Infernoble Knights Sept 2021
Deck Primer
After the deck lost Smoke Grenade I lost interest. Without it, the deck has trouble defending its niche, which is the power of Inferoble Emperor Charles. Otherwise you're just any combo deck, ending on a board full of interactions using your whole extra deck. Still, I like Combo decks. And the Infernoble Engine seems pretty strong TBH, 1 Isolde is a reasonable combo, and you have the extenders and the searchers to make it into an incredible board.
So, why 60 cards? A few reasons. I like the ratios better, assuming you run the far inferior Squeak Knight engine. It leaves space for interaction. And the deck has a lot of "bricks" but really soft bricks that you don't mind seeing, as well as lots of small engines it wants to run to do this. Lastly, you have Amazing searching. Between Durendal, Hertiage, Rota, and 2 Power Tool Dragon you have a lot of tools to find the exact starter you need for your situation. That lessens the impact of running more cards.
So, for Starters we have actually a lot of cards. Neo Space Connector is a clear 3 of, summoning Aqua Dolphin from the deck to rip a card out of our opponent's hand. In a spicy last minute decision I'm trying 3 Aqua Dolphin. Here's the rhetoric - this plus an extender is still at minimum Auroradon + Charles + Herald after ripping a card out of our opponent's hand. Additionally, it means they have to burn a hand trap like Effect Veiler on it to protect any other interruptions in their hand and their information, or else immediately lose a card. Lastly, it cannot be Ashed, whereas connector can be. In that sense, since our basic combo is just in through Isolde, simply this plus an extender is actually a better start, especially with Red Layer (since our best combos use all of our zones). One thing I initially missed out on mentioning is that Aqua Dolphin is only a soft once per turn. This means certain hands can lead with Aqua Dolphin, then use Isolde to summon Aqua Dolphin #2 to rip a second card out of the hand. Combined with D.D.R. and Omega you can easily rip 4-5 cards out of your opponent's hand with certain combos. This is super clutch, since it means they have to hand trap Isolde when the real choke point is Halqifibrax. There is still anti-Nibiru play with Gearfried, don't worry about that, but if you don't have Gearfried you really want to maximize your zone usage. We also have 3 Sublimation Knight with 1 Squeak Knight, an alternative 1 card Isolde. I liked the idea of increasing the consistency of the deck while adding a lot of cards, but in turn to keep our ratios high on starters we need to run more. Often Aqua Dolphin itself is a better normal summon IMO, but in a pinch it will help you combo, and combined with Fire Flint Lady the extension makes a free extra Herald on top of things with certain hands, which I like.
The Phantom Knights of Torn Scales is also a starter of sorts, since it too 1 card Isoldes, but it is also the package by which your full combo makes Apollousa as well as Abyss Dweller. 2 of it seems right, since it is such a good starter card in its own right, and because for your big combo you need a copy in your deck, so yeah 2 feels really good philosophically. One thing to note is it special summons itself from the gy when a PK monster is banished from your GY for any reason, so you can use Phoenix Blade to trigger it if you brick with the trap. The trap is also just a viable extender in a lot of starting positions, so it feels sweet actually. We're very weirdly a deck that runs a lot of bricks, but they're like really unbricky bricks that you actually want to see sometimes.
Armageddon Knight and Plaguspreader Zombie are (almost) your last starters. Arma Knight + extender actually feels really good, especially since Isolde searches a useless monster. It also gives you a way to put Coltwing back into your deck from your hand. And it means your combo ends on an extra Auroradon sometimes, not exactly an interruption but something players. The two make Halqifibrax which is good enough as a start in this deck anyways, although obviously inferior to Aqua Dolphin + Extender or many other broken starts. The number of games where I draw these and they're useful is actually surprisingly high, they have the right levels for the plays your deck makes, and one of them is a tuner at just the right level who loves D.D.R. (Dance Dance!) Plus they're good combo extenders coming from some starts.
