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.