Silent Swordsman gives Armades Control a secondary Boss Monster, together with an alternative way of dealing with Spellbook, which can otherwise be a problematic matchup. This Level 4 Warrior-Type also makes Trap Cards such as Paleozoic Canadia and Wall of Disruption even more effective and difficult to deal with thanks to its effect, essentially providing a way of preventing mass backrow removal (Hey, Trunade!).
You can Special Summon Silent Swordsman by Tributing D.D. Assailant, Junk Synchron, Silent Swordsman LV3 or, if you are the Auto-Duel AI, another Silent Swordsman. Each Standby Phase Silent Swordsman will gain 500 ATK, so, while its original ATK is pretty low, thanks to this effect and Silent Sword Slash, this monster will quickly become more of a threat.
In addition to the ability to, once per turn, negate the activation of a Spell Card, Silent Swordsman, similarly to its Spellcaster counterpart, can Special Summon from your Deck or hand another “Silent Swordsman” monster when it’s destroyed by battle or by an opponent’s card effect. The “Silent Swordsman” monster you more than likely want to Special Summon with Silent Swordsman’s effect is Silent Swordsman LV7, a 2800 ATK Warrior-Type monster that negates the effects of all Spell Cards on the field.
Since Silence Sword Slash’s effect can’t be negated, you will still be able to target Silent Swordsman LV7 with it and, since its activation can’t be negated either, an opponent’s Silent Magician, Wiz, Sage Fur Hire or Silent Swordsman won’t be able to prevent you from activating it.
Junk Synchron is a Level 3 Tuner that, when Normal Summoned, allows you to Special Summon a Level 2 or lower monster from your Graveyard. Thanks to What Grows in the Graveyard, you will begin the Duel with a copy of Dark Verger, a Level 2 non-Tuner, already there, so there will be no need to set up.
Use Junk Synchron and Dark Verger to Special Summon Armades, Keeper of Boundaries; Dark Verger will be sent back to the Graveyard, ready for your next turn.
This is the “Silent Swordsman” version of Silent Burning, it’s much easier to activate compared to its counterpart and it has an arguably more useful effect. This Quick-Play Spell permanently increases the ATK and DEF of a “Silent Swordsman” monster you control by 1500 and, until the end of the turn, it makes that monster immune to your opponent’s card effects.
Sphere Kuriboh, Drowning Mirror Force and Widespread Ruin won’t be able to stop your monster and you can even activate the effect of this card in response to them for protection. Koa'ki Meiru Maximus tries to destroy your Silent Swordsman? Chain Silent Sword Slash to it.
Armades is a Level 5 Synchro that is able to prevent your opponent from activating cards or effects until the end of the Damage Step if it attacks or is attacked; your opponent will not be able to use Sphere Kuriboh, Drowning Mirror Force, Widespread Ruin or Wall of Disruption, but you will still have access to your own Spell & Trap Cards.
If you destroy Silent Magician by battle, its effect will not activate and your opponent will not be able to Special Summon Silent Magician LV8 from their Deck or hand; you can attack freely into a face-down Man-Eater Bug or Snowman Eater with Armades because they won’t be able to activate their effects.
The new generic Level 6 Synchro from the Selection Box Vol. 02. HTS Psyhemuth is a 2400 ATK Psychic-Type monster that has the ability to banish an opponent’s monster it battles with after damage calculation together with itself.
Psyhemuth’s effect does not target, it can remove a Silent Magician or a Silent Swordsman from the field without triggering their floating effects and, unlike D.D. Assailant’s, it is not mandatory.
By banishing a “Junk” monster from your Graveyard, Junk Berserker’s effect allows you to permanently lower the ATK of an opponent’s monster by the ATK of the monster you banished. Since, in order to Summon Junk Berserker, you need to use Junk Synchron, you will have at least one card to banish for this effect.
In addition to the first effect, Junk Berserker is also able to destroy a Defense Position monster it attacks, which is great when you are facing Control, Kinetic Soldier and many other decks.
Ancient Fairy Dragon can be used to destroy Fire King Island, Vampire Kingdom or even Necrovalley. After destroying all Field Spells on the field, you will gain 1000 Life Points and then, if you have any, you will be able to add a Field Spell (Necrovalley) from your Deck to your hand.
Ancient Fairy Dragon’s effect also allows you to Special Summon a Level 4 or lower monster like D.D. Assailant from your hand during your Main Phase; if you activate this effect, you will have to skip the Battle Phase.
Pretty much the only Skill you can/want to run with this deck. What Grows in the Graveyard fixes one of the main issues you would encounter with Junk Synchron, meaning setting up the Graveyard before Summoning it to get value out of its effect.