Anyone who opens a new Main box to build Agent, Dark Fluid, Sun, etc. can conveniently build Infernoble to experience it. This article will provide detailed instructions on how to use Infernoble knight in Duel Links
Instructions for playing Infernoble Knight
How these warriors operate
Many people may be afraid of playing Infernoble Knights because in other formats, this deck is known to be quite a difficult deck to play because there are many different complex combos you can dance. However, in Duel Links, this deck is simpler so don't be afraid to try them.
"Infernoble Knight" is an Archetype consisting of Fire Warrior monsters with a series of effects revolving around Equip Magic, called "Noble Arms". This is a sub-branch of Archeypte "Noble Knight". However, the other side is all Light Warriors while many of our effects require Fire Warrior monsters so we don't play much "Noble Knight" combined with Infernoble decks.
Currently, Noble Knights have 4 Synchro Monsters and 3 Xyz Monsters in Duel Links, in which Xyz combines quite well with "Noble Knights" and Synchro cards mainly combine with "Infernoble Knight".
The cards in the main deck belong to Archetype
Includes Noble & Infernoble Knights + Noble Arms
Infernoble Knight Ogier (x2-3)
Infernoble Knight Ogier
ATK:
1500
DEF:
2000
While this card is an Equip Card, the equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Infernoble Knight Ogier" once per turn. If this card is Normal or Special Summoned: You can send 1 "Noble Arms" card, or 1 FIRE Warrior monster except "Infernoble Knight Ogier", from your Deck to the GY. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control.
Is this a boy or a girl? :v?
The main starter of the deck, Ogier's ability allows us to mill (put cards from the deck to the grave) Noble Arm or Fire Warrior cards, thereby setting up a combo line with Infernoble Knight - Renaud to add those cards to the hand.
Ogier's second effect allows him to equip himself on a Warrior monster as an Equip Spell that can protect that monster on the field from being destroyed by card effects , this helps us protect bosses. mine .
Definitely play x2-3 depending on the number of searchers and what you like.
Infernoble Knight - Renaud (x2-3)
Infernoble Knight - Renaud
ATK:
500
DEF:
500
If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.
Because Renaud is one of the best combo extension cards in this deck, as it is almost a '2 for 1' card. At the same time, it is the only tuner card in the main deck that allows us to Synchro, special summon and turn into a tuner.
Renaud is mainly used to retrieve cards like Immortal Phoenix Gearfried or important Noble Arms sent down by Ogier's effects.
This is important!!! Renaud can only be a Tuner when special summoned by its own effect, but special summoning by other means is not a tuner.
Infernoble Knight Astolfo (x1-2)
Infernoble Knight Astolfo
ATK:
500
DEF:
200
You can banish 1 FIRE Warrior monster from your hand or GY; Special Summon this card from your hand, then you can make this card's Level become the Level of that banished monster. You can banish this card from your GY; Special Summon this banished card during your second Standby Phase after this effect's activation, then you can Special Summon 1 of your FIRE Warrior monsters that is banished or in your GY. You can only use each effect of "Infernoble Knight Astolfo" once per Duel.
I'm sure everyone here is no stranger to Astolfo from FGO, right :v, even in Yu-gi-oh! Astolfo is still a femboy (duma I'm so hot bro)
The second Extender of the deck and I was quite surprised with the versatility of this card. It can Banish any Fire Warrior Monster to special summon itself from the hand and become the level of the banished monster (can't be activated).
This can be used to banish any level 4 from the grave to special summon it and summon Infernoble Knights Emperor Charles along with Infernoble Knight Captain Roland . Alternatively, if you don't have Renaud in your hand, you can Mill 1 level 4 card with Infernoble Knight Ogier and then banish it with Astolfo and special summon this card to now have two level 4s on the field for play directions XYZ
This card also has the Graveyard effect of banishing yourself to special summon any Fire Warrior monster from your Graveyard or Banish Zone (Including Astolfo) during the second Standby Phase after activation. It sounds slow and ineffective, but sometimes by setting up this effect, we can win the bet in many difficult situations.
Maybe x2 is fine, but one thing to note is that both effects of this "guy" can only be used once per match!!!
Infernoble Knight Maugis (x0-1)
Infernoble Knight Maugis
ATK:
1500
DEF:
1000
While this card is an Equip Card, the equipped monster cannot be destroyed by battle. You can only use each of the following effects of "Infernoble Knight Maugis" once per turn. If this card is sent to the GY: You can shuffle into the Deck, 3 of your other FIRE Warrior monsters and/or "Noble Arms" cards that are banished or in your GY; draw 1 card. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control.
Garnet
You will never want to see this guy in your arms, because this guy is as bad off there as he is on the field. His sole purpose is to Equip Infernoble Knight Emperor Charles to destroy, reshuffle resources, and draw more cards.
