Abhyss Archetype
by Heartless in
TCG News Yu-Gi-Oh! TCG

The second new Archetype to come out of Ancient Guardians has been revealed, giving us our first new Reptile Archetype in a long time, the Abhyss Archetype!

Abhyss (Yes, Konami really did make a play on words with Abyss and Hiss) as I mentioned, are an Archetype of LIGHT and DARK Attribute Reptile Monsters who’s effects revolve around the Graveyard, opening them up for a lot of experimentation down the line. Currently, we have twelve cards revealed (with one more we have yet to see), nine of which are Monsters that act as opposite attribute counterparts to each other, one Spell Card, and two Trap Cards. This Article is going to be a breakdown of each card, their effects and my overall thoughts on the Abhyss Archetype, with some possible ways to play them!

 

The Abhyss Archetype

 

Null, Dreg of the Abhyss
LIGHT Reptile / Effect
LV4 0/0
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) You can send this card from your hand to the GY; send 1 DARK Reptile monster from your Deck to the GY.
(2) If you control no monsters, or you control an “Abhyss” monster: You can Special Summon this card from your GY, but banish it when it leaves the field. You cannot Special Summon monsters while this card Special Summoned by this effect is in the Monster Zone, except Reptile monsters.

Quite possibly the best card in the entire Abhyss Archetype, Null is everything you could ask for in a Deck like this. Not only is dumping your larger Abhyss monsters from your Deck to the Graveyard super important for this Archetype, but being able to special summon itself back from the Graveyard allows Null to help fill the summon requirements for your bigger Abhyss Monsters, or for an easy Link/Xyz Summon. Locking you into Reptile Monsters while it is on the field isn’t the largest problem in the world since Null is so easy to remove from the field. Just be careful, as Null does banish itself when summoned by its own effect. A staple 3 of in any Abhyss Deck

 

Nihil, Dreg of the Abhyss
DARK Reptile / Effect
LV4 0/2000
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) You can send this card from your hand to the GY; send 1 LIGHT Reptile monster from your Deck to the GY.
(2) If this card is Normal or Special Summoned: You can add 1 “Abhyss” Spell/Trap from your Deck to the hand.

Null’s DARK counterpart, Nihil is another important piece of the Abhyss puzzle. Having a similar effect as Null, Nihil once again helps you set up your Graveyard for important plays. However, where Nihil differs from it’s sibling is it’s ability to search out an Abhyss Spell or Trap from your Deck and add it to your hand. Now, considering the…quality of most of the Abhyss Archetype Spell and Trap support, this may not be the greatest effect in the world at the moment, but Nihil is still far from a bad card. An easy 3 of in Pure Builds. In Hybrid builds however, you could easily get away with only running 2.

 

Phlogi, Haze of the Abhyss
LIGHT Reptile / Effect
LV4 1800/1400
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) If this card is sent from the field to the GY or Special Summoned from the GY: You can target 1 face-up monster your opponent controls and 1 monster in their GY with an equal or higher ATK; Special Summon the target in the opponent’s GY to their field, and if you do, send the target they control to the GY.
(2) If this card is in your GY: You can send 1 card from your hand to the GY; add this card to your hand.

Alright, we’ve had a strong start with the Abhyss Archetype so far, with two very powerful starter cards, it’s time we moved on to one of the more…problematic cards. I’m not going to mince words for you folks; Phlogi is bad, just straight up bad. At first glance it may not seem all that bad, being a Level 4 beater, but that is basically all it is good for. Monster removal in YuGiOh is always important, but the way Phlogi goes about this is very situational. Not only is it fairly useless early on in the game, but your Opponent basically breaks even, getting a Monster that can be just as strong if not stronger stat wise, then the Monster they are losing. While stats aren’t everything, you aren’t going to be getting rid of any boss monsters anytime soon with Phlogi. Run 0-1 in Pure builds and 0 in any other build.

 

Zoha, Haze of the Abhyss
DARK Reptile / Effect
LV4 1500/1700
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) If this card is sent from the field to the GY or Special Summoned from the GY: You can have your opponent draw 1 card, and if they do, you add 1 “Abhyss” monster from your Deck to your hand, except “Zoha, Haze of the Abhyss”, then each player sends 1 card from their hand to the GY.
(2) If this card is in your GY: You can send 1 card from your hand to the GY; add this card to your hand.

