Infernoble Knight

Master I from on December 12th, 2024
cp-ur 1170 + cp-sr 690
60 cards

Notes & Combos

This has nearly the minimum possible number of Infernoble cards that allow for a full endboard. The basic idea is to bait out all the interactions with the 3-axis Goblin cards / Kashtira and commit to Infernoble plays by going Invoker into Isolde under the protection of a 3/4 mat Apo.

Torn Scales is the best starter by far. It + 1 discard is full infernoble endboard + 4mat apo + little knight or amblowhale. Also the line is immune to nibiru as long as you have boots in rotation, since after the rock you can still go into isolde into full combo.

Ohime is probably the strongest card in the deck. It can be an extender/board breaker, or just allow you to end on an extra Baronne. I orginally ran a more extensive mikanko package with 2x arabesque 1x rondo 2x prep rights but, cut it for the kash package.

I'm still not completely sure about the Kash package. They are good, and you can make Baronne with them later in the combo. But the dead draw (Birth) + the fact they aren't really extenders and don't do much going first against competent makes me think it might be worth cutting them in favor of handtraps / board breakers or even the diabellstar engine.

60 cards because there are a lot of cards you really don't want to draw, and as long as you can get to Invoker or Isolde, you can full combo.

Only one copy of Imperm for crossout because having traps in GY makes Shade dead.

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