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On the other hand, ''Fiendsmith'' can be summoned a lot more easily.
Take this for an example, adventure punk. Punk used to lose to a single ash if your hand wasn't that good. And Adventure cards were too few to make a solid strategy by itself. But together, you can bait out negations and hand traps with adventure and if you managed to get the token and gryphon out, you can summon your level 3 tuner from punk and synchro into barronne to protect you from nibiru to continue your plays and end off your combo and if you managed to negate with baronne that turn; since it only negates once while on the field you can shuffle it back to the deck during your opponents standby to get the gryphon back for that particular negate back.
By itself, metalmorph may not work well on it's own but try and look up guides and resources to get a better idea on how you can use it in tandem in other archetypes and strategies, who knows; you may end up enjoying it even better. Unfortunately I don't know anything about the new metalmorph cards to give examples myself however.
https://www.masterduelmeta.com/top-decks/master-v/march-2025/red-eyes/gardethk/2bTzI
This deck got to Master 5 and from a comment from the creator "I forgot to add a description to the deck. The deck is good but is clearly still unoptimized. I didn't have enough materials nor gems for illusionist or one for one, but I tried it regardless with the other metalmorph cards like zoa. Im waiting on primite to try a more red-eyes centric build. The extra deck is almost free, only hieratic and sp where really useful."
Take this advice, learn and improve your deck to try and make it work for you or don't.
Edit: Also fitting 1 for 1 is apparently also really good for this deck, this individual just didn't have the card and small world was a budget pick as this IS a budget deck. Of course optimize as you see fit but this build was able to reach Master.
I could see people choosing to slot in REBFD, Metal Illusionist, Max Metalmussy, and One for One.
Similar to how decks used to slot in Fusion Destiny and two heroes to get out DPE; or REF/Predaplant to get out REDD; or Branded Fusion into that one Fusion monster.
Just because they're generic recurring control cards that burn your opponent's resources. Unless you have some other means of dealing with them, they're too effective to not negate.
I do think the archetype seems lacking as a solo deck, same as Clear World. But it's very common for decks to slide in off-archetype cards/engines.