Zoha is Phlogi’s DARK counterpart and much better by comparison. Acting as a Stratos for the Abhyss Archetype, Zoha once again shows the issue with many of the Abhyss Monsters: giving your Opponent resources. Now, a Dark World Dealings type of effect isn’t the worst thing in the world, as cards like Dark World Dealings itself and Danger! Mothman! do see play in some decks, and it’s an effect that Abhyss themselves really appreciate. Just be careful of what your Opponent is running, especially if it turns into a mirror match. Run 2-3 no matter what sort of build you are running.

 

Curse, Dawn of the Abhyss
LIGHT Reptile / Effect
LV8 400/2400
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) If this card is in your GY: You can Tribute 1 monster; Special Summon this card, then your opponent can Special Summon 1 monster from their GY to their field, but its effects are negated.
(2) If this card is Special Summoned: You can target 1 Level 4 or lower “Abhyss” monster in your GY; Special Summon it, but banish it when it leaves the field.

Our first high level monster, Curse is a pretty decent card. Being able to summon itself to the field from the Graveyard by tributing any monster you control, giving you a rather nice 2400 DEF booty on the field. The downside is of course, allowing your opponent to also special summon a monster from their Graveyard. Now turn one, this isn’t an issue as if you go first, your opponent probably won’t have anything in their grave back to special summon, unless of course you were hand-trapped earlier in the turn. The good thing about Curse is however, is she acts like a Monster Reborn for a Level 4 or lower Abhyss monster in your Graveyard, which basically lets you break even in field advantage. Not the greatest of the Monster revealed so far, but certainly not the worst. Run 2-3 copies in pure builds, and 1-2 in Hybrids, depending on the build.

 

Aleth, Dusk of the Abhyss
DARK Reptile / Effect
LV8 2000/800
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) If this card is in your GY: You can Tribute 1 monster; Special Summon this card, then your opponent can add 1 monster from their GY to their hand.
(2) If this card is Special Summoned: You can target 2 of your banished monsters, including at least 1 Reptile monster; return them to the GY.

And now we are back to what could be considered one of the bad cards in the Abhyss Archetype. Aleth is…well to put it in the nicest terms possible, easily able to be omitted from most builds and not be missed. 2000 Atk is kind of low for a level 8 Monster, and while his effect allows you to recycle your banished Monsters (Remember Null?) in return, by special summoning Aleth from the Graveyard, you basically allow your Opponent to get a Monster back from their Graveyard to their hand. This means they can recycle important searchers, Monsters that can easily special summon themselves, or worst yet, Hand Traps. Run 0-1 in any build, this is really up to preference.

 

Aron, King of the Abhyss
LIGHT Reptile / Effect
LV8 2500/2800
You can only use this card name’s 1st, 2nd, and 3rd effects once per turn each.
(1) If this card is in your GY: You can Tribute 2 monsters; Special Summon this card.
(2) If your opponent adds a card(s) to the hand (except during the Draw Phase): You can send 1 random card from their hand to the GY.
(3) If a monster(s) your opponent controls is sent to the GY by a card effect: You can add 1 LIGHT or DARK Reptile monster from your Deck or GY to your hand, except “Aron, King of the Abhyss”.

Aron is an interesting card for sure. On one hand, tributing two Monsters to special summon him is kind of steep, especially considering tributing said Monsters acts as a cost, which spells bad news for you should Aron be negated. On the other hand, the two effects Aron has are pretty solid. Having a Dark Law-like effect is always decent considering how much searching gets done in today’s game. Also, if you noticed, if you have Aron on the field while summoning Aleth using his own effect, you can easily self activate this effect (Good luck with that though). Unfortunately, Aron’s effect to add a LIGHT or DARK Reptile isn’t the best if you ask me, as you typically want your Abhyss Monsters in the Graveyard to begin with, though this can help you recycle some of your starter cards. Overall, Aron is pretty good and I’d suggest running 2-3 copies in pure builds, and 0-2 in hybrid builds, depending on what you’re running.

