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Infernoids!


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Lightsworns already mill too much, why the f***ing HELL are running Garoth??? Oh wait. That's why. I can it from your Infernoid use. You're crazy. Nehemoth should be at 3, take Lucifugus down to 2. Take out Garoth and 3 Lumina, put it another Adra and and Asmodai. Take out Minerva. Put in Ehren. Lyla and Raiden at 1. Put in the other two 1 of Staple traps. Then 2 Duality. 

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Lightsworns already mill too much, why the f***ing HELL are running Garoth??? Oh wait. That's why. I can it from your Infernoid use. You're crazy. Nehemoth should be at 3, take Lucifugus down to 2. Take out Garoth and 3 Lumina, put it another Adra and and Asmodai. Take out Minerva. Put in Ehren. Lyla and Raiden at 1. Put in the other two 1 of Staple traps. Then 2 Duality. 

Right, before you insult someone give reasons brickhead, I use alot of theory in my decks so if its bad in-practice then thats why.

I've found that you kinda need a biggish engine because of how solar recharge becomes dead without them :/

Garoth can go, Nehemoth will stay at 2 because of how stupidly dumb he bricks early game.

I'll thin out some engines to make-way for more S/T.

Why the hell are you running duality, with qlips the meta is dominated by fast and aggresive decks so why run a card that i think is generally bad in the format?

Duality also says "hey guys look you cant summon anymore infernoids today have fun!!!!".

Minerva can go she was just in there because of the whole "shes a level 3 tuner so she must be useful somehow".

Adra can grow to 2 if something else doesnt become more relevant.

Ehren is not going in because of the current qli meta.

 

Finally, thanks for the input but no need to be so stupidly abrupt about it, its just a card game so there's no need to be a drama queen.

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Is it just me, or the Lightsworn engine is slightly too slow for this deck? They each mill 2-3 a turn, so you need multiples to do stuff. Wouldn't it be better to run stuff like Kuribandit or hell, Needlebug Nest?

Yes but jinx and some excalibur in the discussion said that LS was recommended and i disagree and was thought of as stupid because of it and just tried to make a deck on it and was called crazy, im really annoyed right now because of everyone elses confusion >.<.....

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I can see the merits behind Lightsworn, but the main problem is that running too much Infernoids will dillute the Lightsworn engine, and too much Lightsworn will dillute the Infernoid core, so it's a touchy matter. I'd try something like this:

 

3 Tour Guide

1 Scarm

3 Kuribandit

 

2 Reasoning

1 Monster Gate

 

3 Needlebug Nest

 

The TGU engine is optional, but it lets you open with Dante, to mill 3 things AND fetch Kuribandit at end of turn. You can go balls-deep with milling, since the bosses can summon themselves from graveyard anyways.

 

And to close any "fake-ass format" dispute: Infernoids are in the main 80 of the set, so they will all be in TCG along with Burning Abyss soon enough.

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personally, i run 1 kuribandit, 1 ehren, and 1 lyla. oblivion is apparently making the "iserniod"/"voidsworn" version of infernoids where you're a stupid idiot a run to much lightsworn milling. because even those three cards mill too much for at times in my deck. 

STOP BLOODY INSULTING PEOPLE.

you are not "all high god of yugioh who has the right to call people downright stupid because they like to be mean".

Also its ok to test things? Apparently not in your case.

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I can see the merits behind Lightsworn, but the main problem is that running too much Infernoids will dillute the Lightsworn engine, and too much Lightsworn will dillute the Infernoid core, so it's a touchy matter. I'd try something like this:

 

3 Tour Guide

1 Scarm

3 Kuribandit

 

2 Reasoning

1 Monster Gate

 

3 Needlebug Nest

 

The TGU engine is optional, but it lets you open with Dante, to mill 3 things AND fetch Kuribandit at end of turn. You can go balls-deep with milling, since the bosses can summon themselves from graveyard anyways.

 

And to close any "fake-ass format" dispute: Infernoids are in the main 80 of the set, so they will all be in TCG along with Burning Abyss soon enough.

