Purple Dragon Archfiend
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Purple Dragon Archfiend
Tyrant Red Dragon Archfiend ———————————————— 2 Tuners + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. You can only use each of these effects of "Tyrant Red Dragon Archfiend" once per turn. ● During your Main Phase 1: You can destroy all other cards on the field, also, for the rest of this turn, other monsters you control cannot attack. ● During either player's Battle Phase, when a Spell/Trap Card is activated: You can negate the activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK. ———————————————— Can Be Found In: The Dark Illusion (TDIL-EN050), Duelist Pack: Dimension Guardians (DPDG-EN030)
"Red Dragon Archfiend" was one of the very first Synchro Monsters to debut in the game, as well having an important role in the 5D's series. While was already a powerful creature with some options of its own, ARC-V reintroduced this monster to the franchise with a pool of several counterparts. Creating an entire archetype of Synchro Monsters with powerful removal effects, in combination with Resonator and Archfiend options "Red Dragon Archfiend" went from a lone lead monster to a whole Extra Deck with various forms to choose from.
"Tyrant Red Dragon Archfiend" follows the trend of the other Red Dragon cards by being a loner with powerful offense to lead Duels with. "Tyrant" gives us the option to clear the entire board to remain the sole monster on the field, but will be the only one able to attack for the rest of the turn. To further assure its performance, "Tyrant" can negate and destroy any Spell or Trap activated during the Battle Phase, not only stopping any counters against it but also gaining a permanent 500 ATK boost as a bonus. In resume, "Tyrant" is a card to play solo as tries to assure a direct attack by combining its two effects, and with already quite the high stats it might become an unavoidable finisher if the opponent isn't prepare for its arrival.
"Tyrant" is a bit more expensive compared to the average Synchro Monster, as requires two Tuners instead of one for its arrival. But overall is not as difficult as any other Synchro Summon, having all sorts of routes to aim for with the extra step of bringing an additional Tuner. Red Dragon monsters are often playing along the Resonator archetype, as thanks to monsters like "Red Warg" and "Red Resonator" we can quickly prepare the summon of "Tyrant" immediately from the first turns. But while that might seem its default build many others can also achieve its requeriments almost as quickly, ranging from Eyes of Blue using their Tuners' effects along "Blue-Eyes White Dragon", to Deskbots and their combined mechanics arround Synchro and Pendulum summons. In later turns "Tyrant" might not be revived due its own restriction, but can allow another Red Dragon copy its effects thanks to "Red Supremacy".
"Tyrant" has a single purpose and is to clear a path for its direct attacks, and with two effects assuring this outcome makes it quite the threat. Despite "Tyrant" forced to remain alone on the field in most scenarios, with 3500 ATK and the potential to increase it further makes it almost assured to take a big quantity of Life Points to the point of finishing off our opponent. Although the removal effect of "Tyrant" will take care of the opponent's backrow there are still some cards its negation effect can take care of, usually those activated from the Graveyard or any backup the opponent can use when battling "Tyrant" on their Battle Phase. Keep on mind that despite "Tyrant" being the only monster able to attack after clearing the field we can still bring monsters to make it company, so unless we are planning on using its removal effect in the next turns we can instead focus on its negation effect to protect its allies.
Simply requiring an additional Tuner when compared to the original "Red Dragon Archfiend", "Tyrant Red Dragon Archfiend" overall becomes the perfect finisher to rely on during late game. With an extremely destructive effect and a countermeasure against any surprises, "Tyrant" becomes quite dangerous if not stopped before its abilities get into action. But behind its high potential to end Duels "Tyrant" has some vital flaws to be aware of, like the fact in most cases by stay alone on the field to reduce the number of losses by its destructive effect, or losing some vital support due being limited to Synchro Summons to come out. Still, with two effects givin two powerful outcomes, if "Tyrant" isn't ending Duels on its own will cause severe damages towards the opponent.
Personal Rating: A
+ Destroys the entire field except itself + Can negate a Spell or Trap during the Battle Phase and gain 500 ATK in return + Well supported on its summon
- In most scenarios will stay alone on the field - Can only be brought by Synchro Summon
Friends of the stardust dragon
Majestic Dragons minus the majestic
*cries* there so beaut
Those are not synchro cards nor do they look like dragons
Hot Red Dragon Archfiend King Calamity ———————————————— 2 Tuners + 1 non-Tuner DARK Dragon-Type Synchro Monster When this card is Synchro Summoned: You can activate this effect; for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can target 1 Level 8 or lower DARK Dragon-Type Synchro Monster in your Graveyard; Special Summon it. ———————————————— Can Be Found In: Shining Victories (SHVI-EN097)
Popular monsters from the series often gain stronger counterparts to work arround with. While is not that different from Synchro or Xyz Monsters using each other to summon bigger creatures, their reputation among the fanbase as well their unique mechanics makes them stand out as viable boss monsters of their own builds. From the old yet famous "Dark Magician" to more recent iconic monsters such as "Odd-Eyes Pendulum Dragon", their goal focuses on becoming the main source to bring their stronger forms and rule the board with their abilities.
