Instructions for playing Infernoid

Instructions for playing Infernoid

Braver Victory is a new Main box launched this November 2022. It introduces us to a completely new deck with Duel Links that is Infernoid, a set of decks that includes cards that can special summon themselves by banishing other infernoids from the hand or from the grave.

Overall, this is an extremely strong anti-meta deck, even Tier 0 Salad will be crushed immediately upon encountering Infernoid if you lose with a coin toss :D. The deck has 2 main bosses: Onuncu (Wipe all monsters on the field, Negate S/T) and Devyaty (Wipe Backrow, Negate Monster eff). From the sounds of it, they sound like each other, right? :v.

In my opinion, this is a deck worth playing and building, the price is reasonable (we can absolutely play it with just 1 main box), the strength is not weak, it can clean up the current and current meta decks. potential tier
Rate: 8.5/10

Sections covered in this guide:




Skill

 

Grit (67%)

 Rarity
Grit
 Rarity
Grit
Grit
Grit
  • ATK:

  • 0

  • DEF:

  • 0


[Flip this card over when you activate this Skill.] At the start of your turn, call 2 numbers and roll a six-sided die. If you roll a number you called, your LP do not get lower than 1 until the end of your opponent's next turn. This Skill can only be used once per Duel.


Although strong, Infernoid will actually be quite fragile. Using this skill gives us another chance to live with only 1 LP.
That's the theoretical chance, but it's up to us to turn the bet or not :V, because on the turn after using this skill, we can only special summon 1 monster.

Fiend Farewell (Skill Card) (37%)

UR Rarity
Fiend Farewell (Skill Card)
UR Rarity
Fiend Farewell (Skill Card)
Fiend Farewell (Skill Card)
Fiend Farewell (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used when one of your monsters is destroyed in battle. 1 random Fiend-Type monster from your Deck is sent to the Graveyard.


Personally, I like to use this skill when playing Infernoid deck.
It's a Graveyard Control deck and the monsters are all fiends, so sending an important core card to the grave for free is an extremely advantageous thing.
The only downside to this skill is the activation conditions. Only when one of our monsters is destroyed by battle can we activate the skill, slowing down the deck's speed by 10 times. Perhaps that is also the reason this skill is only used 37% of the time.



Core

 

Charge of the Light Brigade, Raiden and Hand of the Lightsworn (LightSworn Engine)

SR Rarity
Charge of the Light Brigade
SR Rarity
Charge of the Light Brigade
Charge of the Light Brigade
Spell Normal
Charge of the Light Brigade

    Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.


    SR Rarity
    Raiden, Hand of the Lightsworn
    SR Rarity
    Raiden, Hand of the Lightsworn
    Raiden, Hand of the Lightsworn
    LIGHT 4
    Raiden, Hand of the Lightsworn
    • ATK:

    • 1700

    • DEF:

    • 1000


    During your Main Phase: You can send the top 2 cards of your Deck to the GY, then if any "Lightsworn" monsters were sent to the GY by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the GY.


    These Lightsworn cards simply help us Mill cards from the deck to the grave. A perfect Start hand must have 1 Charge of the Light Brigade card in hand. From there search and summon Raiden and activate his abilities. The main cards we want to have in our hand/grave are Infernoid Monsters for combo setups

    Infernoid Onuncu (x1)

    UR Rarity
    Infernoid Onuncu
    UR Rarity
    Infernoid Onuncu
    Infernoid Onuncu
    FIRE 10
    Infernoid Onuncu
    • ATK:

    • 3000

    • DEF:

    • 3000


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card is Special Summoned: You can destroy all other monsters on the field. Once per turn, during either player's turn, when a Spell/Trap Card or effect is activated: You can Tribute 1 monster; negate the activation, and if you do, banish that card.


    Infernoid Big boss is you. It carries the effect of a Dark Hole card, a very powerful ability to clear the entire field, especially used to treat monsters that cannot be targeted. Its negate spell/trap speed 2 ability also works very well to break the opponent's combos by tributeing a monster (we can also tribute Onuncu himself :v)

    Infernoid Devyaty (x2)

    SR Rarity
    Infernoid Devyaty
    SR Rarity
    Infernoid Devyaty
    Infernoid Devyaty
    FIRE 9
    Infernoid Devyaty
    • ATK:

    • 2900

    • DEF:

    • 2900


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 "Infernoid" monsters from your hand or GY while the total Levels and Ranks of all Effect Monsters you control are 8 or lower. When this card is Special Summoned: You can destroy all Spells and Traps on the field, except "Void" cards. Once per turn, when another monster's effect is activated (Quick Effect): You can Tribute 1 monster; negate the activation, and if you do, banish it.


