Post by HHDeception on Apr 1, 2017 16:34:11 GMT -6
Infernoid.ydk (787 B)
Ok so Infernoids.
There are 11 main deck monsters and 1 fusion monster. One of the main deck monsters is a level 1 tuner, the other ten are of levels 1 through 10. Their spells and traps are not named after them but all say "Void" instead.
The 10 non-tuner main deck monsters are roughly divided into three categories based on level, but all have the following conditions:
- They cannot be normal summoned or set. They can only be special summoned by banishing some number of other Infernoids from your hand or graveyard.
- They cannot be special summoned if the combined levels and ranks of effect monsters you control is more than 8.
- Their names are actually their level in another language (The level 1 is named "Pirmais" which is "First" in Latin). In the original Japanese all of the Infernoids were named after demons.
The level 1,2,3,4 Infernoids (Pirmais, Antra, Harmadik, Patrulea):
- Need to banish 1 other Infernoids from hand or grave to summon from hand only.
- Have once per turn effects that remove cards from the field
- During the opponent's turn, they can tribute any monster you control to banish a card from your opponent's graveyard.
The level 5,6,7,8 Infernoids (Piaty, Sjette, Seitsemas, Attondel):
- Need to banish 2 other Infernoids from hand or grave to summon from hand or graveyard
- Have effects that activate during battle
- During the opponent's turn, they can tribute any monster you control to banish a card from your opponent's graveyard.
The level 9 and 10 Infernoids (Devyaty and Onuncu)
- Need to banish 3 other Infernoids from hand or grave to summonfrom hand or graveyard
- They have on-summon effects: Devyaty destroys all Spells and Traps on the field (except "Void" cards). Onuncu destroys all other monsters on the field.
- They can tribute any monster you control to negate an effect and banish that card: Devyaty negates Monster effects, and Onuncu negates Spells and Traps.
The level 1 tuner is Infernoid Decatron, and is the only Infernoid you can Normal Summon. When it's summoned, you can send any other Infernoid from deck to graveyard, and then Decatron gains its effects and adds its level to its own (so if you send the level 4, Decatron becomes level 5). Since it's a tuner, you can adjust its level easily to synchro things.
The fusion is Infernoid Tierra. It's level 11, and it's made from Onuncu + Devyaty + any number of other Infernoids. The Infernoid fusion spell is "Void Imagination" and it lets you fuse with up to six Infernoids from your deck if your opponent controls an Extra Deck monster and you don't. Tierra gets more effects the more Infernoids you use to fuse for it, up to 10 materials. It's VERY broken with Future Fusion, which just came off the banlist.
The main strategy to Infernoids lies in the fact that you summon them by banishing from hand or graveyard. Infernoids treat their graveyard as a second hand, and so the main strategy is to mill as hard and fast as possible, letting you start summoning them out non-stop. 60-Card mill deck using Grass is my way of doing this. Since they can't be normal summoned, Reasoning and Monster Gate also mills them. I included Raiden, Wulf, and Light Brigade to help the mill strategy. And then Fairy Tail - Snow on top of that, since she works well in Mill decks.
The second level of strategy is that since you can't summon Infernoids if the total levels/ranks you control > 8, you have to modulate your levels. Summoning an Infernoid boss monster means you can't summon any other Infernoids. This is why you need to Sycnhro/Xyz your monsters away, and use Synchros like Psy-Framelord Omega and Black Rose Dragon that can remove themselves from the field, which lets you summon more Infernoids. Another way is to make Synchros/Xyz without effects, since those fly under the level restriction. Snow helps here as well, since she can banish away monsters from your field to being the total under 8.
I don't use a lot of the "Void" spells and traps, but they're all useful, especially Void Feast. I just focus more on milling, and then brick really hard when I get a hand full of Infernoids and no way to mill anything.
Ok so Infernoids.
There are 11 main deck monsters and 1 fusion monster. One of the main deck monsters is a level 1 tuner, the other ten are of levels 1 through 10. Their spells and traps are not named after them but all say "Void" instead.
The 10 non-tuner main deck monsters are roughly divided into three categories based on level, but all have the following conditions:
- They cannot be normal summoned or set. They can only be special summoned by banishing some number of other Infernoids from your hand or graveyard.
- They cannot be special summoned if the combined levels and ranks of effect monsters you control is more than 8.
- Their names are actually their level in another language (The level 1 is named "Pirmais" which is "First" in Latin). In the original Japanese all of the Infernoids were named after demons.
The level 1,2,3,4 Infernoids (Pirmais, Antra, Harmadik, Patrulea):
- Need to banish 1 other Infernoids from hand or grave to summon from hand only.
- Have once per turn effects that remove cards from the field
- During the opponent's turn, they can tribute any monster you control to banish a card from your opponent's graveyard.
The level 5,6,7,8 Infernoids (Piaty, Sjette, Seitsemas, Attondel):
- Need to banish 2 other Infernoids from hand or grave to summon from hand or graveyard
- Have effects that activate during battle
- During the opponent's turn, they can tribute any monster you control to banish a card from your opponent's graveyard.
The level 9 and 10 Infernoids (Devyaty and Onuncu)
- Need to banish 3 other Infernoids from hand or grave to summonfrom hand or graveyard
- They have on-summon effects: Devyaty destroys all Spells and Traps on the field (except "Void" cards). Onuncu destroys all other monsters on the field.
- They can tribute any monster you control to negate an effect and banish that card: Devyaty negates Monster effects, and Onuncu negates Spells and Traps.
The level 1 tuner is Infernoid Decatron, and is the only Infernoid you can Normal Summon. When it's summoned, you can send any other Infernoid from deck to graveyard, and then Decatron gains its effects and adds its level to its own (so if you send the level 4, Decatron becomes level 5). Since it's a tuner, you can adjust its level easily to synchro things.
The fusion is Infernoid Tierra. It's level 11, and it's made from Onuncu + Devyaty + any number of other Infernoids. The Infernoid fusion spell is "Void Imagination" and it lets you fuse with up to six Infernoids from your deck if your opponent controls an Extra Deck monster and you don't. Tierra gets more effects the more Infernoids you use to fuse for it, up to 10 materials. It's VERY broken with Future Fusion, which just came off the banlist.
The main strategy to Infernoids lies in the fact that you summon them by banishing from hand or graveyard. Infernoids treat their graveyard as a second hand, and so the main strategy is to mill as hard and fast as possible, letting you start summoning them out non-stop. 60-Card mill deck using Grass is my way of doing this. Since they can't be normal summoned, Reasoning and Monster Gate also mills them. I included Raiden, Wulf, and Light Brigade to help the mill strategy. And then Fairy Tail - Snow on top of that, since she works well in Mill decks.
The second level of strategy is that since you can't summon Infernoids if the total levels/ranks you control > 8, you have to modulate your levels. Summoning an Infernoid boss monster means you can't summon any other Infernoids. This is why you need to Sycnhro/Xyz your monsters away, and use Synchros like Psy-Framelord Omega and Black Rose Dragon that can remove themselves from the field, which lets you summon more Infernoids. Another way is to make Synchros/Xyz without effects, since those fly under the level restriction. Snow helps here as well, since she can banish away monsters from your field to being the total under 8.
I don't use a lot of the "Void" spells and traps, but they're all useful, especially Void Feast. I just focus more on milling, and then brick really hard when I get a hand full of Infernoids and no way to mill anything.