Nemeses

6 cards in this archetype

Playing Style

The Nemeses archetype exists to put Archnemeses Protos onto the field repeatedly, using its destruction and lock effect to deny the opponent access to entire Attribute pools. Protos requires three banished monsters of different Attributes to Special Summon itself from the hand, and the four lower-level Nemeses monsters are built specifically to satisfy that requirement. Nemeses Flag, Corridor, Umbrella, and Keystone each self-summon from the hand by targeting a banished monster and shuffling it back into the Deck — meaning they are cheap bodies that simultaneously recycle used resources while putting themselves on the field to provide Attribute variety. Flag doubles as the deck's search piece, fetching any Nemeses monster from the Deck during the Main Phase, and both Corridor and Umbrella can recover banished or graveyard Nemeses monsters to the hand once Protos has been summoned and banished during the loop.

Once Protos is on the field, the player declares an Attribute, destroys every monster of that type currently in play, and prevents either player from Special Summoning that Attribute until the end of the following turn. Because Protos itself is immune to card effect destruction, it tends to sit on the field as a persistent threat while its controller continues to declare different Attributes on subsequent turns. Nemeses Adrastea provides an additional recovery line, Special Summoning a banished or graveyard Nemeses monster as a Quick-Play, though Protos arrives stripped of its effects if recovered this way. The deck is primarily a going-first strategy, where locking out one or two Attributes early enough can leave the opponent's intended combo pieces stranded in hand.