Infernoble, Sept 2020 TCG
Deck Primer
So, I think Infernoble has legs. Built-in extenders, main deck boss monsters, ROTAs for days, plenty of one card combos, and even the ability to hand loop.
I wanted to run all the extra bells and whistles as well as full numbers of the combo pieces, but I didn't want to force myself to run 60 cards. I want to consistently combo off, I want to run interaction and protection, and I want those "extenders" that make hand looping better, or allow me to make 3 negates.
ROTA is ROTA, it's a Warrior deck, nuff said. Heritage of the Chalice searches for any Infernoble extender, as well as Durendal (thining, searching), or Arfeudutyr (backrow removal). Durendal is especially important as rotas 5-7, because you can loop it out of the GY with Renaud after sending it with Isolde. I'm running back down to 1 Smoke Grenade of the Thief. I do like to see it, actually, but not as much as an actual starter or extender, and the deck always sends it with Isolde, so access to it is still virtually guaranteed. Living Fossil is one of 4 extenders in the deck - maybe okay as a backup to start combos, or in combo with Oliver, mostly here as Equip fodder, because we need 5 different names (in case we see a brick).
Ogier is essential to run for her Equip effect, but 3 of her and 3 of Renaud help make your most reliable opening combos and anti-Nibiru combos more easily. Astolfo is only here because she's technically sort of necessary for certain Infernoble combos, and a decent extender in its own right, worth it as a 1 of to search out for the combos. Oliver is another essential combo piece - you're happy to see all of these, (but notably search most of them out in the usual combo anyways). 3 Gearfried seems essential in this deck, more than 40 cards was a tough sell at first, mostly because of how good Gearfried IS in the hand, but the exchange is having a higher % chance to see your one card starters without giving up interaction. You can search this with some of your main combos anyways, so it's not like you won't see it. Charles sees it at end of turn, and Ogier Renaud also adds it to hand.
Sublimation Knight summons Squeak Knight - a Fire Warrior way to start games. Better than that is Neo Space Connector and Aqua Dolphin, which does the same, but lets you trade a card to snipe a weak monster (like a hand trap) out of your opponent's hand. The only downside is that combo isn't fire, but it is well worth it, since it can force your opponent to use their hand traps early. Not perfect protection, since the card is Ashable, Veiler, Imperm, etc. Still good, especially in a deck already hand looping. Fire Flint Lady is the other extender - free extend, searchable off all the Rotas (Not straight through Heritage, but through Durendal through Heritage), cool bonus effect to trigger Ogier sometimes. Worth it as a one of, super free card. The other warrior Special Summons are just a LITTLE too situational to make the cut, but if you aren't running Imperm or other traps The Phantom Knights of Shade Brigandine might just make the cut. In a more Nibiru format (which we might see when Dragoon rage dies down) Imperm could be out, and we'd have an extra extender. I can't think of another warrior extender that is worth it.
The last engine in the deck is the Red-Eyes Dark Dragoon engine. Since we're 55 cards, you won't see your bricks as often as a smaller deck, and this really helps make the engine feel super free. It means a TRULY disrupted combo is one extend away from... Well... The best boss monster ever, I'm pretty sure. It also means you can follow-up without wasting too many extra deck slots. You aren't making this ON TOP of your board, EVER (Verte Anaconda and Auroradon are nonbos). But you're making it out of disruption reasonably often, and that makes the deck harder to disrupt properly.
There are 15 interactive cards, with one brick related to them. 9 Hand traps is actually lowish for a 55 card deck, but the other interactive cards are good in a lot of situations anyways. Gamma, Imperm, and Veiler give us good cards that hit on Zexal, Anaconda, and Halqifibrax, generic monster negates are almost always good, and these help ensure going second isn't a lost cause.
Triple Tactics Talent is mostly here to help with the hand snipe plan, it can be very disruptive if your opponent is running hand traps, and all of the effects are good. If you're going second it simply won't be dead, and if you're going first and it's dead you didn't need it. Called are also here to help with hand traps, but can be a good interruption going first, and even has strong applications going second. Wanting these cards on top of hand traps was another big reason for running more than 40 cards. We have hand traps, we are hard to hand trap, we have interaction, and we snipe hands almost by accident.
