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~All shall be Lost to you!~ An Infernoid Compendium


Expelsword

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*All information in this guide is subject to change with time*

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http://yugioh.wikia.com/wiki/Infernoid

"Infernoid (インフェルノイド, Inferunoido) is an archetype of FIRE Fiend-Type monsters that debuted in Secrets of Eternity. This is the first archetype whose Main Deck monsters were all Special Summon Monsters, until the release of Clash of Rebellions."

 
[spoiler="The Infernoid Clause"]
All of the original Infernoid monsters contain slight variations of the following clause, in addition to their own unique effects [Effects in brackets apply only to high level monsters]

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand [or Graveyard]) by banishing χ other "Infernoid" monsters from your hand or Graveyard, while the combined Levels/Ranks of all Effect Monsters you control (if any) are 8 or less, and cannot be Special Summoned by other ways. ...  Once per turn, during your opponent's turn / [either player's turn]: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.
 - (χ is 1 for Levels 4 or less, 2 for Levels 5 to 8)

 
This means that Infernoid monsters cannot be Special Summoned by anything other than their own effects. Summoning an Infernoid from your hand or the Graveyard in this way does not start a chain, and is not considered activating a card effect. While overall the summoning restriction is painful, this can sometimes work in your favor -  for example, Abyss Dweller has no effect on Infernoids (some players are not aware of this and will summon it, thinking they have trapped you), and you can safely ignore Soul Drain (or play it yourself).
 
The other half of the clause, tributing to banish something from the Graveyard, makes an Infernoid setup the bane of most meta decks' existence. Its offensive and defensive applications are so far reaching that to cover them here is practically impossible, but make special note that it can be used to dodge around cards such as Dimensional Prison or dangerous monster effects, and also serves a double function to reduce the size of your field - you cannot summon more Infernoids if your Level total is more than 8, after all.
 
The strongest two Infernoids, instead of banishing monsters from the opponent's Graveyard, can tribute to negate the activation of card effects. This is a tradeoff for their extremely high level, which will lock you out of summoning any others.
[/spoiler]
 
[spoiler="The Infernoid Cards"]
[spoiler=Monsters]
[spoiler="Infernoid Decatron"]
InfernoidDecatron-CORE-EN-SR-1E.png

If this card is Normal or Special Summoned: You can send 1 “Infernoid” monster from your Deck to the Graveyard, except “Infernoid Decatron”. This card gains Level equal to that monster’s Level, card name becomes the same as that monster, and gains the same effects.

 
Decatron, in a major upset, flies in the face of other Infernoids, lacking their summon and restrictive clauses. Decatron allows you to use any other Infernoid's powerful effects to suit your situation and fill the Graveyard at the same time. It is unlikely that its 500 ATK will suit you well for the high level battling effects, however, you also gain the ability to tribute it off on the same turn. If you're feeling particularly secure, you can also have it copy Lilith or Nehemoth to block out your opponent's plays, but take extreme caution when doing this, as Decatron also gains the Level of the sent monster, and it will lock you out of summoning any more.
 
For some reason, Decatron is also a Tuner, meaning it gives you access to Synchros in addition to Xyz. Nothing to complain about, for sure, and morphing into anything lets you bring the numbers of the others down (reducing dead draw potential) without actually losing the utility.
Play 3.
[/spoiler]
[spoiler="Infernoid Shaitan AKA Pirmais (from Latvian)"]
InfernoidPirmais-CROS-EN-UR-1E.png

Once per turn: You can target 1 Set card on the field; shuffle it into the Deck. That target cannot be activated in response to this effect's activation.

 
The most famous of all demons leaves his mark on Infernoids in a pretty big way. His stats are as low as they go, but his effect is extremely dangerous and his low Level means you can almost always afford to bring him out. If you've already got the advantage, Shaitan can prevent the opponent from mounting any kind of defense, and he makes fantastic bait for any Traps they might have when you're about to make plays.
 
The low Level does work against you, however, in that it does not synergize well with the Extra Deck, for that purpose, Astaroth is much better
Play 1?
[/spoiler]
[spoiler="Infernoid Beelzebul AKA Antra (from Lithuanian)"]
InfernoidAntra-SECE-EN-SR-LE.png

Once per turn: You can target 1 face-up card your opponent controls; return it to the hand.

 
Beelzebul's effect is great and will get you around things that you can't destroy or attack, perhaps, a King of Diabolic Dragons? His stats are the best of the tier 1 Infernoids, and he can sometimes stick around for a turn without any protection. Keep him in your hand over other Infernoids, in case of emergency.
I recommend 2-3.
[/spoiler]
[spoiler="Infernoid Lucifugus AKA Harmadik (from Hungarian)"]
InfernoidHarmadik-SECE-EN-UR-1E.png

Once per turn: You can target 1 monster on the field; destroy it. This card cannot attack the turn you activate this effect.

 
The Level 3 Infernoid,  Lucifugus is a shining example of one for one monster removal. His ATK score isn't pathetic, but he probably won't make it to the next turn by himself. His Level in particular allows the fantastic Dante Xyz play which will remove his non-attack drawback entirely, and continue advancing the deck. Unfortunately, more and more monsters are getting effects for being destroyed, so use with caution.
I recommend 2-3
[/spoiler]
[spoiler="Infernoid Astaroth AKA Patrulea (from Romanian)"]
InfernoidPatrulea-SECE-EN-R-1E.png

Once per turn: You can target 1 Spell/Trap Card on the field; destroy it. This card cannot attack the turn you activate this effect

 
Slightly more powerful than his bretheren, Astaroth sports a great Level and effect. He, like Shaitan can be used to bait out set cards before going on offense and also gives you access to powerful Xyz like Castiel or Exciton to turn the tides.
I recommend 2-3
[/spoiler]
[spoiler="Infernoid Asmodai AKA Piaty (from Polish)"]
InfernoidPiaty-SECE-EN-C-1E.png

When this attacking card inflicts battle damage to your opponent by battling an opponent's monster: You can send 1 random card from your opponent's hand to the Graveyard.

 
Entering the second tier of Infernoids, we come across a glorious effect. Unfortunately for Asmodai, his effect is locked behind two conditions -  he not only has to attack a monster, but also deal damage. With a relatively low ATK score the effect will fall flat 9/10 times, so it may as well not be there. In addition, Level 5 will rarely come in handy by itself, and is better achieved by dropping Astaroth with Decatron.
Avoid this card
[/spoiler]
[spoiler="Infernoid Belphegor AKA Sjette (from Danish)"]
InfernoidSjette-CROS-EN-C-1E.png

When this card declares an attack: You can have your opponent banish 1 card from their Extra Deck.