    Another Infernoid Bigboss, although only an SR product. We can see that its ability is almost the opposite of Onuncu when it has the effect of a Heavy Storm card blowing away the backrow (however, please note that this effect will also affect you).

    The negate effect of Banish is a great thing. Not only can it stop Opp, but it can also prevent them from recycling leaves and being negated from the grave (eg Sala).

    Infernoid Decatron (x3)

    SR Rarity
    Infernoid Decatron
    SR Rarity
    Infernoid Decatron
    Infernoid Decatron
    FIRE 1
    Infernoid Decatron
    • ATK:

    • 500

    • DEF:

    • 200


    If this card is Normal or Special Summoned: You can send 1 "Infernoid" monster from your Deck to the Graveyard, except "Infernoid Decatron", and if you do, increase this card's Level by the Level of the sent monster, and if you do that, this card's name becomes that monster's, and replace this effect with that monster's original effects.


    A very special card when this card is the only tuner in the deck and it is the only one that can be normal summoned without banning anything. Decatron also allows you to drop any infernoid monster to the grave and inherit its abilities. This is what made Decatron famous, helping to become a starter combo for the deck.

    Infernoid Attondel (x1)

    R Rarity
    Infernoid Attondel
    R Rarity
    Infernoid Attondel
    Infernoid Attondel
    FIRE 8
    Infernoid Attondel
    • ATK:

    • 2800

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; this card can make a second attack in a row. Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.


    A level 8 beater requires up to 2 ingredients to be summoned, which is also the reason why it is rarely used. Can attack 2 times per turn if it destroys 1 enemy monster and the ability to banish graves like DD Crow will also easily make it difficult for current Meta decks.

    Infernoid Seitsemas (x2)

    R Rarity
    Infernoid Seitsemas
    R Rarity
    Infernoid Seitsemas
    Infernoid Seitsemas
    FIRE 7
    Infernoid Seitsemas
    • ATK:

    • 2600

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. If this card attacks an opponent's monster, this effect can be activated at the end of the Battle Phase: Banish 1 card on the field. Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.


    A mini version of Attondel that is 90% similar to Attondel. From summoning methods and conditions to the ability to banish graves. However, its strong point is that it banishes 1 card on the field at the end of the Battle Phase, which is also the reason why this card is favored over Attondel.

    Infernoid Patrulea (x2)

    R Rarity
    Infernoid Patrulea
    R Rarity
    Infernoid Patrulea
    Infernoid Patrulea
    FIRE 4
    Infernoid Patrulea
    • ATK:

    • 1800

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Spell/Trap Card on the field; destroy it. This card cannot attack the turn you activate this effect. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).


    A small level 4 Infernoid only needs to take up another Infernoid to summon. Backrow Remover ability without costing anything. There is also the ability to quickly banish enemy graves typical of Infernoid beasts.


    However, it cannot attack on the turn where it activates the eff

    Infernoid Harmadik (x1)

    R Rarity
    Infernoid Harmadik
    R Rarity
    Infernoid Harmadik
    Infernoid Harmadik
    FIRE 3
    Infernoid Harmadik
    • ATK:

    • 1600

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster on the field; destroy it. This card cannot attack the turn you activate this effect. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).


    Most Infernoid cards have very long and many text abilities that make people lazy to read :V. But in reality, almost every leaf's eff is the same or opposite.

    This is a level 3 Infernoid contrary to Patrulea. One side destroys the backrow and the other side destroys the monster and both cannot attack during the turn it activates the eff. In general, depending on each situation, we can flexibly use the abilities of Infernoids

    Infernoid Antra (x0-x1)

    N Rarity
    Infernoid Antra
    N Rarity
    Infernoid Antra
    Infernoid Antra
    FIRE 2
    Infernoid Antra
    • ATK:

    • 0

    • DEF:

    • 2000


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 face-up card your opponent controls; return it to the hand. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).


    Mini infernoid with a very common ability that every infernoid has except the ability to return. However, with a 0 atk index, we can hardly do anything more with it, so we can x0 or x1 when using Decatron to copy the eff.

    Infernoid Pirmais (x0-x1)

    N Rarity
    Infernoid Pirmais
    N Rarity
    Infernoid Pirmais
    Infernoid Pirmais
    FIRE 1
    Infernoid Pirmais
    • ATK:

    • 0

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Set card on the field; shuffle it into the Deck. That card cannot be activated in response to this effect's activation. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).


    Every Infernoid has pairs, right? :v. Antra and Pirmais are no exceptions.

    These 2 Infnoid minis also have pairs, what about you? :)))?



    Spell/Trap

     

    Monster Gate and Volcanic Wall (Mill Engine)

    SR Rarity
    Monster Gate
    SR Rarity
    Monster Gate
    Monster Gate
    Spell Normal
    Monster Gate

      Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the GY.


