Sniffer Dragon

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If this card is Normal or Special Summoned: You can add 1 “Sniffer Dragon” from your Deck to your hand. You can only use this effect of “Sniffer Dragon” once per turn.
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Currently Found In: Circuit Break (CIBR-EN008), Star Pack VRAINS (SP18-EN026), 2018 Mega-Tin Mega Pack (MP18-EN108)


One particular searching effects among the many options available are those which only supports its own copies. This is quite the oddity given that in most cases you’ll need to run as many copies as possible to obtain the card’s best functions in the long run, yet has the risk of drawing such cards before they can be brought by each other. On the other hand, this allows any Deck to obtain an always available searcher no matter the Deck this card and its copies are shoved in, creating a particular engine where despite being limited to a single searching target it will be effective independently of the Deck itself. With the best candidates arround this mechanic often being more direct as they summon their remaining copies, this is a quite reliable ability despite some of its drawbacks.


“Sniffer Dragon” is a small monster with some potential arround its limited but nonetheless effective ability to work arround for consecutive turns. When summoned on the field, “Sniffer Dragon” will add a copy of itself from our Deck to our hand. This is quite simple as simply helps itself, but the low stats of “Sniffer Dragon” makes it a reasonable investment even after we gathered all its copies during a Duel.


Aside of “Sniffer Dragon” searching itself, this monster was a strong quantity of cards to keep a prominent pressence even after all available copies have been obtained. “Soldier Dragons” is another small monster we can easily obtain by other methods, and with the ability to bring out “Sniffer Dragon” from the Deck in response of opponent’s effects makes it an interesting card to punish any potential threats. “Omni Dragon Brotaur” on the other hand will answer against the destruction of our monsters with its arrival, following with a searching effect which can obtain “Sniffer Dragon” by simply targetting itself. Some cards like “Mimiclay” on the other hand can potentially skip some steps and even the monster’s effect clause, summoning any remaining copy of “Sniffer Dragon” to work along the already present monster. But when comes to Graveyard options “Sniffer Dragon” is when truly shines the most, as obtains a wide variety of strong options as well potentially activate its effect once again when Special Summoned. From generic options like “Monster Reborn” and “World Legacy Succession” summoning it back to the field as activates its searching effect if needed, to other monsters such as “Junk Synchron” and “Red-Eyes Darkness Metal Dragon” reviving it to work along a variety of plays, “Sniffer Dragon” doesn’t even need to active its own effect to become a potentially prominent material from early to late game.


“Sniffer Dragon” might only assists itself, but that doesn’t imply that can become quite dependable for a wide variety of plays. As pointed out “Sniffer Dragon” has a respectable card pool of supporting cards to interact with, not only obtaining its other copies (if any) in the process but following with further plays under its pressence. From cheap Link and Tribute Summons to using its Level towards Xyz and Synchro Summons, “Sniffer Dragon” can play arround these setups and more as prepare its next copies for further plays on future turns. If we obtained the last copy of this monster we can speed up things further, bringing them by a wide variety of methods as its effect and clauses are no longer a compromise. On the other hand, with “Sniffer Dragon” keeping a steady hand for two or three turns, it can become a cost for discard activations if we have no more copies to search or we have a way to summon it out on the field afterwards to gain another “Sniffer Dragon”. Keep on mind that there’s no obligation to run three copies of “Sniffer Dragon”, so we can just run two of them to search one and leave the third slot for a more important card.


“Sniffer Dragon” might not be a groundbreaking monster, but is that kind of card which offers and obtains a lot of possibilities in its favor. It might be narrowed to only searching its own copies, but that alone can suffice to keep a steady hand as we gather two or three monsters with a solid variety of summoning methods arround them. While narrowing itself to searching itself doesn’t compromise most Decks that can get involved, the risk of drawing its copies before is/are summoned is a major risk this sort of particular searching effects has to deal with. If anything it might suffer competition of similar options with more liberties and/or direct results like “Reborn Tengu” and “Destiny HERO – Malicious”, but the low stats of “Sniffer Dragon” places it at an advantage to become useful even after its main task has been achieved.


Personal Rating: B


+When summoned adds a copy of itself to our hand
+Solid support arround it from early to late game


-Risk of drawing its copies before activating its effect
-Overshadowed by similar effects with more direct results

Thunder Hand

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If a face-up monster(s) you control with 1600 original ATK or DEF is destroyed by battle or an opponent’s card effect and sent to the GY, while this card is in your hand or GY: You can Special Summon this card (but banish it when it leaves the field), and if you do, destroy 1 card your opponent controls. You can only use this effect of “Thunder Hand” once per turn.
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Currently Found In: Rise of the Duelist (ROTD-EN031)


Because there’s no resource mechanic compared to other card games, is virtually possible to fit any card in every Deck and find various results by pure experimentation. While this was specially the case during the first years of the game, as the card pool expanded options started to be exclusive towards archetypes or certain requeriments. Is still possible to mix arround these limited cards and still obtain outcomes that could even reach a competitive status, but in most cases they’ll be narrowed to a certain number of strategies where they’ll stand out the most.


“Thunder Hand” is part of the obscure Hand archetype, a small group of monsters with no exclusive support yet managed to have some prevalence in tournaments for a while. “Thunder Hand” is able to Special Summon itself from the hand or Graveyard if a monster of ours with original 1600 ATK or DEF is destroyed by the opponent, leading to not just its arrival but also allowing us to destroy any card on their field. The catch is that “Thunder Hand” will banish itself once leaves the field after being brought by this ability, but is nonetheless a solid comeback effect that can be either unpredictable on the hand or threatening the opponent as awaits in our Graveyard.


Despite Hand monsters not being an official archetype with options to make a full Deck with, “Thunder Hand” has enough options to make its pressence during a Duel. The Thunder Type grants us some interesting cards to make sure “Thunder Hand” is ready to go at any moment, with “Thunder Sea Horse” discarding itself to look for two copies, or “Thunder Dragon Fusion” with a Graveyard effect so we can search for this monster. However, given its ability to punish opponent’s actions there’s no much of a rush to summon “Thunder Hand”, so in some cases will be preferable to not reveal it by searching effects and instead wait to be drawn as soon as possible. On the other hand, given “Thunder Hand” can be revived by its own effect we can simply play it normally as the likes of “Summoner Monk” and “Mahunder” grants us summoning methods in one way or another to become a material and rest in our Graveyard, or use it arround discard and milling interactions to play certain effects and setups. Same applies while resting in our Graveyard, as instead of waiting for its ability to trigger cards like “Some Summer Summoner” can bring it back to the field for other plays.