 
Unfortunately for Belphegor, your opponent gets to choose what to banish, and everyone has some non-required staple they can throw away first, meaning his effect will amount to basically nothing.
The only thing Belphagor has going for it is that its Level of 6 will turn Decatron into a 7, but this combo is a bit too inconsistently useful to be worth the possibility of drawing an effectless Monarch.
Avoid it like its brother
[/spoiler]
[spoiler="Infernoid Vael (Baal) AKA Seitsemas (from Finnish)"]
InfernoidSeitsemas-SECE-EN-C-1E.png

At the end of the Battle Phase, if this card attacked an opponent's monster: You can banish 1 card on the field.

 
Unlike the others, for a cost of 2 monsters Vael is a steal. 2600 ATK can hit over a much wider range of monsters, and since the effect doesn't require damage, you can also blow right through any pesky blockers your opponent may have. Since his effect doesn't even target, there's only a few situations it can't get you out of. His Level 7 status is a bonus that gives it access to the dreaded Big Eye and Dracosack in a pinch, but can hurt you if you don't watch out; it's likely he'll be fighting by himself, or with only one other as backup.
I recommend 3
[/spoiler]
[spoiler="Infernoid Adramelech AKA Attondel (from Swedish)"]
InfernoidAttondel-SECE-EN-C-1E.png

During the Damage Step, if this attacking card destroys an opponent's monster by battle and sends it to the Graveyard: It can make a second attack in a row.

 
Surprisingly, Adramelech also costs only 2 Infernoids, and he has a clear cut purpose -  putting up damage. Sporting BLS' second effect with a highly respectable 2800 ATK and coming out of the Graveyard to boot,  Adramelech can shave Life Points off at a marathon pace.  Though many people like to max Adramelech out, I prefer to play only 1 and afford myself more space for defensive cards. This might be a less practical strategy in games against the meta, where you really don't want games to last long at all, but no matter how many you play, Decatron can set him up almost instantly to steal games.
I recommend 1-2
[/spoiler]
[spoiler="Infernoid Lilith AKA Devyaty (from Russian)"]
InfernoidDevyaty-CROS-EN-UR-1E.png

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card is Special Summoned: You can destroy all Spell/Trap Cards on the field, except "Void" cards. Once per turn, during either player's turn, when another monster effect is activated: You can Tribute 1 monster; negate the activation, and if you do, banish that card.

 
Lilith is a powerful tool, particularly if you control a Void Imagination. Summoning her will strip away your opponent's defenses, and against Ritual Beasts, Yosenju, Burning Abyss, and any Pendulum deck, Lilith is nearly indispensible.
[/spoiler]
[spoiler="Infernoid Nehemoth AKA Onuncu (from Azerbaijani)"]
InfernoidOnuncu-SECE-EN-ScR-1E.png

When this card is Special Summoned: You can destroy all other monsters on the field. Once per turn, during either player's turn, when a Spell, Trap, or Spell/Trap effect is activated: You can Tribute 1 monster; negate the activation, and if you do, banish it.

 
Nehemoth is the precise opposite of Lilith, instead destroying all monsters and negating Spell and Trap effects (not just activations). Her 3000 stats get slightly more done than her sister, and of course, depending on the deck, could turn out to be a much better choice to summon. Nehemoth shines against Shaddolls, Necloth, and Qliphoth. Of note is that you can protect your other Infernoids on Summon by using Void Seers in the Graveyard.
 
As of recently, Towers Turbo, a Qliphoth deck based on their previously winmore superboss has come into popularity. Infernoids are lucky enough to have a dedicated out to it in this card (it's canon too!), but take heed to finish them off fast. Unless you also destroy the scales, they'll still have plenty of resources.
[/spoiler]
[spoiler="Infernoid Tierra"]
InfernoidTierra-CORE-EN-UR-1E.png

"Infernoid Onuncu" + "Infernoid Lilith" + 1 or more "Infernoid" monsters
When this card is Fusion Summoned: You can activate this effect; apply as many effects as possible, based on the number of Fusion Materials with different names used for its Fusion Summon, and resolve in sequence.
● 3 or more monsters: Each player sends 3 cards from their Extra Deck to the Graveyard.
● 5 or more monsters: Each player sends the top 3 cards of their Deck to the Graveyard.
● 8 or more monsters: Each player returns up to 3 of their banished cards to their Graveyard.
● 10 or more monsters: Each player sends their entire hand to the Graveyard.
Level 11
3400 ATK/3600 DEF

 
Infernoids have indeed become host to one of the Duel Terminal Gods. Looking at her Fusion Materials, she may seem an impossibility to summon, but fear not, Void Imagination has you covered. The only things that need to be said here are that she requires at least two of Lilith and Nehemoth in the deck to allow consistent summoning, and that you will always trigger the 3 effect, the best targets for which being two more copies of herself. You probably won't be needing them anyway.
Be wary of activating her effect against Shaddolls and Necloths, who actually gain something from discarding Extra Deck cards.
The Universe demands 3.
[/spoiler]
[/spoiler]
[spoiler="Spells and Traps"]
[spoiler="Void Vanishment"]
VoidVanishment-CROS-EN-SR-1E.png

You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to your hand, except "Frozen Void" or "Null and Void", but you you cannot Normal or Special Summon monsters for the rest of this turn, except "Infernoid" monsters. You can only use this effect of "Frozen Void" once per turn. When an "Infernoid" monster you control battles an opponent's monster, after damage calculation: You can send this face-up card from the field to the Graveyard; banish both battling monsters.

 
The cornerstone of Infernoid support cards, it's the first continuous card to not loaf around. Though many of its targets are not worth playing, two stand out very highly, Void Imagination and Void Seer; both easilly capable of spinning the game in your favor for a negligible cost. Be careful to use the effect after you've summoned all the non-Infernoids you plan to, or you might just cut your play short. If you're feeling crazy, you can also use this card to search Void Trap Hole and Into the Void - your opponent probably won't see it coming. In the same vein, the D.D. Warrior Lady-esque bonus effect might save you in a pinch.
I recommend 2
[/spoiler]
[spoiler="Void Imagination"]
VoidImagination-CORE-EN-SR-1E.png

All "Infernoid" monsters you control with an original Level of 2 or higher become Level 1, also any battle damage they inflict to your opponent is halved. You can send this face-up card from the field to the Graveyard; Fusion Summon 1 "Infernoid" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck while you do not, you can also use up to 6 monsters in your Deck as Fusion Materials.