      UR Rarity
      Volcanic Wall
      UR Rarity
      Volcanic Wall
      Volcanic Wall
      Spell Continuous
      Volcanic Wall

        Once per turn: You can send 3 cards from the top of your Deck to the Graveyard, and if you do, inflict 250 damage to your opponent for each Pyro-Type monster sent to the Graveyard by this effect. You cannot declare an attack during the turn you activate this effect.


        If we find that LightSworn alone is not enough, we can add these two cards to increase the ability to mill cards from the deck to the grave.

        • Monster Gate: A F2P card but a very good starter combo when combined with Decatron, helping us have a lot of resources in the grave to be able to Summon or Combo
        • Volcanic Wall: Contrary to monster gate, this is a quite expensive UR ​​card. With the ability to self-mill extremely well when just placing down and milling, but not being able to attack is quite devastating for me. But after all, the first turns of Infernoid can't do much, so using it at the beginning of the match won't bring much disadvantage.

        Void Vanishment (x3)

        R Rarity
        Void Vanishment
        R Rarity
        Void Vanishment
        Void Vanishment
        Spell Continuous
        Void Vanishment

          You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to your hand, except "Void Vanishment" or "Null and Void", also you cannot Normal or Special Summon monsters for the rest of this turn, except "Infernoid" monsters. You can only use this effect of "Void Vanishment" once per turn. If an "Infernoid" monster you control battles an opponent's monster, after damage calculation: You can send this card to the Graveyard; banish those monsters.


          x3 because it is a powerful and cheap searcher. Finding a "void" spell/trap can help us find a series of interesting cards, especially void feast, without only needing to discard 1 Infernoid monster.

          Void Seer (x1)

          N Rarity
          Void Seer
          N Rarity
          Void Seer
          Void Seer
          Spell Quick
          Void Seer

            Target 1 "Infernoid" monster you control; that target is unaffected by the opponent's card effects this turn. If an "Infernoid" monster(s) you control would be destroyed by a card effect, you can banish this card from your Graveyard instead of destroying 1 of those monsters.


            Most of Infernoid's spells/traps are f2p products. 1 quick spell card helps protect your Infernoids from being affected by the effects of other cards, 1 Lance card is perfect for Infernoids but is 2 times stronger than Lance.

            In addition, it also helps protect Infernoid monsters on your field from Destroy when this card is in the grave.

            Void Feast (x3)

            R Rarity
            Void Feast
            R Rarity
            Void Feast
            Void Feast
            Trap Normal
            Void Feast

              Send 1 "Void" Spell/Trap Card from your hand or face-up from your field to the Graveyard; Special Summon up to 3 "Infernoid" monsters from your Deck, whose total Levels exactly equal 8, ignoring their Summoning conditions.


              A crazy card that spams Infernoid monsters while ignoring their summoning conditions. Especially when using it with Decatron we can set up a series of combos in the grave

              Void Trap Hole and Into the Void (Some other "void" cards)

              SR Rarity
              Void Trap Hole
              SR Rarity
              Void Trap Hole
              Void Trap Hole
              Trap Normal
              Void Trap Hole

                When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of 1 of those monsters with 2000 or more ATK, and if you do, destroy it.


                UR Rarity
                Into the Void
                UR Rarity
                Into the Void
                Into the Void
                Spell Normal
                Into the Void

                  If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


                  The special thing we talked about above is the ability to search "void" Spell/Trap. We can search for a series of multi-use techniques such as:

                  • Void Trap Hole: Increases the deck's defense ability, a perfect answer for Salamangreat HeatLeo, Galaxy eyes,.... a series of strong monsters in the meta. It is also quite good when used against Mirror bets
                  • Into the void: Free 1 draw, also helps us discard to the grave

                  Pot of Duality (x2)

                  UR Rarity
                  Pot of Duality
                  UR Rarity
                  Pot of Duality
                  Pot of Duality
                  Spell Normal
                  Pot of Duality

                    Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




                    Tag(s):

                    A tech card is good for any deck when it gives us the ability to add 1 of the top 3 cards of the deck. However, it's not cheap, you can use it according to your wallet :V



                    Extra Deck

                    This deck doesn't need an Extra deck, but having strong supports from Link, Xyz or even Synchro makes the deck even more powerful.

                    Synchro

                    UR Rarity
                    Trishula, Dragon of the Ice Barrier
                    UR Rarity
                    Trishula, Dragon of the Ice Barrier
                    Trishula, Dragon of the Ice Barrier
                    WATER 9
                    Trishula, Dragon of the Ice Barrier
                    • ATK:

                    • 2700

                    • DEF:

                    • 2000


                    1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and GY. (The card in the hand is chosen at random.)