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I can see the merits behind Lightsworn, but the main problem is that running too much Infernoids will dillute the Lightsworn engine, and too much Lightsworn will dillute the Infernoid core, so it's a touchy matter. I'd try something like this:

 

3 Tour Guide

1 Scarm

3 Kuribandit

 

2 Reasoning

1 Monster Gate

 

3 Needlebug Nest

 

The TGU engine is optional, but it lets you open with Dante, to mill 3 things AND fetch Kuribandit at end of turn. You can go balls-deep with milling, since the bosses can summon themselves from graveyard anyways.

 

And to close any "fake-ass format" dispute: Infernoids are in the main 80 of the set, so they will all be in TCG along with Burning Abyss soon enough.

I run this as my main infernoids but since jinx got all cocky i thought i might try this....

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now who's insulting who? hypocrite much? and did i insult you here:

 
 
you're supposed to run a couple lightsworns. like this:
personally, i run 1 kuribandit, 1 ehren, and 1 lyla.
not a 1/4 of your deck being lightsworn, unless you plan on using JD. cause: 
 

even those three cards mill too much for at times in my deck.

no. did i ever say i was some kinda god? no. I'm just telling it as it is. running to much lightsworn and making it "Isernoid" is a stupid idea, unless you're using JD. then I could maybe see it.  I did not mean to insult you, just the "Isernoid" variant of Infernoids. 

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No, you're not supposed to run Lightsworns because they're bad and slow in this deck. Lightsworns needed 4 different monsters in grave to get things going. This needs a critical mass of Infernoids as quickly as possible. Reasoning milling 3/4 of your deck turn 1 is something this deck wants to do. Not mill 3-4 cards a turn.

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now who's insulting who? hypocrite much? and did i insult you here:

 
 
 

no. did i ever say i was some kinda god? no. I'm just telling it as it is. running to much lightsworn and making it "Isernoid" is a stupid idea, unless you're using JD. then I could maybe see it.  I did not mean to insult you, just the "Isernoid" variant of Infernoids. 

yeah ofc you didnt when you called me crazy and then followed up my idea with stupid then called me a hypocrite then calling me a stupid idiot. Basically, since your not providing any useful help at all and i dont think your ideas are that great, go have this discussion on your own thread, im fed up of your childish behavior on my thread.

 

Btw, Klavier thanks for some actually decent input. I updated my main deck with some of your suggestions.

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Wooooah. This topic sure exploded. I'll just pick this post to respond to.

I can see the merits behind Lightsworn, but the main problem is that running too much Infernoids will dillute the Lightsworn engine, and too much Lightsworn will dillute the Infernoid core, so it's a touchy matter. I'd try something like this:

 

3 Tour Guide

1 Scarm

3 Kuribandit

 

2 Reasoning

1 Monster Gate

 

3 Needlebug Nest

 

3 Needlebug Nest seems insane on top of all you've already got. You're not playing Laboratory Maniac.

 

Oh, yeah, and if you're milling so much, there's no reason to bother with the field. It's not going to be on the board.

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Wooooah. This topic sure exploded. I'll just pick this post to respond to.

 

 

3 Needlebug Nest seems insane on top of all you've already got. You're not playing Laboratory Maniac.

 

Oh, yeah, and if you're milling so much, there's no reason to bother with the field. It's not going to be on the board.

Yeah i thought 3 needlebug or any at all was pretty overkill.

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It's still a Dredge deck. And those in MTG are known for one thing - not playing too many cards they can't use from grave. Try to apply the same logic here.

yeah i know but.....

Its a pretty difficult deck to balance still :/

 

Gonna post my main variant on here ^^ still not fantastic but it was something i was better at building.

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you have fun running your lightsworn heavy deck. i'll run my deck that will actually be able to use it's cards and not have 3/4 of it in the grave on turn 2. 98% of that 3/4 will probably be infernoids most of the time, btw. the other 2% will be spells you want to use, but have fun
dick

I swear i banned you from this topic a moment ago, please dont be ruder than you already have been, you are displaying further childish behaviour and im really not seeing why you have to be so horrible. Use whatever exit you feel like using to get out of this topic ^^

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