Infernoble October 2020
Deck Primer
The bones of the deck have stayed the same, and I'm still on a pretty standard extra deck. I think this is about as good as the deck is going to get this format, some people are trying Phantom Knights support in Infernoble, but nothing besides Shade Brigandine appeals to me. This combo toolbox is way too good, both in terms of potential boards, and in terms of playing through interruption.
Infernoble Knights is a Warrior based Isolde Turbo combo deck, that uses cards like Neo-Spacian Aqua Dolphin, Omega (sometimes in tandem with D.D.R), Triple Tactics Talent, and most importantly Smoke Grenade of the Thief alongside Infernoble Emperor Charles, to snipe your opponent's hands. It does still put up 2-4 interruptions on your turn, but our actual goal is to have an opponent with 2 cards, and use with a negate, a pop, and perfect information. Still, the deck can really put the whole extra deck onto the board once you play around with it. Check out Pak TCG's channel for combo routes, or see my list for last month if you prefer to read. But the real trick to the deck is learning how to use your extenders to make insane boards, loop people multiple times, and play through negations.
The only real spiciness to this deck is the second Aqua Dolphin, which I think makes sense, as it is actually better as a normal summon than a Space Connector target, for the purposes of starting your combo. I will literally summon this over Space Connector if I have both and an extender, and I like seeing it slightly more often. You could run 1 Astolfo for fringe situations where you're searching off of Heritage of the Chalice after already using Durendal and other extenders, but it was so fringe the card eventually didn't make the cut, even though's it is aggressively fine.
For Hand Traps we're running Gamma and Nibiru in the main. Droll and Lock Bird is fine in the side, imo, especially for a deck like Infernoble, where the question vs Rokkets is who is going first, and how many hand traps did the person going second see. Yes, there are other targets for Droll in the format, but I'm not over-impressed by Dogmatika Invoked, and in every other matchup, including non-invoked Dogmatika decks, I'd rather an Ash. Don't get me wrong, both are great viable archetypes, and they aren't without synergy, but you're basically taking 2 supplemental archetypes and jamming them together - IMO they're both stronger when paired with other control decks, which can put up their engines alongside the 1 or 2 interruptions each side of Dogmatika Invoked adds to whatever it's paired with. A couple interruptions and a Winda is not a dead strategy, by any means, it's just not particularly hard to out the board, nor is it a particularly hard board to outgrind.
Changed the hand trap game slightly. I like the main a lot.
Upped the hand trap count. Gotta beat Rokkets some games going second. Changed the hand trap line-up. Tactics, Imperm, and Veiler are for Dragoon, D. Shifter and Lancea are for Dinosaur, Token Collector is for Infernoble (alongside generic negation). I think Ghost Ogre is really good against Rokkets (target the Romulus) as well as Dinosaur (gotta stop Lost World), with lots of useful applications in pretty much every meta matchup (Invoked target the field spell, same for Guru, Eldlich you can get the continuous Traps, Dogma should be one of those most of the time (maybe Altergeist, which case hit the Spoofing), and it has applications against the Tier 2 old meta decks as well, particularly against field spells.) Gamma is our "generic" hand trap, pretty much always good, and at least as likely to stop a combo deck's turn as one of the "blowout" traps. Numbers are pretty high, a quarter of the deck is hand traps, more if you count Tactics (which also adds to hand pressure going first or helps the deck combo off through negations) which means you should see one hand trap most games, and reasonably often you'll see the 2-3 (or 1 killer) you need to stop a turn.
Infernoble Knights is a Warrior based Isolde Turbo combo deck, that uses cards like Neo-Spacian Aqua Dolphin, Omega (sometimes in tandem with D.D.R), Triple Tactics Talent, and most importantly Smoke Grenade of the Thief alongside Infernoble Emperor Charles, to snipe your opponent's hands. It does still put up 2-4 interruptions on your turn, but our actual goal is to have an opponent with 2 cards, and use with a negate, a pop, and perfect information. Still, the deck can really put the whole extra deck onto the board once you play around with it. Check out Pak TCG's channel for combo routes, or see my list for last month if you prefer to read. But the real trick to the deck is learning how to use your extenders to make insane boards, loop people multiple times, and play through negations.
The only real spiciness to this deck is the second Aqua Dolphin, which I think makes sense, as it is actually better as a normal summon than a Space Connector target, for the purposes of starting your combo. I will literally summon this over Space Connector if I have both and an extender, and I like seeing it slightly more often. You could run 1 Astolfo for fringe situations where you're searching off of Heritage of the Chalice after already using Durendal and other extenders, but it was so fringe the card eventually didn't make the cut, even though's it is aggressively fine.
For Hand Traps we're running Gamma and Nibiru in the main. Droll and Lock Bird is fine in the side, imo, especially for a deck like Infernoble, where the question vs Rokkets is who is going first, and how many hand traps did the person going second see. Yes, there are other targets for Droll in the format, but I'm not over-impressed by Dogmatika Invoked, and in every other matchup, including non-invoked Dogmatika decks, I'd rather an Ash. Don't get me wrong, both are great viable archetypes, and they aren't without synergy, but you're basically taking 2 supplemental archetypes and jamming them together - IMO they're both stronger when paired with other control decks, which can put up their engines alongside the 1 or 2 interruptions each side of Dogmatika Invoked adds to whatever it's paired with. A couple interruptions and a Winda is not a dead strategy, by any means, it's just not particularly hard to out the board, nor is it a particularly hard board to outgrind.
Changed the hand trap game slightly. I like the main a lot.
Upped the hand trap count. Gotta beat Rokkets some games going second. Changed the hand trap line-up. Tactics, Imperm, and Veiler are for Dragoon, D. Shifter and Lancea are for Dinosaur, Token Collector is for Infernoble (alongside generic negation). I think Ghost Ogre is really good against Rokkets (target the Romulus) as well as Dinosaur (gotta stop Lost World), with lots of useful applications in pretty much every meta matchup (Invoked target the field spell, same for Guru, Eldlich you can get the continuous Traps, Dogma should be one of those most of the time (maybe Altergeist, which case hit the Spoofing), and it has applications against the Tier 2 old meta decks as well, particularly against field spells.) Gamma is our "generic" hand trap, pretty much always good, and at least as likely to stop a combo deck's turn as one of the "blowout" traps. Numbers are pretty high, a quarter of the deck is hand traps, more if you count Tactics (which also adds to hand pressure going first or helps the deck combo off through negations) which means you should see one hand trap most games, and reasonably often you'll see the 2-3 (or 1 killer) you need to stop a turn.
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