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Near Slifer Red Duelist


Number of posts: 1798 Age: 15 Location: Secret Headquarter DN Name:: shafi1, shafi2, shafi3, shafi4 Duel Points: 27216 
 | Subject: Shafi5557's "A" Deck Market (Open) Wed Aug 04, 2010 5:44 am | |
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Shafi5557's "A" Market
Sf1 Sv1
A Legendary Ocean (Classic)* A Legendary Ocean (Codarus)*
A Legendary Ocean (Fish OTK)* Aggro *^1 Alien *^1 All-Out Attacks OTK (Jar)* All-Out Attacks OTK (Rock)*^1 All-Out Attacks OTK (Cactus)*
All-Out Attacks OTK (Dark World)* Amazoness *
The 10 Decks Above are in old ban list. They will be updated after server 1 is fixed (if ever) Sv2
Ancient Gear *^5 Anti-Cure *^1 Anti-Meta Chaos *^7 Arcana Force *^2 Archfiend *^2 Assault Mode (Stardust)*^3 Assault Mode (Spellcaster)*^2 Assault Mode (Zombie)*^2 Assault Mode (Psychic)* Ally of Justice *
Note: Decks that has been cossed out are still on sale. They are crossed out because they no longer follow the theme made for.Shafi5557's Black Market
Random Deck = 136 DP^10 (Also down with server 1)You will get a random deck costing from 50 to 250 DP.
There are several different decks in this offer which are not the decks from the above list.
You will not get the same deck multiple times.
Random Deck History
Customer
Jadenyuki the opelisk blu ~ Decks 1, 2, 3, 8, 12 and 14 yanchak ~ Deck 1 and 8 RockLee ~ Deck 12 and 16
Decks
Deck 1 ^2 Deck 2 ^1 Deck 3 ^1 Deck 4 Deck 5 Deck 6 Deck 7 Deck 8 ^2 Deck 9 Deck 10 Deck 11 Deck 12^1 Deck 13^1 Deck 14^1 Deck 15 Deck 16^1Shafi5557's Character's Deck Market ~Closed~ ~Traditional Format~ These decks are not meant for wining. Request Character Deck = 99 DP^1
Shafi5557's White Market
Request Deck = 286 DP^12 If you ask me for a deck, I can't all ways make it but i will try. Give Description of what you want the deck to be like. Request Deck History Jadenyuki the opelisk blu ^4 ~ Hundred Wings, Psychic Nova, Star Siphon, VennominagaRishy1 ^2 ~ Divine Neos, X-SaberPain ^2 ~ Chaos Plant, Chaos StunNADZTANK ^3~ Infernity OTK, Evil Monarch, White Dragon-EggRockLee ^1 ~ Nova-vellWh0_ar3_y0u ^1 ~ Chaos StunKira Amadeus ^1 ~ Gem KnightCustomer History
Customer Name/Number of Decks Bought/Total DPs Spent/Average DP Spent on a Deck
Jadenyuki the opelisk blu ~ 21 = 2537 DP | 121 DP Per Deck Kira Amadeus ~ 1 = 286 DP | 286 DP Per Deck NADZTANK ~ 4 = 1002 DP | 251 DP Per Deck Wh0_ar3_y0u ~ 1 = 236 DP | 236 DP Per Deck Pain ~ 2 = 472 DP | 236 DP Per Deck Rishy1 ~ 2 = 458 DP | 229 DP Per Deck RockLee ~ 3 = 489 DP | 163 DP Per Deck Yanchak ~ 3 = 366 DP | 122 DP Per Deck Stampede ~ 1 = 100 DP | 100 DP Per Deck DarkNinjaStyle ~ 1 = 100 DP | 100 DP Per Deck The guardian ~ 1 = 100 DP | 100 DP Per Deck Shadow312 ~ 1 = 100 DP | 100 DP Per Deck KuzKan ~ 1 = 100 DP | 100 DP Per Deck Serbian Eagle ~ 1 = 100 DP | 100 DP Per Deck ScarletMonarch ~ 1 = 100 DP | 100 DP Per Deck KratoS ~ 1 = 100 DP | 100 DP Per Deck HyperBeastShanic ~ 1 = 100 DP | 100 DP Per Deck Xixima ~ 2 = 200 DP | 100 DP Per Deck Moody ~ 1 = 100 DP | 100 DP Per Deck Rex goodwin ~ 2 = 199 DP | 100 DP Per Deck RAI ~ 2 = 200 DP | 100 DP Per Deck
Deck Articles Read about the decks before buying them or just read out of interest.
Source:
Yu-Gi-Oh! Wikia (yugioh.wikia.com) And Experiences A Legendary Ocean Deck
One way to use A Legendary Ocean is with the Levia-Dragon - Daedalus or the Ocean Dragon Lord - Neo-Daedalus. Both monsters' effects require A Legendary Ocean or Umi to be activated. The entire field is destroyed except the Daedalus, leaving the player a clear field to direct attack the opponent. If Abyssal Kingshark is on the field when you activate Daedalus' effect, the Shark is not destroyed. Normally, people would prefer A Legendary Ocean more then Umi. This is because summoning the Levia-Dragon - Daedalus would only require one Tribute. Others prefer to use the card Big Wave Small Wave to summon the Daedalus. Another good idea is using Warrior of Atlantis to search out A Legendary Ocean.
Another way to use A Legendary Ocean is to make use of its level decreasing ability on water monsters on the field and in the hand. Strong Level 5 water monsters such as Giga Gagagigo, Terrorking Salmon, Cyber Shark, or Catapult Turtle can then be normal summoned without a Tribute, allowing the player a batter way of bringing out monsters to inflict heavy damage.