 
Anyone familiar with the horrors of Future Fusion needs no explanation of this card's power. First off, it allows everything but Decatron to casually subvert the "8 or less" restriction, letting you set otherwise impossible boards like triple Vael, Nehemoth + Lilith, etc. for the minor inconvenience of locking most of your Extra Deck away, which you won't need, and halving battle damage, which will still be severe. Of course, if you feel your board is strong enough, you could always destroy it to get your damage back, perhaps with Galaxy Cyclone?
 
The summon it gives you is a Shaddoll Fusion on crack, the only downside being that, Tierra, while strong, is a Level 11 roadblock for your other Infernoids. This is, however, easilly solved by
summoning any other Infernoid to tribute her away during or after her appearance first.
 
With the magic of Void Vanishment, it's even possible to use two copies back to back and have both of these effects simultaneously. For the few decks that won't use the Extra much, don't be afraid to side it out, but for those that do, the knowledge of this card's existence is a big advantage.
 
When it was first laid out, it was considered best to play 3, and such logic isn't the worst in the world, given that it basically wins the game instantly, but it is dangerous in that it requires your opponent to have at least a bit of setup first, and recently I've taken to playing only a single in favor of more all purpose defensive cards. Since Void Vanishment can be played in multiples (and also gets Seer), it's not like it's ever far away.
Play at least 1.
[/spoiler]
[spoiler="Void Seer"]
VoidSeer-SECE-EN-SR-LE.png

Target 1 "Infernoid" monster you control; that monster you control is unaffected by your opponent's card effects until the end of this turn. If an "Infernoid" monster(s) you control would be destroyed by a card effect while this card is in your Graveyard, you can banish this card instead of destroying 1 of those monsters.

 
Hyper Infestation Pandemic. This card is great to have in your pocket while swinging out, or down for when your oppoent inevitably tries to bury your monsters on their next turn. Being searchable with Void Vanishment gives this card a huge leg up in making otherwise risky plays safe, and even in the Graveyard it's not useless; saving an Infernoid from Raigeki, Mirror Force, or even the Wrath of Nehemoth is quite useful.
All that said, you don't want to see too many copies before you've got anything to protect.
I recommend 2
[/spoiler]
[spoiler="Void Expansion"]
VoidExpansion-SECE-EN-R-1E.png

During each of your Standby Phases: You can Special Summon 1 "Infernoid Token" (Fiend-Type/FIRE/Level 1/ATK 0/DEF 0). If you would Special Summon an "Infernoid" monster by its own Summoning condition, you can also banish "Infernoid" monsters you control for that Summon. Your opponent cannot target "Infernoid" monsters you control with effects or for attacks, except the "Infernoid" monster(s) you control that has the highest Level.

 
On paper, this field is absolutely perfect, it does everything you can ask for. The only issue is that Infernoids will probably see this in the Graveyard more than their hand. The amount of times you could play it, in a format with 3 MST and some people loving up Galaxy Cyclone, means you probably won't be able to exploit it for very long.
This field may have better applications in a Monarch build, or for something else that likes free tributes, but here, it's too slow
I recommend 0.
[/spoiler]
[spoiler="Void Launch"]
VoidLaunch-SECE-EN-SR-LE.png

During each of your Standby Phases: You can send up to 2 "Infernoid" monsters from your Deck to the Graveyard. If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard.

 
This card is quite good, if you can keep it around. Unfortunately, your opponent would have to be braindead to allow that. It's also slow to start, of course, being a Continuous Trap that only works in your Standby Phase. The obvious difficulty of getting it to work, along with its special condition preventing you from using other monsters while you get going, quickly leaves Infernoid builds persuing other options.
I recommend 0
[/spoiler]
[spoiler="Void Purification"]
VoidPurification-CROS-EN-R-1E.png

If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard. You can only use each of these effects of "Rising Void" once per turn.
● During each of your opponent's Standby Phases: You can target 1 "Infernoid" monster in your Graveyard; add it to your hand.
● During each of your Standby Phases: You can target 1 of your banished "Infernoid" monsters; return it to the Graveyard.

 
This card is in much the same boat as Void Launch - it's unlikely your opponent is going to let this stand. Recurring from the Graveyard is very nice given Decatron, but it's still slow and if you're looking for its banish recursion, Miracle Dig is a better choice.
I recommend 0
[/spoiler]
[spoiler="Eye of the Void"]
EyeoftheVoid-SECE-EN-UR-1E.png

Special Summon 1 "Infernoid" monster from your hand, ignoring its Summoning conditions, but its effects are negated until the end of this turn.

 
This card suffers big time from anime syndrome. While you can use it to get free Infernoid summons, you'll need both this and the eligible monster at the same time. Ideally, you'd never want to be in a position to use it, with all of your monsters in the Graveyard already. Focus on improving consistency instead of using this card
I recommend 0
[/spoiler]
[/spoiler]
[/spoiler]
 
[spoiler="Deck Staples"]
These are cards outside the Infernoid archetype that give the deck power. Seriously consider these before anything else.
 
Reasoning / Monster Gate

Your opponent declares a monster Level.Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. If that monster is the same Level as the one declared by your opponent, send all excavated cards to the Graveyard. If not, Special Summon the excavated monster, also send the remaining cards to the Graveyard.

 

Tribute 1 monster; reveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. Special Summon it, also send the other revealed cards to the Graveyard.

 
These cards function exactly the same, the only difference is that Monster Gate requires a tribute, while Reasoning can have your opponent block the summon with a guess. The only Infernoid monster that can be summoned from the deck by this card is Decatron, the rest will be thrown ceaselessly into the Graveyard (which is essentially your hand). This card is fantastic to have at nearly any point in the game, and will in all but the worst cases instantly give you a leg to stand on. The only caveat is that you can't play too many non-Infernoids, or else you run a high risk of choking the effect away.
 
Burial From a Different Dimension

Select up to 3 removed from play monsters, and return them to their owners' Graveyards.