Okay, so the deck isn't all bricks. We have an Infernoble Knight package. Roland is a relatively free special summon of a Tuner, and at good level for your plays too. It's equip effect is relevant, but it is one of the more important combo extenders, since you use it to make Needlefibre after Apollousa, leading into bigger plays. It is literally the most important extender in the deck, and a lot of the deck is built to search this guy and Renaud out. Renaud is similarly useful, helping make your whole extra deck but Omega with just Isolde + Renaud + Roland, and if you start with Neo Space Connector or Aqua Dolphin you could have ripped a hand trap out of their hand while gaining information. These also, together, start your combos without using your Normal Summon, meaning you can Normal something mid combo, which is pretty sweet in its own right. Ogier you equip to Charles from the deck, but it is technically our last "starter" and there are Ogier combos in the deck when you see it, but we have better normals in most hands. You can technically send Durendal off Isolde to summon Renuad, grab Durendal, use Durendal, find Roland to go into Halqifibrax, and it very rarely seems like a good idea, but it isn't really, so don't do it. If you can't set up your Gearfried early set him up late, you basically never want to summon Gearfried unless it is before Nibiru or at the end of your combo.
Deskbot 001 and Mecha Phantom Beast Coltwing are here for the Halq / Auroradon combos. The machine package basically lets you make 9 tokens when you combo off fully, and while zone placements matter a lot during your combos having a repeatable way to summon multiple tokens alongside a repeatable tuner to summon whenever you do is pretty sweet. In a pinch I've even Living Fossiled Deskbot, level 1 tuners are just useful. Coltwing is the only "real" brick, but A you can shuffle it back into your deck as part of your normal combos, and B there are combo paths where you don't care if you see it even in the rare situations you can't put it back on top of your deck. We're a deck full of bricks you don't mind seeing, very strange list.
Reinforcement of the Army is obligatory. This card is either our best starter or our best extender in any situation, and is great Ash bait too, because of how powerful its effect can be. Heritage of the Chalice is not as good, but it can find all of our most important extenders, including Durendal to find some lesser ones. Durendal is obligatory, and I think you have to run 3. These just find you all your good extenders to start into your combo, and are searchable thanks to Power Tool Dragon, so you really should maximize running 3. D.D.R and Living Fossil are extenders. We need equips in this deck for Isolde, and these cards are decent extenders in their own right, and are searchable if you run them at 3. This means we can make smart choices about which equips we search based on which we "brick" with. Yes, my bricks are literally extenders I want to run 3 of. Overdone Burial does sometimes come up in your combos, but is an easy pitch if you're wondering what that third or 4th spell should be. Divine Sword Phoenix Blade is a brick, but you can pitch it during your normal combos to Torn Scales, and even doing that it will save you out on a lot of card disadvantage. Sometimes you have to know when to equip it to Synchro fodder, that's the hardest part of the card. That and remembering to activate its effect every time you want to pitch something.
Gearfried is a good boss monster that protects me from Nibiru and other hand traps early in my combos in most games where I see it, and it the final 6th monster on the board in your "the nuts" hands. If we were running fewer cards 1 or 2 would be fine, but I want to occasionally see him. You can pitch him with Ogier and use Renaud to pick him back up sometimes as you start your combos, so keep that in mind. Otherwise it's just this good beatstick with a good negate and a good board breaking ability.
We have a few generic extenders in the mix, to get those ratios up and give us more ways into the combo. Red Layer is searched and send as part of many of your basic combos, but also if you see it you can start your plays with it, without using a normal summon. Fire Flint Lady is better, you occasionally use the second effect, but mostly this just helps start your plays, maybe after Space Connecter gets hand trapped or alongside Aqua Dolphin. You can search Fire Flint Lady with Durendal, which can also be searched by Heritage or Power Tool, provided you're planning ahead with your sends and searches. This does rarely come up.
The rest is interaction. If we're counting on 1 hand trap doing the thing, we'd better run Gamma and Nibiru, the highest impact hand traps in game where they are impactful. After that I'm running Called and TTT, because we're a combo deck with a little hand ripping all the same.
For the extra deck there really wasn't a lot of space. Sometimes you make 2 rank 8s, so you sort of have to run Omega in that last slot, and the other 14 help with your full combo that puts 5-6 boss monsters in your zones with interruption effects and/or floodgate effects. It really is all for that combo, but the deck is built so that even its smaller boards are pretty decent. Expect to see Charles next to another negate after interruptions a lot of the time. The combo is also nice and flexible, since the full combo is so inefficient even makeshift combos often have really good end results, since you can skip some of the more inefficient steps in those situations, depending on the extenders you draw. I think every card in the extra deck is essential.