1 O-Lion and 1 Jet is fine. Sure, some combos need O-Lion in the deck (the biggest ones) but you CAN always combo off when you see O-lion, so I don't think it is worth it at all. I thought about Pot of Desires, but it left me, well, desiring. The deck is consistent enough without it, adding it warps deckbuilding decisions, and I'm unlucky with Desires banishes, so who needs em.
Side Deck was all about having 9 cards to bring in against Combo, and 9 cards to bring in against control. Evenly fulfills the role of board breaker and backrow remover together, Nibiru comes in over Called (Or Dragoon engine) vs combo, Forbidden Droplet can also come in. Since we're more than 40 cards, I needed easy to side in generic cards that I could run in multiples, so sidedeck is that.
Cut Impermanence for Ash Blossom. It's not quite as good as Imperm in this meta (Verta Anaconda dodges the effect very nicely) but this allows the deck to play Shade Brigandine for another warrior extender. I found my spell and trap zones clogged with equip spells, so being able to always activate Ash out of the hand is useful.
Sublimation Knight and Neo Space Connector are both 1 card Isoldes, which end on Auroradon + Savage + Charles, which is an Omni-negate, a pop, and a hand snipe (potentially 2 with Dolphin), and OTK damage on board. Add Oliver or Smoke Grenade to the combo, and you're getting an extra hand snipe off off Auroradon's ability. Add Renaud, and you can also get an extra hand snipe, by adding Smoke Grenade late, and popping Renaud and the Smoke Grenade. Any Isolde will go into this combo pretty easily.
Ogier + Renaud can send Gearfried, pick him up, make Ignoble Knight, equip Durandal, add Fire Flint Lady or Astolfo. It can then summon Gearfried and equip it with Ogier, Boom, Nibiru proof Combo. Since these combos use the Auroradon to search O-Lion you can't do this if O-Lion is in the deck (but between Dragoon and the normal combo, you'll still have options). Ogier + Durendal (or ROTA, Heritage) does the same thing without making Ignoble Knight.
Sub Knight or Neo Space Connector + Renaud is a five interaction board: You can use all of your resources, Halq, Linkross, Auroradon, Ignoble Knight, Jet and O-lion, most of your infernoble cards, and Phoenix Blade, and can end on Herald, Savage, Gearfried, and Charles. All told, that is 1 hand snipe, 1 pop, and 3 negates. Note that thanks to Phoenix Blade, you don't even really have to minus, since you can use Phoenix Blade to fuel Oliver and to pitch for Jet Synchron, meaning the combo also essentially searches you 2 follow-ups (usually a second Gearfried and your other 1 card Dragoon, but occasionally Renaud will take one of these spots, to recur Arfeudutyr vs backrow). This is the main way to see Herald of the Arc Light, but the deck can make it other ways. You can Living Fossil a Sublimation Knight, and recurr Jet Synchron, which will make the extra negate on some boards. If you have Sub Knight (not offa Isolde) and Flint Lady in your hand at the end of your combo, you can use Fire Flint Lady to Summon Sub Knight, then use Squeak Knights secondary ability to become a Tuner when you summon it, make Herald. Last summon! If you successfully combo off without using your Normal Summon, you can Normal Sub Knight for the extra Herald. If you combo off sans Normal, you might be able to use Aqua Dolphin or Neo Space Connector to search it plus Jet Synchron (or maybe Renaud or Oliver).
Divine Sword Phoenix Blade is slightly underwhelming, but it turns on Gearfried, and fuels the full combo. Linkuriboh means Jet Synchron can be a 1 Card starter that makes Dragoon, helping smooth out bricky hands by turning them into low-end plays. You could run Deskbot 001 to have Herald+Savage out of Jet, as well as freeer Herald + Savage out of Isolde. Not really worth it IMO, we're here to snipe hands, and you can still pull off Herald + Savage pretty easily without the extra brick. You can also go Herald + Savage off of just Gamma, but this burns important combo pieces. Still, it makes Gamma feel like more protection for your Rotas.
