Archetype Analysis: Infernoids

Archetype Analysis: Infernoids

Secrets of Eternity becomes available to the TCG today on January 16, 2015, and with it comes new support for many archetypes that see widespread play in the current meta. New support will also be available in this expansion for some older decks, such as Morphotronics, Rock Stun, Volcanics, and Dragunity. Today, we’ll be looking at a brand new archetype making its TCG debut in the expansion: Infernoids.

Infernoids are an archetype of FIRE-attribute Fiend-type monsters that share similar summoning conditions and restrictions. Generally, to summon an Infernoid monster, the total levels and ranks of all effect monsters you control have to be eight or lower. In addition to this restriction, you have to banish a number of Infernoid monsters from your hand or Graveyard in a combination to fulfill the summoning condition. The first thing to note about this kind of summon is that it is an inherent summon, instead of being summoned by an effect. This means that in response to the summon, your opponent cannot respond with any form of floodgate to stop the effect. On the field, they have a variety of spot-removal effects. Additionally, they all (with the exception of Onuncu) have a D.D. Crow-like effect, that can be activated by tributing any monster on your side of the field. This helps in matchups where effects trigger or target anything in the graveyard.

Across many forms of social media, multiple Infernoid decklists have sprung up, and most of them have been vastly different. There doesn't seem to be a definite decklist that everyone agrees on, however. Some players have tried combining this archetype with something competitive in this meta, such as Shaddolls or Burning Abyss, with mixed results. I decided to get online to check out this deck and try to figure out the perfect formula for a deck based on this archetype.

While testing I realized that the deck relies heavily on the graveyard, so some kind of mill engine is very important for the deck to work properly. This means that cards such as Reasoning and Monster Gate really accelerate the deck’s plays. Since Infernoid monsters cannot be Normal Summoned or Set, they become a free monster in grave to use as fodder for summoning a larger monster. At some point, Reasoning and Monster Gate have to stop, so what else could we include for it to stop on that supports a self-milling theme? How about a small Lightsworn engine? Lyla, Lightsworn Sorceress, Lumina, Lightsworn Summoner, Raiden, Hand of the Lightsworn, and Card Trooper immediately come to mind. Kuribandit is also another self-milling option that can grab Reasoning, Monster Gate, or a spell to recycle banished Infernoids such as Miracle Dig or Burial from a Different Dimension. The archetype also offers a surprising amount of options for clearing its own board, so Gorz the Emissary of Darkness also seems like a fairly good choice in this deck as well. Here’s the last decklist my friend and I tested online.

Monsters - 27

2 Infernoid Onuncu

3 Infernoid Attondel

3 Infernoid Seitsemas

3 Infernoid Patrulea

3 Infernoid Harmadik

3 Infernoid Antra

2 Gorz the Emissary of Darkness

1 Blaster, Dragon Ruler of Infernos

3 Raiden, Hand of the Lightsworn

2 Lyla, Lightsworn Sorceress

2 Card Trooper

Spells - 13

1 Miracle Dig

1 Raigeki

1 Monster Gate

3 Reasoning

1 Charge of the Light Brigade

3 Mystical Space Typhoon

1 Void Seer

1 Burial from a Different Dimension

1 Snatch Steal

Extra Deck: 15

1 Star Eater

1 Thought Ruler Archfiend

1 Stardust Spark Dragon

1 Yazi, Evil of the Yang Zing

1 Black Rose Dragon

1 HTS Psyhemuth

1 Mecha Phantom Beast Dracossack

1 Number 11: Big Eye

1 Number 103: Ragnazero

1 Castel, the Skyblaster Musketeer

1 Diamond Dire Wolf

1 Evilswarm Exciton Knight

1 Abyss Dweller

1 Wind-Up Zenmaines

1 Dante, Traveler of the Burning Abyss

This deck can easily disrupt plays, clear boards, and grind your opponent out of resources. I feel like the deck takes a ton of practice to play properly. I would like to hear others’ opinions on how this deck can be improved and how you have built your Infernoid deck to deal with the meta.

~Trey Faircloth

Play Hard or Go Home!

Joe Soto

Discussion

comments

  • fernando m

    Mira mi mazo infernoid es otk y no dependo de lightworn solo de 2 evil hero gainer 2 card trooper 1 fiend comedian y no necesito apropiarme de otros monstruos

  • Leo D.

    Have you thought of Necroface ? Somehow it’s not flexible as Burial from DD but at least it works in mid and late games.

  • Kadri T.

    Have you tried using BLS ?

  • Chris S.

    Have you thought about Foolish Burial in the deck? I am looking to play it, and this deck list seems pretty good.