 
You only get one of this card, what a shame. It is absolutely the best way to recover your resources, and in some cases, you might even be able to screw over an opponent's play by targeting their cards too. Get as much as you can out of this card, try to wait for 3 Infernoids to recover if you can help it, and maybe set it to bait out removal and use it in chain - you don't want to waste this Diabolic Grail.
 
One for One

Send 1 monster from your hand to the Graveyard; Special Summon 1 Level 1 monster from your hand or Deck.

 
A simple effect. This deck has only one target for it (Decatron), but since it can do almost literally anything, it's still worth a slot. The cost is virtually non-existant, and the effect reduces the number of Reasoning targets left in the deck at the worst. Fit it in if you can.
[/spoiler]
 
[spoiler="Other Cards that Mill"]
Getting Infernoids into the Grave quickly is of the utmost importance to keep up with your opponent. Here are a few cards that may help you do that, along with Reasoning and Monster Gate.
 
Card Trooper

Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the end of this turn. If this card you control is destroyed and sent to your Graveyard: Draw 1 card.

 
My personal favorite, Card Trooper is unfortunately semi-Limited.  A huge point in his favor is that he mills in the Main Phase and turns into a decent beater for the rest. His Level of 3 allows him to go into Dante for even more power and milling shenanigans, and of course, when he's destroyed (even by your own effects) he gives you a consolation card. A special bonus is that your opponent can't negate his mill - it's a cost.
 
Charge of the Light Brigade

Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.

 
This card is a Spell that mills out 3 and then grabs you a card to mill more. Recently semi-limited, if you want slightly more utility out of your other monsters than just a miller, Lightsworns are the answer.
 
Raiden, Hand of the Lightsworn

During your Main Phase: You can send the top 2 cards of your Deck to the Graveyard, then if any "Lightsworn" monsters were sent to the Graveyard by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard.

 
Raiden, as a Level 4 Tuner gives you access to many fantastic Xyz and Synchros. His effect, much like Card Trooper's, can be used off of Reasoning and his stats aren't terrible either. If you've got some space for Charge too, Raiden won't disappoint unless he's hit by Bottomless or Breakthrough Skill.
 
Lyla, Lightsworn Sorceress

You can target 1 Spell/Trap Card your opponent controls; this card's battle position cannot be changed until the end of your next turn, also change this card you control from face-up Attack Position to face-up Defense Position, and if you do, destroy that target. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard.

 
Another Lightsworn, Lyla provides Trap destruction. If you're playing Charge, you should probably include one, but even if not, Lyla still makes a decent side card. Her only downside is that she waits until the End Phase to mill anything
 
Kuribandit

During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap Card to your hand, also send the remaining cards to the Graveyard.

 
Kuribandit is a Level 3, and is a stronger miller than Card Trooper, sending 5 and even pulling back a valuable Spell or Trap, but suffers from disadvantages as well. He can be easilly negated, as he must activate on the same turn he's summoned, and only during the End Phase, but by far his largest drawback is that he blocks Reasoning, and is nothing but a Level 3 when summoned from the deck.
Certainly, if you wanted to go without Reasoning or Monster Gate for some reason, Kuribandit would be your man.
 
Needlebug Nest

Send the top 5 cards of your deck to the Graveyard

 
A laughably simple effect. Infernoids find much more use than other archetypes in this card, given that Infernoids in the Graveyard may as well be in the hand. Its chainability is a nice boost, but of course, there's always the chance it'll get blown away before you can use it, just like the Void cards. If you don't want to use Reasoning or Monster Gate, this card makes a decent substitute.
 
Fiend Comedian

Toss a coin and call it. If you call it right, all of your opponent's cards in the Graveyard are removed from play immediately. If you call it wrong, send a number of cards equal to the number of cards in your opponent's Graveyard from your Deck to your Graveyard.

 
This card is a deathblow against a few decks, including your own, so look out! Even though it generally gives you a boost with either result, I still wouldn't main it, as it could turn out to be a really lousy opening against some decks.
[/spoiler]
 
[spoiler="The Second Hand"]
With the goal of milling tons and tons of cards, odds are you're going to wind up with more Spells and Traps in the Graveyard than on your field. Luckilly, there are a few that you can use even in this case, and each have some advantages and disadvantages.
 
Galaxy Cyclone

You can only use the (2) effect of “Galaxy Cyclone” once per turn.
(1) Target 1 Set Spell/Trap Card on the field; destroy it.
(2) During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard then target 1 face-up Spell/Trap Card on the field; destroy it.

 
An MST that works from the Graveyard. Sort of. A nice way for Infernoids to get around dangerous continuous cards, or maybe just Pendulum Scales. Main it over MST, but make sure you put 3 MST (or equivalent) in the Side Deck, or something like Necrovalley or Imperial Iron Wall will stop you for good.
 
Breakthrough Skill

Target 1 face-up Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that target's effects until the end of this turn.

 
The meta choice for a lot of decks, it remains a solid option here. You can only use this card from the Graveyard when it's your turn, but even still it remains useful for shutting down enemy quick or continuous effects that could hurt your plays. It's especially powerful in the mirror match.
 
Skill Prisoner

Target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect.

 
One of my personal favorites and an underrated card. Unlike the others, it has the same effect in the grave as on the field. Targeting monster effects are the backbone answers in a lot of decks (like this one), and this card shuts them down. It doesn't even have to protect monsters.
 
Mischief of the Yokai

Each face-up monster on the field loses 2 Levels, until the End Phase. You can remove from play this card from your Graveyard to select 1 face-up monster and reduce its Level by 1, until the End Phase. This effect cannot be activated the same turn this card is sent to the Graveyard.

 
A card you wouldn't normally see, in Infernoids it has an interesting application. If you use it from the field, you can cut down the Levels of your Infernoids and summon extras, or maybe just summon a different Xyz monster. The real hilarity in this card comes from its ability to disrupt your opponents Synchro and Xyz Summons. Most decks that play Rank 4s don't have Rank 2s, after all.
 
Mischief of the Gnomes

This turn, reduce the Levels of all monsters in each player’s hand by 1 (even after they are Summoned/Set). You can banish this card from the Graveyard; this turn, reduce the Levels of all monsters in each player’s hand by (1?) (even if they are Summoned/Set).

 
A partner card to Mischief of the Yokai, it might be worth siding over Yokai against some decks, but it does less to help Infernoids, since they don't care about levels in their hand. You can use both the regular and grave effects in the same turn though, so that might come in handy.
 