Another method is using stall cards such as Gravity Bind or Level Limit - Area B to stop monsters at or above Level 4. Since the user's water monsters are decreased in level, then those monsters would be unaffected by the stall cards if the monsters are originally level 4. This allows Mermaid Knight or Amphibious Bugroth MK-3 to either attack twice or attack directly. Field Barrier will help in protecting A Legendary Ocean. Spell and/or trap negation and/or removal will be handy as well including Dust Tornado, Mystical Space Typhoon, or Solemn Judgment.
A Legendary Ocean Deck builds dose not support synchro monsters much. One of the best tuner is Deep Sea Diva, when Normal Summoned, it can bring out a Level 3 Sea Serpent from your Deck like Atlantean Pikeman, Mermaid Archer, and Spined Gillman. This could either bring about a Level 4 or a Level 5 Synchro Monster easily, unless Level 2 or Level 3 Synchro Monsters comes out this would be a bad idea with ALO. A Legendary Ocean will downgrade these Water Monster's level making it more difficult to Summon the Synchro Monster. Deep Sea Diva has less than 1500 ATK so it can be added back to Hand by Salvage. However players must be aware of its low attack. A Monster with 200 ATK and 400 DEF cannot survive for very long. Alternatively, you can add in DNA Transplant to disrupt your opponent's Monsters, all of their monsters will be reduced by 1 level, thus summoning a lower level synchro monster. Aggro
Aggro Deck means any Deck that is fast-paced with aggressive tactics. Usually, an Aggro deck is a modified Beatdown Deck-Control Deck. It should have control over the duel and continue to damage the opponent.
Some aggro cards are "Cyber Dragon", "Hydrogeddon", "Morphtronic Radion", "Botanical Lion", and "Banisher of the Light" because of their effects.
If you want to destroy a well-structured Deck, play "Royal Oppression" to negate special summons and destroy monsters by paying 800 Life Points! As your opponent can use this effect, you should only Normal Summon or Flip Summon. Try to destroy other structures of your opponent by playing monsters that remove from play cards from the graveyard and save these monsters by playing "Shrink", "Waboku" and "Prime Material Dragon". Another option is Kuraz the Light Monarch, since whenever he's Summoned he may destroy up to 2 cards your opponent controls (although he cannot attack).
An Aggro deck, which is much weaker can be based based on "The A. Forces" or "Solidarity", some Warrior-type monsters with swarming effects, "Burden of the Mighty" and "Royal Decree". Use the Warrior-swarming effect with "The A. Forces" to multiply your attack easily and "Burden of the Mighty" to weaken your opponent. With "The A. Forces" you can summon "Marauding Captain" and, with its effect, summon "Command Knight", to have 2 monsters with 2000 ATK. This deck's main weakness is cards that destroy Spells and Traps. "Judgment of Anubis" helps you get rid of these cards. "Royal Decree" may be used for a reversal when your opponent tries to stop you with Traps.
Alien Deck
"Aliens" have a range of low-level monsters, such as "Alien Warrior" and "Alien Grey", that generates A-Counters. Cards like "Alien Telepath", "Alien Hypno", and "Alien Mars" have great effects. One of the Best is the powerful field-clearing effect of "Cosmic Fortress Gol'gar", as well as the revival provided by "Code A Ancient Ruins". "Planet Pollutant Virus", a card which removes all monster and produce A-Counter. Cards like "Alien Overlord" and "Alien Dog" also gave Aliens ability to Swarm the field.
No monster in the archetype has over 2600 ATK. Gol'gar and "Cosmic Horror Gangi'el" together the boss monsters of the "Aliens". However, the reptile-type "Evil Dragon Ananta" can be a batter "boss". It is not a alien monster but has a good field clearing effect. This drawback is not taken largely.
All "Alien" decks rely on A-Counters to operate. A swarming "Alien" deck needs A-Counters to Special Summon Overlord and activate Code A Ancient Ruins. "Alien" decks that manipulate opponent's monsters via Alien Hypno,Brainwashing Beam, and Mass Hypnosis require A-Counters to maintain control of the opponent's monsters.
Gol'gar control decks obviously use Gol'gar's ability both to generate A-Counters and to use those for removal. There is a combo that uses Cosmic Fortress Gol'gar and Swords of Revealing Light. By using Gol'gar's ability to return face up spell and trap cards of your choosing back to the owner's hand, you can return your Swords of Revealing Light back to your hand and play it back on the field. By repeating this you'll have unlimited Swords of Revealing Light. Also you'll put A-counters on all face up monsters on the field including your own.
All-Out Attacks OTK OTK 1