With the ability to replace any losses as disrupts the opposite field, “Thunder Hand” can become quite dangerous as long we meet its ATK and DEF quota. The majority of Hand monsters (Including itself) shares the 1600 ATK or DEF, more particularly “Fire Hand” and “Ice Hand” which also grants us removal effects in response of their own destruction. Most of the reputation Hands gained over the years is by mixing along the Traptrix archetype, which fortunately some vital members such as “Traptix Myrmeleo” and “Traptrix Genlisea” will benefit of the coverage this monster offers them. Some of the mentioned support to assist this monster like “Some summer Summoner” and “Thunder Sea Horse” can even get help from this card in case something goes wrong, creating a cooperative strategy where we obtain other monsters or punish the opponent if they try to stop us. Overall by covering either ATK or DEF or not a single one of them “Thunder Hand” can become a strong addition to work along any monsters involved in our strategy, ranging from “Chaos Grepher” and the mentioned “Summoner Monk” which can pull out this monster from the Deck, “Cyber Dragon” or “Performage Trick Clown” with Special Summons suitable for nearly every Deck, and even boss monsters such as “Machina Fortress” and “Cyber Dragon Infinity” taking further dominance of the Duel even if they are destroyed. Last but not least important the removal effect of “Thunder Hand” doesn’t target the card we want to destroy, potentially avoiding one of many protective effects in some of the most dangerous monsters the opponent might bring out.


Hand cards lost their prevalence over the years and became rogue Decks due its passive strategy of punishing opponent’s plays, and “Thunder Hand” is a great example of it. Along becoming a substitute of the monster (or monsters) destroyed, “Thunder Hand” will take care of any opponent’s card with its untargettable ability. The required ATK and/or DEF might feel that “Thunder Hand” is heavily narrowed towards a few strong monsters, but it actually gains a wide number of powerful creatures that can even support this Hand monster in one way or another. The problem is not that “Thunder Hand” requires a steady pool of monsters that meet its effect’s criteria, but the variety of non-destructive effects many current Decks centers on to avoid activating this sort of effects. Nonetheless, with a very simple summon condition and many monsters to work along with in one way or another, “Thunder Hand” falls in the same position of other Hands where might not be the strongest monsters out there, but shouldn’t be easily underestimated thanks to many strong interactions under the right build.


Personal Rating: A-

+Special Summons itself from our hand or Graveyard when a monster with 1600 ATK or DEF is destroyed by the opponent
+Destroys an opponent’s card when summoned by its effect
+A wide number of monsters to cooperate with each other
+Removal effect doesn’t target


-Relies on the opponent’s actions
-Limited to Decks that can work arround its effect
-Various current Decks avoids using destruction to get rid of monsters

Guardragon Promineses

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You can send this card from your hand or field to the GY, then target 1 Dragon monster you control; it gains 500 ATK/DEF until the end of your opponent’s turn. If a Normal Monster(s) is sent to your GY, while this card is in the GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of “Guardragon Promineses” once per turn.
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Currently Found In: Savage Strike (SAST-EN014), 2020 Tin of Lost Memories (MP20-EN010)


Guardragon is one of the many archetypes forming the World Legacy storyline. Although quite small in numbers, Guardragon provided too many benefits to Dragons in general that some of their key cards had to be added to the banlist. Most of their potential comes from their few Link Monsters with incredible setup potential, but because two out of the three Guardragons in that category have been banned is very rare to see them in their own Deck or along other Dragons. This doesn’t mean that Guardragons lost all their potential, but might require a few additions to the build to become a strong engine towards big summons.

“Guardragon Promineses” is the tiniest monster among Guardragons, but such small stats puts it on a major advantage along its effects. “Promineses” can be sent from our hand or field to the Graveyard so a Dragon of ours gains a 500 ATK and DEF boost until our next turn, a respectable buff to assure the best from any battles. However, “Promineses” true potential comes once is in the Graveyard, as once a Normal Monster is sent to the Graveyard “Promineses” will revive itself in return. This last effect has the demerit that “Promineses” will be banished once leaves the board, but with a simple requeriment many Decks arround Normal Monsters can achieve makes this Guardragon a quite reliable little monster for a variety of plays.


“Promineses” is in an interesting situation when comes to its availability, not only due the activation of its effects but the advantage of having very low stats to work arround with. Guardragons themselves won’t provide too much support aside of the banned “Guardragon Elpy”, but fortunately a variety of Dragon cards such as “Starliege Seyfert” or “Red-Eyes Baby Dragon” provides us various methods to access to this monster. However, with its low Level “Promineses” gains most of its best resources from generic support, as while “One for One” grants us the opportunity to summon this monster directly from our Deck, others such as “Jack in the Hand” and “Where Arf Thou” will instead add it to our hand. The rest is all up to how we handle the effects of “Promineses”, more specifically its ability to revive itself from the Graveyard. While various milling options can send this monster ready to be summoned by its effect, “Promineses” can simply activate its stat boost ability if it lands in our hand during a Duel to be summoned from our Graveyard afterwards. Sending a Normal Monster to the Graveyard has no limitations to how we can achieve such condition, as from becoming a material towards any kind of summons (Or be detached from a Xyz Monster), to be milled from the Deck by the likes of “Foolish Burial” or “Dragon Shrine” (The latter can also mill “Promineses”, but won’t activate its effect unless there was another copy in the Graveyard beforehand), “Promineses” won’t take long to make an appearance. Lastly, if we wanna keep the revival of effect of “Promineses” for later uses, its low stats also allows it to be easily brought by many revival effects like “Debris Dragon” and “Junk Synchron”.