Other things I've snubbed include: 1) Extra Halqs. More Halq combos is good, and if makes it easier to comeback from disruption, but it's simply not essential. 2) Ravenous Croc. Draws cards + pop cards. Real problem in this deck is opportunity cost - any time you're making Croc you're making it instead of Charles, which in turn means you're trading potentially better protection and a better body (and a hand snipe going first) usually just to draw 1 card. 3) I've snubbed Trish. You can technically make Trish as a going second option, but I'd rather snipe hands deliberately going first. Charles and Dragoon both work to break boards - if I were to run any of these it would be Trish, over Linkuriboh. It would be trading some consistency for flexibility, and I'd rather be highly consistent, particularly since Charles and Auroradon help break boards going second anyways, as does Dragoon. Lastly, if you don't like fun you could run True King of All Calamities. I was more interested in that in the Librarian Synchro version of the deck, which could still do most of these combos, (sans one Anti-nibiru combo) but could also go +6 while making Calamities. In this version, the option feels redundant. Sure, sniping hands and then making Calamities is pretty good, but even in the version more dedicated to doing that it felt a little bad to turn 2 level 9s into one Calamites (especially deciding whether to give up a negate or a hand-snipe/pop.) One final, honorable mention is Nekroz of Clausolas. You can always add Sub Knight to your hand with Isolde, meaning if you see Clausolas you can search Nekroz Cycle and end on an extra Negate (it is also an extra generic Warrior effect monster you can sometimes special summon). The downside to this is that Nekroz Cycle is a complete and total brick, and that you might want to actually USE the monster you add with Isolde as a follow-up, and don't have a ton of excess level 3 monsters to make this play with. I could still see it as a Meta Call - it's a 2 card engine that takes the ceiling of the deck up to 4 negates a pop and a snipe (conveniently 6 interactions... one for each card in a going second starting hand!) I don't think it is really necessary however, and cards like Triple Tactics Talent and Effect Veiler might be stronger, are certainly more flexible and don't require bricks to run. A 1/1 line would mean you'd have the same odds of seeing your extra interruption as your brick, and then you have to shape your plays around 1 situational negate, instead of preparing follow-up plays and using the extra cards in your hand as other forms of extenders or interaction. Super Quantum Red Layer just seems bad. A lot of your combos require all of your zones to be free, and you can't really use it to extend out into Verte Anaconda when you want to. Sorry Power Ranger, you don't make the cut.
Going into Verta Anaconda and saving the combo is viable, as is saving Anaconda for follow-up plays. If you DO want to go Verte Anaconda turn 1, I'd advise going into Isolde first, in order to search a follow-up play - you have 2 for a reason. Shade Brigandine can't make Anaconda (normal monster), but at least you can summon it when you need it (plus, Isolde does make Anaconda anyways. It just doesn't run Isolde into Anaconda).
I wanted to run all the extra bells and whistles as well as full numbers of the combo pieces, but I didn't want to force myself to run 60 cards. I want to consistently combo off, I want to run interaction and protection, and I want those "extenders" that make hand looping better, or allow me to make 3 negates.
ROTA is ROTA, it's a Warrior deck, nuff said. Heritage of the Chalice searches for any Infernoble extender, as well as Durendal (thining, searching), or Arfeudutyr (backrow removal). Durendal is especially important as rotas 5-7, because you can loop it out of the GY with Renaud after sending it with Isolde. I'm running back down to 1 Smoke Grenade of the Thief. I do like to see it, actually, but not as much as an actual starter or extender, and the deck always sends it with Isolde, so access to it is still virtually guaranteed. Living Fossil is one of 4 extenders in the deck - maybe okay as a backup to start combos, or in combo with Oliver, mostly here as Equip fodder, because we need 5 different names (in case we see a brick).
Ogier is essential to run for her Equip effect, but 3 of her and 3 of Renaud help make your most reliable opening combos and anti-Nibiru combos more easily. Astolfo is only here because she's technically sort of necessary for certain Infernoble combos, and a decent extender in its own right, worth it as a 1 of to search out for the combos. Oliver is another essential combo piece - you're happy to see all of these, (but notably search most of them out in the usual combo anyways). 3 Gearfried seems essential in this deck, more than 40 cards was a tough sell at first, mostly because of how good Gearfried IS in the hand, but the exchange is having a higher % chance to see your one card starters without giving up interaction. You can search this with some of your main combos anyways, so it's not like you won't see it. Charles sees it at end of turn, and Ogier Renaud also adds it to hand.
