Infernoble Librarian Synchro

Deck Information
Deck Type: Meta Decks
Deck Master: Infernoble Knight Emperor Charles
TCG/OCG: TCG
Submission Date: September 5th 2020
Last Updated: September 9th 2020
Author: DashJovis
YGOPRODeck File Download

Infernoble Librarian Combo

Main Deck - 50
1x Reinforcement of the Army
3x Heritage of the Chalice
3x Infernoble Arms Durendal

1x Divine Sword Phoenix Blade
1x Noble Arms Arfeudutyr
1x Smoke Grenade of the Thief
1x Living Fossil

3x Infernoble Knight Ogier
3x Infernoble Knight Renaud
3x Infernoble Knight Oliver
1x Infernoble Knight Astolfo

3x Immortal Phoenix Gearfried

3x Neo Space Connector
1x Neo-Spacian Aqua Dolphin
3x Sublimation Knight
1x Squeak Knight

3x Fire Flint Lady
1x Boost Warrior

1x One For One

1x Grappler Angler
1x Jet Synchron
1x Mecha-Phantom Beast O-Lion

1x PSY-Frame Driver
3x PSY-Framegear Gamma
3x Effect Veiler
3x Triple Tactics Talent

Extra Deck
2x Isolde, Two Tales of the Noble Knights
1x Linkross
1x Infernoble Knight Captain Roland
1x Crystron Halqifibrax
1x Mecha Phantom Beast Auroradon
1x T.G. Hyper Librarian
1x Formula Synchron
1x Martial Metalmarcher
1x Borreload Savage Dragon
1x Chaos Ruler, the Chaotic Magical Dragon
1x Coral Dragon
1x Ravenous Crocodragon Archethys
1x Infernoble Knight Emperor Charles
1x Herald of the Arc Light
1x Ignoble Knight of High Laudsallyn

So, here's the updated version of the Librarian combo build. Between Hyper Librarian, Coral Dragon, and Ravenous Crocodragon Archethys, you can draw an easy 5+ cards in a turn, while leaving Crocodragon, Captain Roland, and Hyper Librarian on the field. This might not sound like a highly disruptive field, but the idea is to use those 5 draws to find extenders, making an even bigger board. I'm running Coral Dragon over Stardust Charge for a few reasons - firstly, you always synchro it off when you're making it, so the downside of needing to leave the field after being Synchro Summoned is minimal. Also, it is always a Tuner, no Metalmarcher required, which actually helps make Charles + Crocodragon through certain combos. Furthermore, it can work in tandem with Charles, Roland, and Crocodragon to help break boards, since we can discard 1 to pop a card. That's a usuful advantage in a deck that is discarding to hand size more fo the time anyways. The deck has lots of other combos, and all the usual Infernoble stuff is here, with one notable exception.

Chaos Ruler is another spicy spicy pick - basically, when you're going to 2 rank 8s path, you almost always ended up synchroing (formerly) Dragite into Charles (Charles is the main boss monster of the deck). So, why not get a free mill 5, maybe find a Hand Trap, synchro it away into Charles, then res it (banishing Hyper Librarian and Linkross), thus being able to use it with a level 1 Tuner to Synchro Crocodragon? Even if you're short the Tuner, it's another big beatstick on the board that has to be dealt with, at the very least. The only other level 8 I could find that gives advantage is Genex Ally Axel, which is not generic, and would be worse if it was. Chaos Ruler is kind of unique in the way that it gains you immediate advantage as a Level 8 Synchro. The downside is that if you brick on your card draws it isn't a line of interaction, but this is a deck just chock full of Rotas and Level 1 extenders.

I can see why people run Super Quantum Red Layer, it makes the combo harder to interrupt for sure, and Tenyi Spirit type effects are always good. However, when we're drawing so many cards it is just a brick, and while its level isn't the worst, it certainly isn't good. Boost Warrior doesn't make full combo with as many cards, but it helps improve the combo by helping assure you make Roland before Halqifibrax (necessary to all the best combos out of the deck), and it isn't once per turn, so that's pretty cool when you see multiples. It is also searchable with Durandel, man Durandel is a strong card.

