During each of your Standby Phases, you must pay 500 Life Points (this is not optional), or this card is destroyed. Before resolving an opponent's card effect that targets this card, roll a six-sided die, negate the effect if you roll 1, 3 or 6, and if you do, destroy that card.
Pandemonium is a Field Spell that allows you to search for another “Archfiend” monster from your Deck to your hand which is lower level than Skull Archfiend of Lightining, whenSkull Archfiend of Lightining was destroyed and sent to the Graveyard via card effects. It also allows you to sustain Skull Archfiend of Lightining on the field without paying 500 Life Points every turn. Archfiend Palabyrinth allows you to target Skull Archfiend of Lightining on your Field, then banish another Fiend-type monster from your Field to Special Summon 1 level 6 “Archfiend” monster from your hand, Deck, or Graveyard. Call of the Archfiend is a very powerful continuous Trap that can revive your Skull Archfiend of Lightining from the Graveyard to the Field, by discarding any Fiend-type monster as cost. Trance Archfiend can activate its effect to discard Skull Archfiend of Lightining from your Hand to the Graveyard, in order to be Special Summoned with Call of the Archfiend. Archfiend General is both a powerful beater, and searcher for Pandemonium Field Spell. Archfiend Cavalry can Special Summon Skull Archfiend of Lightining from your Graveyard when it was destroyed by a Card effect.
Fiend Farewell Can be used when one of your monsters is destroyed by battle. 1 random Fiend-Type monster from your Deck is sent to the graveyard.
Negates the effects of Effect Monsters / Negates the effects of Spell Cards / Negates the effects of Trap Cards / Destroys your opponent's Monster Cards / Destroys your opponent's Spell Cards / Destroys your opponent's Trap Cards