Everyone loves legacy support – new cards designed for old themes. That's a simple statement, but it has radical repercussions for the shape of the game. The right legacy support can take a theme from being dead in its tracks to a competitive powerhouse in just a few weeks. More importantly, it can keep a certain chunk of the player base involved with the game much longer than they necessarily would've been had that particular support not been released. Let's be honest here, everybody has their favorite themes when it comes to Yu-Gi-Oh. There're always just one or two decks that you keep coming back to again and again. What would happen if the one deck that you exclusively love more than all others goes five years without any support? You might begin to lose interest in the game. Konami knows that, and that's one of the big reasons you can hold on to your deck and periodically find new and fun ways to play with it.

You can divide legacy support into two different categories: direct or indirect. The cards that are made for exclusive use with one particular theme would be considered direct support. Harpies' Hunting Ground or Bujincarnation are two great examples of direct support; if you aren't playing Harpies or Bujins the effect of the card might as well read "Derp." On the other hand, Transmodify's a great example of indirect legacy support. It's a high-utility spell that needs no specifications other than monster type and attribute. Cards like that are commonly termed "splashable," as they're easy to splash into numerous strategies.


Archfiends are a really great example of a good old-fashioned Yu-Gi-Oh! revival. This fiendish family's one of the oldest named archetypes in the game, and by the time they got new cards in last year's phenomenal Judgment of the Light it would've been safe to say legacy support was long overdue. The incredible new abilities of cards like Archfiend Heiress and Archfiend Palabyrinth put the theme near the top of everyone's list as a potential deck for competitive play. The deck had a few successful showings in Regional tournaments and even a notable YCS showing, but nothing quite lived up to the hopes of hardcore Archfiend fans. Archfiend Commander helped to bolster the theme's chances a little bit, but it still wasn't quite enough to see them through to the finish line. So what does a deck like this need?

Two words: Supply Squad.

Super Starter Decks Usually Super Suck, But…
…this time around Super Starter Deck: Space Time Showdown actually had some redeeming qualities to it – mainly Supply Squad, arguably the best continuous spell card in the game. Everyone on the planet has already written novels about Supply Squad but it's for good reason – the card's incredible. I'm really thankful that it came in a starter deck, or else it would've been a gajillion dollar foil. The effect boils down to something really simple: if a monster you control is destroyed, draw a card. Supply Squad doesn't miss timing and you can chain multiple copies of it together onto a single chain. It's a straight forward card that has massive results. I've spent my time focusing a lot on building decks around Supply Squad, and Archfiends are no exception.

The Archfiend theme as a whole centers a lot on destruction effects and with the recent Reboot of the strategy, the deck now capitalizes on those efforts. Supply Squad plays into that notion really heavily. Your Archfiends monsters usually destroy other Archfiend monsters as a way to get to even MORE Archfiend monsters in a vicious cycle of fiend-eat-fiend. Supply Squad takes those 1-for-1s and translates them into +1s just by being on the field. That's a big shift in momentum right there and in a game that already has you down one card if you go first, making up for those poor numbers really helps to win the battle. Let's examine the deck list and see how all of this card advantage translates into actual cards.

DECKID= 100910When you're playing Archfiends the general rule of thumb is that you have to get to Archfiend Heiress as quickly as possible. Heiress is one of the best searchers in the game. If it's sent to the graveyard by card effect or battle, it searches you a card. Its effect is mandatory too, so you don't have to worry about losing out on a card if a chain's resolving. Heiress is one of the best cards to use in conjunction with Supply Squad because of the synergy between the two cards. One of the best parts about Heiress is that she's a Level 3 Fiend, which is just another way of saying "Tour Guide target."

Believe me when I say that this is one of the best decks to play Tour Guide From the Underworld in. As an outright +1 Tour Guide has always been good, but as the overall power level of the Rank 3 Xyz monster toolbox has decreased with gradual power creep, so has the perceived worth of everyone's favorite bus attendant. Archfiends give the lost little traveler a bit more direction in her life. In fact, opening Tour Guide is almost always better than opening Heiress straightaway depending on what you have in your hand.

Opening up Tour Guide From the Underworld and Archfiend Commander is a great way to place a ton of pressure on your opponent if you're going first. It's a really simple combo:

-Normal Summon Tour Guide From the Underworld and Special Summon Archfiend Heiress using Tour Guide's effect.

-From your hand, Special Summon Archfiend Commander and destroy Heiress with Commander's effect.

-Since Heiress was destroyed by a card effect, use its ability to search out Archfiend Palabyrinth. Activate it.

-Using Palabyrinth's effect, banish TGU to Special Summon another Archfiend Commander from your deck.

At this point you can go into any of your Rank 6 Xyz and you'll still have four cards left in hand. That's an intimidating opening regardless of whatever deck you're playing.

Archfiend Palabyrinth is really great for a ton of combos like that. You can wreak a ton of havoc with Archfiend Emperor, the First Lord of Horror using that card. The dueling community can be pretty divided when it comes to Archfiend Emperor, the First Lord of Horror but I'm definitely all for the big boss. The Emperor's great spot removal as well as a massive beater in desperate times. Sure, if you Normal Summon Archfiend Emperor it's only 2000 ATK with the field spell, but if you Special Summon him any other way – and you have lots of options – then your opponent has to stare down the barrel of a 3500 ATK behemoth ready to destroy them.

Archfiend Cavalry is another new member to the Archfiend family and a notable one at that. Whenever Cavalry's destroyed by card effect and sent to the graveyard a different Archfiend monster will be Special Summoned in its place. That makes for some great combos with Archfiend Commander as well as Generation Shift, a card that I was completely unaware of last time I wrote about this deck. Generation Shift destroys a monster you control and adds a monster with the same exact name from your deck to your hand. It enables a lot of cool tricks and when coupled with Supply Squad the free card train starts a-rollin'.


Generation Shift makes for some cool battle tricks with Archfiend Cavalry. Activating Generation Shift after you've swung with Cavalry can bring out Archfiend Emperor to swing another 3000 Life Points off of your opponent or it can just create a massive wall to stop attacks, depending on whose turn it is.

All of these cards create an incredible number of scenarios for you to play around with and because of Supply Squad, you no longer have to live with the scenario of "if only I had just one more card." Usually, Supply Squad is going to net you that card you needed anyways.

Alright, Buck. Where's The Bang!?
$100. You're running some really hype cards, but chances are you already have them.

Every time I pick up this deck it gets better and better. There's just a lot of replay value here. Maybe you already know? I'd love to hear about it in the comments section below!

-Zach Buckley

Team Nofatchx