IQuitDolphin Posted January 17, 2016 Report Share Posted January 17, 2016 Although I have been playing YGO for a considerable amount of time, I only just recently started playing again in the Nov 2015 format. The first deck I picked up was Infernoids, and it teached me quite a bit about the current state of the metagame. I have posted 2 versions of my Infernoid build in the past, and I believe now would be a good time to build a third, especially considering the changes to the current metagame (with the coming of BOSH) and my knowledge of the deck. [spoiler=MAIN]-- MONSTERS3 Infernoid Decatron3 Internoid Harmadik3 Infernoid Patrulea3 Infernoid Seitsemas3 Raiden, Hand of the Lightsworn2 Infernoid Devyaty2 Photon Thrasher1 Infernoid Antra1 Infernoid Attondel1 Infernoid Onuncu-- 22 -- SPELLS3 Chicken Game3 Instant Fusion3 Reasoning2 Charge of the Light Brigade1 Burial from a Different Dimension1 Galaxy Cyclone1 Monster Gate1 One for One1 Pseudo-Space1 Void Seer-- 17 -- TRAPS1 Breakthrough Skill-- 1 TOTAL - 40[spoiler=SIDE]-- MONSTERS2 Cyber Dragon Core1 Cyber Dragon-- 3 --SPELLS3 Mistaken Arrest2 Void Imagination-- 5 --TRAPS3 Typhoon-- 3 --FUSION1 Chimeratech Fortress Dragon1 Infernoid Tierra-- 2 TOTAL - 15[spoiler=EXTRA]--FUSION2 Elder Entity Norden1 Chimeratech Fortress Dragon1 Infernoid Tierra-- 4 --SYNCHRO1 Ancient Fairy Dragon1 Black Rose Dragon1 PSY-Frame Omega1 Scarlight Red Dragon Archfiend1 Stardust Spark Dragon-- 5 --XYZ1 Abyss Dweller1 Castel, the Avian Skyblaster1 Gem-Knight pearl1 Mecha Phantom Beast Dracossack1 Minerva, the Exalted Lightsworn1 Number 11: Big Eye-- 6 TOTAL - 15 ----- [spoiler=Semi-Article]Quick Overview: Infernoids are an archetype composed of FIRE Fiend-Type monsters that are predominately Special Summon monsters. They focus on banishing other Infernoids to summon themselves, so the deck is best paired with milling engines in order to acquire fuel. Philosophy: Infernoids have a strange paradox which makes it ultimately hard to build properly: I want as many Infernoids as possible to increase the number milled with Reasoning and Monster Gate, but I don't want to draw too many monsters for the fear of my hand being fragile. Most of the games in which I lose with Infernoids are games in which I am unable to fill my grave, and I eventually run out of fuel to advance my plays. This happens extremely often in most games when I do not draw any Reasoning or Monster Gate. So, in order to solve this issue, I had two options: either run mill engines to supplement Reasoning and Monster Gate, or use a draw engine to dig deeper into the deck to acquire the aforementioned cards. I decided to try both at the same time. Build Overview: In my early builds (available here and here) I made 2 different builds: one using Instant Fusion and one without. In my testing of both decks, I quickly realized that Instant Fusion was an extremely valuable card to have in Infernoids, and was subjectively the better build of the two. Instant Fusion gives Infernoids much more versatility by giving them easier access to their Xyz and Synchro toolbox. I have not touched the Void Imagination build, but it has become a lot more potent with the rise of PePe, so my side deck is largely a smokescreen into this build to assist in the PePe matchup games 2 and 3. In time, I will determine if Void Imagination is worth running in the Main over Instant Fusion. The Lightsworn engine is a great way to acquire mills outside of Reasoning and Monster Gate, as it is impossible to draw them every single game. Raiden gives a powerful Normal Summon to the Deck in the form of a free mill 2, and is a great target to revive with Norden. A small Chicken Game engine was added to dig deeper into the deck to acquire Reasoning or Monster Gate. That engine is still in testing, but it has been doing well so far, and Devyaty can easily blow it up to prevent the opponent from using it, and a Pseudo Space can be activated over it. Summoning a Ancient Fairy Dragon is also an option to further the Chicken Game engine without much penalty, and being a Level 7 helps make Dracossack. Explanation: The Chicken Game engine has its advantages, but it ultimately takes up quite