Future Look: Infernoids

A discussion about a future archtype from Secrets of Eternity: Infernoids.

Hello, back again this week, but I wanted to try something new and different, so I was looking through the cards from the next pack, Secrets of Eternity, seeing what I liked. I had looked at the Infernoid monsters before, but never read them very closely. I read some of them again after I tested some in Lightsworns and one worked a little differently than I though, and the way they worked I thought was amazing and wondered why no one really cared about this archetype at all; the hype was all Qliphorts, Shaddolls, Burning Abyss and Necroz for this coming format. I made some decks, experimented a lot, but mostly I had a lot of fun playing around with Infernoids and I decided I would make an article of my venture.

So here’s the basic gist of Infernoids, they’re for the most part very similar to the more recent builds of Dragon Rulers (meaning not the builds when Dragon Rulers were at their prime with 3 copies of each). They have huge beaters with good effects that recur from the graveyard easily by banishing monsters in the hand or graveyard, sound similar? They are all FIRE and fiend-type and for the most part have 0 DEF. They’re divided into two sections of effects: monsters level 4 or lower and level 5 and higher monsters. The level 4 and lower monsters all have these two effects:

  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 other “Infernoid” monster from your hand or Graveyard, while the combined Levels/Ranks of all Effect Monsters you control (if any) are 8 or less, and cannot be Special Summoned by other ways.
  • Once per turn, during your opponent’s turn: You can Tribute 1 monster, then target 1 card in your opponent’s Graveyard; banish it (this is a Quick Effect).

The level 5 or higher monsters have the similar, but importantly different effects:

  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing a total of 2 other “Infernoid” monsters from your hand and/or Graveyard while the combined Levels/Ranks of all Effect Monsters you control (if any) are 8 or less, and cannot be Special Summoned by other ways.
  • Once per turn, during either player’s turn: You can Tribute 1 monster, then target 1 card in your opponent’s Graveyard; banish it.

The main difference is that the level 5 and higher monsters are more lenient. They can be summoned from both the hand AND graveyard rather than just the hand and can also tribute for their second effect during either players turn rather than just the opponent’s. Both leniencies are relevantly powerful. Every Infernoid monster also has an additional effect that’s different for each individual monster. There’s also the Infernoid boss monster, Infernoid Onuncu, who is level 10 and is different from all of the Inferoids, requiring the banishing of 3 Infernoids for its summon, and it can tribute a monster to negate a Spell or Trap. It also destroys all other monsters on the field when summoned.

Since most every monster in the deck follows these basic clauses, it then becomes a very strange archetype that works in a way completely counter to normal Yu-Gi-Oh!. They cannot be normal summoned or re-summoned under any conditions with anything other than their own effects meaning you can always normal summon any monsters you add in addition to the deck. They essentially store huge boss monsters in the graveyard to be summoned under the same conditions as a Dragon Ruler, so graveyard loading will be a must.

How The Deck Sets Up:

There are 3 main “boss monsters” for the archetype in my opinion: Infernoid Attondel, Infernoid Seitsemas and Infernoid Piaty. All 3 can be summoned from the hand or graveyard by banishing 2 Infernoid monsters in the hand or graveyard. Mainly you’ll want to summon Attondel and Seitsemas because of their high 2800 and 2600 ATK respectively. To set up their summoning, we first must put Infernoids into the graveyard to be banished (or I suppose we could amass them in the hand, but there are no functional ways to do so). Here’s some of the best ways I could think of to work with the deck:

