Zazubat Posted April 30, 2013 Report Share Posted April 30, 2013 I don't even play these, but hey why not give them an Xyz? Demolisher Archfiend Xyz Monster Rank 8 DARK Fiend-Type 2 Level 8 Fiend-Type monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 Fiend-Type monster you control, except this card; negate it's effects, also negate the effects of all cards your opponent currently controls until the End Phase. When this card is destroyed and sent to the Graveyard: You can banish all monsters you control; Special Summon this card from your Graveyard, and if you do attach "Archfiend" monsters from your Graveyard to this card up to the number of monsters banished by this effect as Xyz Materials. You can only Special Summon 1 "Demloisher Archfiend" this way per turn. 2600 ATK/2500 DEF Link to comment Share on other sites More sharing options...
Tenoè Posted April 30, 2013 Report Share Posted April 30, 2013 I'm going to have to know the answers to these before properly reviewing the card: a ) if it targets itself, will the effects of the opponent's card be negated? b ) can you banish no monsters to Special Summon it? Regardless of that, though, I don't really know how well you can make this thing in Archfiends. It's more just completely replacing Heliopolis in Dark World. It's also very easy to get Fiends on the field in Dark World, so even if it can't target itself, it can still negate the effects of a Beiige or something similar (all are practically vanillas whilst on the field anyway), and you can basically not only negate any Spell/Trap but also all of your opponent's other cards...even face-downs? Given it's a 3300 Shi En and more in Dark World, that alone makes it a mental card. I'll need those questions I mentioned answered before I give the card a rating, though. Link to comment Share on other sites More sharing options...
Zazubat Posted April 30, 2013 Author Report Share Posted April 30, 2013 I'm going to have to know the answers to these before properly reviewing the card: a ) if it targets itself, will the effects of the opponent's card be negated? b ) can you banish no monsters to Special Summon it? Regardless of that, though, I don't really know how well you can make this thing in Archfiends. It's more just completely replacing Heliopolis in Dark World. It's also very easy to get Fiends on the field in Dark World, so even if it can't target itself, it can still negate the effects of a Beiige or something similar (all are practically vanillas whilst on the field anyway), and you can basically not only negate any Spell/Trap but also all of your opponent's other cards...even face-downs? Given it's a 3300 Shi En and more in Dark World, that alone makes it a mental card. I'll need those questions I mentioned answered before I give the card a rating, though. A: I'm quite sure it can, though that is actually something I should change as that wasn't my point. I'll change that to say "except itself". B: No, you cannot. I think I might lower the ATK and DEF a bit here and there, and I also put in "currently" so that your opponent has a chance for other stuff. Do you think I should change it to only monsters instead? Link to comment Share on other sites More sharing options...
Tenoè Posted April 30, 2013 Report Share Posted April 30, 2013 Nice to know that you can't do either of those things, that balances it more. I suppose you could change it to monsters, but if you did I don't think the ATK decrease would really be necessary. Other than that, it's a good card, but you can't really make it efficiently in Archfiends outside of Roar/Reborn > Genesis > normal Genesis, and DW can abuse it a lot, so 6/10 Link to comment Share on other sites More sharing options...
Zazubat Posted April 30, 2013 Author Report Share Posted April 30, 2013 Nice to know that you can't do either of those things, that balances it more. I suppose you could change it to monsters, but if you did I don't think the ATK decrease would really be necessary. Other than that, it's a good card, but you can't really make it efficiently in Archfiends outside of Roar/Reborn > Genesis > normal Genesis, and DW can abuse it a lot, so 6/10 Remember that there's always Queen's Light for Level 7 and higher monsters, use that and you can get it out turn 1 quite easily, and it's reusable. Link to comment Share on other sites More sharing options...
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