With a very simple revival effect to achieve, “Promineses” true role comes from its availability towards other summons. The stat boosts that grants to a Dragon are decent, but the fact that is sent to our Graveyard as its cost is truly the main purpose of this effect unless disposed by other methods. As pointed out there’s a wide variety of simple methods to send a Normal Monster to the Graveyard and thus trigger the revival of “Promineses”, which in conjunction with “Guardragon Garmides” being summoned from the hand by the same requeriment it can provide us a solid number of monsters to work with along other summoning methods. A “Promineses” on the field will clearly aim towards a material role for any summons we need its assistance for, no matter if is one of many Link Summons one after another, or piling various Levels towards Synchro Summons among other summoning goals. This is without including the Normal Monsters we will add to the mix to work arround “Promineses”, as not only a variety of cards like “Unexpected Dai” and “Swing of Memories” gives us full access to many of these creatures, but some highly supported creatures such as “Blue-Eyes White Dragon” will summon “Promineses” between plays as they start dominating the Duel with their pressence.


Guardragon might only offer a handful of archetype cards to work with, but the likes of “Guardragon Promineses” can suffice to make these creatures stand out. The stat boosts might last for two turns, but because is not a chainable effect and the many possibilities arround its Graveyard effect it becomes a barely reliable function for “Promineses”. Once this monster hits the Graveyard things will become quite favorable, as with no limitations to how we dispose of a Normal Monster “Promineses” will make an immediate arrival the moment it becomes available in that location. Because requires Normal Monsters to function “Promineses” might only be suitable for some Decks, but the cheap arrival along other cards to support its accessibility makes it a small monster worth its inclusion.

Personal Rating: A

+Can be send from our hand or field to the Graveyard to give a Dragon 500 ATK and DEF for two turns

+Revives itself if a Normal Monster goes to the Graveyard

+Strong support along simple methods to be summoned by its effect and other methods

-Banishes itself if leaves the field once brought by its effect

-Stat boost has very limited uses

-Requires a Deck invested on Normal Monsters

Metalfoes Combination

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Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1 “Metalfoes” monster in your Graveyard with a lower Level than that Fusion Monster; Special Summon it. If this card is sent from the field to the Graveyard: You can add 1 “Metalfoes” monster from your Deck to your hand.
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Currently Found In: The Dark Illusion (TDIL-EN073), 2017 Mega-Tin Mega Pack (MP17-EN112)

Metalfoes is an archetype mainly consisting of Normal Pendulum Monsters, compensating their lack of effects with their backrow support and Scales. Their goal is towards the summon of their Fusion Monsters, which along some popular cards to do so Metalfoes can destroy each other to search through their Spells and Traps. This creates a very particular playstyle where not only Metalfoes can easily gather all the resources needed for their Fusion Summons, but combine the options arround Normal and Pendulum Monsters to keep gathering materials in one way or another.

 
“Metalfoes Combination” is a Trap Card that grants the archetype a way to retrieve cards between their plays. After any player performs a succesful Fusion Sumon, “Combination” allows us to revive a Metalfoes with a lower Level than the Fusion Monster summoned. The second ability of “Combination” comes from its destruction, where it will let us search for any Metalfoes monster in our Deck to add to the hand. Given that this belongs to a Pendulum Deck “Combination” has some very obvious flaws on its performance, but on the other hand is a Trap Card that can become quite helpful to not only recover certain monsters but also obtain them from the Deck.

 
Given the premise of Metalfoes is to use their Pendulum effects to obtain cards towards their Fusion Summons, not only “Combination” can be obtained by such mechanics but also any tools required to bring out their Fusion Monsters. As the Pendulum Monsters in the backrow destroy cards to obtain “Combination” and others, both “Metalfoes Fusion” and “Fullmetalfoes Fusion” will start bringing Fusion Monsters to follow with this Trap Card’s revival effect right after. “Metalfoes Fusion” in particular has the ability to return itself from the Graveyard, creating the archetype’s entire engine where they trade cards to obtain the card and keep summonining Fusion Monsters as well those by “Combination”. If we center arround Low Level monsters, “Instant Fusion” not only becomes a major shortcut towards Fusion Monsters but by being treated as a Fusion Summon it will activate the effect of “Combination” in the process. “Combination” not only is able to summon any Main Deck monsters from the Graveyard, but also other Fusion Monsters which ended there in one way or another. To make things even better “Combination” has no clauses affecting all copies, so we can have as many of them active in our backrow to revive Metalfoes members in groups. But probably the most noticeable trait of this card is that its effect will trigger in response of opponent’s Fusion Summons, giving us a golden opportunity to obtain either some defenses or bring back a powerful Metalfoes to the field. All that is left is the second effect of “Combination” which might seem at first taking the role of coverage against opponent’s removal effects, but it can become the card’s main use given Metalfoes can destroy it to trigger its searching effect along the ones coming from our monsters.

 
There’s no doubt that “Metalfoes Combination” can provide incredible value by playing with the archetype it belongs to. Metalfoes won’t take long to bring their Fusion Monsters, leading to reviving any member from the Graveyard for further plays and summons, as well the possibility of bringing a creature in response of the opponent’s Fusion Summons. On the other hand its second effect might potentially become more prominent in some circumstances, as Metalfoes can destroy it to pile searching effects with each other and obtain a strong hand at any turn. Unfortunately “Combination” is that kind of card that offers a strong premise but falls short in part due the slow nature of Trap Cards, specially at a time where many Decks can pull out several lead monsters from the first turn. This is combined with the nature of Pendulum Monsters of sending themselves to the Extra Deck rather the Graveyard, as unless they’re disposed from the hand/Deck or as Xyz materials “Combination” will have an incredibly small Graveyard to interact with. This is why “Combination” might have more uses as a disposable card to search monsters with, and even so is overshadowed by faster alternatives. “Combination” is in a rough situation where offers strong results but with several gaps to do so with consistency, so at most might be worth one copy if we have a slot to spare in the Deck.