The Phantom Knights of Shadow Veil

Target 1 face-up monster you control; it gains 300 ATK and DEF. When an opponent's monster declares a direct attack while this card is in your Graveyard: Special Summon this card in Defense Position as a Normal Monster (Warrior-Type/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap Card.) If Summoned this way, banish this card when it leaves the field.

 
Hot out of the Xyz Dimension comes Shadow Veil. It's certainly not the best Graveyard attack negation, but being a Trap, it doesn't stop Reasoning, and even counts as a Normal Monster if it somehow survives. Perhaps it's best sided in as an OTK stopper.
 
Skill Successor

Target 1 face-up monster you control; it gains 400 ATK until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from the Graveyard, then target 1 face-up monster you control; that target gains 800 ATK until the end of this turn.

 
This card should not be in your Main Deck. The only reason you should consider it is if your opponent has monsters you need a bit of help getting over in terms of ATK. It's dodgy, but it just might surprise the enemy. At least it turns Adramelech into a real force ... for a turn.
[/spoiler]
 
[spoiler="Attack and Defend"]
Obviously, you won't always be able to rely on the cards in your Graveyard to do the work for you. You start with a full hand, and you're going to have a few Draw Phases. May as well draw something that's helpful, right?
 
Raigeki/Dark Hole

Destroy all monsters on the [opponent's] field.

 
These cards have been present in the game from the beginning, and they are still very playable today. They make good draws for a deck like Infernoids that can swarm for the kill from an empty field, and there's some monsters, like Masked Hero Dark Law, you really don't want to see. There's also something like Cyber Dragon Infinity, which they render defenseless.
 
Dark Hole is clearly less good than Raigeki, since it also  wipes your side, but with the magic of Void Seer, it might not even touch them, and sometimes clearing out your Levels is a boon. In certain situations (Cosmic Dragons, field full of Shaddolls...) they might fall flat, but most of the time, what monsters gain from being destroyed probably won't replace what they lost, at least before you kill them.
 
Book of Moon/Book of Eclipse

Target 1 face-up monster on the field; change that target to face-down Defense Position.

 

Change all face-up monsters on the field to face-down Defense Position. During the End Phase, flip all face-down Defense Position monsters your opponent controls face-up, and if you do, your opponent draws 1 card for each.

 
Book of Moon is simply a fantastic card. There's a reason it's limited, after all. It's good at just about any stage of the game. It can block attacks, stop Synchros or Xyz, set your monsters up to walk over the opposition, shrink your own Levels, or dodge something like Fiendish Chain. The only thing preventing it from being the Swiss army knife of Yu-Gi-Oh! is that Seven Tools of the Bandit is a literal Swiss army knife.
 
Its cousin, Book of Eclipse has an extremely bad approval rating after getting caught up in Jargate, but is far from useless. It flips everything, so there is no battle to speak of, and certainly no continuous monster effects. Now that Releaser is banned, it's a much less critical card, but Infernoids can still benefit from it by virtually guaranteeing their battle effects will work on your turn. Unlike Book of Moon though, deploying Eclipse at the wrong time (against a field full of monsters when you have no way to clear them out, for instance) will really set you up to fail, so use with care.
 
Torrential Tribute

When a monster(s) is Summoned: Destroy all monsters on the field.

 
Torrential is a limited Trap, so it's not always going to make it onto the board, but if it does, it carries the same benefits that Dark Hole does for the deck - at Quickplay speed. In addition to helping you make it to the next turn against just about everything, Torrential specifically does a lot of work against Yosenju and Ritual Beasts, two decks that are infuriating to face if you happen to be missing Lilith; if you have a space, it's worth consideration.
 
Vanity's Emptiness

Neither player can Special Summon monsters. If a card is sent from the Deck or the field to your Graveyard: Destroy this card.

 
WHAT!? Indeed, the very bane of Infernoids' existence can also be employed by them. It has the same misgivings as Torrential as a limited Trap, and carries the same danger that Book of Eclipse does (I have seen people in all manner of decks screw themselves because they got locked under their own Vanity), but depending on how evil you want to be, and assuming you can get rid of it when you need to, you can devastate your opponent with it.
[/spoiler]
 
[spoiler="The Extra Deck"]
Infernoids have total creative freedom with what they put in the Extra Deck. Tierra is the only archetype card that takes up any space for them.
[spoiler=Xyz]
 
Divine Dragon Knight Felgrand

2 Level 8 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; this turn, its effects are negated, but it is unaffected by other card effects.

 
Needing a Rank 8 is rare, and Felgrand only has the same punching power as Adramelech, but its effect allows for all kind of crazy plays, blocking opponent monster effects or stopping them from benefiting from their own cards in addition to being an invincible attacker. It might win the game if you break it out at the right time.
 
Alsei, the Sylvan High Protector

2 Level 8 monsters
Once per turn: You can declare 1 card name; excavate the top card of your Deck, and if it is the declared card, add it to your hand. Otherwise, send it to the Graveyard. If a card is sent from your Deck to the Graveyard by a card effect (except during the Damage Step): You can detach 1 Xyz Material from this card, then target 1 card on the field; place that target on either the top or bottom of the Deck. You can only use this effect of "Alsei, the Sylvan High Protector" once per turn.

 
An underrated option, or perhaps no one plays Sylvans anymore... in any case, if you need an answer to a specific card, Alsei will make it disappear, and its massive DEF will keep it around afterward. Putting something on the bottom of the Deck is a great way to make sure you never see it again, and putting something on top screws your opponent out of a critical draw. If you want the effect, feel free to declare your favorite card (I recommend Destiny End Dragoon), or you can take a swing and maybe pick up a big power card like Reasoning or Burial from a Different Dimension.
 
Mecha Phantom Beast Dracossack

2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.

 
This plane is quite the monster. Functioning most of the time as a Scrap Dragon, its tokens protect it from destruction, and don't even count against the 8 limit. When you're done with it and want to summon an Infernoid instead, you can simply tribute itself and take something with it.
 
Number 11: Big Eye

2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.

 
Problem monster in your way? Steal it! And then beat them in the face! Unfortunately, this will almost always lock you out of summoning more Infernoids, so make sure it's a monster worth taking. Of course, if you were to have another Infernoid out already, you can use their monsters for your own effects. How demonic.
 
Dante, Traveller of the Burning Abyss

2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card and choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; until the end of this turn, this card gains 500 ATK for each card sent to the Graveyard this way. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is sent to the Graveyard: You can target 1 "Burning Abyss" card in your Graveyard, except this card; add it to your hand.