Sideboard is trash. Solemn Judgement is my go to going first card, even in combo decks. DRNM is my going second card. Cosmic is for trap decks and general backrow. Skull Meister and Droll are pretty good generically right now, and both good against Drytron, so while it's top deck I'm gunning for it, maybe a little too hard.
Combos
Basic out of Isolde
Found a better combo.
Make Isolde, add Gearfried
Mill 4, summon Genba
Halq, summon Deskbot 001
Make Auroradon, summon 3 tokens
Summon Deskbot
Make Power Tool #1, guaranteed D.D.R.
Auroradon effect, Tribute itself + Power Tool, summon Coltwing
Coltwing effect, 2 tokens, bring back Deskbot
Make Power Tool #2, guaranteed add Durendal
Make Dracossak in the extra monster zone
Dracossack make 2 tokens, summon Deskbot
Synchro Deskbot + token into Balmung
Dracossack 2nd effect, tribute 1 token, destroy Balmung
Balmung effect, bring back Coltwing
Coltwing effect, 2 more tokens, summon Deskbot
Deskbot + 2 tokens, make Shooting Riser, send Red Layer
Shooting Riser + token, make Roland
Roland + Coltwing, make Charles
Banish Balmung to get back Phoenix Blade
D.D.R Summon Balmung
On resolution Charles triggers, pops Balmung
Balmung effect, summon Coltwing, summon 2 tokens, summon Deskbot
Make Herald of the Arc Light
Use Durendal, search Renaud
Summon Renaud, add back D.R.R
Renaud + Coltwing, make Borreload Savage
Banish Roland, add Phoenix Blade
D.D.R Roland, make Omega
End phase effects.
So your final board is Dracossack for another pop next turn, Charles for ongoing popage, Herald, and Savage, all off of any Isolde, plus Omega for hand looping.
Hand Rip combo
So for this one you need any Isolde + Infernoble Knight Renaud
Isolde, add Red Layer
Isolde, send 4, summon Oliver
Make Halq, summon Deskbot
Make Auroradon, summon 3 token, summon Deskbot
Deskbot + 2 tokens, Power Tool #1,
Power Tool effect, add Living Fossil/D.D.R
Auroradon tributes itself + Power Tool to summon Coltwing
Coltwing effect, summon 2 tokens, summon Deskbot
Make Power Tool #2
Power Tool effect, add D.D.R (these are sort of flexible, and often what you add depends on your hand + luck)
Xyz summon Dracossack
Detach 1 material, summon 2 tokens, summon Deskbot
Deskbot + Token make Balmung
Living Fossil, Summon Oliver
Make Shooting Riser in the Extra Monster Zone
Dracossack effect, Tribute itself, destroy Balmung
Balmung effect, summon Coltwing
Coltwing effect summon 2 monsters, summon Deskbot
Shooting Riser + token make Knight Captain Roland
Summon Renaud, add back D.D.R
Roland + Token make Borreload Savage Dragon, equips Auroradon
Renaud + Coltwing (now level 7) summons Omega
Deskbot + token makes Herald of the Arc Light
Omega effect, banish it to loop a card, then D.D.R to rip a second card. If you added D.D.R both times you can hand rip an opponent's hand for 3 cards (after Aqua Dolphin). So yeah, try for D.D.R when possible. However, you can also use your searches for Durendal if you already have 1 D.D.R or Living Fossil.
Anti - Nibiru Combo
This one will vary based on your hands, but essentially you need a Gearfried, a way to get him equipped, + any route into Isolde. This forces you to do a slightly stilted combo using a similar route above. A common start for this is Ogier + Durendal, though there are other ways to set up a Gearfried before Nibiru. You'll typically summon Isolde first, then summon Gearfriend as your 4th summon before using Isolde's second effect. You'll go through the route above, but you're forced to Tribute a token for Auroradon, so you'll have Auroradon in the extra monster zone and can't make Dracossack, so it's up to your extenders from that point in the combo.
Often the better answer, if you see Oliver, is to go for the Apollousa Combo, but Gearfried does enable anti-Nibiru play by itself provided you have the right extenders.
Isolde + Oliver combo
This is where the combos start to get nuts, and this start is where you begin making Apollousa.
Your combo starts the same. Isolde adds Red Layer. This time it sends 3 equips, including Phoenix Blade, to summon Phantom Knights of Torn Scales.
Phoenix Blade effect, banish the warriors that made Isolde to add back to hand.
