Infernoble Knight

Master I from on October 21st, 2024
cp-ur 900 + cp-sr 510
44 cards

Notes & Combos

First Season using Infernoble.

Going into the deck I had the mindset that this deck was strong only going first and on the weaker side when going second. After getting help in the discord and reaching M5 with it, I came to the conclusion that it depends on 2 things, Your hand (like any other deck) and how well you know the individual cards of this deck and their interactions.

There are a lot of lines you can take going first/second that can lead you into full combo in one game, but if you were to take that same route in the next game you can lock yourself out of any plays and lose. Going first with enough engine in your hand can allow you to play through 2-3 handtraps and still end on an extremely strong board, and the majority of games where a single ash, gamma or ghost belle is used will cause little disruption.

The most noteable cards that come in handy as extensions and/or for less linear combo routes are Ricciardetto, Oliver and Renaud.

Setting aside the main engine being able to play through disruptions, the strongest main deck component would be Connector into Dolphin or even normal summoning dolphin in certain situations. Being able to see the opponents hand and reveal certain handtraps/disruption like nibiru and imperms in order to play around/through them is extremely strong. Combinations of single or double handripping and going into full combo leads to wins nearly every single time

Emperor Charles is also the coolest card in the game.

The last 44 matches leading up to M1 consisted of 24 matches going first and 20 matches going second.

21/24 won going first

12/20 won going second

the 3 lost going first were due to 2 time outs (where I was winning), and Maxx C with no outs.

Deckbuilding Notes: With Tenpais release I decided to cut back on drolls and opt for a third TTT. Under normal circumstances 2-3 droll would be run alongside 2 TTT as it can weaken a lot of current end boards when going second, and in some cases be used when hit with Maxx C while going first. This deck has little struggle from handtraps except Maxx C which is why I added a Crossout despite not running traps like Imperm in the deck. 0 games where Spider Link/Bagooska allowed me to win a match. Quant baiting/taking out I:P/S:P won a couple of games.

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Replays

A lot of games consisted of surrenders after Isolde/Neo-spacian dolphin resolves so there was very few games illustrating the full potential of this deck. I do have a replay displaying the strength of playing 3 TTT in order to handrip after getting D shifted, and then on the subsequent turn going full combo for game.

ID: 716-032-258