  • Burning Abyss/Kuribandit Engine:
    • This engine is based around using Kuribandit to mill. Kuribandit is one of the most ideal partners for this deck, it mills 5 cards, but also doesn’t lose card advantage. You already never normal summon with Infernoids so having to normal summon it instead of other monsters, which is usually why people don’t run it in other decks, isn’t a problem here. It also tributes itself, which is perfect because of the level 8 restriction put on all of the Infernoid summoning conditions. The engine can be furthered with the addition of Tour Guide From the Underworld, Scarm, Malebranche of the Burning Abyss, and Dante, Traveler of the Burning Abyss. Tour Guide can summon Scarm and make a Dante to mill 3, which is perfect for the deck already. Then, during the End Phase, the Scarm can search either a Tour Guide or a Kuribandit for next turn’s normal summon.
    • The engine would probably look similar to this:
      • 2-3 Tour Guide From the Underworld
      • 2-3 Scarm, Malebranche of the Burning Abyss
      • 2-3 Kuribandit
      • 2 Dante, Traveler of the Burning Abyss
      • Some number of other Rank 3 XYZ monsters.
  • Reason Engine:
    • Reasoning also supplies a very handy engine for the deck. Reasoning will reveal cards until it reveals a monster that can be normal summoned. That means it will pass over every Infernoid monster and mill them to the graveyard once a normal summonable monster is revealed. The next part of the engine is the monster to be summoned off of Reasoning. Ideally it’s a very low number of monsters so that in most instances you’ll be milling a lot before you summon with Reasoning, and also it’s ideal of the levels of the monsters to be summoned by Reasoning are varied so that the odds of the opponent calling correctly are lower. The two monsters I thought would be best to run where Card Trooper and Lyla, Lightsworn Sorceress. Card Trooper is essentially a weaker version of Kuribandit, but he doesn’t clash with Reasoning making him a better choice here. You can summon him off of Reasoning in defense and mill 3 that turn and additionally draw a card when it dies. Lyla though might end being a staple for the deck. One of the main problems with the deck is that once the opponent plays a Vanity’s Emptiness you have to have MST or you can’t do anything because of the fact that Infernoids can only be special summoned. Lyla solves that problem but also has amazing synergy with the deck because it mills and is also a fantastic monster for Reasoning.
    • Here’s the engine I would run:
      • 2-3 Lyla, Lightsworn Sorceress
      • 2 Card Trooper
      • 3 Reasoning
      • 1 Monster Gate
      • 1 Charge of the Light Brigade
      • Here’s some fun things you could run too:
        • Glow-Up Bulb (lvl 1)
        • Dimensional Alchemist (lvl 4)
        • Laval Lancelord (lvl 6)
        • Goka the Pyre of Malice (lvl 6)
        • Hazy Flame Mantikor (lvl 6)
        • Gorz the Emissary of Darkness (lvl 7)
  • Lightsworn Engine:
    • Naturally, when one thinks of milling, they first think of Lightsworns. It’s also possible to do that here. The idea would be simple, you run Lightsworns as an engine to mill using the best Lightsworns plus the Spells that go with them, nothing that new here. Potentially you could amalgamate this engine with the Reasoning Engine by using only different Level Lightsworn monsters, but most of the usable Lightsworn monsters are Level 4. I suppose you could do Lumina, Lyla as the main engine and run Wulf and Felis because they get skipped by Reasoning because they cannot be normal summoned. I’ll just say it would best be tested before I say it would work.
    • Here’s how I’d probably do it:
      • 3 Lyla, Lightsworn Sorceress
      • 3 Raiden, Hand of the Lightsworn
      • 3 Lumina, Lightsworn Summoner
      • 3 Solar Recharge
      • 1 Charge of the Light Brigade

There are also some stand alone cards that help the deck setup too:

  • Void Launch:
    • This one is specifically designed for the archetype, it comes out in Secrets of Eternity with them. Void Launch is a Continuous Trap card, its effect sends 2 Infernoid monsters from your deck to the graveyard during each of your Standby Phases. This sounded really underwhelming at first, but it’s pretty much the same as activating a Dragon Shrine every turn in Dragon Rulers. The down side is it’s a pretty slow card because you have to take a turn before resolving it, and if they have the MST for it it was pretty worthless. I would recommend pairing it with other Continuous Trap cards so the opponent isn’t just waiting to MST it.
  • Needlebug Nest:
    • I mean, it mills 5, pretty simple. In my testing it was never bad, but it was never spectacular either. It works, that’s the most I can say.
  • Mathematician:
    • Mathematician is more of a pinpoint kind of milling. You can easily send 1 Infernoid to the graveyard so you can summon one of the level 4 or lower Infernoids from the hand. You can also send a Felis, Lightsworn Archer to to destroy a monster and then mill cards. If I were to run Mathematician, it would probably be for a more control based build of the deck rather than a aggressive build. It gains that extra draw when destroyed and is slower, so it’s more about slow advantage than aggressive plays. I think it would pair nicely with Void Launch and traps like Phoenix Wing Wind Blast. I also might like running it along side Dimensional Alchemist to make the deck really floaty and toolbox-y.