Torn Scales effect, pitch Phoenix Blade to send Ancient Cloak
Ancient Cloak effect, banish itself, add Silent Boots
Special Summon Silent Boots
Link your 3 monsters into Apollousa with 3 negates (sometimes an extra Red Layers makes 4)
Banish Silent Boots, Chain Torn Scales: Summon Torn Scales and add Shade Brigandine (note - in a pinch you can use Phoenix Blade to banish Silent Boots to still trigger Torn Scales, useful if you see Shade Brigandine or start with it, though you have to be careful about your banishes)
Summon Oliver by pitching Red Layer (note: in some combo sequences you can add back Phoenix Blade at this point to pitch, useful with Overdone Burial, but make sure you have an extra warrior to banish in your GY)
Link Torn Scales and Oliver into Halqifibrax
From here you have Apollousa in the extra monster zone and the start to your Auroradon combos, though this will end with 1 less Deskbot, forcing you to use D.D.R/Living Fossil to finish your combos.
Isolde + Renaud + Oliver (+Gearfried)
This is where you put it all together, using Oliver and Phantom Knights to make Apollousa first and then using Renaud when you Summon Roland to sub in for Deskbot while looping you a D.D.R or Living Fossil to make Abyss Dweller with Shade Brigandine. It ends on Apollo with 3 negates + Herald + Borreload Savage + Charles with Roland in the GY, + Abyss Dweller. If you have Gearfried in your hand you'll have 6 boss monsters including 6 negates, a pop, and 2 floodgates, and while on paper this appears to require the perfect hand, we have so much searching and seeing your equip spells or searchers helps you achieve this result semi-consistently.
The real nuts is opening with Red Layer, Aqua Dolphin then Isolding for Aqua Dolphin, then extending with Oliver to make Needlefibre, then making all your follow-ups with Auroradon in the extra monster zone, hoping to hit enough D.D.R to follow up with 2-3 Omega + Herald + Charles (Roland). Hand loop for 5, omni negate, two pops, Gearfried for follow-ups. Sometimes it'll happen, and in ways that are hard to interrupt even with multiple hand traps. Other games you hope you don't need the hand pressure. But the pressure is real, and 6 Aqua Dolphin really increases it. On occasion I've D.D.R. Aqua Dolphin for extra hand pressure. Soft once per turn. Oops. Also notable is you can, with certain hands, use Isolde to summon Aqua Dolphin then make Roland with Aqua Dolphin and Plaguespreader and go into Halq that way. That's right, Plaguespreader isn't a brick, it is an extra hand loop. Towards the end of your combo, you use Shooting Riser to make Charles with Coltwing while 1 token is still on the field. Pretty sweet. If you need to clear up a token, since Roland is in the GY you can banish him for Phoenix Blade, D.D.R him, make Omega, then immediately Banish. This is how you get 4 card hand loops with full boards of interruption.
Drawing Coltwing Combo
So, what if you have Isolde and you draw Coltwing? You can sometimes put it back into the deck with Plaguespreader, but doing that in your main combo route is awkward to say the least, though it is viable. However, even if you draw Coltwing you can combo off, depending on the extenders you draw and your opponent's plays, so it won't always be necessary to go into the "gimped" combo. Pay attention to what you have in your hands before summoning Arma knight - however, sometimes it is necessary.
Changed the deck slightly. Torn Scales impressed me enough as a starter that we're running 3 of it now, and no Squeak Knight. Also added in more extenders so we can start with Aqua Dolphin normal more often. Lastly, I'm trying out Foolish Burial. Burial itself is an extender in the deck, and a pretty good one. Cut Cross Porter, it was just a brick that never came up.
One more thing to note - just like people underplaying Isolde searching Aqua Dolphin, people are also underplaying leaving 3 Durendal in the deck to guaranteed search 1 with Power Tool. This typically searches Renaud to add a sent or used D.D.R. back to the hand while making the level 1 Tuner extender you need in your combo. Search Aqua Dolphin liberally, consider adding Durendal, and make lots of Omegas. Have fun!
So, why 60 cards? A few reasons. I like the ratios better, assuming you run the far inferior Squeak Knight engine. It leaves space for interaction. And the deck has a lot of "bricks" but really soft bricks that you don't mind seeing, as well as lots of small engines it wants to run to do this. Lastly, you have Amazing searching. Between Durendal, Hertiage, Rota, and 2 Power Tool Dragon you have a lot of tools to find the exact starter you need for your situation. That lessens the impact of running more cards.
