Infernoid Deck #714079 — Yu-Gi-Oh! OCG

42 Main, 15 Extra, incl. Dark Ruler No More x3, Monster Gate x3, Reasoning x3. Created Jun 5, 2026 by YGO Mod.

Deck Infernoid OCG

Created by: YGO Mod (20517634)

Created On: 06/05/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jun 5, 2026
28± 8/ 100
Power Score
Structural 36
Reliability 24
Going First 32
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 36
Going First 32
Going Second 52
Meta Power provisional
Tournament Reliability 24
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Going-Second
  • Format: ocg

Legality

Main 42 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Summon high-Level Infernoid monsters (Devyaty, Seitsemas, Attondel, Onuncu) through banish-based fusion conditions to generate board presence and removal pressure; Fusion-based OTK via Infernoid Tierra with cumulative removal effects, or direct damage through banish synergy with Void engine
  • Turn 1 (going first): Use Monster Gate / Reasoning to excavate and summon Infernoid starters; build a removal board with 1–2 high-Level Infernoids while maintaining banish resources for Void Breach / Flametongue interaction
  • Turn 2 (going second): Deploy Dark Ruler No More or Evenly Matched to disrupt the opponent's board; leverage Void Reignition to refill hand and set up banish synergies; aim for immediate lethal or board-breaking removal chains
  • Recovery: Void Reignition cycles hand and feeds graveyard; Void Breach / Flametongue recycling and ATK boost enable recovery through banished resources; limited redundancy due to high Infernoid density and banish-resource dependency
  • After siding: No side deck provided; post-side resilience cannot be assessed

