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description[Pro Decklist] Inferno Androids Empty[Pro Decklist] Inferno Androids

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Inferno Androids
Created by @ParaBox
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In the Sacred Tree, seals the emissaries of the void. They are known as the "Inferno Androids" or in short "Infernoids". Each of them represent a different sin. When the androids step on the field known as the Earth, foolish creatures shall know their sins and powerlessness and bow in front of the lords of sins and void.

[Pro Decklist] Inferno Androids MxmbOrI

Deck Recipe:


Main Deck
Monsters Cards: 24
2x Card Trooper
1x Infernoid Antra
3x Infernoid Attondel
3x Infernoid Decatron
2x Infernoid Devyaty
3x Infernoid Harmadik
2x Infernoid Onuncu
3x Infernoid Patrulea
2x Infernoid Seitsemas
1x Lumina, Lightsworn Summoner
1x Lyla, Lightsworn Sorceress
2x Raiden, Hand of the Lightsworn


Spell Cards: 13
1x Burial from a Different Dimension
1x Charge of the Light Brigade
2x Galaxy Cyclone
1x Monster Gate
3x Reasoning
1x Void Imagination
3x Void Seer

Trap Cards: 4
1x Breakthrough Skill
1x Ring of Destruction
2x Spiritual Fire Art - Kurenai

Side Deck
2x Flying "C"
2x Mystical Space Typhoon
2x Breakthrough Skill
3x Fairy Wind
3x Mind Crush
3x Mistake

Extra Deck
2x Infernoid Tierra
1x Black Rose Dragon
1x Blackfeather Darkrage Dragon
1x Goyo Guardian
1x Castel, the Skyblaster Musketeer
1x Dante, the Traveler of the Burning Abyss
1x Divine Dragon Knight Felgrand
1x Minerva, the Exalted Lightsworn
1x Number 101: Silent Honor ARK
1x Number 39: Utopia
1x Number S39: Utopia Prime
1x Number S39: Utopia the Lightning
1x Phantom Fortress Enterblathnir
1x Superdreadnought Rail Cannon Gustav Max

Deck Description: This deck is mainly revolving around the archetype "Infernoid". It also contains their own support of "Void" cards, and card engines that send cards from the deck to the graveyard. It has always been said that the graveyard is the second hand for the Yu-Gi-Oh! Card Game. This deck is a very accurate example of the theory. All "Infernoid" monsters can be Special Summoned from the graveyard or hand by their own effects under certain conditions. The Conditions being: 1) The total levels and/or ranks of all monsters you control are 8 or lower (Controlling no monster is considered "level zero" thus lower than 8 also) 2) Banishing a certain amount of "Infernoid" monsters you have in hand or in the graveyard. As long as the conditions are met, you can special summon any and as many "Infernoid" monsters as you wish. For that reason, you want to place as many different choices of "Infernoid" monsters in graveyard. Also for that reason again, if you are running "Infernoid" monsters in your deck, you will need a lot of (15~25) them or else with the number needed for cost of summoning them, the chances are you can not even get them on the field and in that scenario they will serve absolutely no purpose.

All "Infernoid" monsters each have different effects that stand out as simple and strong. Although not all are used in this particular deck, all effects of "Infernoid" monsters are direct + advantage. All but the "Highest levels" Infernoid monsters also share an effect of "During either players' turn: Tribute 1 Monster and target 1 card in your opponent's graveyard; banish it." (Level 1-4s are limited to only during your opponent's turn.) This effect is a combination of "Sacrifice Escape" and "Free Chain" to "Stop Graveyard Usage", It can be handy in a certain situations, in a bizzare way, it can also adjust your total levels to under 8. This deck fully uses the effects of "Infernoid" monsters and in most cases aiming for high damage in one turn.

Play Style: The play style of this deck is very simple, the whole process can be basically explained within three steps: 1) Use cards such as "Infernoid Decatron", "Card Trooper", "Reasoning", "Monster Gate" and Lightsworn monsters to fill up the ammos in the graveyard. 2) Special Summon low level monsters to XYZ summon or synchro summon into monsters with effects to either send more cards from the deck to the graveyard or give a cleared path for the "Heavy Infernoids" to be out on the field. 3) Get out the "Heavy Infernoids" to use their effects and attack.