The deck is 50 cards. I literally have 40 cards I want to run main, + you need some interaction. Having said this, a 50 card deck with 7 1 card starters has better odds of seeing them than a 40 card deck with 4 starters. You have lower odds of seeing specific Infernoble cards in your starting hand, but you also don't really NEED specific cards, you just need to make Isolde. You'll draw into them ;)

For interactive cards, I'm only running 9, mostly because it feels correct to keep my odds of seeing cards reasonably high in such a heavy combo deck. Effect Veiler is really good right now - I'm running this over Imperm for several reasons, it's Light for Chaos Ruler, it's a Tuner for Halq combos, it's a level 1 meaning sometimes you can normal summon it to help combos, and you don't have to set it going first in order to use it (important, since often all of your Spell/Trap zones get used up by equips). Gamma is actually the best hand trap in the meta. Sure, it is kind of dead if we're going first (especially since you're liable to use most of your combo pieces in one turn), but generally speaking you need your hand traps more going second than first anyways, and Gamma is just high impact while still being generic. You can also add this with Chaos Ruler, and it might win you the game if your board gets broken. D.D. Crow and Ghost Ogre aren't dead in the meta, but Crow feels particularly weak right now, and Ghost Ogre is only really good some of the time. Nibiru is good, but a little specific with a several powerful control decks running around tier 1/2. For my final interactive cards, I'm running 3 Triple Tactics Talents. We're already pretty hard to properly hand trap, and Triple T makes us even hard to. The deck can snipe hands twice in one turn with Smoke Grenade of the Thief while setting up Savage + Charles + Auroradon. That's already really powerful, particularly since opponents need to see specific cards and answer in specific places to stop the combo most of the time. Sure, a bulk of hand traps might slow the game to a crawl, but then they also have to do something on board afterwards. Add to that Aqua Dolphin and the hand pressure is very real. Triple T is also not dead going second, since stealing a Monster is pure Beast Mode, and Draw 2 is always good.

I added One For One and Grappler Angler. One for One is another level 1 extender, which can be an extra copy of Renaud, super important, or can summon level 1 tuners or non-tuners for the purposes of the Draw 3 combo. Grappler Angler gives you a tuner One For One can summon after you've used Jet Synchron, and is an alternative to Renaud for when you used him or Durendal up making Isolde. It also summons Jet for games where you see O-Lion.

Combos

Combo #1 - Any Isolde = Level 9 + Savage + Auroradon

1 - Summon Isolde. Add Neo Space Connector.
2 - Send Durandel to the GY, summon Renaud
3 - Renaud effect, add Durendal to the hand
4 - Durendal effect, add Oliver to the hand
5 - Send Renaud to the GY , summon Oliver.
6 - Link Isolde into Linkross, summon 2 tokens
7 - Link Renaud + Linkross into Halqifibrax. Summon O-Lion
8 - Synchro O-Lion with a token into Martial Metalmarcher.
9 - O-Lion effect, summon 1 token
10 - Metalmarcher Effect, summon Oliver
11 - Synchro Oliver + level 1 token into Captain Roland.
12 - Use machine token and Halqifibrax to link into Auroradon.
13 - Summon 3 Tokens
14 - Metalmarcher + a token synchro into Coral Dragon
15 - Coral Dragon + a token synchro summons into a level 9, and you draw 1 additional card.
16 - Roland + token synchros into Borreload Savage Dragon.

If you didn't brick out with equip spells, you can send 4 to the GY to summon Oliver that way (as a level 4), thus setting up the GY with Smoke Grenade of the Thief, and saving Renaud, Oliver, and Durendal for later. If you see a 1 card Isolde alongside either Oliver or Renaud, you can pick back up a Smoke Grenade of the Thief and use Auroradon in this combo to snipe an additional card out of hands. Same thing when you see Smoke Grenade. This is actually the low-end for the deck, but if you see O-Lion you're stuck using it with Halq instead of Jet, and also it is nice to be able to consistently end on this board if you need to - this is the combo that usually puts the fewest pieces onto the board, but unlike some of your other combos, you aren't reliant on card draws to really go off.

Combo #2 - Any Isolde = Draw 3 + Savage + Chaos Ruler

1 - Summon Isolde. Add Neo Space Connector
2 - Send 4 equips (incl Phoenix Blade) to the GY to summon Oliver
3 - Link Isolde into Linkross, summon 2 tokens
4 - Link Oliver + Linkross into Halqifibrax, summon Jet Synchron
5 - Link Jet Synchron + Halqifibrax into Auroradon, summon 3 tokens
6 - Auroradon effect, tributing itself and a token, summon O-Lion
7 - Synchro O-Lion + Token, summon T.G. Hyper Librarian.
8 - O-Lion effect, summon 1 token.
9 - Use Divine Sword Phoenix blade to banish warriors and add it to hand
10 - Jet Synchron effect, send Sword to the GY, summon Jet
11 - Synchro Jet + cyberse tokens into Martial Metalmarcher, draw 1 card
13 - Martial Metalmarcher effect, summon O-Lion.
14 - Synchro summon Synchron + token into Captain Roland, draw 1 card
15 - Synchro Roland + token into Borreload Savageraw 1 card, equip Auroradon to Savage.
16 - Synchro Chaos Ruler, draw 1 card, mill 5