                    UR Rarity
                    Vermillion Dragon Mech
                    UR Rarity
                    Vermillion Dragon Mech
                    Vermillion Dragon Mech
                    FIRE 9
                    Vermillion Dragon Mech
                    • ATK:

                    • 2700

                    • DEF:

                    • 1800


                    1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.


                    UR Rarity
                    Trishula, Zero Dragon of the Ice Barrier
                    UR Rarity
                    Trishula, Zero Dragon of the Ice Barrier
                    Trishula, Zero Dragon of the Ice Barrier
                    WATER 11
                    Trishula, Zero Dragon of the Ice Barrier
                    • ATK:

                    • 2700

                    • DEF:

                    • 2000


                    1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 3 cards your opponent controls. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Trishula, Dragon of the Ice Barrier" from your Extra Deck or GY, its ATK becomes 3300, then halve the ATK of any face-up monsters your opponent currently controls, also negate their effects. You can only use this effect of "Trishula, Zero Dragon of the Ice Barrier" once per turn.


                    UR Rarity
                    Black Rose Dragon
                    UR Rarity
                    Black Rose Dragon
                    Black Rose Dragon
                    FIRE 7
                    Black Rose Dragon
                    • ATK:

                    • 2400

                    • DEF:

                    • 1800


                    1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.


                    UR Rarity
                    Scrap Dragon
                    UR Rarity
                    Scrap Dragon
                    Scrap Dragon
                    EARTH 8
                    Scrap Dragon
                    • ATK:

                    • 2800

                    • DEF:

                    • 2000


                    1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card in your possession is destroyed by your opponent's card and sent to your GY: Target 1 non-Synchro "Scrap" monster in your GY; Special Summon that target.


                    Strong Synchro monsters are among the top cards with abilities like Wipe field, banish, and even destroy. We can easily summon these cards with Void Feast to summon Decatron to a total of level 8, or combine with Raiden and other Infernoid monsters.

                    Number 70: Malevolent Sin, Abyss Dweller and Steelswarm Roach (Xyz)

                    SR Rarity
                    Number 70: Malevolent Sin
                    SR Rarity
                    Number 70: Malevolent Sin
                    Number 70: Malevolent Sin
                    DARK
                    Number 70: Malevolent Sin
                    • ATK:

                    • 2400

                    • DEF:

                    • 1200


                    2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


                    UR Rarity
                    Abyss Dweller
                    UR Rarity
                    Abyss Dweller
                    Abyss Dweller
                    WATER
                    Abyss Dweller
                    • ATK:

                    • 1700

                    • DEF:

                    • 1400


                    2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                    SR Rarity
                    Steelswarm Roach
                    SR Rarity
                    Steelswarm Roach
                    Steelswarm Roach
                    DARK
                    Steelswarm Roach
                    • ATK:

                    • 1900

                    • DEF:

                    • 0


                    2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


                    The familiar Xyz rank 4 Staple that everyone knows.

                    Duelittle Chimera, Puzzlomino, the Drop-n-Deleter and Code Talker (Link)

                    R Rarity
                    Duelittle Chimera
                    R Rarity
                    Duelittle Chimera
                    Duelittle Chimera
                    FIRE
                    Duelittle Chimera
                    • ATK:

                    • 1400

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 FIRE monsters All FIRE monsters on the field gain 500 ATK/DEF, also all WATER monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 FIRE monster in your GY; add it to your hand. You can only use this effect of "Duelittle Chimera" once per turn.


                    UR Rarity
                    Puzzlomino, the Drop-n-Deleter
                    UR Rarity
                    Puzzlomino, the Drop-n-Deleter
                    Puzzlomino, the Drop-n-Deleter
                    LIGHT
                    Puzzlomino, the Drop-n-Deleter
                    • ATK:

                    • 1300

                    • LINK-2

                    Link Arrow:

                    Bottom

                    Right


                    2 monsters with different Levels If a monster is Special Summoned face-up to a zone this card points to while you control this monster (except during the Damage Step): You can declare a Level from 1 to 8; that monster becomes that Level until the end of the turn. You can target 2 monsters with the same Level (1 from each field); destroy them. You can only use each effect of "Puzzlomino, the Drop-n-Deleter" once per turn.


                    UR Rarity
                    Code Talker
                    UR Rarity
                    Code Talker
                    Code Talker
                    DARK
                    Code Talker
                    • ATK:

                    • 1300

                    • LINK-2

                    Link Arrow:

                    Top

                    Bottom


                    2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster.


                    Link 2 monsters are light, easy to summon, and best suited for Infernoids.
                    The ability to spam strong monsters from Void Feast requires Link cards like this to clear the field, as well as some Infernoids that cannot attack on the turn that activates Eff, Link will quickly help you deal with this problem without need the same conditions as Tuner or the same Level




                    Companion unit:

                    - Yu-Gi-Oh! Guidance Vietnam





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