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Deck "Archfiend"

Deck "Archfiend"
Format: Traditional - 50 Cards
created by viktory_gamer LV3 activity icon envelope icon
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Section: Main deck (50 cards)
3 x Archfiend Cavalry Archfiend Cavalry (JOTL-EN)
  • Number: JOTL-EN030
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 1900
  • Defense Points: 0
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 92039899
Card text:

If this card on the field is destroyed by a card effect and sent to the Graveyard: You can target 1 "Archfiend" monster in your Graveyard, except "Archfiend Cavalry"; Special Summon that target. It cannot attack this turn.

1 x Archfiend Emperor, the First Lord of Horror Archfiend Emperor, the First Lord of Horror (JOTL-EN)
  • Number: JOTL-EN031
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 3000
  • Defense Points: 2000
  • Level / Rank: 8
  • Attribute: Dark
  • Password: 28423537
Card text:

You can Normal Summon this card without Tributing, but its original ATK and DEF become halved. If Summoned this way, it is destroyed during the End Phase. You cannot Special Summon any monsters, except Fiend-Type monsters. Once per turn: You can banish 1 "Archfiend" card from your hand or Graveyard, then target 1 card on the field; destroy that target.

3 x Archfiend General Archfiend General (FOTB)
  • Number: FOTB-EN019
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 2100
  • Defense Points: 800
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 48675364
Card text:

You can discard this card to the Graveyard to add 1 "Pandemonium" from your Deck to your hand. If this card is on the field but "Pandemonium" is not on the field, destroy this card.

2 x Archfiend Heiress Archfiend Heiress (JOTL-EN)
  • Number: JOTL-EN029
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 1000
  • Defense Points: 0
  • Level / Rank: 3
  • Attribute: Dark
  • Password: 66540884
Card text:

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

2 x Archfiend Interceptor Archfiend Interceptor (TSHD-EN)
  • Number: TSHD-EN007
  • Rarity: Common
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 1400
  • Defense Points: 1600
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 14430063
Card text:

While you control this face-up Attack Position card, when an opponent's monster declares an attack, inflict 500 damage to your opponent.

2 x Archfiend Palabyrinth Archfiend Palabyrinth (JOTL-EN)
  • Number: JOTL-EN066
  • Rarity: Rare
  • Card Type: Spell/Magic Card / Field
  • Password: 63883999
Card text:

All Fiend-Type monsters you control gain 500 ATK. You can target 1 "Archfiend" monster you control; banish 1 other Fiend-Type monster you control, and if you do, Special Summon from your hand, Deck, or Graveyard 1 "Archfiend" monster with the same Level as the targeted monster. You can only use this effect of "Archfiend Palabyrinth" once per turn.

2 x Black Horn of Heaven Black Horn of Heaven (CDIP)
  • Number: CDIP-EN060
  • Rarity: Rare
  • Card Type: Trap Card / Counter
  • Password: 50323155
Card text:

Negate the Special summon of 1 of your opponent's monsters, and destroy it.

2 x Checkmate Checkmate (DR1)
  • Number: DR1-EN251
  • Rarity: Common
  • Card Type: Spell/Magic Card
  • Password: 69313735
Card text:

Offer 1 Archfiend monster on your side of the field as a Tribute. During the turn this card is activated 1 “Terrorking Archfiend” on your side of the field can attack your opponent’s Life Points directly.

2 x Cost Down Cost Down (DR1)
  • Number: DR1-EN215
  • Rarity: Ultra Rare
  • Card Type: Spell/Magic Card
  • Password: 23265313
Card text:

Discard 1 card from your hand. Downgrade all Monster Cards in your hand by 2 Levels until the End Phase of the turn this card is activated.

1 x Dark Core Dark Core (DR1)
  • Number: DR1-EN090
  • Rarity: Common
  • Card Type: Spell/Magic Card
  • Password: 70231910
Card text:

Discard 1 card from your hand to the Graveyard to remove 1 face-up Monster Card on the field from play.

2 x Des Koala Des Koala (DR1)
  • Number: DR1-EN132
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Beast
  • Attack Points: 1100
  • Defense Points: 1800
  • Level / Rank: 3
  • Attribute: Dark
  • Password: 69579761
Card text:

FLIP: Inflict 400 points of Direct Damage to your opponent’s Life Points for each card in your opponent’s hand.