This one is nice and spicy, a little card draw. But remember, thanks to Martial Metalmarcher, Chaos Ruler is a tuner right now. That means, you're 1 level 1 non-tuner extender away from making Charles, and since Chaos Ruler can res itself, you're in turn one level 1 tuner monster away from Savage + Ravenous Croc + Charles. And you've just gone +5 in the hand, and you didn't even have to discard - 1 card can draw you 5 cards while adding a card into your hand with Isolde. What is nice about this one, is that it doesn't matter if Oliver is a level 4 for this one, meaning you can do this entire combo exactly like the one above, for when you see your bricks, though without Smoke Grenade of the Thief Charles just isn't as good. One option is also to do it in reverse - make Chaos Ruler while you have Librarian on the field, and then use a Tuner to make Charles or Croc out of it, draw an extra card, or 2 in the case or Crocodragon. However, to res it your Librarian needs to be in the bin, so you can't actually get both level 9s before using the Librarian. Oh well. The mill 5 is a nice little advantage - you don't really always need it, but it is nice to put Ogiers and Olivers into the bin, and your hand traps are, notably, light attribute. Generally speaking, all of your bricks will be out of the deck before you make this card, so even though we aren't built to get huge advantage out of it, it still seems nice. The summon, on the other hand, is absurd for the purpose of Synchro climbing in this deck.

Combo #3 - Any Isolde = Draw 5, Charles + Ravenous Crocodragon

1 - Usual stuff. Isolde, Neo Space connector

2 - Send 4 equips, summon Oliver

3 - Link Isolde into Linkross, summon 2 tokens

4 - Link Oliver and Linkross into Halqifibrax, summon Jet Synchron

5 - Link Jet Synchron and Halqifibrax into Auroradon, summon 3 tokens

6 - Auroradon effect, tribute itself and a token, summon O-Lion

7 - Synchro O-Lion + token into T.G. Hyper Librarian

8 - Use Divine Sword as fodder, summon Jet Synchron

9 - Synchro Jet Synchron + 2 tokens into Martial Metalmarcher, draw 1 card, summon Oliver

10 - Synchro Metalmarcher + 1 token into Coral Dragon, draw 1 card

11 - Synchro Coral Dragon + token into Ravenous Crocodragon Archethys, 3 separate draw 1 effects

11 - Synchro Oliver + Librarian into Charles

Now, this one I quite like. Built this part of the combo yesterday and forgot it, so I've updated it now. This gives you some a really solid card draw option, and can pop three cards on the board. You're only going to be able to get one extra snipe off of it most of the time, because usually you see Smoke Bomb when you add it to the hand, but this could let you snipe three targeted cards from the hand, if you see it with Smoke bomb and either have or draw into Renaud (7 rotas helps), or two if you just see Renaud and send the Smoke Bomb. It also gives you extreme card advantage, and potentially a gigantic beatstick as well.

You might notice Roland isn't a part of this combo, and you may be thinking "how do I get my pop"? You can make Roland in this combo, before you go into Needlefibre, if you have one extender, wheras it would be risky to attempt the draw 3 combo without both requisite extenders. Of course, sometimes that means choosing between, say, being Nibiru proof, hand looping twice, and making 3 negates. A good problem to have. Also, you can just make this going second to break boards while drawing cards.

Formula Synchron can be incorporated into either of the above combos to get even more card draw, (draw 7 plus 2 rank 9s, which is True King of All Calamities for warrior decks willing to run 4-5 equips) but it really is tough to say what to cut for it, particularly since it doesn't contribute to your board in any way, aside from the extra draw power. You're still easily drawing 5-6 with these combos, and 7 at the absolute most, and without discarding anything real thanks to Divine Sword - Phoenix Blade. One is better card draw, the other is a better board, or at least better odds of getting the complete board - the draw 3 should be your usual power move full combo, because it's almost always actually draw 5, Charles, Savage, Croc. The draw 5 comes in when you see Living Fossils or Fire Flint Lady on top of your combo, and/or a Renaud to get you living Fossil, because if you pull it off you could be drawing 7.

