Call of the Archfiend
Trap Continuous

Call of the Archfiend

  • Archetype:
  • Archfiend

  • View:
  • 3827




You can target 1 Level 5 or higher Fiend monster in your GY; discard 1 Fiend monster, and if you do, Special Summon the targeted monster. You can only use this effect of "Call of the Archfiend" once per turn.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 8, 2026
52± 8/ 100
Power Score
Intrinsic 50
Deck 54

Call of the Archfiend — Power Evaluation

Final Score: 52 ± 8 · Confidence: Medium

  • Intrinsic: 50 · Deck: 54 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Combo enabler

Why it scores here

Call of the Archfiend converts a discarded Fiend into a Level 5+ Fiend revived from the Graveyard, a one-for-one recursion that keeps the Archfiend engine's bodies flowing. It is a set trap, so it is slow and easy to disrupt, and it brings no opponent interaction. Its high deck count (159 decks, 33 archetypes) confirms it is a dependable, portable piece in Archfiend-style lists, but that popularity was not used to inflate the score. No combo boards were supplied, so the conversion value rests on card text and deck placement alone.

Axis scores

Axis Score Evidence
Accessibility 55 Played in 159 decks across 33 archetypes, but it needs to be set and waited on before use, and no combo starter/searched stats exist (inferred, observed deck count).
Combo & Conversion 55 Revives a Level 5+ Fiend from the GY at the cost of discarding one Fiend, a real body gain from text, with no board-level confirmation (inferred).
Resource Economy 45 Spends the trap and a discarded Fiend to return one monster, roughly even to slightly negative in card count, though the discard refuels the GY (inferred from text).
Effect & Interaction 15 No negation, removal, or disruption on the card; it only recovers a monster (verified from text).
Material Utility 30 The card itself is not material; the Fiend it revives can be used as material, but no material role stats exist (inferred).
Resilience & Flexibility 40 GY-only target, once-per-turn limit, and a set-trap window leave it exposed to traps, but it works across several archetypes (inferred, observed deck spread).
Deck-Building Efficiency 65 One trap slot with generic Fiend-only requirements, typically run at 1–3 copies with no garnet or lock cost (observed, copies per deck avg 1.73).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Starter/Combo enabler. Intrinsic ≈ 50, Deck ≈ 54, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Revives a Level 5+ Fiend from the GY for a single discard, giving a board body back from a dead position (verified text)
  • Appears in 159 decks across 33 archetypes, so the recursion role is practical and portable (observed)
  • Low slot and garnet cost; generic enough to run 1–3 copies (observed)

Weaknesses

  • Set trap that requires a turn before use, slowing its speed (verified rules)
  • Zero opponent interaction; it does not negate, remove, or stop a threat (verified text)
  • Two-card cost (the trap plus a discarded Fiend) for one monster, so it is card-disadvantageous (inferred)
  • Restricted to Level 5+ Fiend targets in the GY, limiting which bodies it can recover (verified text)

Counters / choke points

  • Trap negation or set-trap removal during its set turn (inferred)
  • GY-based removal or banishment of the Fiend target before activation (inferred)

Best use

Recovery/Recursion. Decks: Archfiend builds, Fiendsmith lists, Summoned Skull and Labrynth builds with Fiend-level targets. Suggested copies: 2.

Evidence & gaps

  • Verified: Set Trap Card; discard one Fiend to Special Summon a targeted Level 5+ Fiend from the GY; once per turn; No opponent interaction (negation or removal) on the card text; Appears in 159 decks across 33 archetypes (deck evidence)
  • Observed: Copies per deck average 1.73, max 3 (deck evidence); Top partners include Fiendish Rhino Warrior (49.1%) and Knightmare Phoenix (43.4%) (deck evidence)
  • Inferred: Two-card cost for one monster makes the card card-disadvantageous; Set-trap timing makes the card slow and easy to disrupt
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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