The first All-Out Attacks OTK uses the effects of "All-Out Attacks", "Morphing Jar #2" and "Hiro's Shadow Scout"/"Poison Mummy" (note that this OTK will only work if you the only monsters in your Deck are "Morphing Jar #2s" and one "Hiro's Shadow Scout" or "Poison Mummy").
This OTK works by activating "All-Out Attacks" and stalling until you have the following face-down monsters:
* Two set "Morphing Jar #2s" OR * One "Morphing Jar #2" and one "Hiro's Shadow Scout" OR * One "Morphing Jar #2" and one "Poison Mummy"
Flip Summon a "Morphing Jar #2" and return all monsters on the field to each player's deck. With "Morphing Jar #2's" effect you will end up Special Summoning in face-down Defense Position:
* Two set "Morphing Jar #2s" OR * One "Morphing Jar #2" and one "Hiro's Shadow Scout" OR * One "Morphing Jar #2" and one "Poison Mummy"
Once this happens, "All-Out Attacks" will activate, switching all monsters into face-up attack position. Doing so will activate "Morphing Jar #2's", "Hiro's Shadow Scout's" and/or "Poison Mummy's" effects. This will create a loop which will eventually deck out your opponent or reduce their Life Points to 0.
This OTK also works with "Needle Worm" and "Morphing Jar #2". Flipping "Morphing Jar #2" face-up activates the loop; however, it is legal because the loop continues even after the opponent has decked out. So it is batter to use Poison Mummy because of its burn. NOTE: This also works with one to three "Mecha Bunnys" since they special summon each other when they are destroyed. You can stall your opponent once the last one is out and then flip a "Morphing Jar #2" and win the game once their life points are depleted.
OTK 2
Another OTK using cards that are easier to obtain. Set Statue of the Aztecs. Then, on your opponents turn, play All-Out Attacks and Chain a Ojama Trio. All Three Tokens will attack your Statue and do a massive 12,000 damage.OTK 3
This combo uses the ability of Cactus Fighter to spawn tokens on your opponent's field, when combined with All-Out Attacks, will cause the token summoned by Cactus Fighter to attack Cactus Fighter, which will then summon another token from Cactus Fighter's effect, and because you're inflicting 1400 points of Battle Damage each time the token attacks your Cactus Fighter, if your opponent can't stop either the Cactus Fighter from destroying a monster or the activation of All-Out Attacks, or has no Waboku to prevent them from taking Battle Damage/destroying the token, you will win the duel.
Note that your opponent CAN'T USE Spirit Barrier or Rainbow Life to stop it. doing so would cause an Infinite Loop. The rulings say that neither player can make a move knowing that it would cause an infinite loop, so they can't activate either of them.
Cards needed: Cactus Fighter and All-Out Attacks.
Other cards that can be include:
* Give and Take * Ojama Trio * Nightmare Archfiends Burden of the Mighty * Revival Gift * Bamboo Scrap. * Robbin' Goblin/zombie * Gravekeeper's Servant * Messenger of Peace
You can also use Shrink or Mirror Wall while you control Cactus Fighter and All-Out Attacks (face-down and ready or already active). Should your opponent attack it, the combo will initiate the OTK. An alternate tactic is to have an active All-Out Attacks and a Cactus Fighter in the Graveyard. Summon a Seed of Flame and then destroy it during your opponent's turn. The token provided by the Seed of Flame will be forced to attack the newly Special Summoned Cactus Fighter, and start the combo.
OTK 4
* Infernal Incinerator * Ojama Trio * All-Out Attacks * Burden of the Mighty
First, you Summon Infernal Incinerator and use Ojama Trio to bring 3 tokens for your opponent's side of the field, then activate All-Out Attacks to force your opponent to attack with all of their monsters, and since the Incinerator's ATK increase for each of your opponent's monsters, you'll be able to inflict some damage for this OTK. Use Burden of the Mighty to inflict even more damage to your opponent if they Summon other monster this turn.
Amazoness
Most of Amazoness monsters have average ATK and have some special abilities. To battle with the stronger monsters, you can use Amazoness Blowpiper, Amazoness Archers, and Amazoness Spellcaster to manipulate the ATK of the opposing monster. The A. Forces, Solidarity, and some equip cards can support your Amazoness Deck. Using Warrior Lady of the Wasteland with Solidarity may speed up the deck and help keep field control by boosting the ATK of your cards.
Ancient Gear
