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Good Ole' Voodoo


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Monsters 18

Infernity Archfiend x 3

Infernity Beetle x 3 [ Presents consistency issues but allows for good Synchro plays ]

Infernity Necromancer x 2

Dark Grepher x 2

Stygian Street Patrol x 2

Summoner Monk x 2

Tin Goldfish x 1

Infernity General x 1

Infernity Mirage x 1

Archfiend Heiress x 1

 

Spells 18

Soul Charge x 3

Reinforcement of the Army x 2

Upstart Goblin x 2

Instant Fusion x 2

Mystical Space Typhoon x 2

Forbidden Lance x 2

Foolish Burial x 1

Mind Control x 1

Archfiend Palabyrinth x 1

Infernity Launcher x 1

Allure of Darkness x 1

 

Traps 4

Infernity Break x 3

Infernity Barrier x 1

 

Extra Deck

Rare Fish x 1

Fusionist x 1

Cloudcastle x 1

Dewloren, Tiger King of the Ice Barrier x 1

Hundred Eyes Dragon x 1

Mist Wurm x 1

Abyss Dweller x 1

Bujinki Amaterasu x 1

Castel, the Skyblaster Musketeer x 1

Daigusto Emeral x 1

Evilswarm Exciton Knight x 1

Lavalval Chain x 2

Leviair the Sea Dragon x 1

Number 101:  Silent Honor ARK x 1

 

Absolutely stellar deck.  It plays as a hybrid between the Infernity decks of yore that just synchro summoned for fifteen minutes and the ones that just Xyz all over the field for twenty.  If Noden ever comes to the card game, then fear for the meta as this is the deck that would break it.

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You're running WAY too many monsters.

 

You shouldn't need Infernity Beetle at all because XYZs will win the game for you easily. 

 

Mirage and General are not optimal at all.

 

-3 Beetle

-1 Mirage

-1 General

 

+1 Arma Knight

+1 Stygian Street Patrol

+2 Trap Stun

+1 Upstart Goblin (why are you not playing 3?)

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