Sublimation Knight summons Squeak Knight - a Fire Warrior way to start games. Better than that is Neo Space Connector and Aqua Dolphin, which does the same, but lets you trade a card to snipe a weak monster (like a hand trap) out of your opponent's hand. The only downside is that combo isn't fire, but it is well worth it, since it can force your opponent to use their hand traps early. Not perfect protection, since the card is Ashable, Veiler, Imperm, etc. Still good, especially in a deck already hand looping. Fire Flint Lady is the other extender - free extend, searchable off all the Rotas (Not straight through Heritage, but through Durendal through Heritage), cool bonus effect to trigger Ogier sometimes. Worth it as a one of, super free card. The other warrior Special Summons are just a LITTLE too situational to make the cut, but if you aren't running Imperm or other traps The Phantom Knights of Shade Brigandine might just make the cut. In a more Nibiru format (which we might see when Dragoon rage dies down) Imperm could be out, and we'd have an extra extender. I can't think of another warrior extender that is worth it.
The last engine in the deck is the Red-Eyes Dark Dragoon engine. Since we're 55 cards, you won't see your bricks as often as a smaller deck, and this really helps make the engine feel super free. It means a TRULY disrupted combo is one extend away from... Well... The best boss monster ever, I'm pretty sure. It also means you can follow-up without wasting too many extra deck slots. You aren't making this ON TOP of your board, EVER (Verte Anaconda and Auroradon are nonbos). But you're making it out of disruption reasonably often, and that makes the deck harder to disrupt properly.
There are 15 interactive cards, with one brick related to them. 9 Hand traps is actually lowish for a 55 card deck, but the other interactive cards are good in a lot of situations anyways. Gamma, Imperm, and Veiler give us good cards that hit on Zexal, Anaconda, and Halqifibrax, generic monster negates are almost always good, and these help ensure going second isn't a lost cause.
Triple Tactics Talent is mostly here to help with the hand snipe plan, it can be very disruptive if your opponent is running hand traps, and all of the effects are good. If you're going second it simply won't be dead, and if you're going first and it's dead you didn't need it. Called are also here to help with hand traps, but can be a good interruption going first, and even has strong applications going second. Wanting these cards on top of hand traps was another big reason for running more than 40 cards. We have hand traps, we are hard to hand trap, we have interaction, and we snipe hands almost by accident.
1 O-Lion and 1 Jet is fine. Sure, some combos need O-Lion in the deck (the biggest ones) but you CAN always combo off when you see O-lion, so I don't think it is worth it at all. I thought about Pot of Desires, but it left me, well, desiring. The deck is consistent enough without it, adding it warps deckbuilding decisions, and I'm unlucky with Desires banishes, so who needs em.
Side Deck was all about having 9 cards to bring in against Combo, and 9 cards to bring in against control. Evenly fulfills the role of board breaker and backrow remover together, Nibiru comes in over Called (Or Dragoon engine) vs combo, Forbidden Droplet can also come in. Since we're more than 40 cards, I needed easy to side in generic cards that I could run in multiples, so sidedeck is that.
Cut Impermanence for Ash Blossom. It's not quite as good as Imperm in this meta (Verta Anaconda dodges the effect very nicely) but this allows the deck to play Shade Brigandine for another warrior extender. I found my spell and trap zones clogged with equip spells, so being able to always activate Ash out of the hand is useful.
Sublimation Knight and Neo Space Connector are both 1 card Isoldes, which end on Auroradon + Savage + Charles, which is an Omni-negate, a pop, and a hand snipe (potentially 2 with Dolphin), and OTK damage on board. Add Oliver or Smoke Grenade to the combo, and you're getting an extra hand snipe off off Auroradon's ability. Add Renaud, and you can also get an extra hand snipe, by adding Smoke Grenade late, and popping Renaud and the Smoke Grenade. Any Isolde will go into this combo pretty easily.
Ogier + Renaud can send Gearfried, pick him up, make Ignoble Knight, equip Durandal, add Fire Flint Lady or Astolfo. It can then summon Gearfried and equip it with Ogier, Boom, Nibiru proof Combo. Since these combos use the Auroradon to search O-Lion you can't do this if O-Lion is in the deck (but between Dragoon and the normal combo, you'll still have options). Ogier + Durendal (or ROTA, Heritage) does the same thing without making Ignoble Knight.