In simpler words, three steps: Mill, Spam with small monsters, Boss descend to the field. The "Bosses" mentioned in here are the two Infernoid monsters that has the most level in the main deck, Level 9 "Infernoid Devyaty" and Level 10 "Infernoid Onuncu".It's quite interesting that the two "heaviest" Infernoid monsters have similar yet exactly opposite effects. We will go over their effects in the later sections.

Due to the fact that the two "Infernoid" boss monsters are level 9 and 10, if you have one on your field techinically it's impossible the get out other "Infernoid" monsters out on your field. Therefore, there are times that you want to get out the other monsters first before you bring out "Devyaty" and "Onuncu". However, mostly the play style of the deck is to get out "Devyaty" or "Onuncu first in order to clear the course for an ensured attack. It ultimately comes down on the situation, depending which is better to use in the situations. One wrong decision can lead you from a victory to a loss, the critical decision of this deck is to see through the timing for getting out the boss, and to get out which boss. (Devyaty or Onuncu) All the "Void" cards also give the "Infernoid" extra power, so use them wisely.

One last reminder, all the high levels (Level 5-10) "Infernoid" monsters can be special summoned from hand and the graveyard by banishing 2-3 (Level 5-8: 2; Level 9-10: 3) "Infernoid" monsters from the hand or the graveyard. Therefore, if you have "Infernoid" monsters in your hand, discard them to graveyard by effects, in most cases it doesn't matter if it's in hand or graveyard so the discarding act as paying no cost at all.

Card Analysis:
We will analyze each card in the Main deck, Side Deck and the Extra deck. Cards, card effects and the reasons why I picked them in my deck will be explained in this section:

Main Deck
Infernoids: An archetype that can be special summon (by their own special summon condition rule effects, which means they don't start a chain link) from the hand and/or the graveyard by banishing a required amount of "Infernoid" monsters from hand and/or graveyard while you control no monsters or the combined levels and ranks of all the monsters you control are equal or below 8. The charm point of this archetype is that they all have different levels from each other except "Infernoid Decatron" and "Infernoid Pirmais". Unfortunately, there are no level 12 Infernoid monsters yet, or else they will be the first archetype to have all 12 levels in it.

"Highest" Level (Level 9-10) Infernoids: These can only be special summoned from your graveyard or hand by banishing 3 Infernoids from your graveyard and/or hand. These are known as the signature monsters and ace cards of the deck. They have trigger effects that activates when Special Summoned and covers up each other's weak points. However, notice that they surpass the level "eight" which is the condition for Infernoids to get special summoned on the field. Therefore, unless their level is lowered to 8 or less, you can not have 2 of these on the field and as long as one if these is on the field, no more new Infernoids can be special summoned to the field.

Infernoid Onuncu: This card is the level 10 monster of Infernoids. When it is special summoned you can choose to destroy all other monsters on the field. Which is a simple yet strong effect that allows you a cleared path that may even lead to an One Turn Kill. (OTK) You will also want to take your chance to win the game as fast as possible using this chance that they have no monsters on their field. This card is deadly and can be ended up as a finisher in most situations. However, when it is in the graveyard, remember your opponent is well aware of this card's existence thus setting up ways to encounter it. Simply relying all to this card may not work sometimes, there are times that you want to have support cards such as "Void Seer" to protect it. In addition to that, this card can negate and banish a S/T card's activation or effect once per turn by tributing one monster. Although you can tribute even a token to use this effect, sometimes if this card is in your way or you want to use re-summon it and use its effect, tributing itself may not be a bad option.

Infernoid Devyaty: The second highest level Infernoid monster that is in allowed to use in the main deck. Level 9. To be short, this monster has an effect of "Heavy Storm" that doesn't affect face-up "Void" S/T cards when special summoned. There will be a lot of situations where this gives more advantage than "Infernoid Onuncu". When you feel not save to attack with the set card(s) you opponent has, rather than using Onuncu, this is the better option to use. Seeing to use which can be difficult to do sometimes. Also, just like Onuncu, this card can negate can banish card effects by tributing one monster also. In contrast, Onuncu can only negate Spell and Trap cards; Devyaty can only negate Monster effects. This is also another factor to the decision of using which of the two Infernoids you should special summon.


