For this installment, we'll be looking at an oldie but a goodie. This is again for the rogue decks but far more selective.
Destroy this card if there is no faceup Archfiend card on your side of the field. Take control of 1 of your opponent's faceup monsters. Inflict 800 points of damage to your Life Points during each of your opponent's Standby Phases.
An archtype specific Snatch Steal. This game has seen multiple cards that steal monsters come and go. Change of Heart was the original with Snatch following. There's also Relinquished and his banned evolution Thousand-Eyes Restrict. Currently we only have Mind Control as the only "free" stealer. I use quotes because in card advantage theory it's not truly free. Any other stealer has a cost. Brain Jacker must flip meaning he has to survive a whole turn facedown and can't die in battle. Creature Swap is an even trade though it's generally a -1 (again card advantage theory). Enemy Controller requires a tribute.
Now what can we do with an archetype specific Snatch? Sadly Archfiends are a dead archtype and are rarely seen anymore. That does not make Falling Down dead though.
Thanks to some translation snaffu we had a handful of cards printed that are considered Archfiends before Archfiends debuted in Dark Crisis. The most famous being Summoned Skull, the original tribute beater. There's also Axe of Despair. Both of these cards are seen in the hands of new players often. Well why not give them a card that saw it's generic twin banned? Let's toss together a quick newbie friendly Archfiend deck.
3 Archfiend Soldier
2 Summoned Skull
3 Flamvell Firedog
2 Flamvell Magician
2 Summoner Monk
Gorz, Emissary of Darkness
2 Breaker the Magical Warrior
2 Falling Down
2 Axe of Despair
Pot of Avarice
2 Mystical Space Typhoon
Book of Moon
2 Compulsory Evacuation Device
2 Dimensional Prison/Sakuretsu Armor
2 Solemn Warning/Bottomless Trap Hole
2 Red Dragon Archfiend
2 Stardust Dragon
2 Thought Ruler Archfiend
2 Dark End Dragon
Black Rose Dragon
2 No. 39: Utopia
4 open slots
Now the deck should be able to hold any big monsters off with the traps or you can steal them with an Archfiend enabled Falling Down. The main deck has 7 Archfiends with 4 more in the extra. That should be plenty to activate and keep Falling Down.
Monk>Mage>synch>RDA/Thought Ruler/Dark End/Utopia
Axe on your/opp's monster>Falling Down. If you Axed an opp's monster steal the Axed monster.
Be wary of Typhoons and other cards that'll chain to Axe and/or Falling Down. Be careful when you Axe an opp's monster. Falling will often go down before Axe.
Cards to consider:
Send 1 card from the top of your deck to the Graveyard. Add 1 Equip Spell Card from your Deck or Graveyard to your hand. You cannot Normal Summon or Set the turn you activate this effect.
Grab Axe or Falling Down from wherever.
White Elephant's Gift
Send 1 faceup non effect monster you control to the Graveyard to draw 2 cards.
This is generally only good in decks that can spam vanilla monsters like Hieroglyph (Holy Marked Dragons) decks and the occasional Agent deck that doesn't want to synch/exceed. If it was quickplay it'd be that much better as well as worthy of a rarity bump.
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 Fiend type monsters in your Graveyard from play. When this card is destroyed by battle or by an opponent's card effect while it is a Monster Card, equip it to a monster your opponent controls during the End Phase of this turn. Take control of the equipped monster.
The deck has 9 fiends in the main. It can be used as a wall with its 2800 DEF. It also fits rather nicely with the stealing theme. Notice that it is a semi nomi monster. If summoned properly through the means described in its effect it can be revived later on unless it was returned to the deck or hand.
I hoped you enjoyed this spotlight and subsequent deck. Until next time, this is the Island of Lost Cards where the unwanted and ignored find homes.