 

Personal Rating: B+

 

+ If there’s a Fusion Summon we can revive a Metalfoes with lower level than the brought Fusion Monster
+ If destroyed we can search for a Metalfoes monster
+ Very effective to extend plays arround the archetype’s mechanics arround both effects
+ Able to respond against the opponent’s Fusion Summons

 

– Due being part of a Pendulum archetype will often have very few Graveyard targets
– Searching effect might be prioritized
– Overshadowed by faster alternatives

Tribrigade Ceras

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You can discard 1 other Beast, Beast-Warrior, or Winged Beast monster; Special Summon this card from your hand. You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck with a Link Rating equal to the number banished, also you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters. You can only use each effect of “Tribrigade Ceras” once per turn.
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Currently Found In: Phantom Rage (PHRA-JP007)

While Types tend to have unique strategies to center arround, some of them share traits and support that allows them to cooperate together. A good example of this is the Tribrigade archetype, monsters part of the Dogmatika lore which also follows a recurring strategy for many years about involving Beasts, Winged Beasts, and Beast-Warriors in a single Deck. Like many current Decks their goal is to Link Summon monsters as many and fast as possible, but in the case of Tribrigade they can do so by banishing their monsters from the Graveyard to act as materials. This gives them the upper hand when planning their summons right from the first turn, and with the advantage of supporting three Types with their respective tools and those assisting them together makes Tribrigade quite consistent on bringing their strongest monsters in no time.

 
“Tribrigade Ceras” is one of the various monsters forming this archetype, providing the basics for Tribrigade to immediately start bringing their Link Monsters right away. Like many other Tribrigades residing the Main Deck “Ceras” allows us to banish Beasts, Winged Beasts, or Beast-Warriors from the Graveyard to summon a Link Summon of any of those Types with Rating equal to the number of cards banished, but limiting the use of Link Materials arround the three Types for the rest of the turn. The unique ability “Ceras” offers is actually quite simple for current standards, as by discarding any other monster from those three Types we can Special Summon this creature from the hand. Given the value Tribrigade gives to its Graveyard, “Ceras” can become a strong starting point as its own arrival alone can become the starting point towards further summons arround this archetype and others we can involve in it.

 
Beasts in particular gains their best options the smaller their monsters, and thus “Ceras” being in a wonderful position when comes to its availability. Tribrigade itself won’t take long to get us “Ceras” out in no time, as “Tribrigade Line” and “Tribrigade Nabel” gives us basic requeriments that will benefit the archetype in the long run, while “Tribrigade Airborne” will summon it from our Deck if we have a stronger monster than itself. With the possibility to invest more on one of three Types “Ceras” gains the best assistance from recurring Beast cards in Decks involving small monsters, as from “Rescue Cat” and “Obedience Schooled” summoning “Ceras” and others from the Deck, to the unusual behavior of both “Melffy Catty” and “Melffy Puppy” to obtain cards from our Deck, Tribrigade could center more on this single Type and barely compromise their momentum. The very same Tribrigade lead monsters can also assist us on bringing “Ceras” when needed the most, as with “Tribrigade Felidgette the Fruitless Flower” allowing us to Special Summon it from our hand for free, the retirement of either “Tribrigade Shrike the Wicked Wings” or “Brigand the Stigmatavorous Dragon” can gives an opportunity to recover or further expand our plays. Obviously given the majority of Tribrigades can use their summoning effect “Ceras” can instead be disposed for other plays coming from its allies’ effects, no matter if is milled from our Deck by “Tribrigade Phractaur” or “Cockathorium, the Superheavy Shining Soarer”, or even discarded by copies of itself as each effect won’t be affected by a single clause.

 
“Ceras” shows its true colors once we see the benefits that will offer to not only Tribrigade in general, but any other monster of the stated three Types that will be involved on their plays. The Special Summon of “Ceras” immediately grant us with the possibility of dumping a Tribrigade, therefore already preparing their Graveyard effect to summon a Link Monster by banishing cards from that location. The summoned “Ceras” will surely follow, as if is not immediately turned into a material of other summons, it will become the main cost of cards like “Cattle Call” or “New Style Fur Hire” depending of the approach we take with the archetype and their interactions with three different Types. While its own Special Summon has some obvious uses for the average Deck, “Ceras” truly shines with the rest of Tribrigades as their Graveyard gets more filled with monsters. With their abilities not restricted to the archetype, we can dispose any monsters that grants us further benefits as we keep “Ceras” and other Tribrigrades arround to turn them into Link materials. The complete package leads into a playstyle where “Ceras” alone will take advantage of any monsters in the Graveyard to summon a Link Monster, to then itself become a material for other Extra Deck creatures. Covering three Types at once with this ability also grants us with a variety of powerful Link Monsters related or unrelated to its archetype, as along the mentioned “Felidgette” or “Shrike” leading the archetype on their arrival we can also summon some other powerful creatures like “Simorgh, Bird of Sovereignty”. Some of these potential summons can also benefit from “Ceras” in one way or another, as while “Shrike” can banish cards when we summon it (Or the Link Monster by its effect) near one of its arrows, “Tribrigade Lugerou the Silver Bullet” can revive it to either retrieve it back to our hand or weaken the opponent’s monsters if something goes wrong.

 
Under a big text box that spends most of its reading stating the Types involved, “Tribrigrade Ceras” offers a commonly seen effect on current monsters along the archetype’s unique gimmick to create a strong monster to start Duels with. Tribrigade can completely involve on its own cards or focus on the best of the three Types that works with, and in the case of “Ceras” it gains some powerful options that gives it the opportunity to stand out outside its default playstyle. This last aspect is what makes Tribrigade a fearsome archetype as soon they solve their small card pool, as even with their few options “Ceras” already has some powerful outcomes with not only the few Tribrigades involved but any monsters from the three Types we can involve in either the Main Deck or Extra Deck. Much like many current monsters in the Main Deck “Ceras” has the weakness that due its obvious material role and ability to cheat out Link Monsters it can be countered at the right timing and halt the entire Deck for the rest of the turn, but given the many advantages that grants and obtains from early to late game is easy to dismiss this small risk as obtains one or more Link Monsters right from the first turn.