Trap Cards and Quick-Play Spell Cards that activate during the Battle and Damage Steps tend to be some of the most common and troublesome cards used by players, and this Archetype is all about preventing your opponent from using them. Some of the Ancient Gears ("Soldier" and "Engineer") have a low ATK for their Level, so the basic strategy is to use the many support cards available ( "Gaia Power", since all of the "Ancient Gears" are EARTH) to boost their ATK. A typical Ancient Gear deck includes ways to normal summon "Ancient Gear Golem", possibly some support for "Ancient Gear Gadjiltron Dragon" or "Ancient Gear Gadjiltron Chimera" (with a combination of "Red Gadget", "Green Gadget" and "Yellow Gadget") and maybe a way to use "Ultimate Ancient Gear Golem". Most of the basic strategies behind using this deck require you to control the highest ATK point monster on the field, and then attacking until you win.
Note that Ancient Gears are not immune to Trap Cards (aside from "Engineer", who can't be targeted by traps). If your opponent has a "Mirror Force" ready, for example, attacking with a non-Ancient Gear (or an Ancient Gear monster that does not have the standard effect) will allow your opponent to wipe out all your monsters in Attack Position, including the Ancient Gears.
Amount of cards deal specifically with summoning from the deck ("Spell Gear" and "Machine Duplication"), also most Ancient Gear monsters require tributes to summon, "Reload" or "Magical Mallet" might be used in this deck. "Terraforming" will also come in handy to retrieve "Geartown" early. Without Geartown, you will need an alternate source of tribute fodder, as the more usable Ancient Gears requires at least one tribute, while the lesser of them tend to have low attack or defence . "Pot of Avarice" and "Ancient Gear Workshop" will also help out as most of the more powerful Ancient Gears cannot be special summoned from the graveyard.
There are two used Ancient Gear decks; Geartown Decks and Golem Decks. A Geartown Deck focuses on destroying "Geartown", Special Summoning "Ancient Gear Gadjiltron Dragons" and recycling "Geartown" with cards like "Minefieldriller" and "The Transmigration Prophecy". This kind of deck is faster than a Golem Deck, but has more critical weaknesses. A Golem Deck focus on Fusion Summon and to summon "Ultimate Ancient Gear Golem" or "Ancient Gear Golem". Golem Decks aren't used to getting their main monster to the field in one turn like a Geartown Deck, but once they do, they have the victory in their hand. "Ultimate Ancient Gear Golem" has piercing damage, which can be useful with its 4400 attack. And in combination with "Limiter Removal" or "Power Bond", you can take down your opponent in one single attack, maybe even if they have a monster on their side. Another commonly used combo is using "Power Bond" to summon Ultimate Golem and double its attack, then using "Limiter Removal" to double its attack once again. It will then have 17600 ATK. Ancient Gear Explosive could be used to raise the attack more.
Anti-Heal
The Anti Heal deck revolves around the effects of "Nurse Reficule the Fallen One" and "Bad Reaction to Simochi" and their ability to reverse Life Point gain into damage. With Prime Material Dragon on the field you will gain life points when dealt burn damage but your opponent will still lose them because of Nurse Reficule the Fallen One or Bad Reaction to Simochi.
Anti-Meta
An anti-meta deck is any deck that is built to counteract the most popular decks.
There are many different Anti-Meta decks like "Little City", "Gadget Oppression", and "Stun". The theme of Anti-Meta decks is to prevent the opponent's Special Summon, many current decks in the meta focus on Special Summon. Some Anti-meta focuses on removing from play your opponent's monster since most meta decks require the graveyard to work or can't function while Removed from play. This changes occasionally.
The Current Meta appears to be Gadgets-Machina, X-Sabers, Frognarchs, Frog Burn FTK, and Infernity variants. Other decks are Monarchs, Synchro Cat, Blackwings, Quickdraw Dandywarrior, Heralds, Gladiator Beasts and Lightsworns.
Side Deck
* Blackwing - Sirocco of Dawn (Against Blackwings) * Consecrated Light (Against Darks) * Legendary Jujitsu Master (Against Gladiator Beasts) * G.B. Hunter (Against Gladiator Beasts) * Dimension Fortress Weapon (against Lightsworns) * Neo-Spacian Dark Panther * Reign-Beaux, Overlord of Dark World (against X-Sabers)
* System Down (against Machines) * Prohibition (against main card in an opponent's deck)
* Imperial Iron Wall (against Macro) * Shadow-Imprisoning Mirror (Against DARK monsters) * Light-Imprisoning Mirror (Against LIGHT monsters) * Grave of the Super Ancient Organism (This stops most Synchros and powerful cards like Gladiator Beast Gyzarus and Dark Armed Dragon) * Gottoms' Emergency Call (against X-Sabers) Arcana Force
