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So we now know about 5 Burning Abyss cards which is probably all we'll get from this set (I'll update the thread if I have to). With that being said I wanted to start a discussion about these cards since I find their effects and interactions interesting. Intro (taken from the wikia page): The archetype is based on Inferno, the first part of Dante Alighieri's 14th-century epic poem Divine Comedy. The current Main Deck monsters are named after members of the Malebranche who guard the Malebolge– the fifth Bolgia of the Eighth Circle of Hell. They are known for their ruthless cruelty, and are responsible for the punishment of corrupt politicians by holding them under a boiling lake of pitch. So far, all Main Deck "Burning Abyss" monsters are Level 3 DARK Fiend-Types, and share three effects: they are destroyed if the player controls a monster other than a "Burning Abyss" monster, can be Special Summoned from the hand if the player controls no Spell/Trap Cards and a third effect which is triggered if it is sent to the Graveyard. The archetype's swarming abilities make it a potent Rank 3 Xyz Deck. They can perform Rank 3 Xyz Summons quickly while maintaining the player's hand advantage. Archtype Cards: Cir, Malebranche of the Burning Abyss Its stats are good for a lvl 3 fiend and it can revive the decks xyz with its effect. Pretty much the decks Abyssgunde. Graff, Malebranche of the Burning Abyss Weaker stats than the rest of the archtype but it compensates that with a better effect. Can set up quite a few combos with cards like Foolish Burial. Scarm, Malebranche of the Burning Abyss This is the decks recruiter. Not only does it have solid defense, it can also search any lvl 3 dark fiend (hello tour guide). Pretty much Sangans long lost cousin. Dante, Traveler of the Burning Abyss This card would probably need a card discussion by itself. Its the decks beater that can trigger extra effects by milling the other Abyss cards, it going to defense is a pro and not a con because it screws with the hand cards/101. To top it all off, he turns into a reviving wall combined with Cir. The Traveler and the Burning Abyss The decks flood card. Seems a tad bit to situational but could work with a card like Kuribandit. Non-Archtype Cards: Tour Guide from the Underworld The deck is primary composed of lvl 3 fiends and she turns off their destruction effects. Pretty much a no-brainer. Crane Crane Same reasons like Tour Guide, just weaker effect. Kuribandit Works like in Sylvans. Also a lvl 3 dark fiend for Scarm. Mathematician Becomes a +1 by sending Cir/Graff to the graveyard and summoning Dante/Scarm (the later destroying itself and triggering its endphase effect). Creature Swap Because givining your opponent a Veilered non-abyss or a Scarm is just evil. Rank-Up-Magic Astral Force Konami gives us a few combinations https://yugiohblog.konami.com/articles/?p=6461 Chaos monsters can also be splashed in with the addition of a few lights like Effect Veiler and Dante is already a light. All their "send to graveyard" effects are "if" so basically any card that discards, mills or sends from the deck will work with this deck. Here are a few examples from the top of my head: Foolish Burial PWWB Raigeki Break Divine Wrath Needlebug Nest Hand Destruction Armageddon Knight Dark World Dealings