 
As his name would imply, Dante gets along really well with Infernoids. 2500 on offense and defense, and advances the deck at the same time. What more can you ask for?
 
Leviair the Sea Dragon

2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

 
This card gets back Decatron after it's banished. It can also get stuff that you ripped out of your opponent's grave, if that somehow helps you. If you can make Rank 3 easily and have a slot to spare, it opens up a lot of options, but don't go out of your way to make it.
 
Minerva, the Exalted Lightsworn

2 Level 4 monsters
You can detach 1 Xyz Material from this card; send the top 3 cards of your Deck to the Graveyard, then draw cards equal to the number of "Lightsworn" cards sent to the Graveyard by this effect. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent’s card effect: You can send the top 3 cards of your Deck to the Graveyard, then you can destroy cards on the field up to the number of "Lightsworn" cards sent to the Graveyard by this effect. You can only use each effect of "Minerva, the Exalted Lightsworn" once per turn.

 
Dante, except Rank 4, and it mills even more when it dies. Naturally, Lightsworn builds get further mileage out of it, but even if you have none of them, it can still help you out.
[/spoiler]
[spoiler=Synchro]
Stardust Spark Dragon

1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn (except during the Damage Step): You can target 1 face-up card you control; once during this turn, it cannot be destroyed by battle or by card effects

 
A Duel Dragon, this guy has decent stats and can protect your weaker Infernoids in battle, letting you get extra effects out of them, not to mention the ubiquitous card effect destructions...
 
Hot Red Dragon Archfiend

1 Tuner + 1 or more non-Tuner monsters
Once per turn, during your Main Phase 1: You can destoy all other face-up Attack Position monsters on the field. Monsters other than this card cannot attack the turn you activate this effect.

 
Another member of the Duel Dragons, his 3000 ATK is nothing to scoff at. You might not have Nehemoth around to punish the whole field of monsters, so this guy's a nice backup plan.
 
Moonlight Rose Dragon

1 Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned, OR when a Level 5 or higher monster is Special Summoned to your opponent's side of the field face-up: Target 1 Special Summoned monster your opponent controls; return that target to the hand. You can only use the effect of "Black Rose Moonlight Dragon" once per turn.

 
A fantastic dragon that gets around a lot of monsters immune to destruction, and pretty much single handedly destroys Synchro decks.
 
Clear Wing Synchro Dragon

1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, when another Level 5 or higher monster on the field activates its effect: You can negate the activation, and if you do, destroy it. Once per turn, during either player's turn, when a monster effect is activated that targets exactly 1 Level 5 or higher monster on the field (and no other cards): You can negate the activation, and if you do, destroy it. If this card destroys a monster by its own effect: It gains ATK equal to the destroyed monster's original ATK, until the end of this turn.

 
Not to be outdone, the Synchro Dimension provides us a new toy. Infernoids have many Level 5 or higher monsters, so this will afford them some nice protection. You can use it to get cheap OTKs too by attacking with a strong Infernoid and then having Clear Wing destroy it to absorb its ATK.
 
Ancient Sacred Wyvern

1 LIGHT Tuner + 1 or more non-Tuner monsters
While your LP are higher than your opponent's, this card gains ATK equal to the difference. While your LP are lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 LP; Special Summon this card.

 
For those that make use of the Lightsworn Tuner Raiden, you gain access to this card. It makes for blatant OTKs, so go ahead and include it if possible.
 
PSYFrame Lord Omega

1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's Main Phase: You can banish both this face-up card on the field and 1 random card in your opponent's hand until your next Standby Phase. During your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in any Graveyard; shuffle both that card and this card into the Deck.

 
A newly revealed Synchro monster. Though it remains to be seen just how good PSYFrames are as a deck, the applications for Infernoid is already obvious. Temporarily reduce your opponent's hand while cutting Levels off of the board, bring back your banished Infernoids to the Graveyard, or even recycle a powercard into your Deck (or screw your opponent over) while gaining the ability to make him again. Oh my...
 
Trishula, Dragon of the Ice Barrier

1 Tuner + 2 or more non-Tuner monsters
When this card is Synchro Summoned, you can activate this effect to remove from play up to one card each from your opponent's hand, field and Graveyard. (The card in the hand is chosen at random.)

 
The infamous destroyer of fun returns. He can't be dodged like his blue ripoff, so watch out. Instead of anything else, here's a list of every meaningful combination I can think of to summon him. Decatron's modular Level goes a long way, and the weaker Infernoids lend a hand.
[spoiler="FREEZE ETERNALLY"]
Raiden + Level 3 + Beelzebul
Raiden + Level 4 + Shaitan
Decatron copying Lucifugus + above
 
Decatron + Level 4 + Level 4
Decatron copying Shaitan + Level 4 + Level 3
Decatron copying Beelzebul + Level 4 + Beelzebul
Decatron copying Beelzebul + Level 3 + Level 3
Decatron copying Astaroth + Level 3 + Shaitan
Decatron copying Astaroth + Beelzebul + Beelzebul
[/spoiler]
[/spoiler]
 
[spoiler="Non-Effect Monsters"]
These monsters are Extra Deck monsters without effects, meaning they don't count towards the Level 8 or more restriction. All they do is lay the smackdown.
 
Level 7 Scrap Archfiend
Level 6 Gaia Knight, the Force of Earth
Rank 4 Gem-Knight Pearl
[/spoiler]
 
[spoiler=Fusion]
You can find more information on Fusions here:
http://forum.yugiohcardmaker.net/topic/332339-chain-link-1-2-3-4-a-guide-to-playing-shaddoll/
[/spoiler]
[/spoiler]
 
[spoiler="The Side Deck"]
The Side Deck, as you probably know, lets you change up to 15 cards in your Deck to give you an edge over your opponent's in between games in a match. Here are some cards that Infernoids can hide in their metaphorical (and metaphysical) sleeves in addition to any of the cards above.
 
[spoiler="Reasoning Targets"]
One of the interesting properties of a Reasoning based deck like this is the ability to side in monsters of all kinds of Levels with dangerous effects and play them straight from the Deck. Try to keep your total number of Reasoning targets to about 5 or 6 though, you still want it to do its intended job.
 
Ghost Ogre & Snow Rabbit (Level 3)

During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.

