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[TCG] Speedroid Infernoid


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x1 Infernoid Antra

x1 Infernoid Attondel

x3 Infernoid Decatron

x1 Infernoid Devyaty

x3 Infernoid Harmadik

x1 Infernoid Onuncu

x1 Infernoid Patrulea

x3 Infernoid Pirmais

x3 Infernoid Seitsemas

x3 Speedroid Red-Eyed Dice

x1 Speedroid Taketomborg

x3 Speedroid Terrortop

 

x3 Instant Fusion

x3 Into the Void

x1 Monster Gate

x1 One for One

x1 Reasoning

x1 Rekindling

x1 Speed Recovery

x2 Twin Twister

x1 Upstart Goblin

x1 Void Imagination

x2 Where Arf Thou

 

 

x1 Elder Entity Norden

x1 TER
x1 Moonlight

x1 Clear Wing

x1 Crystal Wing

x3 Goyo Defender

x1 PSY-Framelord Omega

x1 Stardust Charge Warrior

x2 Dante

x2 Leviair

x1 Break Sword

 

[spoiler=Previous Build]

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EDIT:

 

A much more fun variant that I discovered that has much more consistent OTK potential, relying on the recurrence of Decatron spam and the usage of Goyo Defender. The combo goes:

 

> Use Instant Fusion -> TER -> NS Decatron & mill Pirmais -> Synch into Goyo Defender
OR

 SS Speedroid Top -> Search Red Dice -> NS Dice & make Top Level 2 -> Synch into Goyo Defender

 OR

 NS Decatron & mill Pirmais -> SS Pirmais from hand -> Synch into Goyo Defender

 

> Clone Defender into its copies

 

> Go into Dante and/or Leviair and fill the grave

 

From there, you can use Leviair to return a banished Decatron and keep using its ability to copy abilities and board wipe while also setting up for bigger Infernoids to summon while your current summon limit is around 3-6.

 

Ratios of noids seem self-explanatory; Patrulea is awkward cause it's  Level 4, but it can be bumped up in the future. Into the Void and Upstart to make it all go turbo. No Burial because it can end up dead in hand and is often not needed as you pretty much can setup flawlessly without requiring resource recycling. Void Imagination in testing cause in theory, I could test since it can allow more Noids out and Patrulea or Break can pop it. But I can tell it might sting me one day so it's here temporarily.

 

Recovery because it extends combos and has a nifty grave effect I can use if I am forced to go T1, but at 1 to prevent clogs. Take at 1 because he sucks if you draw it, sucks if you mill it, and I don't want to see it when I excavate with Reasoning or Gate. He's only good if I need an insta-Dante off the bat and can extend combos if I have Recovery.

 

Extra is very tight, and everything here is basic for what kind of Synchs and Xyzs you go into, and you do go into the R3s a lot often. I do like recommendations for better techs though.

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Petrulea is 4, so you can send it off Decatron and tune it with the stray Defender for Crystal Wing.

 

You consider Dragoness over Norden to debrick Taketomborg?

 

Lawl Morden, autocorrect....

 

That all sounds good. What would you replace for another Pat?

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