Fiendsmith

Master V from on April 15th, 2025
cp-ur 1260 + cp-sr 300
40 cards

Notes & Combos

The Masterduel equivalent to TCG's Fiendschmidt (aka. Fiendsmith Control).

The deck basically 3 engines that excels in the grindgame (Fiendsmith, Primite, Kashtira) and as many handtraps I can fit in a 40 card deck to make sure we get to the grindgame.

Fiendsmith:

  • With Necroquip in the game, a single Fiendsmith card is finally a 1 card combo ending on a rank 6 (usually Caesar). But if possible you dont really want to use your Necroquip as xyz material since the draw 1 is huge for this deck with the amount of handtraps you play.
  • I rarely make Desirae. Most of the time, I just end with Necroquip and maybe Caesar

Primite

  • Drillbeam is insane. I've won a lot of games with just handtraps + drillbeam banishing each turn. I run 2 coz you can get both online to use in both of your turns.
  • Roar is doing double duty. Its a decent interrupt with its graveyard effect. But you can also use it to bridge into your Fiendsmith engine with White Duston.
  • White Duston is your bridge to Fiendsmith. Summoned Skull is either a free rank 6 material or the monster you put on field to get Drillbeam and Roar online.

Kashtira

  • Acts both as another engine for the grindgame and free material for your Fiendsmith combos.
  • This kinda makes you weak in to Nibiru. But you can just not go into your Fiendsmith lines if you have good enough interruptions to work with.

Handtraps

  • 19 handtraps is pretty good i guess.
  • Also you can still play Dominus Purge.
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