Deck to your hand. You can only use this effect of "Doomdog Octhros" once per turn.


                    R Rarity
                    Djinn Demolisher of Rituals
                    R Rarity
                    Djinn Demolisher of Rituals
                    Djinn Demolisher of Rituals
                    DARK 3
                    Djinn Demolisher of Rituals
                    • ATK:

                    • 1500

                    • DEF:

                    • 600


                    When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon. If a player Ritual Summons using this card, that Ritual Summoned monster cannot be targeted by the card effects of the other player.


                    R Rarity
                    Buio the Dawn's Light
                    R Rarity
                    Buio the Dawn's Light
                    Buio the Dawn's Light
                    DARK 3
                    Buio the Dawn's Light
                    • ATK:

                    • 1000

                    • DEF:

                    • 1500


                    Monsters in your leftmost or rightmost Main Monster Zones cannot be destroyed by card effects. You can only use each of the following effects of "Buio the Dawn's Light" once per turn. If this card is in your hand: You can target 1 Fiend Effect Monster you control; negate its effects, and if you do, Special Summon this card. If this card is sent to the GY: You can add 1 "Mutiny in the Sky" from your Deck to your hand.


                    R Rarity
                    Fiendish Rhino Warrior
                    R Rarity
                    Fiendish Rhino Warrior
                    Fiendish Rhino Warrior
                    EARTH 3
                    Fiendish Rhino Warrior
                    • ATK:

                    • 1400

                    • DEF:

                    • 900


                    Fiend monsters you control, except "Fiendish Rhino Warrior", cannot be destroyed by battle or card effects. If this card is sent to the GY: You can send 1 Fiend monster from your Deck to the GY, except "Fiendish Rhino Warrior". You can only use this effect of "Fiendish Rhino Warrior" once per turn.


                    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
                    Luce the Dusk's Dark
                    DARK 8
                    Luce the Dusk's Dark
                    • ATK:

                    • 3500

                    • DEF:

                    • 3000


                    3 Fiend and/or Fairy monsters in your GY Monsters in your leftmost or rightmost Main Monster Zones cannot be destroyed by card effects. You can only use each of the following effects of "Luce the Dusk's Dark" once per turn. You can target 1 card your opponent controls; send 1 Fiend or Fairy monster from your Deck to the GY, and if you do, destroy that card. If another card(s) you control is destroyed by card effect (except during the Damage Step): You can target 1 card on the field; destroy it.


                    UR Rarity
                    The Duke of Demise
                    UR Rarity
                    The Duke of Demise
                    The Duke of Demise
                    DARK 6
                    The Duke of Demise
                    • ATK:

                    • 2000

                    • DEF:

                    • 1700


                    2 Fiend and/or Zombie monsters Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Cannot be destroyed by battle. You can only use each of the following effects of "The Duke of Demise" once per turn. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 monster. You can banish this card from your GY, then target 1 Level 4 or higher Fiend or Zombie monster in your GY; add it to your hand.


                    R Rarity
                    Buio the Dawn's Light
                    R Rarity
                    Buio the Dawn's Light
                    Buio the Dawn's Light
                    DARK 3
                    Buio the Dawn's Light
                    • ATK:

                    • 1000

                    • DEF:

                    • 1500


                    Monsters in your leftmost or rightmost Main Monster Zones cannot be destroyed by card effects. You can only use each of the following effects of "Buio the Dawn's Light" once per turn. If this card is in your hand: You can target 1 Fiend Effect Monster you control; negate its effects, and if you do, Special Summon this card. If this card is sent to the GY: You can add 1 "Mutiny in the Sky" from your Deck to your hand.


                    UR Rarity
                    Aerial Eater
                    UR Rarity
                    Aerial Eater
                    Aerial Eater
                    WIND 6
                    Aerial Eater
                    • ATK:

                    • 2100

                    • DEF:

                    • 2600


                    2 Fiend monsters with the same Attribute If this card is Fusion Summoned: You can send 1 Fiend monster from your Deck to the GY. If this card is in your GY: You can banish 2 Level 6 or higher Fiend monsters with the same Attribute as each other from your GY, except "Aerial Eater"; Special Summon this card. You can only use each effect of "Aerial Eater" once per turn.


                    R Rarity
                    Mutiny in the Sky
                    R Rarity
                    Mutiny in the Sky
                    Mutiny in the Sky
                    Spell Normal
                    Mutiny in the Sky

                      Fusion Summon 1 Fiend or Fairy Fusion Monster from your Extra Deck, by shuffling Fiend and/or Fairy monsters from your GY into the Deck as material. If this card is in your GY: You can send 1 Fiend or Fairy monster from your hand or face-up field to the GY; add this card to your hand. You can only use each effect of "Mutiny in the Sky" once per turn.


                      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.



                      Videos & Combos

                       

                      Aleister the Invoker (Combos)

                      SR Rarity
                      Aleister the Invoker
                      SR Rarity
                      Aleister the Invoker
                      Aleister the Invoker
                      DARK 4
                      Aleister the Invoker
                      • ATK:

                      • 1000

                      • DEF:

                      • 1800


                      (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.





                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam

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