Deck made by and credited to u/lesikra
An Archfiend deck that can do beatdown, protection, and maintain field presence. The most critical flaw of this deck is it's heavy reliance on combos with it's difficulty in maintaining resources. Although if you manage to get past those flaws this deck can be overbearingly powerful.
You can Normal Summon Archfiend Emperor, the First Lord of Horror without Tributing, but, if you do, its original ATK and DEF are halved and it’s destroyed during the End Phase. Once per turn you can banish an Archfiend card from your hand or graveyard to destroy a card on the field.
Both these effects make him great for setting up your later plays. By banishing an Archfiend monster from your hand or graveyard, you can prepare that monster to later be revived by D.D.R. - Different Dimension Reincarnation or Escape from the Dark Dimension. Even If he destroys himself during the End Phase, he can later be revived by Archfiend Commander or Archfiend Empress.
He is also the only monster you can Normal Summon without tribute in this deck and can be useful to manage your opponent's field presence. He can destroy upto 2 cards your opponent controls (One via his effect and one via battle if you are lucky.) before he leaves the field.
Archfiend Empress can be difficult to get on the field early game. But if you do manage to get her on the field can provide great protection for your DARK Fiend monsters, protecting them from both battle and effect destruction.
The best ways to summon her are with D.D.R. - Different Dimension Reincarnation and Escape from the Dark Dimension while she is banished. You can also summon her with Monster Gate, but Monster Gate in itself is very unpredictable. Finally, you can combo Archfiend Palabyrinth with your Normal Summoned Archfiend Emperor, the First Lord of Horror to summon Archfiend Empress, but this does require you to banish a monster already on the field like a Doomsday token summoned the previous turn.
Aside from protecting your monsters another way Archfiend Empress sustains your field presence is by reviving a powerful monster if ever she is destroyed. Note that she cannot revive herself or other Archfiend Empress.
Archfiend Palabyrinth is great at extending your field presence. For this deck it is only useful if you control a level-8 Archfiend monster so Normal Summoning Archfiend Emperor, the First Lord of Horror or getting a level-8 Archfiend on the field some other way is required to get Archfiend Palabyrinth going. Doomsday tokens are then the best cost to banish for Archfiend Palabyrinth.
With the skill you can add Allure of Darkness to your hand when your LP is reduced by 1800. Allure of Darkness is used to Banish a DARK monster (which is any monster in this deck) from your hand to draw 2 cards.
The Banished monster can then be Special Summoned by D.D.R. - Different Dimension Reincarnation or Escape from the Dark Dimension.
The best time to use Fires of Doomsday is during your opponent's turn so as to not affect your ability to summon. But you can only activate one Fires of Doomsday per turn even during your opponent's turn.
Lets say your field is empty and the opponent does not have the means to OTK you, you can activate Fires of Doomsday during your opponent's End Phase and activate your skill during your turn. If your opponent can OTK you, let some attacks go through to reduce your LP by at least 1800 before you activate Fires of Doomsday.
Depending how many tokens you have left after your opponent's turn you can do any of the following:
1 Token: Tribute Summon into Archfiend Commander and use his effect to revive Archfiend Emperor, the First Lord of Horror or Archfiend Empress from the graveyard.
1 Token: Normal Summon Archfiend Emperor, the First Lord of Horror and target him with Archfiend Palabyrinth. Banish the Doomsday token and Special Summon Archfiend Emperor, the First Lord of Horror or Archfiend Empress from your deck.
1 Token: Tribute the token as cost for Monster Gate and hope you get the monster you want.
2 Tokens: Tribute Summon into Archfiend Emperor, the First Lord of Horror or Archfiend Empress. Or do one of the plays mentioned above using only 1 token.
After you Normal Summon Archfiend Emperor, the First Lord of Horror with his effect and use his effect, you can Special Summon Archfiend Commander and destroy Archfiend Emperor, the First Lord of Horror. Archfiend Commander is more likely to be a threat during the Battle Phase and at least leaves you with a 2500 attack monster during the End Phase.
Special Summon Archfiend Commander when Archfiend Empress is on the field. Archfiend Empress can negate the destruction effect, which effectively means you just summoned Archfiend Commander by banishing a monster from the graveyard. Or you can let Archfiend Commander destroy Archfiend Empress so that you can revive Archfiend Emperor, the First Lord of Horror.
Tribute Summon Archfiend Commander by tributing Archfiend Emperor, the First Lord of Horror or Archfiend Empress. Archfiend Commander can then retrieve the monster and you will have 2 powerful beaters on the field.
Can be a good way of turning your Doomsday token into a bigger monster, even though you have no control over what monster appears. Keep in mind you cannot activate Monster Gate the same turn you activate Fires of Doomsday, so make sure you summon the tokens during your opponent's turn.
Also useful for tributing an Archfiend Emperor, the First Lord of Horror that was Normal Summoned with it's own effect. Making use of the monster before it blows itself up during your End Phase.
Revival for this deck will mostly be Special Summoning monsters that were banished. This deck does alot of banishing with Archfiend Emperor, the First Lord of Horror, Archfiend Empress, Archfiend Palabyrinth, and even your skill so using revival like D.D.R. - Different Dimension Reincarnation and Escape from the Dark Dimension is really straightforward and effective.