This is another deck in my "pantheon" of pure gas no hand traps lineup of "fun" decks that just want to do their thing and will go off to cry in the corner when it gets interrupted but at least the deck is cheap so there's that. This time I bring you Dogmatika Infernoid.
As a prelude, Dogmatika cards really don't like the Extra Deck and I'm not just talking about your opponent's Extra Deck here, but also your own so they are really good at running multiple cards in their Extra Deck that really just want to die for maximum plusses. For this Reason we run Granguignol, Chimera, N'tss, Garura, Infernoid Evil, Wind Pegasus, Malong and Herald of the Arc Light as well to a lesser extent Despian Luluwalilith to gain access to some disruptive effects by simply milling our own Extra Deck. On the flip-side, the Dogmatikas also really don't like that your opponent has an Extra Deck and like any religious organisation that doesn't like you to have nice things they have their ways to make your opponent mill their own Extra Deck because their god says so (and I wouldn't really recommend to disagree when Alba Zoa came up to your house and demanded you mill half of your Extra Deck or that many hand cards because that guy does not look like a very pleasant fellow)
Now as for the Infernoids, they're a different religion inspired theme with their OCG names based on different Biblical/Kabbalistic demons who really care about the overall level of all the monsters you control (if we ignore Decathron) and they really don't like your opponent to have resources in their graveyard or at least use it as an excuse to cull their own ranks to keep the current overall level of monsters you control in a realm that would enable more Infernoid plays and they really enjoy a filled graveyard (That's why Reasoning and Monster Gate are here since those just skip past all the Infernoids (except for Decathron) to keep their summoning cost well supplied. Lair of Darkness is a fun little tech card that can really mess with your opponent when you control Infernoids since Onuncu, Devyati and Flood have effects that tribute monsters for cost to negate somethign and your Decathrons (basically your end board) will constantly copy one of the first two so you're pretty much guaranteed to disrupt your opponent A LOT.
Now what do those two strategies bring to each other? Infernoids don't really care about most of their Extra Deck and Tierra is another awesome tool to mill cards from it while Evil just gets you another Infernoid backrow when it gets milled by a Dogmatika (we could make an argument to run a second Evil over Garura to keep one to summon with Instant Fusion later). Meanwhile your Infernoids themselves benefit from the field filled with monsters that Dogmatika provides while also semi-floodgating the opponent out of their Extra Deck.
A nice little tech Engine is the Predaplant package in the deck: Lonefire/->Ophrys Scorpio + a Discard turns into a search of Instant Fusion via Cobra (which can summon Evil) and Cherubini which in turn can mill Rhino Warrior which then gets to mill ANY Infernoid to fulfill the banish condition for Evil's first effect (which is an insane mill) and then we're off to the races with the Noids and this is before we even lock ourselves out of the Extra Deck.
Evil + any one-banish Infernoid + Cherubini then makes Flood, Evil searches any Void card since it got sent to the grave and from there you can either make Tierra to mill 3 cards from the Extra Decks (making lots of future options available by milling Granguignol, Chimera (to revive a Decathron immediately after it tributed itself after it used its effect) and Wind Pegasus or going for immediate plusses in the form of Garura, N'tss and/or Herald)
Keep in mind that this deck won't win any events but it sure as hell will infuriate your friends in a more casual setting since they won't be able to access the majority of their Extra Decks against you.