Nightmare Archfiends OTK

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Revision as of 08:54, 12 March 2009 by 58.178.239.205 (talk)
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On the opponents turn, activate a trap monster then play Nightmare Archfiends to summon three Nightmare Archfiend tokens, you should do this on your opponents turn after you have everything set up. Then play The Flute of Summoning Kuriboh to bring out Winged Kuriboh(this is easier then trying to get Winged Kuriboh out on its own). Then play Transcendent Wings to summon Winged Kuriboh LV10. Finaly, activate its effect to destroy all the tokens and inflict 6000 points of damage, and an aditional 2400 damage due to Nightmare Archfiends effect.

The best part is your opponent will take even more damage if they have any more monsters on the field so even if they have gained some life points they should still lose. Also you have as much time as you need to set everything up.

But, this deck has some weaknesses. It can be countered by cards like Doppelganger, Jinzo, Barrel Behind the Door, Black Horn of Heaven or more favourably Prime Material Dragon, which stops Winged Kuriboh LV10 effect to destroy their monsters.

To deal with this you could use something like A-Team: Trap Disposal Unit, and other anti trap stuff, If you're gonna make this deck you should include stuff like Magical Mallet, and Reload, to get the cards you need faster.


Required Cards