 

Personal Rating: A

 

+ Can be Special Summoned from our hand by discarding a Beast, Beast-Warrior, or Winged Beast
+ Banishes Beast, Beast-Warrior, or Winged Beast monsters from the Graveyard to summon a Link Monster from those Types
+ Strong support specially from Beast cards

 

– If we use its Graveyard effects we can only use Link materials of the stated three Types for the rest of the turn
– Tribrigade is still lacking in options of their own
– Due its sole role as material might become the main target of negation effects

Dark Contract with the Entities

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When a “D/D/D” monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn;
● Fusion: Gain 1000 LP.
● Synchro: Your opponent cannot target that Special Summoned monster with card effects.
● Xyz: Banish 1 card from the field or the Graveyard.
● Pendulum: Draw 1 card, then discard 1 card.
Once per turn, during your Standby Phase: Take 2000 damage.
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Currently Found In: Raging Tempest (RATE-EN099), 2017 Mega-Tin Mega Pack (MP17-EN239)

D/D takes the reckless strategy to center arround every Extra Deck summon imaginable to gather a diversity of lead monsters in no time, something which even other Decks tries to replicate they often focus more towards one or two of these summons. For D/D achieve such major investment it gets support from the Dark Contracts, powerful Spells and Trap Cards which does most of the job required for the average Deck. But these Dark Contracts have a catch, as they’ll make the user lose big chunks of Life Points the longer they remain on the field. Yet this is a risk D/D must accept to play all their big summons without losing too many resources, and in many cases they’ll be able to obtain a powerful field before their backrow takes away all their Life Points.

 
“Dark Contract with the Entities” is a Spell Card which brings some of the Entity archetype’s mechanics towards D/D as both shares some similarities in terms of their Extra Deck investment. “Entities” will provide one of four different effects (once per turn each), which will vary of the type of D/D/D we summon from our Extra Deck. With a Fusion Monster will gives us 1000 Life Points, a Synchro Monster will make said monster protected against opponent’s targetting effects, a Xyz Monster will banish a card from either field or Graveyard, and lastly a Pendulum Monster will let us draw a card and discard another. The catch of this wide variety of benefitial effects is that “Entities” will make us lose 2000 Life Points in our Standby Phase, but much like many other Dark Contracts if played properly it can settle Duels as we can potentially activate two or more effects to gain a major advantage from the first turn.

 
With assistance of members like “D/D Savant Kepler” and “D/D/D Wave King Caesar”, “Entities” will be right on time to start providing their many benefits as long we follow with a diversity of Extra Deck summons. Obviously the best way to play arround this card is to simply play the archetype like normal, as D/D will soon gain on speed as they gather D/D/D monsters and Dark Contracts from the very first turn. With “Dark Contract with the Swamp King” and “D/D Swirl Slime” being in charge of Fusion Summons, “D/D Lamia” and “D/D Nighthowl” as easily accessible Tuners towards Synchro Monsters, and these two along monsters like “D/D/D Flame King Genghis” arranging Xyz Summons, is more than possible to follow one Extra Deck summon after another as “Entities” keeps providing its many effects one after another. Obviously as an archetype that debutted along Pendulum Monsters these cannot be ignored, not only granting us the opportunity to summon monsters back from the Extra Deck but also retrieve any Pendulum Monster which is also a Fusion, Synchro, or Xyz if are face-up. Link Monsters might not give us direct benefits arround “Entities” but can still become vital options towards the Dark Contract, with “D/D/D Abyss King Gilgamesh” not only providing Pendulum Monsters from the Deck but potentially cheating the arrival of an Extra Deck monster, and “Cross-Sheep” which grants its own bonuses when involving different Extra Deck summons. To make things even more favorable “Entities” has no effect clauses affecting all its copies, therefore we can take the risk of losing Life Points if that means we can obtain a mass removal effect with an Xyz Summon or able to draw various cards with a Pendulum Summon. Like any Dark Contract the risk of losing a major quantity of our Life Points can become detrimental if the opponent finds an opening in our game, but under the pressence of lead cards such as “Go! – D/D/D Divine Zero King Rage” and “D/D/D Oracle King d’ Arc” we can avoid the negatives of most of all Dark Contracts.

 
“Dark Contract with the Entities” is that kind of card that doesn’t show its potential until the Deck that gets involved starts moving. D/D has no big problems to go from a cheap Fusion Summon to end with a board carrying a variety of Extra Deck creatures, and between those plays “Entities” and any other copies will provide its benefits to gain the upper hand in no time. “Entities” might have been introduced before Link Monsters, but these monsters can grant not only additional Zones for our Pendulum Monsters but also effects to gain a major advantage as we keep playing monsters one after another. The problem with “Entities” is not truly the Life Point cost as there’s simple methods to deal with it, but rather its reliance on the archetype despite how handles the Extra Deck in an average Duel. Fusion and Synchro Monsters often become D/D’s most prominent summons even though “Entities” grants the weakest effects in comparison with the rest, Xyz Monsters has the most devastating outcome despite the few of them the average D/D Deck will run, and the many restrictions Pendulum Monsters has to deal with nowadays makes it not as simple to pull out just to draw cards with. “Entities” is far from a bad card for an archetype that juggles through Extra Deck summons with a minor investment, but requires a special focus arround its best results that many D/D players won’t risk over other alternatives.

 

Personal Rating: B+

 

+ Grants effects depending of the kind of D/D/D monster we summon from the Extra Deck
+ D/D has no problems to summon a variety of Extra Deck monsters one after another
+ Able to stack effects with its own copies

 

– We lose 2000 Life Points during our Standby Phase
– D/D will often gain its weakest effects unless invests arround it
– Depends on the entire archetype to function

Splash Mage

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2 Cyberse monsters
You can target 1 Cyberse monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. You can only use this effect of “Splash Mage” once per turn.
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Currently Found In: Eternity Code (ETCO-EN048)

Various effects might not be unique or groundbreaking, yet their addition to the right Deck will provide consistency as well speed on a player’s strategy. Various themes involves searching certain cards and obtaining as many summons as possible, as there’s several options to do so to the point of being able to mix the best of various strategies into a single build. Obviously there’s a small risk that the opponent will negate one of these abilities and put our turn to a complete halt, but the ability to keep bringing monsters without losing too many resources in the process it created the status quo of the current game.

 
“Splash Mage” is a Link Monster which will be mainly used towards extending our plays further with its assitance. “Splash Mage” allows us to revive any Cyberse from our Graveyard in Defense Position, but in return the target will lose its effect while restricting the following summons arround Cyberse monsters. Given Cyberses mainly centers arround Link Summons not only makes the availability of “Splash Mage” easy, but will pull out strong plays arround it where its demerits will barely matter.