So, for Starters we have actually a lot of cards. Neo Space Connector is a clear 3 of, summoning Aqua Dolphin from the deck to rip a card out of our opponent's hand. In a spicy last minute decision I'm trying 3 Aqua Dolphin. Here's the rhetoric - this plus an extender is still at minimum Auroradon + Charles + Herald after ripping a card out of our opponent's hand. Additionally, it means they have to burn a hand trap like Effect Veiler on it to protect any other interruptions in their hand and their information, or else immediately lose a card. Lastly, it cannot be Ashed, whereas connector can be. In that sense, since our basic combo is just in through Isolde, simply this plus an extender is actually a better start, especially with Red Layer (since our best combos use all of our zones). One thing I initially missed out on mentioning is that Aqua Dolphin is only a soft once per turn. This means certain hands can lead with Aqua Dolphin, then use Isolde to summon Aqua Dolphin #2 to rip a second card out of the hand. Combined with D.D.R. and Omega you can easily rip 4-5 cards out of your opponent's hand with certain combos. This is super clutch, since it means they have to hand trap Isolde when the real choke point is Halqifibrax. There is still anti-Nibiru play with Gearfried, don't worry about that, but if you don't have Gearfried you really want to maximize your zone usage. We also have 3 Sublimation Knight with 1 Squeak Knight, an alternative 1 card Isolde. I liked the idea of increasing the consistency of the deck while adding a lot of cards, but in turn to keep our ratios high on starters we need to run more. Often Aqua Dolphin itself is a better normal summon IMO, but in a pinch it will help you combo, and combined with Fire Flint Lady the extension makes a free extra Herald on top of things with certain hands, which I like.
The Phantom Knights of Torn Scales is also a starter of sorts, since it too 1 card Isoldes, but it is also the package by which your full combo makes Apollousa as well as Abyss Dweller. 2 of it seems right, since it is such a good starter card in its own right, and because for your big combo you need a copy in your deck, so yeah 2 feels really good philosophically. One thing to note is it special summons itself from the gy when a PK monster is banished from your GY for any reason, so you can use Phoenix Blade to trigger it if you brick with the trap. The trap is also just a viable extender in a lot of starting positions, so it feels sweet actually. We're very weirdly a deck that runs a lot of bricks, but they're like really unbricky bricks that you actually want to see sometimes.
Armageddon Knight and Plaguspreader Zombie are (almost) your last starters. Arma Knight + extender actually feels really good, especially since Isolde searches a useless monster. It also gives you a way to put Coltwing back into your deck from your hand. And it means your combo ends on an extra Auroradon sometimes, not exactly an interruption but something players. The two make Halqifibrax which is good enough as a start in this deck anyways, although obviously inferior to Aqua Dolphin + Extender or many other broken starts. The number of games where I draw these and they're useful is actually surprisingly high, they have the right levels for the plays your deck makes, and one of them is a tuner at just the right level who loves D.D.R. (Dance Dance!) Plus they're good combo extenders coming from some starts.
Okay, so the deck isn't all bricks. We have an Infernoble Knight package. Roland is a relatively free special summon of a Tuner, and at good level for your plays too. It's equip effect is relevant, but it is one of the more important combo extenders, since you use it to make Needlefibre after Apollousa, leading into bigger plays. It is literally the most important extender in the deck, and a lot of the deck is built to search this guy and Renaud out. Renaud is similarly useful, helping make your whole extra deck but Omega with just Isolde + Renaud + Roland, and if you start with Neo Space Connector or Aqua Dolphin you could have ripped a hand trap out of their hand while gaining information. These also, together, start your combos without using your Normal Summon, meaning you can Normal something mid combo, which is pretty sweet in its own right. Ogier you equip to Charles from the deck, but it is technically our last "starter" and there are Ogier combos in the deck when you see it, but we have better normals in most hands. You can technically send Durendal off Isolde to summon Renuad, grab Durendal, use Durendal, find Roland to go into Halqifibrax, and it very rarely seems like a good idea, but it isn't really, so don't do it. If you can't set up your Gearfried early set him up late, you basically never want to summon Gearfried unless it is before Nibiru or at the end of your combo.
