@harrisonroig3206 not enough normal summons and ways to get monsters on the field since all infernoids except decatron need infernoids in the grave to banish so they can summon themselves, otherwise, they are bricks
@@harrisonroig3206 The restricion of "can't be summoned unless the total level and ranks of monsters you control are 8 or more" is super annoying, very high cost to summon the big ones, incredibly bricky even with the new support, forced to play a lot of bricks, not enough normal summons, very hard to use your side deck because you need to play a lot of Infernoid names at multiples of 2 and so on.....The deck is super casual, don't except anything from it because one handtrap can end your turn unless you open VERY good....
@@anthonyvenedicto518 Can we please get a field spell that says: "When this card is activated take 1 Infernoid monster or Void spell/trap and either add it to your hand or send it to the GY. You can only use this effect of X once per turn. If you would summon a Infernoid monster(s) that require more than one banish you can instead banish cards from the top of your deck face up". Something like this literally fixes Infernoids and FINALLY makes them playable and non bricky
Hey, so im really intrigued by Infernoids cuz for me it looks very nice on paper, also the Dark Hole and Heavy Strom effects are rlly nice and you get a rlly cool control deck imo. Whats the power level of this deck and would variants be better?
@georgfolwerk2531 snake eyes variant or even a azamina variant would be better, the reason it's not doing a massive amount this format is because the format is 50% people playing Dshifter which can instantly kill this deck by not getting acess to the GY. It's still a really good deck with a decent power level, just some much ups become really tricky or auto lose depending what they have
@@zephyrwargamesyugioh I can see myself getting the azamina variant bc snake eyes got hit by the banlist. I would play it at games with my friends where they still play decent decks (like floo, ancient gear, fire kings), so im curious how you can play through negates and would you go first (which endboard?) or going second?
@georgfolwerk2531 the engine helps going 1st or 2nd only issue is it puts a level on the board clashing with the big noids. It can help you bridge into decathlon through OSS still if you wanted to use it, but mainly there for a go 1st omni negate to protect decatron and the trap, then going 2nd a protector and a baiter to help out opps board, you can get to a point going 2nd if you not want the omni where you search out the engine and have a clear board so you go full noid play and then spam big noids
Finally a pure version Of Infernoid ❤
Tbh, I hope Konami releases more starters and enablers similar to Decatron to help fix the one major issue this deck still has.
What's the major issue?
Cause I want to try building the pure version
@harrisonroig3206 not enough normal summons and ways to get monsters on the field since all infernoids except decatron need infernoids in the grave to banish so they can summon themselves, otherwise, they are bricks
@@harrisonroig3206 The restricion of "can't be summoned unless the total level and ranks of monsters you control are 8 or more" is super annoying, very high cost to summon the big ones, incredibly bricky even with the new support, forced to play a lot of bricks, not enough normal summons, very hard to use your side deck because you need to play a lot of Infernoid names at multiples of 2 and so on.....The deck is super casual, don't except anything from it because one handtrap can end your turn unless you open VERY good....
@@anthonyvenedicto518 Can we please get a field spell that says: "When this card is activated take 1 Infernoid monster or Void spell/trap and either add it to your hand or send it to the GY. You can only use this effect of X once per turn. If you would summon a Infernoid monster(s) that require more than one banish you can instead banish cards from the top of your deck face up".
Something like this literally fixes Infernoids and FINALLY makes them playable and non bricky
@PsychoKern Fr dude. Hopefully, Konami can fix that for us.
Completely agree that 45 going second is better for using grass because it’s too bricky at 60
It's 44 cards
Hey, so im really intrigued by Infernoids cuz for me it looks very nice on paper, also the Dark Hole and Heavy Strom effects are rlly nice and you get a rlly cool control deck imo. Whats the power level of this deck and would variants be better?
@georgfolwerk2531 snake eyes variant or even a azamina variant would be better, the reason it's not doing a massive amount this format is because the format is 50% people playing Dshifter which can instantly kill this deck by not getting acess to the GY.
It's still a really good deck with a decent power level, just some much ups become really tricky or auto lose depending what they have
@@zephyrwargamesyugioh I can see myself getting the azamina variant bc snake eyes got hit by the banlist. I would play it at games with my friends where they still play decent decks (like floo, ancient gear, fire kings), so im curious how you can play through negates and would you go first (which endboard?) or going second?
@georgfolwerk2531 the engine helps going 1st or 2nd only issue is it puts a level on the board clashing with the big noids.
It can help you bridge into decathlon through OSS still if you wanted to use it, but mainly there for a go 1st omni negate to protect decatron and the trap, then going 2nd a protector and a baiter to help out opps board, you can get to a point going 2nd if you not want the omni where you search out the engine and have a clear board so you go full noid play and then spam big noids
Before I invest into it, but thoughts on main decking the new Impluse handtrap?
@guineapig2212 yeah new Impulse is crazy good for the deck
Love this list 🫶
Love the deck. Are you going to post combos?
@godshmirila2073 I'll try and fit the core one in a short at some point this week
@@zephyrwargamesyugioh thats splendid, thanks a lot