 
This wacky rabbit is a hand trap and a Tuner, so even when you draw it, it's not totally dead. Funny enough though, it works from the hand and the field, so you can set it up with Reasoning. Its main claim to fame is destroying Lose a Turn and Pendulum cards (I see you, Qliphoth...), but it works on Yosenju as well.
 
Thunder King Rai-Oh (Level 4)

Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.

 
Unlike his anti-meta Thunder subjects, the old King can be Special Summoned. A Mistake on a decent body that doubles as Evilswarm Roach, it's just a shame he can't work his magic on Ritual Summons. He could be worth a look. People do like to call 4 a lot though...
 
Spell Canceller (Level 5)

As long as this card remains face-up on the field, Spell Cards cannot be activated. The effects of all Spell Cards are also negated.

 
Necloth and Qliphoth get completely hosed by this... Sentinel... thing... They basically don't get to play at all with it around. Of course, it also hurts you a bit, since you can't use your own power Spells either, but hypothetically, it comes out after right after Reasoning has given you some Graveyard to work with.
 
Jinzo (Level 6)

Trap Cards, and their effects on the field, cannot be activated. Negate all Trap Card effects on the field.

 
Is there anyone who hasn't heard of this guy? He did some time in prison when the game was young, you know. He's not quite as powerful as he used to be, but Reasoning giving him to you for free, and Infernoids general preference of beating your opponent to death makes him a decent choice if your opponent plays a lot of Traps, especially since Infernoids don't use many of their own.
 
General Raiho of the Ice Barrier (Level 6)

When an effect resolves that was activated by an Effect Monster that was on your opponent's side of the field, they must discard 1 card or the effect is negated (their choice).

 
Huh? An Ice Barrier? Believe it or not, putting this guy on the board can spell death for a few decks. Namely, Satellaknights and Yosenju who can only rely on their hand. It shares a Level with Jinzo, so your opponent might guess correctly, but it's very unlikely they'll be prepared to play around this after it's out.
 
Chaos Hunter (Level 7)

When your opponent Special Summons a monster (except during the Damage Step): You can discard 1 card; Special Summon this card from your hand. Your opponent cannot banish cards.

 
With Blaster gone (RIP), no one would think to call 7 (no one called it even when he was around) and her summoning condition is laughable regardless. Banishing Infernoids is really bad, be it by Macro Cosmos, Dark Law, or enemy Infernoids; this card helps to cover that weakness.
 
Archlord Krystia (Level 8)

If you have exactly 4 Fairy-Type monsters in your Graveyard, you can Special Summon this card (from your hand). When you do: Target 1 Fairy-Type monster in your Graveyard; add that target to your hand. Neither player can Special Summon monsters. If this face-up card would be sent from the field to the Graveyard, it returns to the top of the Deck, instead.

 
The first two effects mean nothing to Infernoids, but a virtually uncallable Level makes for a big summon lock on a large monster that could shock your opponent. Returning to the top of the Deck is not so hot, but you can always mill it away, or Tribute Summon it after blowing the board up to be really nasty.
[/spoiler]
 
Mystical Space Typhoon

Negate and Destroy 1 Spell or Trap Card on the field.

 
Just about as generic as you can get. This card is a must have for Infernoids, especially for game 2, because it answers very dangerous things that can't be allowed to stick around if you want to win (Macro Cosmos, Anti-Spell Fragrance, Vanity's Emptiness) including things that Galaxy Cyclone can never stop (Necrovalley, Imperial Iron Wall) that could wind up sided against you.
 
Mistake

Neither player can add cards from their Deck to their hand except by drawing them.

 
This card hurts just about anything meta (that is, consistent). Infernoids get away with only losing Void Vanishment and Charge of the Light Brigade, if you play it, which is a lot better off than losing, say, Brionac.
 
Soul Drain/Light/Dark-Imprisoning Mirror

Activate by paying 1000 Life Points. Monsters that are banished, as well as monsters in the Graveyard, cannot activate their effects (that start a Chain).

 

Negate all [LIGHT/DARK] monster effects activated on the field or in the Graveyard.

 
Infernoids are inherent summons and remain totally unaffected by Skill Drain's necrotic cousin; they're also FIRE. Most of the time in this format, either of the Mirrors will be better, but if you're playing something that isn't a fantastic Attribute, it's nice to know this card exists.The mirrors are extremely self explanatory, though LIGHT might hurt if you're using Lightsworn, you could always side them out if hating on your opponent is more important.
 
Mind Drain

Activate this card by paying 1000 LP. Effects of monsters in the hand cannot be activated.

 
Completing the trio of Drains, is Mind Drain. Of course, Infernoids don't have any effects that activate in the hand, unless you've sided in Yuki Usagi. Again, Mistake probably outclasses it this format, since Necloths searches are the biggest hand effects today, but in the future, this one could rise to power.
[/spoiler]
 
[spoiler="Matchup Tips"]
UNDER ???

[spoiler="Infernoids vs. Satellarknight"]
Beat them to death
[/spoiler]
 
[spoiler="Infernoids vs. Hero"]
Beat them to death
[/spoiler]
 
[spoiler="Infernoids vs. Yosenju"]
Beat them to death
[/spoiler]
 
[spoiler="Infernoids vs. Infernoids"]
Cry
[/spoiler]
[/spoiler]

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Updated with a few new names and some card recommendation changes,

Obviously they couldn't keep their demon names for the TCG, oh well.

 

This topic has been viewed over 500 times, so I know you're out there.

If anyone has any opinion at all on the deck, or what to add to the guide, I'm all ears. Especially if you want to add thoughts on the crazy Monarch and Gallis builds.

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the thing about Blaster is that he eats up 2 Infernoids and the deck is already strapped for fuel as is and if you happen to get him banished, there is absolutely nothing you can search for. also other than Dante a LIGHT and Chain a FIRE, what else do you recommend extra decking. returning to blaster for a sec, yes you could banish two chains, but really i haven't ever summoned from the extra deck much (have you?), let alone ever having two chains in the grave or out. and then there's still the fact that you can't search for anything. yes you can discard him and an Infernoid (unless there's some other FIRE guys you run) to destroy something, but.. i don't know. i eventually took him out.   

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the thing about Blaster is that he eats up 2 Infernoids and the deck is already strapped for fuel as is and if you happen to get him banished, there is absolutely nothing you can search for. also other than Dante a LIGHT and Chain a FIRE, what else do you recommend extra decking. returning to blaster for a sec, yes you could banish two chains, but really i haven't ever summoned from the extra deck much (have you?), let alone ever having two chains in the grave or out. and then there's still the fact that you can't search for anything. yes you can discard him and an Infernoid (unless there's some other FIRE guys you run) to destroy something, but.. i don't know. i eventually took him out.   