Deskbot 001 and Mecha Phantom Beast Coltwing are here for the Halq / Auroradon combos. The machine package basically lets you make 9 tokens when you combo off fully, and while zone placements matter a lot during your combos having a repeatable way to summon multiple tokens alongside a repeatable tuner to summon whenever you do is pretty sweet. In a pinch I've even Living Fossiled Deskbot, level 1 tuners are just useful. Coltwing is the only "real" brick, but A you can shuffle it back into your deck as part of your normal combos, and B there are combo paths where you don't care if you see it even in the rare situations you can't put it back on top of your deck. We're a deck full of bricks you don't mind seeing, very strange list.
Reinforcement of the Army is obligatory. This card is either our best starter or our best extender in any situation, and is great Ash bait too, because of how powerful its effect can be. Heritage of the Chalice is not as good, but it can find all of our most important extenders, including Durendal to find some lesser ones. Durendal is obligatory, and I think you have to run 3. These just find you all your good extenders to start into your combo, and are searchable thanks to Power Tool Dragon, so you really should maximize running 3. D.D.R and Living Fossil are extenders. We need equips in this deck for Isolde, and these cards are decent extenders in their own right, and are searchable if you run them at 3. This means we can make smart choices about which equips we search based on which we "brick" with. Yes, my bricks are literally extenders I want to run 3 of. Overdone Burial does sometimes come up in your combos, but is an easy pitch if you're wondering what that third or 4th spell should be. Divine Sword Phoenix Blade is a brick, but you can pitch it during your normal combos to Torn Scales, and even doing that it will save you out on a lot of card disadvantage. Sometimes you have to know when to equip it to Synchro fodder, that's the hardest part of the card. That and remembering to activate its effect every time you want to pitch something.
Gearfried is a good boss monster that protects me from Nibiru and other hand traps early in my combos in most games where I see it, and it the final 6th monster on the board in your "the nuts" hands. If we were running fewer cards 1 or 2 would be fine, but I want to occasionally see him. You can pitch him with Ogier and use Renaud to pick him back up sometimes as you start your combos, so keep that in mind. Otherwise it's just this good beatstick with a good negate and a good board breaking ability.
We have a few generic extenders in the mix, to get those ratios up and give us more ways into the combo. Red Layer is searched and send as part of many of your basic combos, but also if you see it you can start your plays with it, without using a normal summon. Fire Flint Lady is better, you occasionally use the second effect, but mostly this just helps start your plays, maybe after Space Connecter gets hand trapped or alongside Aqua Dolphin. You can search Fire Flint Lady with Durendal, which can also be searched by Heritage or Power Tool, provided you're planning ahead with your sends and searches. This does rarely come up.
The rest is interaction. If we're counting on 1 hand trap doing the thing, we'd better run Gamma and Nibiru, the highest impact hand traps in game where they are impactful. After that I'm running Called and TTT, because we're a combo deck with a little hand ripping all the same.
For the extra deck there really wasn't a lot of space. Sometimes you make 2 rank 8s, so you sort of have to run Omega in that last slot, and the other 14 help with your full combo that puts 5-6 boss monsters in your zones with interruption effects and/or floodgate effects. It really is all for that combo, but the deck is built so that even its smaller boards are pretty decent. Expect to see Charles next to another negate after interruptions a lot of the time. The combo is also nice and flexible, since the full combo is so inefficient even makeshift combos often have really good end results, since you can skip some of the more inefficient steps in those situations, depending on the extenders you draw. I think every card in the extra deck is essential.
Sideboard is trash. Solemn Judgement is my go to going first card, even in combo decks. DRNM is my going second card. Cosmic is for trap decks and general backrow. Skull Meister and Droll are pretty good generically right now, and both good against Drytron, so while it's top deck I'm gunning for it, maybe a little too hard.
Combos
Basic out of Isolde
Found a better combo.
Make Isolde, add Gearfried
Mill 4, summon Genba
Halq, summon Deskbot 001
Make Auroradon, summon 3 tokens
Summon Deskbot
Make Power Tool #1, guaranteed D.D.R.