Combo #4 - Any Isolde = Charles + Savage, with space to make a monster first.

1 - Isolde adds Neo Space Connector

2 - Isolde summons Oliver

3 - Link Isolde into Linkross, summon 2 tokens

4 - Synchro Oliver + token into Roland

5 - Link Roland + Linkross into Needlefibre, summon O-Lion

6 - Synchro O-Lion + token into Martial Metalmarcher, O-Lion effect summons a token, Metalmarcher summons Roland

7 - Link token + Halqifibrax into Auroradon, summon 3 tokens

8 - Synchro Martial Metal + token into Coral Dragon

9 - Synchro Coral Dragon + token into Charles, draw 1 card

10 - Synchro Roland + token into Savage.

This is just a mild deviation from the normal combo that results in the same board state, but uses 1 less monster zone, allowing you to, say, put up a Gearfried to protect against Nibiru

Combo #5 - Ogier + Durandel/Renaud = Anti-Nibiru combo

This one is pretty simple, summon Ogier, send Gearfried, activate Durandel, search Renaud, summon Renaud, add Gearfried, Link into Isolde, before you summon with Isolde banish Durandel to summon Gearfried, equip it with Ogier. From there, you can do the above combo as normal. You could make this combo with Renaud + Ogier as well, by making Ignoble Knight of High Laundsallyn.

Combo #6 - Neo-Space Connector (generic Isoldes) + Renaud = 3 Negates + Charles

#1 - Isolde adds a card, sends 4 eqips to summon Ogier

#2 - Ogier sends Gearfried

#3 - Summon Renaud, add Gearfried

#4 - Synchro Renaud + Ogier into Ignoble Knight of High Landsallyn, equip Durendal from the deck

#5 - Durendal effect, add Oliver

#6 - Use Phoenix Blade (banish Isolde + Renaud)

#7 - Send Phoenix Blade, summon Oliver

#8 - Link Isolde into Linkross, summon 2 tokens

#9 - Link Oliver + Linkross into Needlefibre, summon Jet Synchron

#10 - Synchro Jet + tokens into Martial Metalmarcher, summon Oliver.

#11 - Synchro Oliver + Ignoble Knight into Charles

#12 - Link Metalmarcher + Halqifibrax into Auroradon

#13 - Auroradon effect, remove itself and a token, summon O-Lion

#14 - Synchro O-Lion + token into Roland, O-Lion effect replaces the token

#15 - Synchro Roland + token into Borreload Savage Dragon, equip Auroradon, 3 negates

#16 - Using Phoenic Blade to insulate yourself from the discard, summon Jet Synchron from the GY

#17 - Synchro Jet + token into Herald of the Arc Light

#18 - Summon Gearfried

Voila, 3 negates, a pop, and a hand loop. A good option to have in the deck, and the real reason to run Ignoble Knight of High Laudsallyn.





Toggle Deck List
SpellsReinforcement of the Army x1
Heritage of the Chalice x3
"Infernoble Arms - Durendal" x3
Noble Arms - Arfeudutyr x1
Divine Sword - Phoenix Blade x1
Smoke Grenade of the Thief x1
Living Fossil x1
One for One x1
Triple Tactics Talent x3
MonsterInfernoble Knight Ogier x3
Infernoble Knight - Renaud x3
Infernoble Knight Oliver x3
Infernoble Knight Astolfo x1
Fire Flint Lady x3
Boost Warrior x1
Grappler Angler x1
Immortal Phoenix Gearfried x3
Neo Space Connector x3
Neo-Spacian Aqua Dolphin x1
Sublimation Knight x3
Squeaknight x1
Jet Synchron x1
Mecha Phantom Beast O-Lion x1
PSY-Frame Driver x1
PSY-Framegear Gamma x3
Effect Veiler x3
ExtraIgnoble Knight of High Laundsallyn x1
Isolde, Two Tales of the Noble Knights x2
Linkross x1
Infernoble Knight Captain Roland x1
Crystron Halqifibrax x1
Mecha Phantom Beast Auroradon x1
T.G. Hyper Librarian x1
Martial Metal Marcher x1
Coral Dragon x1
Ravenous Crocodragon Archethys x1
Borreload Savage Dragon x1
Chaos Ruler, the Chaotic Magical Dragon x1
Infernoble Knight Emperor Charles x1
Herald of the Arc Light x1
SideLightning Storm x3
Cosmic Cyclone x3
Evenly Matched x3
Dark Ruler No More x3
Nibiru, the Primal Being x3
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