Ichapokemr said:
I take offense to this post...
1. Archfiend Soldier, Slate Warrior, and of course, DARK WORLD are all fiend powerhouses.
2. Tsukuyomi can work in multiple decks, simply as an anti-beatstick card (Mobius, DD Survivor) and a good combo with Drillroid/MS.
3. There's reason that you can use them: EXODIA and Heart of the Underdog, a surprisingly-underrated drawing engine. I've got a supremely-deadly deck that uses both of these two in tandem with other normal monsters...
Anyhoo, as for making a deck...I wish I was there in person, and perhaps if I had a list of some of your cards I could help, but otherwise...sorry.
Dark World isn't *easy* to run at the same time, because it's difficult for someone new to distinguish what is a cost, and what is an effect on a magic card. Dark World requires you to have clear understanding on those two concepts, along with luring Spirit Reapers to attack you at the rightful time when your hand is depleted of anything else but Dark World.
Slate Warrior offers attack decrease while having high power, and it works very well with Dark Jeroid (and Slate Warrior screams Tsukuyomi abuse), but again it's not the easiest to know if you're ready to go for the major powerdown decrease to score a major dent in the opponent's life point using a combo of Tsukuyomi, Dark Jeroid and Slate Warrior together. I don't think Cursed has the experience to "predict" what the facedown cards are yet by simply rememerizing what card has been played, or estimating what cards are being held up in the opponent's hand (Example of this is Heavy Storm. No one will play it early game even if there are 2 traps on the field and Heavy Storm is in the hand. They'll want to save it for a more critical moment, or if it's used to clear the back field to score major advantage with huge life point dent, or a combined reaper/zaloog attack on the hand. It's not easy and takes awhile of playing to guess out when it's coming, by looking at the tempo of the battle.)
Exodia is hard to run even for "good" players because a lot of the draw engines now are gone. It's difficult to stay alive against the current heavy arrgo/hand destruction. Using Heart of the Underdog is an immediate sign of revealing your deck to be either Exodia, or lvl 3 arrgo rush with Jerry Beans Man or Sonic Duck. For Cursed's case, it's probably best to stay away from them for now.
Necrofear also got some tricks to when to summon him, and not to summon him asap whenever you meet all the requirements. With such a high defense, it's definitely a direct hit from Smashing Ground, and you really need to set up a Reaper with Necrofear side by side to cause your opponent some doubt into using the precious copy of smashing ground.
Fiends ARE a good deck, but it requires so much precious timing for the dark world, or a careful sense of judgment when deciding when to pull out Dark Jeroid with tomato, or when combo it with Tsukuyomi/Slate Warrior together. Fiends require great timing as a lot of the things they do only last for one round at best, especially when to utilize Necrofear's control ability.
I know that those decks are powerful, but in comparison to the skill level required, it's just inferior to tomato control. Unload your magic like smashing for an empty field, and attack with the Reapers and Zaloogs to clear the hand, and unless you're against Dark World or Tsuku-Dekoichi draw lock, it's the end of the match after a successful hit like that... on top of that, a lot of cards special summon other copies so Cursed can place his concentration on learning how to attack more than defense, as the special summon will make a monster wall by itself. The usage of < 1500 attack monsters get around burn's Messenger pretty well too. It should be enough to definitely live casual, and at least win one round in tournament just because of the brute force of the deck itself.