 

Amunesia, Queen of the Abhyss
DARK Reptile / Effect
LV8 2700/2100
You can only use this card name’s 1st, 2nd, and 3rd effects once per turn each.
(1) If this card is in your GY: You can Tribute 2 monsters; Special Summon this card.
(2) If a monster(s) is Special Summoned from your opponent’s GY: You can send 1 card they control to the GY.
(3) If a monster(s) is sent from your opponent’s hand or Deck to the GY: You can Special Summon 1 LIGHT or DARK Reptile monster from your GY, except “Amunesia, Queen of the Abhyss”.

Easily one of the best cards in the Abhyss Archetype, the Queen of the Abhyss really shows how dangerous the Archetype can be, if you ask me. Sharing the same problem with her King Aron, Amunesia’s effect to special summon herself from the Graveyard comes with risks, but the payoff if much higher than her LIGHT counterpart. Her effect pairs very well with one of the Trap Cards in the Archetype, but her ability to special summon any LIGHT or DARK Reptile Monster from your Graveyard is amazing, allowing you to activate many of their effects without the downside of their self-summon effects. Now this effect pairs well with Curse, as Curse can easily activate this when she special summons herself, but Amunesia and Aron work very well as a pair on the field since their effects work off of each other as well. Run 2-3 Copies in pure builds, and 1-2 in Hybrid builds.

 

Ogdoabyss, Deity of the Abhyss
LIGHT Reptile / Effect
LV10 3100/2200
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) If this card is in your GY: You can Tribute 3 monsters; Special Summon this card.
(2) Once while face-up on the field (Quick Effect): You can send all monsters on the field to the GY, except face-up monsters that were Special Summoned from the GY.

Ogdoabyss…oh man. For the ultimate Boss Monster of the Abhyss Archetype you sure are…mediocre. Now don’t get me wrong, being able to wipe the board clean of all other Monsters that weren’t summoned from the Graveyard is not bad, but only being able to be used once while Ogdoabyss is on the field makes little sense to me when you compare it to other similar effects such as Judgment Dragon and Zeus. Also, tributing three monsters to special summon itself from the Graveyard? Really Konami? Run maximum 1 copy of this in any build, really only because you can summon it by other ways other than it’s own effect.

 

Depths of the Abhyss
Field Spell
You can only use this card name’s 1st and 2nd effects once per turn each.
(1) If a face-up Reptile monster(s) you control is destroyed by battle or an opponent’s card effect: You can target 1 card your opponent controls; send it to the GY.
(2) If this card in your Field Zone is destroyed by an opponent’s card effect: You can send cards from the top of your opponent’s Deck to the GY equal to the number of Reptile monsters with different names in your GY.

Our first, and so far only Spell Card for the Abhyss Archetype, Depths of the Abhyss is not worth running. At all. The field nets you no instant advantage, only sending a card your Opponent controls to the Graveyard should one of your Reptiles be destroyed. If Depths itself it destroyed by your Opponent’s card effect, the only punishment, if you are even able to call it that, lets you mill your Opponent’s deck up to the number of Reptiles with different names in your Graveyard. Considering how many Decks use the Graveyard as basically another resource…that’s not something you really want to do. No matter what, don’t run this card. There is a much better Field Spell you can run instead, which I will get to later down in the article.

 

Emptiness of the Abhyss
Continuous Trap
You can only use this card name’s 1st effect once per turn.
(1) During the Main Phase: You can Tribute 1 Reptile monster, then target 1 monster in your opponent’s GY; Special Summon it to your field, but send it to the GY during the End Phase.
(2) If this face-up card in the Spell & Trap Zone is sent to the GY: Send all face-up non-Reptile monsters you control to the GY.

The best support card the Abhyss Archetype has so far, Emptiness of the Abhyss allows you to interact with your Opponent’s Graveyard on either player’s turn, allowing you to disrupt potential plays, as well as activate Amunesia’s effect, since she doesn’t care where the Monster from your Opponent’s Graveyard is special summoned. On the downside, should Emptiness be destroyed, you must send all non-Reptile Monsters you control to the Graveyard. Honestly…not the worst downside in the world, but be just be careful. An easy 2-3 of in most builds.

 

Invasion of the Abhyss
Normal Trap
You can only activate 1 card with this card’s name per turn.
(1) Special Summon 2 “Abhyss Tokens” (Reptile/DARK/Level 2/ATK 0/DEF 0). If you have 8 or more “Abhyss” monsters with different names in your GY, you can apply this effect instead.
● Special Summon 2 Reptile monsters with different names from your GY.

