Infernoid

Master V from on December 24th, 2024
cp-ur 900 + cp-sr 630
60 cards

Notes & Combos

Notes on tech cards:

  • Jack-in-the-hand: search snake eyes monster or decatron (Interestingly my opponent may choose to take poplar and then activate poplar's effect sometimes -- so it can also trigger talent or thrust if the opponent does not play around those cards) This card is weak to lock bird. If you have both jack-in-the-hand and reignition in your hand, it might be better to play reignition first.
  • Fire recovery: return decatrons or other infernoid monsters back to the deck so that you can use feast to summon them from the deck to make more negations
  • Heavy slump: I hate maxx-C. Note that it is better to play this card at the end of your turn by rollback after you finish all the combos rather than in your opponent's turn (to play around forbidden droplet or other quick spell cards)
  • Dimensional barrier: Tenpai countermeasure
  • Muckraker: can be used to revive decatron or flood from GY

A standard first-turn end board consists of flood, onuncu/devyaty, beatrice, vanishment and feast in the field, with rollback and princess in GY (Given that you have enough infernoid monsters in GY)

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Replays

Replay: 295-063-735