 
For better or worse “Splash Mage” can only be summoned by the use of Cyberse materials, so practically already limits its usage arround the Type no matter its effect restrictions. The Type overall has no issues to summon the likes of “Splash Mage” in no time, as due their focus arround Link Monsters makes it nearly impossible to not summon this monster when needed the most. “Clock Wyvern” can create a token upon arrival, become possibly the cheapest option we can use towards “Splash Mage” without further investment. Others like “Backup Secretary” and “Cyberse Converter” can be Special Summoned as soon we have a Cyberse out on the field, while “Balancer Lord” and “Cyberse Gadget” will come along another monsters from our hand and Graveyard respectively. “Micro Coder” gives us the alternative to directly use itself from our hand as one of the materials required, while the Mathmech archetype can get involved as members such as “Mathmech Sigma” and “Mathmech Subtraction” Special Summon themselves under basic conditions. Some other options will wait for the arrival of another Link Monster to make their appearance, allowing us to follow a Link Summon with the likes of “Parallel eXceed” and “Link Infra-Flier” right away. Later on “Splash Mage” can become a valuable target of other revival effects (Except its copies) without relying on our Extra Monster Zone or Arrows to do so, become even cheaper to aim for its various uses in mid to late game. One thing worth mentioning is that various of these possible materials and more can become potential targets for “Splash Mage” to revive, so unless we want specific targets we will assure a monster to bring back from the Graveyard the precise moment this monster is Link Summoned.

 
With many revival effects out there “Splash Mage” really has nothing new to offer to a Deck, but is its simplicity and easy availability that makes it noticeable with other options. As pointed out the moment “Splash Mage” hits the field it will potentially have one of the Cyberse monsters that was used on its Link Summon to be brought back to the field, and despite the target losing its effects it won’t stop us from aiming for a wide variety of solid goals. With its Rating of two “Splash Mage” can become a bridge towards bigger Link Monsters as turns itself and its target as two of the materials required, becoming a cheap yet valuable tool towards the arrival of high Rating monsters. With some further investment “Splash Mage” will aim for other setups depending of the monsters we will follow, as from bringing a high Level monster towards big Synchro or Xyz Summons, to summoning a Tuner to assist us with the former, “Splash Mage” can even assit on Tribute Summons given is only our Special Summons which are restricted to a single Type.

 
“Splash Mage” provides an ability that became the norm in many Decks as years passed, yet that doesn’t damage its overall efficiency not matter how big the investment arround its effect. With an effect ready to go from the very first turn, “Splash Mage” will often aim for bigger Link Monsters or even those of equal Rating if we are just aiming to fuel the Graveyard to increase our options. With a cheap summon many Cyberse Decks can perfectly achieve by little to no effort, “Splash Mage” is even capable of covering other summons and setups outside its comfort zone as long we involve its Type in one way or another. While the summon limitations will barely matter since “Splash Mage” is already limited to its own kind, one thing worth mention is that because summons its target in Defense Position it won’t be able to bring back Link Monsters due these cards’ unique mechanics. If your Cyberse playstyle can allow a spot of two on the Extra Deck, “Splash Mage” is a solid addition that will very rarely fail its user.

 

Personal Rating: A

 

+ Revives a Cyberse in Defense Position
+ Strong option towards bigger Link Summons and other setups
+ Very easy to summon from early to late game

 

– We can only Special Summon Cyberses after using its effect
– Unable to target Link Monsters with its effect

Melffy Puppy

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If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent’s monster targets this card for an attack: You can return this card to the hand, then you can Special Summon 1 Level 2 or lower Beast monster from your Deck, except “Melffy Puppy”. During your End Phase: You can Special Summon this card from your hand. You can only use each effect of “Melffy Puppy” once per turn.
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Currently Found In: Rise of the Duelist (ROTD-EN019)

The game went just aiming for brute force with high ATK forces, to instead rely on effects regardless of the monsters’ overall stats. No matter if a monster has a way too high Level or a subpar battle performance, as long it carries a highly valuable effect it will be enough to gain a valuable position in many Decks. In most cases such creatures will be the ones responsibles of arranging the strongest summons we can aim for in no time, while in other cases a monster can single handedly dominate entire Duels due its gamebreaking abilities. Nowadays doesn’t matter if a monster has low or high ATK, but rather the many results it can offer with their effects and support.

 
“Melffy Puppy” is one of the key members of the Melffy archetype, a cute group of monsters which aims to constantly gather resources by taking an evasive playstyle. Like the majority of Melffys “Puppy” can be Special Summoned at the end of our turn from our hand, as well return to that location in case the opponent attacks it or summons something. This last effect will trigger the main task of “Puppy”, where will allow us to summon a Level 2 or lower Beast from our Deck besides its copies. Despite its unorthodox method to search monsters from our Deck compared to other options, “Puppy” potentially moves its whole archetype forward as summons not only its allies but any other monsters from the Type.

 
“Puppy” might be unable to summon its own copies, but thanks to its low stats and other archetype options makes it quite simple to get it out on the field in no time. “Melffy Catty” as well the Xyz Monster “Melffy of the Forest” can add “Puppy” from our Deck to the hand, which given their ability to Special Summon at the End Phase makes its pressence on the field immediate. Some other options will be more direct on this monster’s arrival like “Obedience Schooled” and “Rescue Cat”, which despite their respective demerits it turns “Puppy” into an immediate material along any other Beasts their effects will bring out. Some more particular options such as “Baby Raccoon Tantan” might potentially summon “Puppy” during the opponent’s turn, but with their ability to bounce itself and summon another Beast might become as useful as any other card. In conjunction with late game revival effects like “Melffy Tag” and “Excited Melffys”, “Puppy” will keep appearing on the field even if is taken down or turned into a material of other monsters.