The Arcana Force monsters are a series of monster. The monsters gain effect with coin flips, one positive and one negative. "Arcana Force EX - The Light Ruler" and "Arcana Force EX - The Dark Ruler" are the only ones which have 2 positive effects for both coin flip outcome.
These cards were introduced by Sartorius from Yu-Gi-Oh GX.
Most of the Arcana Force monster's number is given in Roman Numerals, Their ATK and DEF is the Roman number in their name x 100 plus 1000. Except Arcana Force EX - The Light Ruler, Arcana Force EX - The Dark Ruler and Arcana Force 0 - The Fool.
There are a few cards that are handy for an Arcana Force deck, such as "Second Coin Toss" to make sure you get the right effect, "Lucky Chance" can help you draw more cards. All Arcana Force monsters have equal ATK and DEF, Shield and Sword will have no negative effects to you. The chance taken when flipping a coin during Arcana Force summons can be negated by activating Reversal of Fate. Another handy card for Arcana Force monsters is Athena where tributing your Arcana Force monsters and summoning the same one from the grave would burn the opponent for 600 and your coin flip would go again, giving another chance to get the right effect you want. Valhalla, Hall of the Fallen is also useful, as all Arcana Force monsters are Fairy-Type.
A possibly interesting addition is By Order of the Emperor.
If you are already using Second Coin Toss, this deck can benefit from all Coin Toss cards, such as Tour of Doom, Cup of Ace and Lucky Chance.
Also, the Field Spell card "Light Barrier" can let you apply either effect of an Arcana Force Monster without tossing a coin, making it an useful in Arcana Force decks.
Also, Honest, Sky Scourge Invicil, Herald of Green Light, Herald of Orange Light, and Herald of Purple Light can work well with Arcana Force decks. Archfiend
Building a deck around "Chess Archfiends" is tricky because they need your Life Points as payment and paying is not optional. Therefore your Life Points will be drained very quickly, especially since you must worry about further Life Point drain through battle damage from your opponent. Most "Archfiends" do not have enough attack power to hold their ground. "Archfiends" come with the effect of negating an opponent's effect that target them by a roll of the dice. However, this is not reliable defense, and only two of the cards have a 50% chance of negation (Darkbishop Archfiend, works for any of your Archfiends, including the ones that have their own protection).
"Archfiend" decks must rely on heavy support. Try to activate Pandemonium as soon as possible and add Terraforming and or Archfiend General to help an "Archfiend" deck run smoothly, often Dark Necrofear or Plaguespreader Zombie is used to get a quick defense. Make good use of "Archfiends" that don't drain much of your Life Points but still offer good attack or defense, like "Archfiend Soldier" and "Archfiend of Gilfer". Or simply stop caring about your Life Points, throw in a few more cards to help, like "Bark of Dark Ruler", and hope you kill your opponent before your deck drains you LP. But if you're a fan of chess and are going for a "Chess Archfiend" deck then you should really make it more towards a fiend-themed deck, adding Goblin King and other fiend support cards.
Take advantage of the high ATK of most archfiends, Shadowknight Archfiend, Archfiend Soldier and Terrorking Archfiend. Archfiends are one of the few archetypes with high ATK non-tributers in the game; Stygian Street Patrol is an excellent card and can help avoid the Summoning problems usually related to Terrorking Archfiend. Summoned Skull can receive a boost when used with Axe of Despair or United We Stand. Piercing cards, such as Big Bang Shot and Fairy Meteor Crush with the Archfiend's own immunities can provide some defense and do some damage to your opponent.
A small help is Life Absorbing Machine which gains you half of the life points paid in the last turn. Having two copies will result in no loss after for the payment. Three copies will actually gain life points. However, once Pandemonium is on the field, all three would become useless. If you are using Continuous Trap Cards that will become useless after activating "Pandemonium", you might consider using "Darkness Neosphere". Darkness Neosphere will allow you to return the traps".
* Solemn Wishes/Golden Ladybug gives a steady stream of life points. * Solomon's Lawbook skips the standby phase, and avoids the maintenance cost. * Supremacy Berry can give a quick boost to your life if you're running low.
