As mentioned before in other guides, the latest box Abyssal Encounters came with cards that were only released recently in the OCG/TCG. Call of the Archfiend actually was only released this month (February) in the TCG. This new trap card combined with Archfiend Emperor, The First Lord of Horror (UR) can make for a very strong deck that has a lot of aggression because you can both swarm your board with big fiend monsters, and at the same time get rid of your opponent’s monsters/backrow thanks to Emperor Archfiend’s effect.
The decklist we’ll feature here seems to be one of the more optimal versions that currently exists, which gained a lot of popularity when Dkayed quickly released a YouTube video after the box was released in which he and his girlfriend showcased the power of the deck.
This is the MVP of the deck. Although he is a level 8 monster, he can be normal summoned without a tribute, but in that case his attack will be halved and he’ll be destroyed during the End Phase. The way you’d want to use this card most of the time is by normal summoning him, using its effect to banish one Archfiend card to destroy one card on the field (this includes Call of the Archfiend!) and either attack with 1500 attack, or let it destroy himself. Now that he’s in the graveyard you can special summon him with Call of the Archfiend by discarding one fiend monster (this is an effect so you can use this with Dark World cards!).
A very powerful trap that can special summon a level 5 or higher fiend monster from the graveyard but you also need to discard a fiend. As mentioned above, because the text about discarding is after the semicolon (“;”) , this is an effect and not a cost, so it can work well with Dark World cards. This card will mostly be used to bring back your Archfiend Emperor from the graveyard after he was destroyed by his own effect, but it can also be used to bring back Dark Necrofear. Because you can only use this effect once per turn, if you draw extra copies those will be useless, however you can banish them to use Archfiend Emperor’s effect because it is an “Archfiend card”.
Because this deck only runs fiend monsters and can easily fill the graveyard with fiend monsters (with Trance Archfiend, Sphere Kuriboh, Call of the Archfiend), but also thanks to the skill fiend farewell; Dark Necrofear is an obvious pick for this deck. It has a decent attack and high defense, and even if your opponent can deal with it, you can take control of one of their monsters during the end phase.
You can summon Dark Necrofear with the Call of the Archfiend trap, but Dark Necrofear needs to be special summoned properly first. This means he first needs to be special summoned by banishing 3 fiends from your graveyard, then when he goes to the graveyard later on he can be brought back with Call of the Archfiend.
Doomdog Octhros is in the deck to search for either Dark Necrofear or Archfiend Emperor. This is a great card to set turn 1 if you go first.
Because you’ll be banishing a lot of fiend monsters with the effect of either Archfiend Emperor or Dark necrofear, you’ll almost always have a target to bring back with Escape from the dark dimension. This card and Call of the Archfiend are the reason this deck can put on so much pressure on your opponent because your opponent will have to deal with an onslaught of big monsters that keep getting special summoned from the graveyard or banished zone.
Besides Emperor Archfiend and Call of the Archfiend, this is the only other Archfiend card in the deck, so these three are the cards to banish for Archfiend Emperor’s effect. He’s always been a popular pick for fiend decks (in both Dark World and Necrofear decks) because you can quickly fill your graveyard with fiends, but you can also add one of your banished dark monsters to your hand when it’s destroyed, the most popular pick for this effect being Sphere Kuriboh.
The only defensive card in this deck. Not much needs to be said about him since almost everyone knows this card by now. It’s a fiend, easily sent to the graveyard, powerful effect to defend your life points or monsters and a good pick to add back to your hand with Trance Archfiend’s second effect after you banished it to special summon Dark Necrofear.
Another Archfiend card, can be special summoned with Call of the Archfiend. Has a useful effect to protect your other monsters by banishing fiends from your graveyard (which adds fuel for Escape from the dark dimension). Can also special summon Emperor Archfiend or Dark Necrofear from your graveyard after this card is destroyed and sent to the graveyard.
Boosts all your fiend monsters by 500 atk, and if you control an archfiend monster (say Emperor Archfiend) you can banish another fiend monster you control to special summon, from your hand/graveyard or deck , an Archfiend monster with the same level as that other Archfiend monster. So you could quickly special summon another Emperor Archfiend with this card.
Needlebug version uses only traps to revive from GY, not the banish>revive mechanic.
The consistency comes from sending your high level Archfiends (preferrable Emperor+Empress) to the graveyard ASAP.
If not for Fur Hire (Wiz), this deck would be recking meta even now (it's particularly good against Heroes and Amazoness).
I reached lvl 20 in the recent KC Cup with Lyla/Needle Archfiends alone.
Because Archfiend traps only work on high level Archfiend monsters, and only 2 monsters meet that requirement and are also good cards - Emperor and Empress.
Running 25-30 cards in your deck would make it even less consistent and you would need to run crappy Archfiend monsters, whereas running 2 Lylas and 2-3 Needlebugs gives you a high chance to draw at least one of those in your opening hand.
Protip for you Archfiend users: Put in two Ultimate Providence (R card, cheap to get).
In a meta that is rampant with monster effects, being able to discard 1 card (which you want to do anyways), and negated an opponent's monster's effect AND destroy that monster is just super good.
Actually Archfiend decks are always vulnerable to some common meta decks, depending on the version, since you can only deal with some decks through tech cards. I would say it is tier 2. KoG worthy, at least.