Auroradon effect, Tribute itself + Power Tool, summon Coltwing
Coltwing effect, 2 tokens, bring back Deskbot
Make Power Tool #2, guaranteed add Durendal
Make Dracossak in the extra monster zone
Dracossack make 2 tokens, summon Deskbot
Synchro Deskbot + token into Balmung
Dracossack 2nd effect, tribute 1 token, destroy Balmung
Balmung effect, bring back Coltwing
Coltwing effect, 2 more tokens, summon Deskbot
Deskbot + 2 tokens, make Shooting Riser, send Red Layer
Shooting Riser + token, make Roland
Roland + Coltwing, make Charles
Banish Balmung to get back Phoenix Blade
D.D.R Summon Balmung
On resolution Charles triggers, pops Balmung
Balmung effect, summon Coltwing, summon 2 tokens, summon Deskbot
Make Herald of the Arc Light
Use Durendal, search Renaud
Summon Renaud, add back D.R.R
Renaud + Coltwing, make Borreload Savage
Banish Roland, add Phoenix Blade
D.D.R Roland, make Omega
End phase effects.
So your final board is Dracossack for another pop next turn, Charles for ongoing popage, Herald, and Savage, all off of any Isolde, plus Omega for hand looping.
Hand Rip combo
So for this one you need any Isolde + Infernoble Knight Renaud
Isolde, add Red Layer
Isolde, send 4, summon Oliver
Make Halq, summon Deskbot
Make Auroradon, summon 3 token, summon Deskbot
Deskbot + 2 tokens, Power Tool #1,
Power Tool effect, add Living Fossil/D.D.R
Auroradon tributes itself + Power Tool to summon Coltwing
Coltwing effect, summon 2 tokens, summon Deskbot
Make Power Tool #2
Power Tool effect, add D.D.R (these are sort of flexible, and often what you add depends on your hand + luck)
Xyz summon Dracossack
Detach 1 material, summon 2 tokens, summon Deskbot
Deskbot + Token make Balmung
Living Fossil, Summon Oliver
Make Shooting Riser in the Extra Monster Zone
Dracossack effect, Tribute itself, destroy Balmung
Balmung effect, summon Coltwing
Coltwing effect summon 2 monsters, summon Deskbot
Shooting Riser + token make Knight Captain Roland
Summon Renaud, add back D.D.R
Roland + Token make Borreload Savage Dragon, equips Auroradon
Renaud + Coltwing (now level 7) summons Omega
Deskbot + token makes Herald of the Arc Light
Omega effect, banish it to loop a card, then D.D.R to rip a second card. If you added D.D.R both times you can hand rip an opponent's hand for 3 cards (after Aqua Dolphin). So yeah, try for D.D.R when possible. However, you can also use your searches for Durendal if you already have 1 D.D.R or Living Fossil.
Anti - Nibiru Combo
This one will vary based on your hands, but essentially you need a Gearfried, a way to get him equipped, + any route into Isolde. This forces you to do a slightly stilted combo using a similar route above. A common start for this is Ogier + Durendal, though there are other ways to set up a Gearfried before Nibiru. You'll typically summon Isolde first, then summon Gearfriend as your 4th summon before using Isolde's second effect. You'll go through the route above, but you're forced to Tribute a token for Auroradon, so you'll have Auroradon in the extra monster zone and can't make Dracossack, so it's up to your extenders from that point in the combo.
Often the better answer, if you see Oliver, is to go for the Apollousa Combo, but Gearfried does enable anti-Nibiru play by itself provided you have the right extenders.
Isolde + Oliver combo
This is where the combos start to get nuts, and this start is where you begin making Apollousa.
Your combo starts the same. Isolde adds Red Layer. This time it sends 3 equips, including Phoenix Blade, to summon Phantom Knights of Torn Scales.
Phoenix Blade effect, banish the warriors that made Isolde to add back to hand.
Torn Scales effect, pitch Phoenix Blade to send Ancient Cloak
Ancient Cloak effect, banish itself, add Silent Boots
Special Summon Silent Boots
Link your 3 monsters into Apollousa with 3 negates (sometimes an extra Red Layers makes 4)
Banish Silent Boots, Chain Torn Scales: Summon Torn Scales and add Shade Brigandine (note - in a pinch you can use Phoenix Blade to banish Silent Boots to still trigger Torn Scales, useful if you see Shade Brigandine or start with it, though you have to be careful about your banishes)
Summon Oliver by pitching Red Layer (note: in some combo sequences you can add back Phoenix Blade at this point to pitch, useful with Overdone Burial, but make sure you have an extra warrior to banish in your GY)
Link Torn Scales and Oliver into Halqifibrax
From here you have Apollousa in the extra monster zone and the start to your Auroradon combos, though this will end with 1 less Deskbot, forcing you to use D.D.R/Living Fossil to finish your combos.
