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StrikeArchfiend.png

ATK Change: 1500

You can target 1 other "Archfiend" monster and 1 Spell or Trap card your opponent controls; destroy this card and both targets.  If "Pandemonium" is on the filed, you can target 1 additional Spell or Trap card your opponent controls.

 

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I've been playing these new archfiends A LOT and I love them. What I am noticing though, is that my deck can't destroy very many S/T cards and that when my Trick Archfiends run out, I can't use my Pandemonium to its full effect when destroying my Knight or General. 

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This is actually too OP. Consider that, even if Archfiend monsters aren't easily SSed, they can be easily protected with Trap Cards. And this guy right here makes good way for an OTK if Pandemonium is in play.

 

The thing that really makes this guy OP is his ATK. In a very rare occurrence, this guy's ATK actually needs to be amped up - you see, 1400 is too low for Bottomless Trap Hole, which leaves only Torrential Tribute​Compulsory Evacuation Device, and Trap Hole being the only cards that can prevent him, with Trap Hole being utterly unplayable in the meta. So, I'd amp his ATK up to 1600-1700.

 

Picture and template are great as always.

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Lore should read:

You can target 1 other "Archfiend" monster and 1 Spell or Trap card your opponent controls; destroy this card and both targets. Cards and effects cannot be activated in response to this effect's activation. If "Pandemonium" is on the filed, you can target 1 additional Spell or Trap card your opponent controls.

 

Card:

This card rewards you too much just for playing it. Its effect is a -1 without Pandemonium (you lose 2 and your opponent loses 1) but a +1 with it (you lose 2, your opponent loses 2 and you gain 1). Not to mention it triggers Cavalry/Knight, Empress and Trick so there's even bigger potential for pluses. And then you tack on a clause that makes cards unable to chain to it which is just absurd. I think you should go with something like this:

 

 

 

Once per turn: You can target 1 Spell or Trap card your opponent controls and 1 other "Archfiend" monster you control; destroy the targets.

 

This way it works in all builds, even those that don't rely on Pandemonium, and without the "no-chains" clause, its counterable. Sometimes, simplicity is the best design (not to say that this is )

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