You’ve probably heard this once, and you’re gonna hear it again; This card would be amazing if it was a Quick-Play Spell. However, Konami can’t seem to decide whether they are scared of Token generators or not, and so decided that making this a Trap Card was a better way of making sure it couldn’t be abused by Link Decks instead of anything else. Well, unfortunately that makes this card not very worth it, especially considering you won’t be able to always get the required 8 Reptiles in the Graveyard for it’s best effect, unless you hard open Snake Rain. Run 0-1 in most builds.

Alright, now that we’ve covered all of the Abhyss archetype cards that have been revealed so far, let’s talk play style shall we?

 

Abhyss Archetype Techs/Potential Builds

 

 

Right away, let’s discuss the most obvious card you are going to want to run in most variants: Snake Rain. Instantly dumping five Abhyss Monsters into your Graveyard is absolutely insane, and instantly opens you up for many plays. Everyone has been raving about how Abhyss will break Snake Rain, and while I wouldn’t personally go that far, I wouldn’t even think of making an article about this Archetype without mentioning Snake Rain.

 

 

Remember how I mentioned that there was a much better Field Spell to run instead of Depths of the Abhyss? Well here it is right here. Lair of Darkness has been a really interesting card since it’s release, though really hasn’t had a chance to truly shine. Until now. Lair not only can generate Tokens for you to use to Tribute for your Abhyss effects, but it also allows you to use one of your Opponent’s monster, the entire package helping cut back on the risk associated with them, especially when it comes to Aron and Amunesia.

 

Image result for reptilliane echidna

Reptillianne Echidna and Alien Shocktrooper M-Frame are two very good Link Monsters to run in Abhyss. Being DARK and LIGHT respectively, and being Reptiles, not only are they targets for some of your Abhyss effects, but they also work really well in adding key Monsters from your Deck to your Hand, or special summoning them from your Graveyard. These poor guys really haven’t had any chance to sign since their release, so give them a go in Abhyss, if not for you, then for them at least. Don’t let the cardboard they were printed on go to waste!

 

Image result for king of the feral imps

 

King of the Feral Imps is a must run in any Reptile-focused Deck. Easily able to be made with any of the level 4 Monsters of the Abhyss Archetype, King allows you to add any Reptile Monster from your Deck to Hand which is, well…handy! Plus, detaching Null as Xyz Material allows you to play around its self banishing effect, letting you reuse him over and over again without having to run Aleth! (Trust me, any excuse to not run Aleth is good!)

 

Image result for chaos space yugioh

 

Now, whenever I see an Archetype of Monsters that revolve around LIGHT and DARK, two things come to mind, one of which being Chaos. You could very easily run a Chaos engine in Abhyss, as you can easily abuse Abhyss for Chaos effects. This would even be one of those rare times I’d suggest running one copy of Aleth, in order to recycle all the monsters you’ll no doubt be banishing.

 

Image result for shaddoll fusion

 

The other thing that comes to mind whenever I see a DARK and LIGHT Attribute Archetype is Shaddolls. Now personally, Shaddolls are my favorite Archetype and my first thought when I saw Abhyss was how good these cards could potentially work with Shaddolls. LIGHT and DARK Attributes are the two best targets for Shaddoll Fusion, which also allows you to dump your Abhyss monsters from the Deck to the Graveyard while getting a body on board. The two Archetypes don’t really clash with each other, and while I am currently testing such a deck, I do believe this could be one of the more competitively viable versions of the deck.

Well, there we have it folks! An in-depth look at the Abhyss Archetype. Personally, I love this Archetype and I do believe that while it isn’t perfect, it certainly has a lot of potential and can easily be run as an engine in a few decks. I think it suffers from “Too Fair Syndrome” where a card or Archetype have their effects made too fair for today’s Meta to be really viable, however I wouldn’t call them unviable either. Snake Rain instantly makes this deck really dangerous, and the amount of Tech cards and builds you can combine this Archetype with I feel gives Abhyss a lot of potential in the future.

Will the Abhyss Archetype ever be competitively viable? Well, considering we don’t even have these cards released in the OCG yet, it’s really impossible to tell. However, I for one am not counting Abhyss out yet.

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