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

Instructions for playing Infernoid
Sections covered in this guide:
Skill
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
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 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)
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).
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.
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.
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.
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
Spell/Trap
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.
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.
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
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.
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















































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