High Level (5-8 ) Infernoids: These Infernoids can only be special summoned to your side of your field by banishing 2 Infernoids. Their DEF are all 0. All monsters in this category all have a free chain effect to tribute during either player's turn to target and banish one card in your opponent's graveyard. Also, they all have effects that activates after attacking an opponent's monster. Not all of these are used in my deck so I will only go over the ones that I picked to use in my deck.

Infernoid Attondel: The level 8 Infernoid. Out of all High Level Infernoids, this has the most useful effect. This card can attack twice if it destroyed a monster by battle. Which can cause fatal damage to your opponent and can easily be the finisher of the game. This is also a Level 8 monster, which means u can still get out 1 more Infernoid after this is on the field. This card can cause more damage than Onuncu also.

Infernoid Seitsemas: Level 7 Infernoid Monster. This card's effect is to at the end of Battle Phase allow banish one card on the field if it attacked a monster. Which can come in handy to remove cards, especially those with destruction protection that Onuncu, Devyaty, and Attondel suffers to remove such as "Number 101: Silent Honor ARK", "Wind-up Zenmaines", and cards with strong effects like "Macro Cosmos", "Toon Kingdom" that are protected by "Card Guard".


Low Level (1-4) Infernoids: These monsters, except "Infernoid Decatron", can only be special summoned from hand by banishing 1 Infernoid monster in graveyard or hand. All of these monsters (except Decatron) have a sharing effect of: During your opponent's turn, tribute one monster to banish one card in your opponent's graveyard. Their second effects all are "Once per turn" effects that -1 field advantage for your opponent. (Except Decatron) Again, we will be only going over the ones that are in this deck.

Infernoid Patrulea: The monster that takes over the Level 4 spot of the archetype. This card can destroy one Spell or Trap card on the field once per turn, which is very handy to destroy certain stun cards. The fact that it is a level 4 makes it very versatile for Synchro and XYZ summon also. This is one card that you want to put 3 copies in.

Infernoid Harmadik: The level 3 Infernoid. It can once per turn destroy one monster on the field no matter the battle position. Which is a very useful effect, but watch out for the fact that it can destroy monster that you don't want to destroy like "Fire Hand", "Burning Abyss" monsters, and "Shaddoll" Monsters as they gain effect when destroy/ sent to graveyard. To use, or not to use the effect, is a important factor to consider before you use it recklessly. However, this is still a card that you would want to run 3 copies.

Infernoid Antra: Level 2. This card can act as a Floodgate (Stun cards) remover or a monster to get rid of monsters with destruction protections. However, if it's a S/T card you bounced back, note that your opponent can activate it again next turn. Also, the lack of ATK (its ATK is 0) of this card makes its priority fall from the choices of other Infernoids.

Infernoid Decatron: This is the only Infernoid monster that can be normal and special summoned by other methods. Although it's original level is 1, its effect allows it to be basically any level from 2-11. Also it copies the effect of the monster that you sent to the graveyard by its own effect. Mostly you want to sent "Antra", "Harmadik", and "Patrulea" to adjust it's level and to gain advantage instantly, but this effect also acts as a "Foolish Burial". You can choose the boss monster you want for the situation and get it out as you want. Also, the fact that this card can be used as banishing cost for Infernoids, is a tuner, and able to adjust its level makes it a great card to be in an Infernoid deck. It's a must to run 3 copies.

Alternative Infernoid: Which is also the Infernoid with the highest level, level 11. It's a fusion monster and it is most likely to be brought out only by "Void Imagination". This card is "Infernoid Tierra".

Infernoid Tierra: The level 11 Infernoid. The only Infernoid monster that can be put in the extra deck. Its effect activates when special summoned. All of its effect is only send more infernoids to the grave only. It can be useful, but again, watch out for your opponent's deck, if they are running decks like "Shaddoll" and "Burning Abyss", you may ended up helping them more than yourself by using its effects. Also, it hurts that you can not special summon more Infernoids while this card is on your side of the field since it's level 11, which surpasses 8. This card is basically a vanilla (Normal Monster) while it is on the field.


"Void" Cards: These cards are specified to support only Infernoids. Each of the cards have different effects in order to support the differently.

Void Imagination: This card makes all Infernoid monsters you control to level 1 and they inflict halved battle damage. Since Infernoids can only be special summoned when you control monsters with combined level 8 or lower, this card can bring out multiple High Level Infernoids. However, it will be difficult to one turn kill with the restriction of halving the battle damage. Therefore, cards like "Galaxy Cyclone" and "Infernoid Patrulea" are needed in order to destroy it after you get out the monsters; OR, use its second effect to fusion summon "Infernoid Tierra" in order to get rid of it, especially when you can use materials from your deck.