"Hot Red Dragon Archfiend King Calamity" is one of the counterparts involving "Red Dragon Archfiend" or their many Synchro forms introduced on its own archetype. With a heavy investment on materials required, "King Calamity" already makes it worth playing as once Synchro Summoned will shut down any use of cards or effects for the rest of that turn. That also include any chainable effects, making the summon "King Calamity" completely safe of most countermeasures. With an already incredible 4000 ATK, "King Calamity" assures a powerful offense in its battles as will deal damage equal to the original ATK of whichever monster destroys by its attacks. Finally we don't have to worry much about "King Calamity" defeat by a destructive source, as in return we will be able to revive a Level 8 or below DARK Dragon Synchro from our Graveyard, either keeping our field safe of various danger and/or preparing a new "King Calamity" when the opportunity comes. In resume, "King Calamity" is a winning condition by restricting any possible defenses against us and its summoning, and with its highly damaging attacks either finish the opponent before the next turn comes or is taken down and bring another Synchro Monster to take over and complete the task.
"King Calamity" asks for some rough conditions for its summoning by requesting two Tuners and a DARK Dragon Synchro. Thanks to its own archetype, "Red Dragon Archfiend" and its many counterparts will often become its materials as the archetype shares support with the Resonator Tuners, easily preparing its arrival by little to no effort. "Resonator Call" will gather Resonators to our hand, while later on "Red Carpet" will revive them in pairs as soon a Dragon Synchro is on our field. Other Tuners can become available under certain circumstances, like "Cherry Inmato" summoning its own copies upon defeat or "Junk Synchron" reviving a small Tuner when Normal Summoned. If we are already on the lead, "Hot Red Dragon Archfiend Bane" and "Hot Red Dragon Archfiend Abyss" are other boss monsters which will keep summoning Tuners so we can bring "King Calamity" with little to no effort (We might need a free Extra Monster Zone to use on in some cases). Keep on mind that we are not forced to exclusively work arround Red Dragon Archfiend monsters to bring "King Calamity" or even using its revival effect, so we can play arround alternatives such as "Red Rising Dragon" and "Samsara, Dragon of Rebirth" to diverse our setups along the right Tuners. Last but not least some Traps will allow us to take shortcuts to summon "King Calamity", like "Reject Reborn" reviving a Tuner and a Synchro Monster or "King's Synchro" allowing us to use a single Tuner from the Graveyard for this summon.
With 4000 ATK and the ability to deal additional damage with its attacks, "King Calamity" will either take down the opponent the moment it comes to the board or leave them with few Life Points trying to. With the ability to forbid the activation of cards and effects for the rest of the turn is summoned not only makes "King Calamity" safe of most menaces, but also allow us to play other cards without being afraid of the opponent responding against them. In most cases will battle an Attack Position monster and overall deal 4000 damage due the damage calculation combined with its Burn effect, sufficient to deal lethal damage in mid or late game. And if the opponent plays defensive instead we can take a slower approach by chipping away their Life Points until we obtian a removal effect such as the original "Red Dragon Archfiend" or "Scarlight Red Dragon Archfiend" to clear a path with. If the opponent survives the turn "King Calamity" arrives is most likely that they'll take it down on their turn, but if the cause is by destruction we will be able to revive powerful Synchro Monsters including several Red Dragon Archfiend members, "Beelze of the Diabolic Dragons", or "Dark End Dragon" among others.
With assured damage coming from its attacks and making the turn is summoned completely safe, "Hot Red Dragon Archfiend King Calamity" is a highly reliable monster to finish off the opponent with. It might take some work to be summoned, but with the tools arround its archetype as well some alternatives to diverse our setups we shouldn't have much trouble to Synchro Summon it at the right occasion. But although "King Calamity" is the best card to bet on when the oppotunity comes to finish the Duel, due its expensive requeriments is often overshadowed by cheaper members such as "Hot Red Dragon Archfiend Bane" (Which fortunately can revive "King Calamity") or "Tyrant Red Dragon Archfiend" to dominate the field with. Yet, with highly damaging which the opponent will have few to nothing to counter against, "King Calamity" still deserves a place in any Extra Deck capable to summon it with ease.
Personal Rating: A
+ The opponent is unable to activate cards or effects for the rest of the turn is Synchro Summoned + Deals damage equal to the original ATK of the monster it destroys in battle + Revives a Dragon Synchro when destroyed + Several options and support to ease its summon
- Overshadowed by cheaper Synchro Monsters in the archetype - Expensive summon without the proper resources