 

Yeah, he does cost 2 Infernoids, but he can also be Normal Summoned, which means Reasoning and Monster Gate will give you him for free and then put him into your hand next turn. His hand effect is of great use too since almost every Infernoid wants to be discarded. Not to mention on top of all of this, you can summon him with any number of Infernoids out which is going to either mean a Rank 7 or a much larger attack on the opponent for you.

As for getting him banished, what's getting him banished? Summoning himself? It doesn't work like that.

 

I'll add an Extra Deck section later but here's the gist.

Dracosack and Big Eye because you have Level 7s

Dante isn't technically legal to use in the same deck because TCG exclusive but it would be the best choice.
Alucard's decent, but it's likely you have a ton of S/T destruction already

Acid Golem to get around Skill Drain

101 and Exciton are good just in case, and, if you have Level 4 Reasoning targets Chain is really easy to make.

Other gimmick stuff...

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Yeah, he does cost 2 Infernoids, but he can also be Normal Summoned, which means Reasoning and Monster Gate will give you him for free and then put him into your hand next turn. His hand effect is of great use too since almost every Infernoid wants to be discarded. Not to mention on top of all of this, you can summon him with any number of Infernoids out which is going to either mean a Rank 7 or a much larger attack on the opponent for you.

As for getting him banished, what's getting him banished? Summoning himself? It doesn't work like that.

 

I'll add an Extra Deck section later but here's the gist.

Dracosack and Big Eye because you have Level 7s

Dante isn't technically legal to use in the same deck because TCG exclusive but it would be the best choice.
Alucard's decent, but it's likely you have a ton of S/T destruction already

Acid Golem to get around Skill Drain

101 and Exciton are good just in case, and, if you have Level 4 Reasoning targets Chain is really easy to make.

Other gimmick stuff...

i never said anything was banishing....... i said if you happened to get him banished... i assumed you would know i meant by things like d prison... o.o nor did i ever say he could summon himself... you know i just love when people act like i'm stupid. it's always fun. please do not insult me again unless you intend to start a flame war. which i would normally indulge in, but right now i'm pretty calm, so i'll pass.

Dante's legal to be used with this deck on Dn (cause fuck logic). Acid Golem. wow. wait. how exactly does that get you around skill drain's effect? 

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i never said anything was banishing....... i said if you happened to get him banished... i assumed you would know i meant by things like d prison... o.o nor did i ever say he could summon himself... you know i just love when people act like i'm stupid. it's always fun. please do not insult me again unless you intend to start a flame war. which i would normally indulge in, but right now i'm pretty calm, so i'll pass.

Dante's legal to be used with this deck on Dn (cause f*** logic). Acid Golem. wow. wait. how exactly does that get you around skill drain's effect? 

 

Yeah, my point is that Blaster getting hit by Dimensional Prison isn't worth planning for. There's no targets for if that happens, but it's not going to happen enough that you would care This isn't E Dragons.

Acid Golem doesn't get you around it, it's a means to hold off until you can draw something to stop Skill Drain. It has 3000 ATK, after all. Depending on the deck, you might prefer Crazy Box.

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my point is that since Blaster basically just eats 2 Infernoids (either to tribute summon or ss) and don't get a search out of the off chance he is banished, he's sorta just taking up a slot that could be used by something else that benefits the deck more. i prefer crazy box, personally. no draw backs to having him out. 

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my point is that since Blaster basically just eats 2 Infernoids (either to tribute summon or ss) and don't get a search out of the off chance he is banished, he's sorta just taking up a slot that could be used by something else that benefits the deck more. i prefer crazy box, personally. no draw backs to having him out. 

 

OK, tell me, what benefits this deck more than an easilly summonable giant monster that doubles as a Raigeki break (when the deck has ways to potentially pull him out of thin air) in a deck that is based specifically around easilly summonable giant monsters?

 

What would you use over Blaster?

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well since the site is down right now i can't tell you what i did use over him, but the only non infernoids i have in there are math, gainer, maybe card trooper? i forget if he's still in there.., i think i took him out for a raiden, which i took out for math... or a card trooper i'll edit this when dn is back up tho. 

 

edited. 

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Alright, the next section will be "Other Cards that Mill "

The ones I can think of are

Kuribandit

Raiden (which may come with Charge of the Light Brigade, and maybe Lyla)

Trooper

Dante (and perhaps Tour Guide/Scarm)

Needlebug Nest

Fiend Comedian

Mathematician

 

Am I missing anything?

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I could give a help in writing up for a proper pure infernoids if you need to.

 

But, let's talk about the CROS stuffs first.

 

Ideally, there should only be 2 total between Nehemoth and Lilith. It's a meta call, tbh, but I'm leaning for 2 Lilith at the moment. Nehemoth's good, but backrow busting lilith backed with our super lance and the fact it negates monsters AND banish them is really important atm imo.

 

Then, let's move to Satan and Belphegor. Belphegor sucks outside of its ATK, I'd give him 1 slot as a tech at most. But Satan's really really good, stat aside. I'm seeing him as useful at 2, since you'll still want 1 or 2 Astaroths.

 

Frozen Void's second effect is underrated in retrospect. It turns the smaller infernoids into HTS Psyhemuths that requires you to take damage first. Note the effect doesn't say from -where- do you banish them. It can get over almost anything aside from stuffs with Spell Immunity, and it really helps since one of the issue that 'Noids face is when your opponent controls a single monster that Nehemoth cannot destroy/run over, since Seitsemas will be less useful in that scenario.

 

Galaxy Cyclone and Jar of Avarice deserves a mention in the OP.

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Also, for those that wants to use Jar of Avarice.

 

please, for the love of our lord and savior Harmadik, do not recycle Reasonings unless you still have a decent-sized deck and you milled the other copies.

 

You'll get far less mileage out of them compared to other more important cards to recycle, and that is if you can even draw it again.

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You should definitely mention Fiendish Rhino Warrior: http://yugioh.wikia.com/wiki/Fiendish_Rhino_Warrior
We might not be getting it for a while (and neither Japan, for that matter), but that's a card which surely will help this deck out, what with providing extra mill with precision and working well with the TGU + Dante engine. The protection effect is a mere plus.

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