Why it scores here

This deck is illegal in OCG format and receives a theoretical-only evaluation. Even when corrected for legality, the core engine struggles with consistency and brick rate. The deck opens an archetype starter (Infernoid monster) ~98% of the time, but relies entirely on Monster Gate, Reasoning, Void Imagination, and Chimera Fusion as fragile excavation engines—each has narrow triggering conditions or high miss potential. Median boards produce 1–2 removal-focused Infernoids with minimal protection or redundancy; disruption of the banish-resource pipeline (Void Breach/Void Reignition) cripples recovery. Going-second remedies (Dark Ruler No More, Evenly Matched) provide tactical flexibility but do not compensate for the deck's single-lane construction and high garnet density. A 42-card main deck with aggressive copy counts (6 three-ofs) amplifies brick risk. No side deck and no tournament context preclude post-side or meta analysis. The score reflects structural fragility despite some well-developed removal synergies.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 38 P(≥1 Infernoid in hand 5) ≈ 0.986 from archetype-core group; however, P(live Void Imagination + Infernoid starter) ~0.65 due to competing excavation-spell needs; usage shows 48% core-present, missing key starters like Promethean Princess and Instant Fusion (Inferred)
D2 Opening-Hand Quality & Brick Management 32 42-card deck with 6 three-ofs (Monster Gate, Reasoning, Dark Ruler No More, Void Reignition, Void Imagination, Evenly Matched) creates 8–10 semi-functional hands; multiple excavation spells do not guarantee live turn-1 board due to low-level garnet risk (Decatron level-1 is conditional); brick estimate ~18–22% (Inferred)
D3 Combo Conversion & Ceiling 45 Best-line potential: Void Imagination fuses to Infernoid Evil (searches Void), Void Breach enables banish-loop into Infernoid Devyaty + Attondel + Seitsemas with removal chain; ceiling ~85 PowerIndex if all pieces align, but requires perfect sequence (Inferred; no parsed boards supplied)
D4 Combo Floor & Median Output 35 Median boards empirically absent; inferred median: Void Imagination → Infernoid Evil OR Monster Gate → Level-4 Infernoid (Patrulea) + Void Breach setup = 1–2 live Infernoid bodies + 1 Void Spell active = ~62 PowerIndex (Inferred)
D5 Interruption Resilience & Route Redundancy 28 Interruption of a single Void Imagination or Monster Gate activation breaks most lines; Void Reignition provides graveyard recursion but not independent lines; no alternate starters (missing One for One, Instant Fusion, Promethean Princess); starter diversity ~1.3 independent paths (Inferred)
D6 Resource Economy, Recovery & Grind 42 Void Reignition + Void Breach enable net +0 or +1 card advantage per turn after setup; banish synergy is fragile—disruption of banished resource access ends recovery; resource spend on three separate Infernoid summoning conditions (1, 2, 3 banished materials) limits flexibility; grind resilience ~medium-low (Inferred)
D7 End-Board & Interaction Quality 48 Endboard typically includes Infernoid Devyaty (negate all S/T, text-hint confirmed) + Infernoid Seitsemas (monster removal on attack); Infernoid Flood Link-4 negates Special Summons; Void Breach + Flametongue provide banish-access and face-up Spell protection; interaction density moderate but fragile to resource-disruption (Inferred from text)
D8 Going-Second & Board-Breaking Power 52 Dark Ruler No More negates + denies damage (3 copies); Evenly Matched forces banish symmetry (3 copies); Void Reignition + Chimera Fusion enable mid-game board refresh; six-card going-second hand substantially better than going-first, but relies on 2–3 specific cards; going-second power ~50–58 (Inferred)
D9 Offensive Pressure & Closing Power 38 Infernoid Devyaty (2900 ATK) and Attondel (2800 ATK) are primary closers; Infernoid Tierra ceiling 3400 ATK; no piercing or direct-damage text; no dedicated OTK engine; closing relies on grinding board into lethal over multiple turns (Inferred from stat/text)
D10 Main Deck Efficiency & Flexibility 35 42-card main deck vs 40-card minimum violates OCG rules; even corrected to 40, deck contains ~10 slots of semi-redundant excavation/cycling spells and limited tech flexibility; archetype purity 43.9% (25 Infernoid / 57 total) indicates loose coherence (Verified: composition)
D11 Extra Deck Efficiency & Coverage 44 Extra Deck 15/15 filled; 5 Fusion (Evil×2, Garura, N'tss, Tierra), 10 Link (Promethean Princess, Flametongue, S:P Little Knight, Infernoid Flood, Reprodocus, Linkuriboh, Hiita, Fiendsmith's Sequence, Salamangreat Almiraj, Underworld Goddess); all slots justified by Void Imagination / Chimera Fusion routes; but Fusion-heavy load limits flexibility for Link-centric lines (Inferred)
D12 Side Deck Adaptability 0 No side deck supplied (0/15); post-side resilience unassessable; best-of-3 planning absent (Data Gap)
D13 Matchup Coverage & Format Fit 30 Archetype meta-share unavailable; deck deviates from published core (only 48% core cards present); illegal construction precludes accurate format fit; provisional low score pending metagame context (Provisional)
D14 Pilotability & Error Tolerance 25 Combo lines involve 4–6 decision points (Monster Gate opponent level declaration, Void Imagination Fusion target, Void Reignition hand-cycle trigger sequencing); high excavation variance introduces branching paths but also error-prone decision trees; pilotability modest (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 36, Going First ≈ 32, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 24. Modifiers: Illegality penalty (Monster Gate ×3, Reasoning ×3 over limit) (-8); No side deck provided (-3); Fragile recovery / high garnet density (-4); 42-card main deck size violation (-2). Final formula: Illegal deck — theoretical-only evaluation. 0.80·Structural (36) + 0.20·TournamentReliability (24) = 32.8 → 28 after context modifiers for illegality, no side deck, high garnet density, and fragile recovery pipeline.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex 85, median 62, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Consistent archetype-core access (98% probability ≥1 Infernoid in opening hand)
  • Well-developed removal synergy via Infernoid Devyaty/Seitsemas/Attondel multi-effect board
  • Strong going-second interaction suite: Dark Ruler No More (×3), Evenly Matched (×3), Void Reignition hand-cycle
  • Void Breach + Flametongue provide banish-resource recovery and passive ATK boost
  • Extra Deck flexibility with Fusion and Link options for multiple play patterns

Weaknesses

  • Deck is ILLEGAL in OCG (Monster Gate ×3, Reasoning ×3 exceed 1-copy limit)
  • 42-card main deck violates OCG 40-card minimum; increases brick and statistical variance
  • Heavy reliance on excavation spells (Monster Gate, Reasoning) with narrow trigger windows—single disruption breaks primary lines
  • No independent starter diversity; Void Imagination, Chimera Fusion, and Decatron form a bottleneck
  • Banish-resource pipeline fragile; disruption of Void Breach or graveyard access cripples recovery
  • High Infernoid density (25/42 main) creates semi-redundant hands and low-value garnet situations (level-1 Decatron + Pirmais)
  • Median board output (1–2 Infernoids + 1 Void Spell) does not sustain pressure into mid-game
  • No side deck and no tournament performance data preclude meta analysis and post-side planning
  • Limited pilotability; excavation variance and multi-step Fusion conditions introduce high decision complexity