Void Seer: It gives a coat of protection (unaffected by opponent's card effects) to a Infernoid during the turn it's activated. Also, its second effect to prevent effect destruction is nice. Even if this card is sent to graveyard from the deck, it will not go to waste like the a lot of S/T does. Therefore, it is a really handy card for this deck, if possible always put as many copies as you can.


Mill Engines: Since all high level Infernoids are better off in graveyard, instead of search engine or draw engine, mill engines are more useful in this deck. (Mill = sending cards from the deck to the graveyard)

Card Trooper: This card mill 1-3 cards as a cost to gain 500 ATK for each card sent. Which fills up the graveyard while being a 1900 ATK beater. Its last effect gives +1 hand advantage also, which is nice in a deck that spend their hand cards quick like this.

Reasoning: It's not exaggerating to say that this card is the deck's key card. Since all Infernoids are not able to be normal summoned, they will all stack up in the graveyard when revealed. It doesn't matter if they called the level right, the purpose is to send as many Infernoids in the graveyard as you can. Therefore, for this card's sake, Infernoid deck shall not contain a lot of monsters that can be normal summoned. This card can stack up a lot of Infernoid monsters in the graveyard, perhaps up to 20 cards can be milled. Should always be at its maximum number of copies.

Monster Gate: This works as the same as "Reasoning" except the cost for tributing one monster. However, it is a limited card so maximum you can only run one copy.

Charge of the Light Brigade: Mill 3 as cost to add another Mill engine (Lightsworn monster) to hand. Seems legit.

Lightsworn Group: These monsters are in another archetype but they work the same as this deck, at least the first part, "Milling". Therefore, all the monsters in this archetype have an effect of sending cards from your deck to the graveyard during the End Phase. (with a few exceptions) They are used in this deck as mill engine for Infernoid monsters.

Raiden, Hand of the Lightsworn: One of the few Lightsworn monsters that can mill during the Main Phase. Which speeds up the milling process. Also when you summon it first turn, you will get 4 free mills in most cases. It is also a level 4 tuner. Out of all Lightsworns, this is the most useful one to fill up the graveyard with Infernoids.

Lumina, Lightsworn Summoner: Discard a card to special summon a Lightsworn monster from the graveyard. As mentioned before, discarding Infernoids is basically paying no cost at all. Use this effect to revive Raiden for more mills or Lyla for S/T destruction. The monster itself also mills 3 cards at the End Phase.

Lyla, Lightsworn Sorceress: Its effect can remove S/T cards such as "Dimensional Fissure", "Imperial Iron Wall" and "Macro Cosmos"  that can hurt this deck badly. In addition, the mill 3 effect during EP, it works fine with this deck.


Other Cards: These cards are somewhat supportive to the deck also. They all serve for different purposes, to encounter different situations. These are very important cards to the deck also.

Galaxy Cyclone: Works as a S/T remover (x2). Plus its second effect makes it doesn't go to a waste even when it is in the graveyard. Really comprehensive with this deck.

Breakthrough Skill: A free chain card that can be used to negate opponent's monster effect. Again, just like "Galaxy Cyclone" and "Void Seer", this card has a second effect in the graveyard which is workable in this deck also.

Ring of Destruction: Another free chain card. This is used because the key point of this deck is not controlling the game state, it's to rush in one hit and kill as fast as it can. Therefore, this card can make the job easier to kills off your opponent faster.

Spiritual Fire Art - Kurenai: Yet another free chain card. Simply using it recklessly will result in a -2 field advantage. However, with Onuncu's ATK being 3000, very likely this card can be a finisher. This card can let you deal 6800 damage with "Infernoid Tierra" in one turn. Which is very deadly, also, it can chain and be used as a sacrifice escape card and to adjust the level of the monster of your field below 9 also.

Side Deck
These cards are chosen for the reasons stated below:
Flying "C": To encounter XYZ decks.
Mystical Space Typhoon: Mainly to destroy S/T that "Galaxy Cyclone" is incapable of, for example "Imperial Iron Wall".
Breakthrough Skill: In case my opponent doesn't run S/T but a lot of Effect Monsters instead.
Fairy Wind: Mainly to encounter "Imperial Iron Wall" and Pendulum decks. Oh, also for the little burn.
Mind Crush: Quite useful to encounter a lot of decks, sometimes taking a risk and ended up just to discard an Infernoid which doesn't hurt.
Mistake: To encounter Nekroz, HEROes and Tellarknights mostly, as this deck does not search a lot.

