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[CROS] Infernoid Lilith


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Infernoid Lilith
Level 9 FIRE Fiend-Type Special Summon Effect Monster
ATK 2900
DEF 2900
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.
(1) When this card is Special Summoned: You can destroy all Spell/Trap Cards on the field, except for “Void” cards.
(2) Once per turn, during either player’s turn, when another monster’s effect is activated: You can Tribute 1 monster; negate the activation, and if you do, banish that card.

 

mfw I nailed the second effect and the stat.

 

First effect is good.

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They're giving them so much stuff, yet still no consistent way of milling stuff that fits the deck well enough. Meanwhile shit like Nekroz is tier 1 since first appearance.

 

Konami pls.

 

Because Infernoids are clearly rehashed Infernity's. And they don't want to screw up like they did with Infernities.

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They're giving them so much stuff, yet still no consistent way of milling stuff that fits the deck well enough. Meanwhile s*** like Nekroz is tier 1 since first appearance.
 
Konami pls.


Well if you want to mill them faster use a pinch of Lightsworns (about 8 of them) and you'll be fine
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Lettttttttt's make a point here:

 

Contrary to the popular belief, Lightsworns are a horrible engine for this deck. The main problem is that this deck wants to mill SPECIFICALLY Infernoids. Lightsworns' mill 2-3 a turn is way too little. That's why Monster Gate and Reasoning are the best for this job, since they basically chunk down 1/4 of your deck. And that's the issue with most of their support: unlike monster, it doesn't work off-grave.

 

Basically, monster half of the deck wants you to mill like there is no tomorrow, and spell/trap half wants you to be conservative on it. That's why they conflict and why the Archetype is essentially only monsters for time being.

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I thought that Satan was meant to be Level 1. Apparently Lucifuge is actually the light bearer, the minion of Lucifer, but not actually the real deal.

 

Perhaps a Dodecahedron Fusion for all Demons gets Lucifer? lel

 

Anyways, this card is utterly fantastic. It covers what Nehemoth couldn't do; Heavy Storming all potential threats and nulling almost every kind of monster effect at the cost of a tribute. Shame how hard it would be to get both out, but it's definitely more consider to run more in copies than Nehemoth.

But in a sense, Infernoids are like Noble Knights. They keep getting powerful bosses that control the playing field and have considerable strengths, but they have several consistency issues to get through before everything pays off. Lilith here just settles it.

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Lettttttttt's make a point here:

 

Contrary to the popular belief, Lightsworns are a horrible engine for this deck. The main problem is that this deck wants to mill SPECIFICALLY Infernoids. Lightsworns' mill 2-3 a turn is way too little. That's why Monster Gate and Reasoning are the best for this job, since they basically chunk down 1/4 of your deck. And that's the issue with most of their support: unlike monster, it doesn't work off-grave.

 

Basically, monster half of the deck wants you to mill like there is no tomorrow, and spell/trap half wants you to be conservative on it. That's why they conflict and why the Archetype is essentially only monsters for time being.

 

Not exactly.

 

The archetype wants a constant amount of fodders.

 

It doesn't matter whether you burst through them in one go, or set the fodders slowly with the S/T, as long as it allows you to constantly summon the monsters, you're good to go.

 

After all, there's only 2 OTK this deck can do, and it's inconsistent as fuck and needs a lot of setups, and the other requires you to run a subpar card, so bursting's advantage is simply it being faster and less MST-prone.

 

There's barely anything on the monsters that wants you to plow through your deck in one go.

 

As long as you get fodder, you're good to go.

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