Krein Posted December 5, 2015 Report Share Posted December 5, 2015 Anyone remember the Chess Archfiends? They were one of my favorite archetypes when I first started playing, but sadly they never seemed usable enough to compete with even lower tier decks. These cards are things I made for them for the fun of it. The field spell is long as hell and weird that it takes into account the field positions of monsters. Probably not balanced either. 1. Archfiend's ChessboardField SpellEffect: (This card is always treated as "Pandemonium".) This card cannot be destroyed by card effects while you control an "Archfiend" monster. "Archfiend" monsters you control gain 500 ATK. The following cards gain these effects:>Vilepawn Archfiend: Once per turn, you can Tribute this card to Special Summon 1 other Level 4 or lower "Archfiend" monster from your hand or Deck.>Darkbishop Archfiend: If this card is diagonal from an opponent's monster, you can destroy that monster and inflict damage to your opponent equal to it's attack. >Desrook Archfiend: If there is no monster in front of this card, it can attack your opponent directly.>Shadowknight Archfiend: Once per turn, you can discard 1 card from your opponent's hand.>Infernalqueen Archfiend: This card gain ATK equal to the number of "Archfiend" monsters on the field x500. Once per turn, you can increase the ATK of 1 "Archfiend" monster by 1000 points.>Terrorking Archfiend: If this card attacks or is attacked by a monster not in front of this card, destroy that monster before Damage Calculation.>Checkmate: A Terrorking Archfiend gains ATK equal to the ATK of the Tributed monster. 2. Archfiend Infernal MovementContinuous SpellEffect: This card cannot be destroyed while "Archfiend's Chessboard" is on the field. Once per turn, you can target any number of "Archfiend" monsters you control and move them to different Monster Zones. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted December 14, 2015 Report Share Posted December 14, 2015 This deck relies on the placement and positions of monsters, and "Archfiend Infernal Movement" is the key to unlocking this Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 19, 2015 Report Share Posted December 19, 2015 I...I'm in love.Fiends have so much sentiment with me, since my first deck was a fiend deck. I got reked to Fire Kings in my first competitive duel, but I still loved them (and I love fire kings). I'll just errata this as I see fit 1. Archfiend's ChessboardField SpellEffect: (This card is always treated as "Pandemonium".) This card cannot be destroyed by card effects while you control an "Archfiend" monster. "Archfiend" monsters you control gain 500 ATK. The following cards gain these effects:>Vilepawn Archfiend: Once per turn, you can Tribute this card to Special Summon 1 other Level 4 or lower "Archfiend" monster from your hand or Deck.>Darkbishop Archfiend: If this card is diagonal from an opponent's monster, you can destroy that monster and inflict damage to your opponent equal to its attack. >Desrook Archfiend: If there is no monster in front of this card, it can attack your opponent directly.>Shadowknight Archfiend: Once per turn, you can discard 1 card from your opponent's hand.>Infernalqueen Archfiend: This card gain ATK equal to the number of "Archfiend" monsters on the field x500. Once per turn, you can increase the ATK of 1 "Archfiend" monster by 1000 points.>Terrorking Archfiend: If this card attacks or is attacked by a monster not in front of this card, destroy that monster before Damage Calculation.>Checkmate: A "Terrorking Archfiend" gains ATK equal to the ATK of the Tributed monster. 2. Archfiend Infernal MovementContinuous SpellEffect: This card cannot be destroyed while "Archfiend's Chessboard" is on the field. Once per turn, you can target any number of "Archfiend" monsters you control and move them to different Monster Zones. Perfect. I'd like more search power, but the deck seems quite nice. Terrorking Archfiend could probably destroy with Checkmate, since you can basically just get him out with vilepawn (and I think that one guy can just get you Pandemonium to your hand). I would hate to fight it since it requires you don't move your cards around which some players do instinctionally, but other than that it should work fine. Beautiful o3o Link to comment Share on other sites More sharing options...
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