 
Once we double check the shared traits of this archetype, we can immediately see why “Puppy” is quite primordial for the entire Melffy strategy to function. Melffys centers arround avoiding danger as they trigger effects by bouncing themselves, therefore “Puppy” will bring other Melffys to the field as they potentially activated their respective effects by responding opponent’s actions. As the Duel progresses soon enough “Puppy” will give us almost the entire archetype in our hand to Special Summon in mass at the end of our turn and trigger their benefits during the opponent’s, giving us a massive advantage as we keep obtaining valuable cards turn after turn. However, the task of “Puppy” is not narrowed to its own archetype, and thus can summon other low Level Beasts which can become of high value even during the opponent’s turn. “Kalantosa, Mystical Beast of the Forest” can destroy any card on the field upon arrival, becoming a small but incredibly dangerous summon that can ruin the opponent’s plans for the rest of their turn. If we have a field with enough monsters “Hop Ear Squadron” can arrive to perform a Synchro Summon right away, summoning monsters such as “Herald of the Arc Light” or “Naturia Beast” to negate cards when the opponent least expects them. In other cases “Nimble Beaver” can become a defensive play as summons another Nimble when hits the field, but given Nimble monsters’ ability to summon their kind in groups it can potentially become a strong resource of materials.

 
Like any other card that pulls out cards from the Deck, “Melffy Puppy” has a vital role in not only Melffy Decks but any strategy that involves small Beasts in any shape or form. The evasive behavior of the archetype is at its peak with “Puppy” alone, bringing its allies ready to use their self-bouncing abilities and further increase the number of resources each turn. But things become even better when we include the many Beasts that can take great advantage of “Puppy”, ranging from “Kalantosa” and “Hop Ear Squadron” gaining the upper hand in the middle of the opponent’s turn, to creating a sturdy defense as we summon one of various Nimble creatures. Due the archetype’s reliance on the opponent’s plays to work “Puppy” might have some workarounds before starts pulling out Beasts from the Deck, but with even the slightest summon immediately triggering its benefits it can become quite tricky to deal with. In conjunction with strong support for its main task and others, among not only Melffys but low Level Beasts in general “Puppy” shouldn’t be underestimated due its cute appearance.

 

Personal Rating: A+

 

+ Special Summons itself from the hand at the end of the turn
+ Bounces itself if the opponent summons a monster or attacks it
+ Summons a low Level Beast from the Deck when bounced by its effect
+ Strong synergy with its archetype and other Beasts

 

– Relies on the opponent’s actions to function

Rain Bozu

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Once per turn: You can target 1 face-up monster you control; it gains ATK equal to the difference between the number of cards in the Extra Decks x 100, until the end of this turn (even if this card leaves the field).
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Gains ATK during your turn only, and gains DEF during your opponent’s turn only, each equal to the difference between the number of cards in the Extra Decks x 200. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
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Currently Found In: Eternity Code (ETCO-EN093)

Back in the day the Extra Deck was known as the Fusion Deck, as obviously Fusion Monsters were the only option at the time involving such resource. With only a kind of summon to work with the Fusion Deck also had no limitation in the number of Fusion Monsters a player could carry, making it more than possible to have hundreds of Fusion Monsters at all times even if the Deck weren’t centered completely arround it. As the Fusion Deck became the Extra Deck with the introduction of Synchro Monsters it also applied a limit of cards a players could fit in it, a way to balance many additions to the Extra Deck that would happen over time. However, Pendulum Monsters as one of the most odd monsters in various aspects will break this main rule of the Extra Deck, as instead of going to the Graveyard will end in the Extra Deck to be resummoned in future turns.

 
“Rain Bozu” is an interesting Pendulum Monster due the way it interacts with the players’ Extra Deck. “Rain Bozu” is a monster that gains ATK or DEF depending of the player’s turn (ATK on ours and DEF on theirs), obtaining a 200 boost for the total difference of number of cards in both Extra Decks. “Rain Bozu” will also turn to Defense Position after attacking which compliments its boosts’ behavior, along the ability to go to our backrow if destroyed in a Monster Zone. When comes to its Pendulum effect “Rain Bozu” offers a similar but slightly weaker effect, granting a monster 100 ATK plus the difference of cards in the Extra Decks. Overall the stat boosts of “Rain Bozu” might seem weak unless played in late game, but with some compensation abilities as well some noticeable traits to point out makes it an interesting Pendulum Monster worth some experimentation.

 
At first the statless “Rain Bozu” might seem quite a problem for a high Level monstes as itself, but actually gives it a major advantage in terms of supporting options. Pendulum Monsters had to compensate the current limitations by the Extra Monster Zone with searching a recycling mechanics for a constant momentum, with the likes of “Magical Abductor” and “Odd-Eyes Pendulum Dragon” becoming solid starting points for any Pendulum Deck, to the likes of “Wavering Eyes” or “Luster Pendulum, the Dracoslayer” trading Pendulum Monsters for new ones. As a Fairy “Rain Bozu” also obtains some strong options without having to depend on Pendulum Monsters alone, with “Power Angel Valkyria” and “Celestial Knightlord Parshath” searching it in our Deck under their respective requeriments, to “Nova Summoner” and “Shining Angel” bringing it out in the middle of a Battle Phase if needed. As a Level seven itself “Rain Bozu” can also take advantage of its own copies of a Pendulum Summon, so no matter if is in our hand or place in the Extra Deck it can depend on other copies for a constant pressence. Lastly there’s the problem where Pendulum Monsters have almost no Graveyard interactions and a heavy reliance on the Extra Monster Zone and Link Monsters for a return in later turns, but thanks to cards such as “Pendulum Paradox” is possible to instead retrieve “Rain Bozu” back to our hand and bypass their Extra Deck restrictions.

 
The effects of “Rain Bozu” makes it a very tricky monster to obtain the best of its abilities, making it a monster that could take different roles depending of the current situation and Deck itself. With a Scale of 8 and an acceptable supporting ability to help monsters in battle, “Rain Bozu” can be a solid investment towards big Pendulum Summons as along a low Scale covers most of our monsters’ arrival. The premise of the stat boosts of “Rain Bozu”, no matter if is as a monster or in the backrow, is to pile as many Pendulum Monsters as possible in our Extra Deck as the opponent keeps summoning from there to obtain the best results. However, there’s really no need to be obligued to use the maximum of 15 cards in an Extra Deck, as by playing without an Extra Deck (As well “Rain Bozu” going to the backrow upon defeat) it assures that this monster gains a solid 3000 ATK or DEF boost right from the first turn. If we actually need some Extra Deck options to run our strategy however, the likes of “Eater of Millions” and “Pot of Extravagance” can banish cards from there to be played as well strengthen “Rain Bozu” in the process. Obviously the fact that either player can and will keep summoning monsters from the Extra Deck will also affect “Rain Bozu” in the long run, so if a player spends most of their Extra Deck in a few turns “Rain Bozu” will obtain or provide a solid stat boost in no time. Keep on mind that the Pendulum effect of “Rain Bozu” has no special clauses, making it possible to be reactivated in a single turn by the use of other copies and/or options to replay it two or more times.