a bit of space in the Main Deck, which caused me to cut 1 Galaxy Cyclone and 1 Breakthrough Skill. Considering how those cards do not advance me further into the game (existing merely as outs), I decided to cut those 2 cards first. Then, I made the hard decision of dropping Void Seer to 1. Void Seer is an insanely strong card, but I decided to cut it since I wanted space for cards that would advance me further in the gamestate, and the deck already does a great job with throwing threats at backrow. Antra and Attondel are not as useful as they used to be, with Antra only good in the Burning Abyss matchup and Attondel merely being a big beatstick, I decided to cut each to one. Cutting Attondel also helped me free up some Extra Deck space, as I can no longer Rank 8. Pirmais has also lost some of it's value, as the amount of backrow has been decreasing due to Rafflesia. Even though it is useful to bait out backrow such as Solemn Strike and the like, I ultimately decided to cut it due to deck space and it has not been harming me much. I didn't like Card Trooper as it added more Normal Summons to the Deck, something I wanted to keep at a minimum. Instead, I added Photon Thrasher as an easy beater and R4 fodder alongside Raiden. It plays nice with Reasoning and Monster Gate, and helps advance me into the gamestate much faster than summoning a Raiden alone. Summoning Raiden and this for Minerva gives me 5 mills, which is not something to scoff at. The Side Deck: The side deck was mostly built to combat PePe and Kozmo, as Monarchs are not yet in TCG. The deck can smokescreen into the Void Imagination build against Extra Deck heavy archetypes, and the Cyber Dragon engine is used to take down Kozmo spaceships. Match-ups: Infernoids have all-around good matchups against most decks due to its nature, but ultimately the deck's only weakness is itself. The deck needs a way to mill cards in the opening hand, and not having is going to make the deck fragile regardless of match-ups. So.....that's it. inb4 You are completely wrong on everything. Link to comment Share on other sites More sharing options...
ihop Posted January 17, 2016 Report Share Posted January 17, 2016 How do you avoid straight-up losing the game on turn 1 against PePe? It doesn't seem hard for the deck to put 8k damage on board and you don't really have any way to stop things. I feel like Chicken Game makes this much worse because a tick puts you 1000 closer to losing the game and they can either just pop it or draw an extra card to kill you with and then be able to make Ignister or Castel or whatever to clear the Chicken Race. I feel like maybe Upstarts or even just MSTs would be better because it makes you much less likely to lose really early. Also you should still be playing an Alsei since it's a pretty common play with level 8 Decatron and Attondel and tbh you should really just be playing 2 Attondel because you need more big beaters that can come from the grave and even as a 2800 vanilla Attondel is really good. Link to comment Share on other sites More sharing options...
IQuitDolphin Posted January 17, 2016 Author Report Share Posted January 17, 2016 That's an issue I have not exactly solved yet, as running hand traps appears to be a no-go since it adds additional Normal Summons that can interfere with Reasoning and Monster Gate. Electromagnetic Turtle is obviously an option that I ran in the past but took out due to space, so I could add 1 in removing the Galaxy Cyclone / Breakthrough Skill. Most PePe players atm like to go first, so I am trying to take advantage of that bias. As for PePe players that realize that going second is a better option, well, I can establish a turn 1 board w/ Devyaty and hope for the best. Attondel's usefulness just seemed to wear off over time: Ignister is at 2850, Dark Destroyer at 3000, and Attondel can't get over them. Seitsemas does the job easily enough, considering Rafflesia is at 2500 and CDI will most likely also be at 2500. I will consider Alsei over Big Eye, but I don't see Alsei being that big of a threat on the board. Link to comment Share on other sites More sharing options...
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