Cyber Archfiend is a great addition to an Archfiend deck because, in addition to having a high DEF and potential for increased Drawing, when Pandemonium is active on the field Cyber Archfiend's self-destruction ability allows you to search your deck for a level 3 or lower Archfiend monster.
Megamorph can useful, and sometimes game winning card. You will most likely have less life points due to the payment costs, this will give the Archfiends much power. Used with Summoned Skull will have 5000 ATK points, enough to match the Five-Headed Dragon, and with Infernalqueen Archfiend, Imprisoned Queen Archfiend, and/or Axe of Despair can overpower it.
"Pandemonium" is must in an Archfiend Deck. As well as negating any costs to your Life Points to keep Archfiends in play, when an Archfiend monster is destroyed you can add an Archfiend of a lower Level from your deck to your hand. You can search and protect "Pandemonium" with Archfiend General and Pandemonium Watchbear, as well as Field Barrier. Since Pandemonium is so important in an Archfiend deck, increasing your drawing potential could be useful. Draw Increasing cards like Card Destruction and Magical Mallet may be worth in an Archfiend deck. "Falling Down" is another staple: if you control an Archfiend, you can clear the field and attack directly. "Earthbound Immortal Ccapac Apu" can benefit from Pandemonium."My Body as a Shield" can be used to protect the Archfiends from their weakness to cards that affect multiple monsters, or "Dark Ruler Ha Des" to negate opponent monsters' effects. Dice Re-Roll is also a staple, as it increases the protection for every Archfiend you have. It is also possible to make use of the low-level Archfiends by using Solidarity, as most Archfiend decks do not need monsters of any other Types.
"Thought Ruler Archfiend" and "Red Dragon Archfiend" are good Synchro Monsters: "Thought Ruler" can pay Life Points to negate the effect of Spells and Trap that target it and replenish your Life Points when it destroys a monster in battle, while "Dragon" can destroy all defense position monsters your opponent controls.
One strategy is to use Foolish Burials and Armageddon Knights to put at least 2 Imprisoned Queen Archfiends in the Graveyard to give Terrorking Archfiend 4000 ATK, then remove an Evil Hero Infernal Gainer from play so Terrorking Archfiend can attack twice, then play Checkmate allowing to attack directly twice for 8000 damage and win.
Archfiends are Beatdown decks that don't rely on special summoning, so cards like Vanity's Fiend and Barrier Statue of the Abyss are used to fend-off Synchros and higher-level monsters.It is possible to go to the opposite this strategy and abuse Special Summoninb, both from the Graveyard and the Deck, with cards like Soul Rope, Stygian Street Patrol, and Call of the Haunted, along with Synchro Summoning higher level Archfiends or fiends to beatdown the opponent. Thought Ruler Archfiend, Chaos King Archfiend, or even Stygian Sergeants, and very strong monsters that fit with the general Archfiend theme with Darkness Neosphere. The Synchro Archfiends do not require Life Point payment and in case of destruction, Pandemonium allows to search the Deck for virtually any other Archfiend to take to the hand.
/Assault Mode
Stardust Assault
Because Stardust Dragon/Assault Mode has the most powerful effect of any /Assault Mode monster - and because of how easy the original Stardust Dragon is to summon, this is the most popular /Assault Mode deck. This deck can use many combos to bring out Stardust Dragon. Instant Fusion is very useful in this deck, as you can summon a level 5 or 4 Fusion monster to tune with a level 3 or 4 Tuner. Destiny Hero - Malicious is also used with Emergency Teleport, which can summon the level 8 Stardust Dragon with ease: Emergency Teleport also combos with Instant Fusion if Psychic Commander is in the deck.
Once Stardust Dragon is summoned, it is important to special summon Stardust Dragon/Assault Mode quickly; thus, Assault Beast is used to support Assault Mode Activate. Once the Stardust/Assault is out it is extremely difficult to remove from the field - its effect will negate ATK modifiers, destruction effects, and more. The two weaknesses for this card are cards to negate Stardust Dragon/Assault Mode's effect, like Divine Wrath, and cards that remove monsters from the graveyard, such as D.D. Crow.
To speed up this deck, you might want to add "Foolish Burial" to dump your "Destiny Hero - Malicious", activate its effect, then summon "Arcane Apprentice". This way, you can easily summon "Stardust Dragon" and get an "Assault Mode Activate". In addition, "Sangan" can search your "Arcane Apprentice". "Mystic Tomato" can be useful too, as it can summon "Destiny Hero - Malicious" from your deck easily. Add "Plaguespreader Zombie" to help you return your "Stardust Dragon/Assault Mode" or "Destiny Hero - Malicious" back to the deck.