 
Due the particularities of its effects “Rain Bozu” is a very tricky monster to fit in your average Deck, but has some noticeable positives worth to mention. Obviously will need a special Deck if we want “Rain Bozu” to become either a powerful offense or a solid support in our backrow, often requiring nearly no investment on an Extra Deck or a way to get the biggest difference on number of Extra Deck cards as fast as possible. On the other hand, the high Scale and decent support arround “Rain Bozu” makes its abilities not a top priority, letting us center on other monsters as this monster assist us with Pendulum Summons and a reasonable ATK boost. When compared to hundreds of other Pendulum Monsters “Rain Bozu” clearly is at a major disadvantage in terms of effects and flexibility, but it has some solid potential by just tweaking our Deck arround its unique interactions.

 

Personal Rating: B

 

+ Gains 200 ATK or DEF by the difference of cards in the players’ Extra Decks
+ Provides a monster 100 ATK by the difference of cards in the players’ Extra Decks
+ Changes to Defense Position after an attack
+ Goes to the backrow when destroyed
+ High Scale
+ Basic options and methods to obtain high stat boosts

 

– Requires a Deck or certain options arround its effects
– Might be limited to a supporting role during most Duels
– Overshadowed by other Pendulum Monsters

Fiend Griefing

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Target 1 monster in your opponent’s Graveyard; shuffle it into the Deck, then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
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Currently Found In: Crossed Souls (CROS-EN076), 2016 Mega-Tin Mega Pack (MP16-EN035)

The Graveyard became of major location for resources in no time, right when “Monster Reborn” and other revival effects in the first years of the game allowed players to cheat heavy summons. As time passed the importance of the Graveyard increased expotentially, with not only a variety of methods to bring monsters and other cards from that location, but also the ability to play cards and effects by using such place for their costs. This also encouraged many strategies to simply mill away most of their Deck as fast as possible, granting them immediate access to key cards and plays without having to wait to be drawn. Obviously the major role of the Graveyard has in many strategies makes it the main target of many counters, with some cases where halting any potential interactions can completely halt an entire turn.

 
“Fiend Griefing” is a Trap Card that at first might seem quite tame on its abilities, but carries an incredible potential to cause biased results in our favor. “Fiend Griefing” will choose a monster from the opponent’s Graveyard to return it back to their Deck, following with the ability to mill a Fiend from our own Deck. Under the right activation timing not only “Fiend Griefing” can single handedly turn whole Duels in our favor, as not only can remove key cards from the opponent but also provide us with one of many valuable Fiends to play with in our Graveyard.

 
The use of “Fiend Griefing” takes two steps, going against the opponent while giving us a highly favorable outcome. While any opponent’s monster will do the moment they hit the Graveyard, “Fiend Griefing” because specially effective if the opponent is in the middle of playing their cards and combos. Various revival effects will target a monster to be summoned from the Graveyard, a recurring situation which “Fiend Griefing” can technically negate as shuffles their target back to the Deck. In other cases the opponent might have monsters such as “Destiny HERO – Malicious” and “Eldlich the Golden Lord” providing highly valuable abilities from the Graveyard, so getting rid of them even temporarily can stop any plans they had involving them. Otherwise “Fiend Griefing” can delay certain cards and summons which require specific monsters in their Graveyard, easy to predict once we figure out their strategy or simply see any cards they search by effects. While its role as a counter tool is more than assured, things become even worse for the opponent as we mill one of several powerful Fiends to gain the upper hand in terms of Graveyard resources. The majority of Burning Abyss monsters will trigger their abilities once they hit the Graveyard, with “Graff, Malebranche of the Burning Abyss” and “Scarm, Malebranche of the Burning Abyss” providing monsters from our Deck, as well “Farfa, Malebranche of the Burning Abyss” and “Alich, Malebranche of the Burning Abyss” further disrupting the opponent’s turn. Other options won’t be as effective but still valuable under the right Fiend Deck nonetheless, ranging from “Archfiend Heiress” giving us access to the entire Archfiend card pool, or milling “Grapha, Dragon Lord of Dark World” so its archetype can immediately summon it from the Graveyard. Is really all up to the Deck and the Fiends that get involved, as from milling our cards with powerful monsters so the likes of Infernoid and Infernity can summon them, to working arround “Fiendish Rhino Warrior” and/or the Ritual Djinns to arrange our Graveyard with various resources, “Fiend Griefing” can do a lot with an effect that acts arround and against Graveyards.

 
“Fiend Griefing” has many similarities to other cards that interrupt the opponent’s Graveyard in one way or another, but is that extra benefit of milling a Fiend that makes it stand out over the competition. If we separate the effects we can clearly see some potentially better options, like “Called by the Grave” not only disrupting the Graveyard but also negating effects if any, or “Foolish Burial” milling any monster without having to wait the activation of a Trap Card. But because “Fiend Griefing” offers a 2-in-1 ability is what makes a potential staple among many Fiend Decks, following the manipulation of the opponent’s Graveyard with the likes of Burning Abyss providing further benefits, or simply preparing the Graveyard with powerful fiends like “Grapha” or Infernoids. It might depend on the opponent’s Graveyard to start getting into action, but we can simply prioritize one effect or another if needed under certain circumstances. In resume, if you want to create a highly favorable outcome where the opponent loses vital cards while getting our own in return, “Fiend Griefing” deserves an important spot in many Fiend Decks with even the slightlest interactions arround the Graveyard.

 

Personal Rating: A

 

+ Returns an opponent’s card from their Graveyard to the Deck
+ Mills a Fiend monster from our Deck
+ Strong counter against a variety of Graveyard interactions
+ A big number of strong Fiend Decks to mill with this card

 

– Might be overshadowed by slightly better and/or faster options
– Relies on the opponent’s Graveyard and timing for its best results