Isolde + Renaud + Oliver (+Gearfried)
This is where you put it all together, using Oliver and Phantom Knights to make Apollousa first and then using Renaud when you Summon Roland to sub in for Deskbot while looping you a D.D.R or Living Fossil to make Abyss Dweller with Shade Brigandine. It ends on Apollo with 3 negates + Herald + Borreload Savage + Charles with Roland in the GY, + Abyss Dweller. If you have Gearfried in your hand you'll have 6 boss monsters including 6 negates, a pop, and 2 floodgates, and while on paper this appears to require the perfect hand, we have so much searching and seeing your equip spells or searchers helps you achieve this result semi-consistently.
The real nuts is opening with Red Layer, Aqua Dolphin then Isolding for Aqua Dolphin, then extending with Oliver to make Needlefibre, then making all your follow-ups with Auroradon in the extra monster zone, hoping to hit enough D.D.R to follow up with 2-3 Omega + Herald + Charles (Roland). Hand loop for 5, omni negate, two pops, Gearfried for follow-ups. Sometimes it'll happen, and in ways that are hard to interrupt even with multiple hand traps. Other games you hope you don't need the hand pressure. But the pressure is real, and 6 Aqua Dolphin really increases it. On occasion I've D.D.R. Aqua Dolphin for extra hand pressure. Soft once per turn. Oops. Also notable is you can, with certain hands, use Isolde to summon Aqua Dolphin then make Roland with Aqua Dolphin and Plaguespreader and go into Halq that way. That's right, Plaguespreader isn't a brick, it is an extra hand loop. Towards the end of your combo, you use Shooting Riser to make Charles with Coltwing while 1 token is still on the field. Pretty sweet. If you need to clear up a token, since Roland is in the GY you can banish him for Phoenix Blade, D.D.R him, make Omega, then immediately Banish. This is how you get 4 card hand loops with full boards of interruption.
Drawing Coltwing Combo
So, what if you have Isolde and you draw Coltwing? You can sometimes put it back into the deck with Plaguespreader, but doing that in your main combo route is awkward to say the least, though it is viable. However, even if you draw Coltwing you can combo off, depending on the extenders you draw and your opponent's plays, so it won't always be necessary to go into the "gimped" combo. Pay attention to what you have in your hands before summoning Arma knight - however, sometimes it is necessary.
Changed the deck slightly. Torn Scales impressed me enough as a starter that we're running 3 of it now, and no Squeak Knight. Also added in more extenders so we can start with Aqua Dolphin normal more often. Lastly, I'm trying out Foolish Burial. Burial itself is an extender in the deck, and a pretty good one. Cut Cross Porter, it was just a brick that never came up.
One more thing to note - just like people underplaying Isolde searching Aqua Dolphin, people are also underplaying leaving 3 Durendal in the deck to guaranteed search 1 with Power Tool. This typically searches Renaud to add a sent or used D.D.R. back to the hand while making the level 1 Tuner extender you need in your combo. Search Aqua Dolphin liberally, consider adding Durendal, and make lots of Omegas. Have fun!
Other Decks on ygoprodeck.com
Login to join the YGOPRODeck discussion!
0 reactions
Cool
0
Funny
0
Angry
0
Sad
0
Comments
Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
Delete Deck
Are you sure you wish to delete this deck? Once a deck is deleted, it cannot be
retrieved.
Master Duel Cost Breakdown
Export Deck
Export to Image
Export to List
Export to Tabletop Simulator
Export Deck to Master Duel/Neuron
You can export your deck directly from YGOPRODeck to Yu-Gi-Oh! Master Duel or Neuron using our Web Browser extension!
Simply install the extension, and click the button below to export your deck to Master Duel or Neuron! It will bring you to the Official Konami Database. Once there, you can edit a deck and hit the "Import clipboard and save" button!
Price Deck from
Total Estimated Deck Price:
This tool attempts to find the lowest Market Price for each card on .
Card | Qty | Price ea | Card Set |
---|
Prices not found for the following cards:
Download Deck images
This will download all images used in this deck and zip them up for you. This is done on your computer and could take a minute or so to complete so please do not close the page.