2 x Desrook Archfiend Desrook Archfiend (DCR)
  • Number: DCR-070
  • Rarity: Common
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 1100
  • Defense Points: 1800
  • Level / Rank: 3
  • Attribute: Light
  • Password: 72192100
Card text:

The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When a "Terrorking Archfiend" on your side of the field is destroyed and sent to the Graveyard, you can send this card from your hand to the Graveyard to Special Summon the "Terrorking Archfiend".

2 x Dragged Down into the Grave Dragged Down into the Grave (DR1)
  • Number: DR1-EN246
  • Rarity: Common
  • Card Type: Spell/Magic Card
  • Password: 16435215
Card text:

You and your opponent look at each other’s hands select 1 card from each other’s hands and discard them to the Graveyard and each draw 1 card.

2 x Dust Tornado Dust Tornado (LCYW-EN)
  • Number: LCYW-EN095
  • Rarity: Ultra Rare
  • Card Type: Trap Card
  • Password: 60082869
Card text:

Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand.

1 x Heavy Storm Heavy Storm (SD1)
  • Number: SD1-EN016
  • Rarity: Fixed
  • Card Type: Spell/Magic Card
  • Password: 19613556
Card text:

Destroy all Spell and Trap Cards on the field.

2 x Infernalqueen Archfiend Infernalqueen Archfiend (DCR)
  • Number: DCR-071
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 900
  • Defense Points: 1500
  • Level / Rank: 4
  • Attribute: Fire
  • Password: 08581705
Card text:

The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of 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 by 1000 points.

2 x Lancer Archfiend Lancer Archfiend (STBL-EN)
  • Number: STBL-EN009
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 1600
  • Defense Points: 1400
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 43014054
Card text:

Once per turn, when a monster you control declares an attack targeting a Defense Position monster your opponent controls, you can activate this effect. If you do, during this battle, if the ATK of the attacking monster is greater than the DEF of the Defense Position monster it battles, inflict the difference as Battle Damage to your opponent.

2 x Mad Archfiend Mad Archfiend (CSOC-EN)
  • Number: CSOC-EN003
  • Rarity: Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 1800
  • Defense Points: 0
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 94664694
Card text:

During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this face-up Attack Position monster is selected as an attack target, change it to Defense Position.

2 x Magic Jammer Magic Jammer (SD2)
  • Number: SD2-EN026
  • Rarity: Fixed
  • Card Type: Trap Card / Counter
  • Password: 77414722
Card text:

Discard 1 card from your hand. Negate the activation of a Spell Card and destroy it.

2 x Mirror Force Mirror Force (MRD)
  • Number: MRD-138
  • Rarity: Ultra Rare
  • Card Type: Trap Card
  • Password: 44095762
Card text:

When an opponent's monster attacks, negate the attack and destroy all opponent's monsters in Attack Position.

1 x Monster Reborn Monster Reborn (DB1)
  • Number: DB1-EN133
  • Rarity: Ultra Rare
  • Card Type: Spell/Magic Card
  • Password: 83764718
Card text:

Select 1 monster from either you or your opponent's Graveyard. Special Summon the selected monster on your side of the field.

2 x Nightmare Archfiends Nightmare Archfiends (CRMS)
  • Number: CRMS-EN068
  • Rarity: Common
  • Card Type: Trap Card
3 x Pandemonium Pandemonium (DR1)
  • Number: DR1-EN256
  • Rarity: Rare
  • Card Type: Spell/Magic Card / Field
  • Password: 94585852
Card text:

Neither player has to pay Life Points during the Standby Phase for Archfiend monsters. Each time a player’s Archfiend Monster Card(s) are destroyed and sent to the Graveyard except as a result of battle that player can select 1 Archfiend Monster Card from his/her Deck that has fewer Level Stars than the destroyed card and add it to his/her hand.

1 x Pandemonium Watchbear Pandemonium Watchbear (DCR)
  • Number: DCR-058
  • Rarity: Common
  • Card Type: Monster / Effect
  • Monster Type: Beast
  • Attack Points: 1300
  • Defense Points: 1800
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 75375465
Card text:

As long as this card remains face-up on your side of the field, "Pandemonium" on your side of the field cannot be destroyed by your opponent's card effects.

2 x Terraforming Terraforming (AP01-EN)
  • Number: AP01-EN009
  • Rarity: Super Rare
  • Card Type: Spell/Magic Card
  • Password: 73628505
Card text:

Add 1 Field Spell Card from your Deck to your hand.