Other Good Card Choices:

There are plenty of other interesting cards that work nicely with the deck. I;ll go over a few:

  • Void Seer:
    • Starting off with one of the decks normal support cards released in the set with them, and probably their best support card is Void Seer. Void Seer is a Quick-Play that make any one Infernoid monster unaffected by the opponent’s cards for the rest of the turn. It’s like a Forbidden Lance for the deck, but protects from everything. This card will essentially allow any push the deck makes to be a sure deal, because it’s almost impossible to stop considering it’s a Quick-Play. It also has a really good graveyard effect to coincide with the decks affinity for milling; while in the graveyard you can banish it instead of one Infernoid being destroyed by a card effect (not by battle though).
  • Phoenix Wing Wind Blast:
    • In general, this card is very good, thus I always consider it for at least a moment when making any new deck. Because Infernoids are so similar to Dragon Rulers, it really wouldn’t be that foreign for them to be running all the same spells and traps, and thusly we have Phoenix Wing Wind Blast. The level 5 and higher Infernoids can all be summoned from the hand or graveyard, meaning that it is literally the same for them to be in the hand as it is for them to be in the graveyard, making them the ideal monsters to be discarded, and in this case for Phoenix Wing Wind Blast.
  • Skill Drain:
    • Another card taken from the Dragon Ruler book would be Skill Drain. It clashes with some of the non-Infernoid support you may want to run, like Lyla, so it will only work in certain builds, or example, builds that run Kuribandit. You could also alter the Reasoning engine to be running just Card Trooper, Dimensional Alchemist and Glow-Up Bulb if you wanted it to be Skill Drain proof. But back to why this card works; in Infernoids you can simply summon huge beaters with ease, and Skill Drain degenerates the game down to which monster has the highest attack, and in most match-ups a recurrable 2800 beater is very difficult to manage. Also, because of the Infernoid tribute effect to banish cards, you can resolve effects that you really need to resolve. For example with Infernoid Seitsemas, when he attacks a monster, at the end of the battle phase he can banish a card. Under Skill Drain that would be negated, but you can still activate that effect under Skill Drain. Then, chaining to his effect you can activate either his own tribute effect or another Infernoid’s and tribute the Seitsemas as a cost. Then Seitsemas won’t be on the field at the resolution of his effect and won’t be negated by Skill Drain.
  • Burial From the Different Dimension/Miracle Dig:
    • Burial From the Different Dimension returns up to 3 banish monsters to the graveyard and is a Quick-Play. Miracle Dig is a worse version, being a Normal Spell and also requiring 5 banished monsters and having to return exactly 3 banished monsters to the graveyard. The application of this card is pretty simple in Infernoids. You’re almost constantly banishing Infernoids from the hand/graveyard, so meeting these cards activation requirements is easy. This card gives you the resources to summon an Infernoid from the graveyard 1 additional time, which is amazing.
  • Breakthrough Skill:
    • Naturally, when milling this card is always a pretty good option. It’s a little slow and doesn’t provide forward momentum, so for a more aggressive build this card probably isn’t a good option. For a more heavily control based build with more traps, this card is a really good idea.

Closing Remarks:

There’s plenty of other cards that will work with Infernoids, I just decided to note the ones I thought were best. I hope you thought that this was mildly interesting at the very least. Also, if you would like to see a very early deck profile for the deck, I definitely have one built, so just comment below and I may make an article next week.

QOTW? Question of the Week:

What do you think is the most interesting card coming out in Secrets of Eternity?

I myself really like the card Marinating Captain. He has a really funny picture and name as well as being a nice throwback for older players, and on top of that his effect is actually reasonable for being used.

Written by: Kyle Oliver