DARK
4Mad Archfiend
Archetype:
Archfiend
ATK:
1800
DEF:
0
View:
2843
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this face-up Attack Position card is targeted for an attack: Change it to Defense Position.
Mad Archfiend — Power Evaluation
Final Score: 60 ± 8 · Confidence: Medium
- Intrinsic: 59 · Deck: 61 · Meta: provisional
- Primary role: Material body · Secondary: Beater, Defensive card
Why it scores here
Mad Archfiend is a clean Level 4 dark material body that consistently appears in Archfiend and Resonator Synchro decks (50% and 43% respectively, averaging 2.07 copies per deck). The card's piercing damage effect and defensive switch provide situational tactical utility, but the 1800 ATK does not meaningfully drive the power score. Without combo data or tournament evidence, the card appears primarily as a role-player: accessible within its archetypes, serviceable as Synchro material, and competent in deck synergy, but lacking the combo conversion or resource generation to score higher.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Reasonably accessible in Archfiend and Resonator decks (50% and 43% respectively) via Normal Summon or through archetype-specific synergy, but has no inherent search mechanism (inferred). |
| Combo & Conversion | 35 | No combo data supplied; text analysis shows no combo-generating effects, limiting conversion to single-card utility (verified). |
| Resource Economy | 40 | Piercing damage is conditional and modest; no card advantage generation, recursion, or token generation (verified). |
| Effect & Interaction | 45 | Piercing damage only triggers against Defense Position monsters and defensive switch provides situational protection; neither offers strong disruption (verified). |
| Material Utility | 70 | Clean Level 4 dark Fiend body usable as Synchro material with appropriate Tuners; 1800 ATK is reasonable for the level (verified). |
| Resilience & Flexibility | 50 | Defensive switch provides some protection against attacks and the card persists across turns, but lacks recovery or multi-zone presence (verified). |
| Deck-Building Efficiency | 65 | Level 4 normal-summonable monster with no locking or garnet risk; cleanly slots into main decks without restriction (verified). |
Calculation
Weight profile: 0.9 Material body + 0.1 Defensive card. Intrinsic ≈ 59, Deck ≈ 61, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Consistent inclusion in Archfiend and Resonator archetypes (50% and 43% of decks)
- Clean Level 4 dark Fiend body for Synchro material
- Defensive effect provides tactical flexibility in some matchups
- No inherent garnet or locking risk
Weaknesses
- No inherent search mechanism or combo generation
- Piercing damage is conditional and modest impact
- No resource generation or card advantage
- Limited defensive utility against disruption or removal
- Effect interaction is situational and weak
Counters / choke points
- Removal spells and monster effect negation blanks defensive switch
- Hand traps can prevent Normal Summon or Synchro usage
- Decks running primarily Attack Position defense reduce piercing damage relevance
Best use
Synchro material body with tactical defensive utility. Decks: Archfiend, Resonator. Suggested copies: 2.
Evidence & gaps
- Verified: Card is Level 4 dark Fiend type, ATK 1800 DEF 0; Text: piercing damage when attacking Defense Position monsters; defensive switch when targeted for attack; Appears in 14 decks, primarily Archfiend (50%) and Resonator (43%); Top partners are Archfiend and Resonator synergy cards (Monster Reborn 93%, Red Resonator 64%); Average 2.07 copies per deck across 14-deck sample; No banlist restriction mentioned; assumed unlimited
- Observed: Consistent inclusion across 14 decks with average 2.07 copies (6x1, 1x2, 7x3 distribution); Primary home in Archfiend and Resonator archetypes with 78.6% in Gameplay Type 7; Top partners cluster around Synchro dragons and Resonator support
- Inferred: Primary role is Material body for Synchro summoning based on archetype partners and level/attribute; Accessibility is reasonable within home archetypes via Normal Summon or archetype synergy; Combo conversion is limited; no text-visible combo-generating effects; Piercing damage and defensive switch provide conditional utility rather than core value; Good fit within Archfiend/Resonator synergy network but not a power engine
- Data gaps: No combos supplied — combo conversion is text-only inference without board corroboration No guides supplied — strategic context and advanced plays unknown No banlist token — assumed 3 copies (unlimited) No usage statistics (StatisticsCard) — archetype inclusion % and typical copies inferred from 14-deck sample only No tournament Top-Card ranking — real-world competitive playability not confirmed No combo board examples — cannot assess average power index or actual synergy depth