2 x Terrorking Archfiend Terrorking Archfiend (DR1)
  • Number: DR1-EN234
  • Rarity: Super Rare
  • Card Type: Monster / Effect
  • Monster Type: Fiend
  • Attack Points: 2000
  • Defense Points: 1500
  • Level / Rank: 4
  • Attribute: Dark
  • Password: 35975813
Card text:

You cannot Normal Summon or Flip Summon this card 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 specifically designated as a target of 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. Also negate the effect of an Effect Monster that is destroyed by this monster in battle.

 
Deck Statistics
Distribution by Attack Points
- bar 26  52 %  
1000 bar 4 %  
1100 bar 8 %  
1300 bar 2 %  
1400 bar 4 %  
1600 bar 4 %  
1800 bar 4 %  
1900 bar 6 %  
2000 bar 4 %  
2100 bar 6 %  
3000 bar 2 %  
900 bar 4 %  
 

Distribution by Attribute
- bar 26  52 %  
Dark bar 20  40 %  
Fire bar 4 %  
Light bar 4 %  
 

Distribution by Card Type
Monster / Effect bar 24  48 %  
Spell/Magic Card bar 11  22 %  
Spell/Magic Card / Field bar 10 %  
Trap Card bar 12 %  
Trap Card / Counter bar 8 %  
 

Distribution by Defense Points
- bar 26  52 %  
- bar 14 %  
1400 bar 4 %  
1500 bar 8 %  
1600 bar 4 %  
1800 bar 10 %  
2000 bar 2 %  
800 bar 6 %  
 

Distribution by Level / Rank
- bar 26  52 %  
3 bar 12 %  
4 bar 17  34 %  
8 bar 2 %  
 

Distribution by Monster Type
- bar 26  52 %  
Beast bar 6 %  
Fiend bar 21  42 %  
 

Distribution by Rarity
Common bar 12  24 %  
Fixed bar 6 %  
Rare bar 24  48 %  
Super Rare bar 8 %  
Ultra Rare bar 14 %  
 



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Discussion about this Deck
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Author Message
danebeaman Premium Member
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November 22, 2010
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Subject:    Posted: August 4, 2013 09:53 am

i like this deck so much, i am a big fan of FF

It is a must....- run x3 Bear's

Also replace Swallow with Coyote(really great with spirit)
Replace The Big Cattle Drive and Burden of the Mighty- W/ any staple trap cards

I great tek card that you are using is your Brushfire Knight


Show your extra deck some love-( try and get to 15 cards), throw some rank
4's in in there a rank 3
locate some other Fire synchro monsters


Angain, great job w/ this deck
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scizor8
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Subject: What I have Noticed   Posted: August 10, 2013 05:21 am

4-Axis Fire Fist is dead. It really is. On that note, 3-Axis Fire Fist is awesome. I have yet to update my build on this site, but I have been working with Fire Fists on YGOpro, and basically, all you need for monsters are:
3 Spirit
3 Panther
2-3 Rooster
1-3 Bear (You need him, 3-Axis has a hard time getting over things with higher than 2500 ATK. He is searchable, so 1 works, but up to 3 is viable.)
With all that extra room, you could add 3 Effect Veilers, as a tuner and good counter card. You could also try 3 Maxx "C" for good draw power. Really, Fire Fist runs 10-15 traps on average. The best one being Tensen, which is often run at 2. Only 1 other Formation is recommended, but it sows down the deck, and cuts consistency. You want traps that you can sit on, if you have to. Like Compulsory Evacuation Device, Torrential Tribute, both Solemn, and Bottomless Trap Hole. Also, you could make your extra deck much more expansive.
As for staple spells...
3 Tenki
3 Tensu
1-3 Gyoukou
The deck is crazy consistent too. You may think it wouldn't be, with 9-12 main monsters. but it is not. First of all, even if you open all traps, you can sit on them until you draw better. Then, comes the good part. You will get your combo off if you open with almost any 2 Formation/Fire Fist cards.
BTW: Combo is:
Spirit -> Special -> Horse Prince -> Rooster -> Search (Preferably Spirit)
Then you can use Rooster... Search Tenki -> Search what you need. Tensu will let you summon again.
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scizor8
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Subject: Another Note   Posted: August 10, 2013 05:25 am

Don't mix 3 axis with 4 axis. It slows both builds down, and lower consistency. Only Bear should go in 3 Axis, as it can be used to get Tenki in a pinch, or to get over things that are too big for the combo. Adding things like Rooster and Spirit to 4 Axis will also slow it down. You usually want to play your level 4's so they can get their effects off, then be in the grave. After that you want to spam Wolfberk, making the level 3's dead draws. With all that room you could add hand traps, or real traps.
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