Extra Deck
Aside from the boss monsters of Infernoids, these can be useful in some situations, some can be used as milling engines also. In most cases XYZs will be considered before Synchro Monsters due to the fact that XYZ halves levels on the field in reality but Synchro is simply keeping the same levels, which making levels higher than 8.

Goyo Guardian: Simply picked for its high ATK for level 6 and general good effect.
Black Rose Dragon: Picked for its clearing effect, in case something is waiting for the Boss Infernoid monster on the field. This can get rid of the baits waiting for Infernoids.
Blackfeather Darkrage Dragon: It's the only level 8 synchro monsters that mills cards, the condition maybe hard to meet, but with "Fairy Wind" and "Ring of Destruction", it is not as hard as it seems to be.
Castel, the Skyblaster Musketeer: A very generic rank 4 XYZ, can remove cards that shuts the deck down or simply monster removal.
Utopia series: The main purpose for these 3 cards in my extra deck is just from its ultimate form, which is "Number S39: Utopia the Lightning". The other two are just there for its materials. Lightning is useful in a lot of situations, that's why it is in here.
Number 101: Silent Honor ARK: Yet another very generic rank 4 XYZ, but this serves another purpose in here. It's destruction prevention let it survives through Onuncu's effect.
Minerva, the Exalted Lightsworn: The only rank generic rank 4 that mills cards easily. Plus, if lucky, it may mill one of our few Lightsworn monsters in the deck for its additional effects.
Phantom Fortress Enterblatnhnir: Can banish some cards when absolutely necessary. Mainly will be get out by XYZ with Devyaty and Decatron copying Attondel's level. Since Devyaty and Decatron still have strong negation and free chain banishing effects, most likely this card will only be useful in a few situations.
Superdreadnought Rail Cannon Gustav Max: Rank 10 XYZ, sometimes when you need 2000 damage to be inflicted to win the game, use this to finish off. However, again, in some situations it may be better to let Onuncu and Decatron copied with Devyaty's effect on the field to stun your opponent.

Weaknesses and Conclusion
As all of you may have realized already, this deck requires a lot of banishing and it heavily relies on the graveyard. Therefore, cards that doesn't allow cards to be banished such as "Imperial Iron Wall", "Artifact Lancea", "Chaos Hunter",etc. and cards that banish ALL cards that sends to the graveyard such as "Masked HERO Dark Law", "Macro Cosmos", "Retaliating 'C'", etc. shuts down this deck extremely. Unlike most deck where all you have to side is either "Banish all cards" or "Forbids Banishing" cards, this deck will not function with those side, it's quite interesting. Therefore, be prepared to encounter the S/T by cards like "Galaxy Cyclone", "Mystical Space Typhoon", etc. Also be prepared to get rid of the monsters that stuns this deck with cards such as "Ring of Destruction", "Breakthrough Skill", "Infernoid Harmadik", etc. Some hand traps that Infernoid monsters can not get rid of will require back up support from cards such as "Mind Drain", "Mask of Restrict", etc.

This may be a deck that is easy to use, but on the other hand, this is also a deck that can be countered easily. Keep in mind that the hard part for this deck is the side deck, most of the generic side deck cards will only ending up tying yourself up. Be careful to pick what cards you have in your side deck, and expect all things that your opponent can throw to you. If you are able to achieve that, you can win with this deck in no time! Have fun playing Infernoids!

description[Pro Decklist] Inferno Androids EmptyRe: [Pro Decklist] Inferno Androids

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Jv >.> Next time don't change my article's title without my permission ._. please

description[Pro Decklist] Inferno Androids EmptyRe: [Pro Decklist] Inferno Androids

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Lies! also my article [Pro Decklist] Inferno Androids 4144076462 [Pro Decklist] Inferno Androids 4144076462 [Pro Decklist] Inferno Androids 4144076462 [Pro Decklist] Inferno Androids 4144076462

description[Pro Decklist] Inferno Androids EmptyRe: [Pro Decklist] Inferno Androids

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