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Infernoid is an Aggro deck in Yu-Gi-Oh Master Duel, focusing on a peculiar set of monsters that rely on being sent to the GY, being banished and being Fused. Check out the core deck list and key combos, as well as tips on how to play, alternative card options & counters against this specific Deck!
Main Deck: 60 cards | ||||
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x3 | x3 | x3 | x3 | x2 |
x2 | x2 | x2 | x1 | x1 |
x1 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x1 | x3 |
x3 | x3 | x2 | x2 | x2 |
x2 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x3 | x1 |
x1 | ||||
Extra Deck: 15 cards | ||||
x1 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x1 | x2 |
x1 | x1 | x1 | x1 |
Infernoids are prety hard to play as, regardless if you prefer going first or second. Much of their strategy relies on the cards to be milled, which is why cards like Reasoning work with this Deck. They can also Special Summon themselves from the GY by banishing fellow Infernoid monsters.
That Grass Looks Greener can be an option for this Deck, but then you would run the risk of milling your strongest card in the Deck, Infernoid Decatron.
Infernoid Decatron is by far the most important piece of the archetype, and is the reason why it is the only one to have three copies in the Deck. On summon, it mills out a fellow "Infernoid" monster to the GY, which is where they want to be in the first place. Afterwards, this monster takes on that milled monster's effects and Levels, which can lead to crazy shenanigans in the hands of a creative player.
It also happens to be a Tuner monster, which makes its Level modification an avenue to be flexible with Synchro Monsters in the Extra Deck.
The high-level Infernoid monsters have powerful effects if they get a chance. Infernoid Sjette banishes a monster from the opponent's Extra Deck if it manages to declare an attack, and banish a card from the opponent's GY every End Phase.
The other two have high impact on the field; Infernoid Devyaty on Special Summon destroys all non-"Void" Spells and Traps on the field, and Infernoid Onuncu destroys all other monsters on the field outright.
More for high-level Infernoids, Infernoid Seitsemas banishes a card on the field during the Battle Phase, while Infernoid Attondel can launch a second attack.
You cannot Normal Summon Infernoid Antra and Infernoid Patrulea, as you have to Special Summon them like the other Infernoid monsters. However, Antra's bounce back to the hand and Patrulea's Spell/Trap Card destruction are good trade-offs.
The Spells and Trap Cards from this archetype are also equally essential. Particularly, the new Void Vanishment is needed to search out the other three Spells/Traps in this Deck, and is a trap of its own; it banishes the opponent's monster that battled an Infernoid monster you control.
Void Reignition serves as a hand reset if you do not have the crucial cards you want, while Void Imagination can become a Fusion Spell to get to either Infernoid Flood or Infernoid TIerra.
The Trap Card, Void Feast, is a game-changer for the archetype. Being able to summon "Infernoid" monsters whose Levels equal the total of 8 can be an overwhelming turn, especially if those monsters use their effects one after another on summon.
Among the Extra Deck monsters, the first monster to summon now is Infernoid Evil. Its mill effect can potentially send up to 10 cards from the GY if it manages to banish Infernoid Onuncu from the GY. When sent to the GY, it searches out a "Void" Spell/Trap to continue the archetype's combo.
Ideally, you'd get Void Imagination to get into Infernoid Tierra, which gets stronger the more Fusion Materials are used to summon this card. The goal is always to use at least 5 materials, but always push for 8 to 10.
The new Link Monster, Infernoid Flood, can negate a Special Summon by tributing a monster, and can also banish a card in response to another card being banished once per turn. Its floating Effect also ensures that a monster remains present on the field if this card gets destroyed thanks to the opponent.
Work in Progress - Information Available Soon |
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Floowandereeze has always ben one of the best Decks that deal with Special Summons, and against Infernoids it is no different.
What hurts them even more is their floodgates that banishes cards instead of being sent to the GY; a well-timed activation before That Grass Looks Greener or Reasoning can result in a lot of cards from the Deck being banished.
Floowandereeze Deck List & Card Guide
The Gravekeepers are here for one iconic card in their Deck Recipe: Necrovalley. Locking down the Graveyard to prevent any card from there from moving out also means the archetype is locked out of its strategy to Fusion Summon Infernoid Tierra.
Gravekeepers Deck List & Card Guide
Runick's strategies are varied, and depending on Deck Recipe it can be quite dangerous for Infernoid Decks. It has one of the best card recursions in the game--provided it can consistently have their Quick-Play Spells on hand and in the Graveyard.
Most consistent of them all would be Naturia Runick, who can Synchro Summon very oppressive boss monsters like Naturia Beast and Naturia Barkion.
Runick Deck Lists | |
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Pure Runick | Spright Runick |
Ishizu Runick | Naturia Runick |
The Exosisters are the best archetype that punishes moving cards out of the GY. Doing so while having multiple "Exosister" monsters on the field will result in all of them triggering their effect to Xyz Summon right then and there.
Their control over this playstyle varies in effects, from locking down GY effects to banishing cards on the field as a Quick Effect. Exosisters Magnifica also deters players from going too hard if they manage to go second against Exosisters.
Exosister Deck List & Card Guide
Imperial Iron Wall | |
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So long as this Continuous Trap remains face-up and active, Imperial Iron Wall will prevent cards from being banished. This effectively stops the Deck's strategy of eventually getting Infernoid Tierra, as it usually involves banishing as many "Infernoid" monsters on the field. | |
Dimension Shifter | |
As aforementioned above, a well-timed Dimension Shifter can cause so many cards from the Infernoid Deck to be banished right off the bat. Players have to be careful against this card and its increasing prominence against Deckt that do not mind having their cards banished. | |
Ash Blossom & Joyous Spring | |
With multiple ways of sending cards to the Graveyard, Ash Blossom & Joyous Spring gains lots of power against Infernoid Decks. This is especially prominent if the Infernoid player only has one way of sending cards there during their opening turn. | |
Necrovalley | |
Necrovalley effectively locks all cards in both Graveyards from leaving there, whether it be shuffled back, added to the hand or be banished outright. So long as this Field Spell is active, the Infernoid player can't get to their boss monsters or even activate their negation effects that need tributes. |
Yu-Gi-Oh Master Duel Deck Archetypes
Deck Tier List: Best Decks for Season 35
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Infernoid Deck List & Card Guide
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