Critical choke points

  • Single Monster Gate or Reasoning activation: if negated or mis-declared, deck loses primary T1 play engine
  • Void Imagination in hand: without a live Infernoid + Fusion target, hand clogs; no alternate Fusion engine
  • Banish resource depletion: once Void Breach or Void Reignition resources are spent, recovery stalls and board collapses
  • Level-1 garnet density (Decatron ×2, Pirmais ×1): 3 cards with limited standalone value if drawn in opening hand
  • No emergency going-first protection: if opponent establishes a board T1, deck lacks proactive negation or board wipe beyond Evenly Matched (drawn-dependent)
Priority Remove Add Reason
1 Monster Gate ×2 (keep 1), Reasoning ×2 (keep 1) Illegal in OCG format; compliance requires reducing to 1 copy each. This frees 4 slots for redundant starters (One for One, Instant Fusion) or recovery engines.
2 Remove 2 cards to reach 40-card main minimum 42-card deck is non-compliant and statistically inferior. Recommend cutting 1 tech (Subspace Battle) and 1 semi-redundant Infernoid (Pirmais or Antra) to tighten consistency.
3 Subspace Battle ×2 Win rate of card vs slot cost is low; requires opponent reveal mechanics not inherent to the deck's plan. Use slots for starters or recovery.
4 Transaction Rollback ×1 Niche recovery trap; pay-half-LP cost is punitive and does not fit the deck's proactive game plan. Prefer Void Reignition or banish-resource tools.
5 One for One ×1, Instant Fusion ×1 Both missing core cards (66% inclusion) provide independent starter routes and banish-resource generation. Increase engine redundancy and going-first resilience.
6 Promethean Princess ×1 to Extra Deck FIRE Fiend Link-3 with graveyard Special Summon and Special Summon negate; core missing card. Enables post-board protection and grind-out lines.
7 Side Deck ×15 (post-side plan) Deck currently has no side deck. Recommend: 2–3 copies of hand-trap tech (Ghost Ogre, Ash Blossom if legal), anti-control (Droll & Lock Bird), and meta-specific removal (Mystical Space Typhoon, Feather Duster) to adapt to best-of-3 formats.

Evidence & confidence

  • Verified: Legality status: Illegal (Monster Gate ×3, Reasoning ×3 over 1-copy limit in OCG); Main Deck count: 42 (exceeds OCG 40-card minimum); Extra Deck count: 15/15 (legal); Side Deck count: 0/15 (no side deck provided); Card text for Infernoid Devyaty, Void Imagination, Void Breach, Dark Ruler No More, Evenly Matched resolved and confirmed; Archetype core-card presence: 12 of 25 core cards (48%) per usage statistics
  • Observed: Archetype meta-share unavailable; no tournament link supplied; deck frequency unknown
  • Inferred: P(≥1 Infernoid in opening hand 5) ≈ 0.986 from hypergeometric probability; P(live Void Imagination + Infernoid starter) ≈ 0.65 assuming independent draws; Full brick estimate ≈ 20% from high three-of density and excavation variance; Combo ceiling (best line) PowerIndex ≈ 85: Void Imagination → Infernoid Evil fusion + Void Breach loop + high-Level Infernoid summon; Median board PowerIndex ≈ 62: 1–2 Infernoids + 1 Void Spell + removal synergy; Interruption resilience score 28/100: single-choke-point excavation engine; limited independent lines; Going-first power ≈ 32: excavation variance + medium board ceiling; Going-second power ≈ 52: strong hand-trap and interaction suite (Dark Ruler ×3, Evenly Matched ×3); Tournament reliability ≈ 24: high variance from excavation, garnet density, illegal construction
  • Provisional: Meta Power: null (no dated metagame sample supplied; archetype meta-share unavailable)
  • Data gaps: Legality violation (illegal card counts) precludes normal evaluation; deck cannot compete in OCG as submitted No side deck supplied (0/15); post-side adaptation and best-of-3 resilience unassessable No parsed boards or combo data; combo floor, median, and ceiling inferred from text only (no observed PowerIndex / interaction density / resource signature) No tournament link or match records; archetype meta-share and per-pilot performance unknown; Meta Power remains Provisional No win-rate telemetry (brick rate, starter-live rate, going-first/second split, matchup results); all consistency claims marked Inferred No guides attached; no human strategic intent on archetype-specific tech or meta-positioning Deck contains 42 main + 15 extra = 57 cards; no guidance on intended 40-card conversion

More OCG Info

Infernoid

Infernoid Breakdown

 
 

 

 

 

 

 

 
 

 

 
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