Sub Knight or Neo Space Connector + Renaud is a five interaction board: You can use all of your resources, Halq, Linkross, Auroradon, Ignoble Knight, Jet and O-lion, most of your infernoble cards, and Phoenix Blade, and can end on Herald, Savage, Gearfried, and Charles. All told, that is 1 hand snipe, 1 pop, and 3 negates. Note that thanks to Phoenix Blade, you don't even really have to minus, since you can use Phoenix Blade to fuel Oliver and to pitch for Jet Synchron, meaning the combo also essentially searches you 2 follow-ups (usually a second Gearfried and your other 1 card Dragoon, but occasionally Renaud will take one of these spots, to recur Arfeudutyr vs backrow). This is the main way to see Herald of the Arc Light, but the deck can make it other ways. You can Living Fossil a Sublimation Knight, and recurr Jet Synchron, which will make the extra negate on some boards. If you have Sub Knight (not offa Isolde) and Flint Lady in your hand at the end of your combo, you can use Fire Flint Lady to Summon Sub Knight, then use Squeak Knights secondary ability to become a Tuner when you summon it, make Herald. Last summon! If you successfully combo off without using your Normal Summon, you can Normal Sub Knight for the extra Herald. If you combo off sans Normal, you might be able to use Aqua Dolphin or Neo Space Connector to search it plus Jet Synchron (or maybe Renaud or Oliver).
Divine Sword Phoenix Blade is slightly underwhelming, but it turns on Gearfried, and fuels the full combo. Linkuriboh means Jet Synchron can be a 1 Card starter that makes Dragoon, helping smooth out bricky hands by turning them into low-end plays. You could run Deskbot 001 to have Herald+Savage out of Jet, as well as freeer Herald + Savage out of Isolde. Not really worth it IMO, we're here to snipe hands, and you can still pull off Herald + Savage pretty easily without the extra brick. You can also go Herald + Savage off of just Gamma, but this burns important combo pieces. Still, it makes Gamma feel like more protection for your Rotas.
Other things I've snubbed include: 1) Extra Halqs. More Halq combos is good, and if makes it easier to comeback from disruption, but it's simply not essential. 2) Ravenous Croc. Draws cards + pop cards. Real problem in this deck is opportunity cost - any time you're making Croc you're making it instead of Charles, which in turn means you're trading potentially better protection and a better body (and a hand snipe going first) usually just to draw 1 card. 3) I've snubbed Trish. You can technically make Trish as a going second option, but I'd rather snipe hands deliberately going first. Charles and Dragoon both work to break boards - if I were to run any of these it would be Trish, over Linkuriboh. It would be trading some consistency for flexibility, and I'd rather be highly consistent, particularly since Charles and Auroradon help break boards going second anyways, as does Dragoon. Lastly, if you don't like fun you could run True King of All Calamities. I was more interested in that in the Librarian Synchro version of the deck, which could still do most of these combos, (sans one Anti-nibiru combo) but could also go +6 while making Calamities. In this version, the option feels redundant. Sure, sniping hands and then making Calamities is pretty good, but even in the version more dedicated to doing that it felt a little bad to turn 2 level 9s into one Calamites (especially deciding whether to give up a negate or a hand-snipe/pop.) One final, honorable mention is Nekroz of Clausolas. You can always add Sub Knight to your hand with Isolde, meaning if you see Clausolas you can search Nekroz Cycle and end on an extra Negate (it is also an extra generic Warrior effect monster you can sometimes special summon). The downside to this is that Nekroz Cycle is a complete and total brick, and that you might want to actually USE the monster you add with Isolde as a follow-up, and don't have a ton of excess level 3 monsters to make this play with. I could still see it as a Meta Call - it's a 2 card engine that takes the ceiling of the deck up to 4 negates a pop and a snipe (conveniently 6 interactions... one for each card in a going second starting hand!) I don't think it is really necessary however, and cards like Triple Tactics Talent and Effect Veiler might be stronger, are certainly more flexible and don't require bricks to run. A 1/1 line would mean you'd have the same odds of seeing your extra interruption as your brick, and then you have to shape your plays around 1 situational negate, instead of preparing follow-up plays and using the extra cards in your hand as other forms of extenders or interaction. Super Quantum Red Layer just seems bad. A lot of your combos require all of your zones to be free, and you can't really use it to extend out into Verte Anaconda when you want to. Sorry Power Ranger, you don't make the cut.
Going into Verta Anaconda and saving the combo is viable, as is saving Anaconda for follow-up plays. If you DO want to go Verte Anaconda turn 1, I'd advise going into Isolde first, in order to search a follow-up play - you have 2 for a reason. Shade Brigandine can't make Anaconda (normal monster), but at least you can summon it when you need it (plus, Isolde does make Anaconda anyways. It just doesn't run Isolde into Anaconda).
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