Spellcaster Assault
Arcanite Magician and Arcanite Magician/Assault Mode combined in a Spell Counter Deck can be tough, but is not impossible and makes it an interesting deck-type to use. Magical Exemplar makes Special Summoning much easier and saves time to Synchro for the key monster, Arcanite Magician. Instant Fusion works very well with Magical Exemplar, because you can use it to Special Summon a Musician King, and use Exemplar's effect to Special Summon a Night's End Sorcerer from your hand or graveyard. Arcane Apprentice is a better choice because you get Assault Mode Activate to you hand after you Synchro with it. Also, a very good card to have in this deck is The Tricky, since he is level 5 and a spellcaster, and when used with Arcane Apprentice, not only will you be able to quickly summon Arcanite Magician but his /Assault Mode version as well because of Arcane Apprentice's effect.
A very important thing is getting Arcanite Magician/Assault Mode out onto your side of the field as quickly as possible. This means getting Assault Mode Activate to your hand as soon as possible. Threatening Roar, Mirror Force, and Dimensional Prison will help keep him on the field.
Another good card to add to your Extra Deck would be Tempest Magician. Her special effect allows you to add Spell Counters to any monster by discarding any number of cards from your hand. This is a useful way to increase your Arcanite's attack and Counters if it runs out.
Armor Exe works well if you put in a Crusader of Endymion or an Alchemist of Black Spells, which help Arcanite Magician and Arcanite Magician/Assault Mode with ATK.
Zombie Assault
Creating a deck based around Doomkaiser Dragon/Assault Mode is more difficult with the limiting of Plaguespreader Zombie and Mezuki. Zombie Master and Plaguespreader Zombie can tune together for Doomkaiser Dragon.
The deck that Doomkaiser Dragon fits best into is one built around Zombie World, allowing you to summon monsters from either player's graveyard. Possible uses for these monsters include tribute fodder, such as for Beast King Barbaros and the ability to easily activate its field-clearing effect, Synchro Summons, if you revive Tuner monsters or fodder for anything that needs large amounts of monsters on the field.
Psychic Assault
This deck is the easiest of the Assault Mode decks to use due because of Overdrive Teleporter and Hyper Psychic Blaster being a level 9 Synchro monster. Summoning Hyper Psychic Blaster is as simple as tribute summoning Overdrive Teleporter, special summoning at least one Psychic Commander, and tuning Teleporter and Commander to summon Blaster. Simply activate Assault Mode Activate as soon as possible.
Ally of Justice The Allies of Justice are a series of DARK Machine-Type monsters who are used against LIGHT monsters. The best card of the series is "Ally of Justice Catastor", who destroys any non-DARK monsters. Because of their effects, which include gaining ATK and destroying LIGHT monsters, they work well with DNA Transplant.
This Archetype is unique. Most Archetypes tend to not focus on destroying one category of monsters. Against most decks many of the cards in this Archetype will be useless.
Allies of Justice counter the Worm Archetype very well, as the Worms are all LIGHT monsters with flip effects. Allies of Justice are designed to destroy LIGHT monsters, and can also counter flip effects.
Even though they can be used to counter Cyber Dragon decks, they could also help in one, because most of them have effects that limit the usefulness of LIGHT monsters (such as The Creator or the Lightsworns), and since they're all Machines, they can be used as extra material for the Chimeratech monsters. Or use Black Salvo to bring back monsters to Synchro Summon.
An interesting thing about this Archetype's name is that "Ally of Justice" usually would make people think that they are LIGHT monsters, since "Justice" is usually with "good side" which is usually associated with LIGHT. But they are DARK.
In the anime the Ghost army used this archetype.
Here is my permission
| shafi5557 wrote: | | Can I start a Deck Shop? |
| EJ wrote: | | sure...get shop item. |
| shafi5557 wrote: | Make your own shop = 1000 DP 500 DP |
| Ray1500 wrote: | | DP Transferred, Can Make Your Own Shop Now. |
WARNING: All decks are what you might call crap.
Last edited by Shafi5557 on Sun Apr 17, 2011 12:00 am; edited 115 times in total |
|  | | Stampede Slifer Red Duelist


