Notes & Combos
Pretend that copy of Mistaken Arrest is the third Droll & Lock Bird, this list was drafted the same day that Droll was announced to be semi-limited and the deckbuilder wouldn't let me put in 3 copies.
Super Quant is a deck that's near and dear to my heart, but it does have a couple of weaknesses; while it has a phenomenal grind game and a very powerful boss monster that's incredibly hard to out, its not adept at actually landing the kill shot and there's a big ol' rock that sometimes can be impossible to deal with. The Fiendsmith engine ends up shoring both of these weaknesses incredibly well while also bolstering the grind game.
I've opted for the larger Fiendsmith package rather than playing a bunch of enablers (Dippity and Unexpected Dai, Terrortops into Melomelody, etc) because I find that the enablers feel terrible to draw into after the first turn, whereas I never feel bad drawing into another Fiendsmith card. There's such a high concentration of them that I'm very likely to see any line into Fiendsmith, which is ideal because the engine does a really good job of eating interactions to insulate your main plays. The goal here is to get to Lacrima, who dumps Kyrie, which fuses with an equipped Requiem into Lacrima, who revives Lacrima and links off into Sequence. Now you can fuse into Rextremende, who will dump Engraver proper, and now you're able to make it to Caesar, who is backed by Lacrima and Agnumday in GY. This can be done with any LIGHT Fiend, including Sanct, which is in this build as a way to play around Droll.
Even if you don't start with Fiendsmith, the existence of Moon still means you can do Super Quant stuff and detour through Fiendsmith to set up the entire Caesar/Rextremende line before finishing with Magnus.
To summarize, the basic concept of this deck is to set up two Towers, one of which will need to be dealt with multiple times (Rextremende + Agnumday can be fused away with a recycled Kyrie into Lacrima, who brings back Agnumday, who is a soft once-per-turn). Because Kyrie can be set as well, your LIGHT Fiends cannot be destroyed by battle and you take half battle damage for the turn - you almost certainly cannot die, so you should have plenty of resources to clean up with on the next turn.
Replays
I lost this one from timeout, but I think I made a good showing of playing into a board of multiple interactions and very nearly finding my way to lethal.
vs Melodious Fiendsmith Voiceless Voice
vs Mitsurugi Ryzeal These last two games are more to demonstrate how absurd it is to give this deck all of its resources in one go by playing into Maxx C.




