Number of posts: 98 Age: 20 Location: Germany DN Name:: Stampede Duel Points: 150 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Wed Aug 04, 2010 11:09 am | |
| User: Stampede Server: Server 1 Deck: Ancient Gear Deck * |
|  | | Near Slifer Red Duelist


Number of posts: 1798 Age: 15 Location: Secret Headquarter DN Name:: shafi1, shafi2, shafi3, shafi4 Duel Points: 27216 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Wed Aug 04, 2010 11:20 am | |
| Deck Spent.
Someone transfer DPs
Stampede -100DP
shafi5557 +100DP
Last edited by Shafi5557 on Sun Aug 15, 2010 2:11 am; edited 1 time in total |
|  | | firestorm Graduates Duelist


Number of posts: 1014 Age: 18 Location: Egypt DN Name:: firestorm Duel Points: 10120 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Wed Aug 04, 2010 1:41 pm | |
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|  | | Jadenyuki the opelisk blu Obelisk Blue Duelist


Number of posts: 168 DN Name:: jadenyuki2 Duel Points: 79 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Wed Aug 11, 2010 10:17 am | |
| i want ancient gear deck+frog deck =200dp and thnxs |
|  | | Near Slifer Red Duelist


Number of posts: 1798 Age: 15 Location: Secret Headquarter DN Name:: shafi1, shafi2, shafi3, shafi4 Duel Points: 27216 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Wed Aug 11, 2010 10:38 am | |
| Decks sent
Someone transfer DPs
Jadenyuki the opelisk blu -200DP
shafi5557 + 200DP |
|  | | Evil_Bakura Administrator


Number of posts: 1544 Age: 18 Location: Denmark DN Name:: Evil_Bakura Duel Points: 79410 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Wed Aug 11, 2010 2:11 pm | |
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|  | | Jadenyuki the opelisk blu Obelisk Blue Duelist


Number of posts: 168 DN Name:: jadenyuki2 Duel Points: 79 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Mon Aug 16, 2010 12:45 pm | |
| hi dude i want ojam trio otk=100dp +anti heal deck=100dp +archfiend deck=100 dp total =300dp and thnxs |
|  | | Near Slifer Red Duelist


Number of posts: 1798 Age: 15 Location: Secret Headquarter DN Name:: shafi1, shafi2, shafi3, shafi4 Duel Points: 27216 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Mon Aug 16, 2010 8:06 pm | |
| Decks sent
Someone transfer DPs
Jadenyuki the opelisk blu -300DP
Shafi5557 + 300DP |
|  | | MUFC Graduates Duelist


Number of posts: 3193 Age: 17 Location: Bulgaria DN Name:: MUFC Duel Points: 3275 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Mon Aug 16, 2010 9:34 pm | |
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|  | | Jadenyuki the opelisk blu Obelisk Blue Duelist


Number of posts: 168 DN Name:: jadenyuki2 Duel Points: 79 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Tue Aug 24, 2010 4:15 am | |
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|  | | Near Slifer Red Duelist


Number of posts: 1798 Age: 15 Location: Secret Headquarter DN Name:: shafi1, shafi2, shafi3, shafi4 Duel Points: 27216 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Tue Aug 24, 2010 4:22 am | |
| Edit: look at the last post.
Last edited by Shafi5557 on Tue Aug 24, 2010 4:30 am; edited 1 time in total |
|  | | Jadenyuki the opelisk blu Obelisk Blue Duelist


Number of posts: 168 DN Name:: jadenyuki2 Duel Points: 79 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Tue Aug 24, 2010 4:25 am | |
| another random deck=117dp pls |
|  | | Near Slifer Red Duelist


Number of posts: 1798 Age: 15 Location: Secret Headquarter DN Name:: shafi1, shafi2, shafi3, shafi4 Duel Points: 27216 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Tue Aug 24, 2010 4:31 am | |
| Edit: look at the last post
Last edited by Shafi5557 on Tue Aug 24, 2010 11:52 pm; edited 1 time in total |
|  | | ItachiUchiha Ra Yellow Duelist


Number of posts: 67 DN Name:: DarkNinjaStyle Duel Points: 410 
 | Subject: Re: Shafi5557's "A" Deck Market (Open) Tue Aug 24, 2010 10:29 am | |
| 1 x Stardust Assault Deck for me pls! |
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