Note that you can banish Magius from your hand to Summon Infernoble Knight Astolfo at level 4 or normal summon this card to get a Fire Warrior on the field for Infernoble Knight - Renaud can special summon
I don't like this card very much because it is wasted in 90% of possible cases, but if you play a lot of traps, you can still consider putting this card in.
Infernoble Knight - Roland (x0-1)
Infernoble Knight - Roland
ATK:
500
DEF:
500
(Quick Effect): You can target 1 face-up monster you control; equip this card from your hand to that target as an Equip Spell that gives that card 500 ATK. During the End Phase, if this card is in the GY because it was sent there this turn: You can add 1 FIRE Warrior monster, except "Infernoble Knight - Roland", or 1 Equip Spell from your Deck to your hand. You can only use each effect of "Infernoble Knight - Roland" once per turn.
This card isn't very good, But damnn... this guy's clothes are so hot, I have to say drippp
However, I'm not a fan of this card. It can be thought of as a Quick Effect that equips any monster you control and grants it 500ATK. The best use for this is as a backup plan to trigger Infernoble Knight Emperor Charles 's effect to destroy, in case Infernoble Knight Captain Roland is banished (by DD Crow) or negated.
More important is the graveside effect, which helps search for any Fire Warriors or Equipped Magicians in the End Phase (End of Turn). This can be done with Ogier if you don't have a better card to mill, or you can equip it to one of your monsters before using it as material for summons from Extra deck or in response to the destruction of one of your Monsters
I like to save slots for stronger Staples, but this card is still okay, still helps us end the game.
Noble Knight Medraut (x0-1)
Noble Knight Medraut
ATK:
1700
DEF:
1000
This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell, this card becomes an Effect Monster with this effect. ● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell you control.
This card is a normal Noble Knight, it doesn't have a fire sword
This card is only slightly suitable for the deck but not too bad to include. We can use it as an alternative Starter by summoning him first, equipping him with something, then summoning Ogier with the effect and doing our combo from there. Don't forget that he is not a Fire Warrior, which means if negated, you cannot special summon Infernoble Knight - Renaud without controlling another monster.
He's also an easy way to get us into the deck's XYZ cards.
Play this card if you like XYZ or like a lot of Equip Spells. But the current light-type Noble Knights don't seem to be able to compete. They weren't too bad but were still outclassed by the Infernoble Knights.
Heritage of the Chalice (x1-3)
Heritage of the Chalice
Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.
"Heritage of the Chalice" acts as the " Reinforcement of the Army " card. Chalice can take any "Noble Knight" or "Noble Arms" card from the Deck OR Graveyard (GY). Inmost cases, you will want to search for combo pieces such as: Infernoble Knight Ogier, Infernoble Knight - Renaudand Infernoble Knight Astolfo, but it can also be used to search for Equip Spell for XYZ if you don't have any. anything in the grave.
Additionally, if a "Noble Knight" monster is sent to the Graveyard while equipped with a "Noble Arms" card (e.g. Durendal), you can return Chalice from the graveyard to your hand.This second effect doesn't appear often, but it's still good, because the card can replenish itself back into the hand, creating an advantage for a comeback. It usually appears when you summon the Sacred Noble Knight of King Custenninto defend and end your turn, giving you the ability to return on your next turn.
"Infernoble Arms - Durendal" (x2-3)
"Infernoble Arms - Durendal"
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
The best Equip Spell card of the deck that we can own at the moment
"Infernoble Arms - Durendal" is the second "Reinforcement of the Army" card in the Deck. Durendal can help you get any FIRE Warrior Monster that is Level 5 or lower from your Deck into your hand (So it cannot search Noble Knight Medraut ). In addition, Durendal also has an additional effect when the equipped monster is sent to the GY. This Effect Special Summons a Fire-Warrior Monster from your Graveyard, which can be used to "extend" combos in certain situations ( Example : To combo summon Infernoble Knight Emperor Charle s or to equip it on enemy Monsters, deal with Dark Hole )
It's important to note that after using this effect, you can only Summon Warrior Monsters for the rest of the turn. Overall, this is a very flexible card that helps us a lot in the match.
"Infernoble Arms - Hauteclere" (x0-1)
"Infernoble Arms - Hauteclere"
While this card is equipped to a monster: You can target 1 face-up monster you control; this turn, you cannot declare attacks, except with that monster, also it gains the ability this turn to make a second attack during each Battle Phase, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 face-up monster on the field; destroy it. You can only use 1 ""Infernoble Arms - Hauteclere"" effect per turn, and only once that turn.
This is also ok. With the first effect, it can target any monster you control and allow that monster to attack twice this turn, but your other monsters cannot attack the same turn, after that. Hauteclere will self-destruct. This is an okay effect, but the problem is that all your monsters have very high attack power, so you don't need to double attack a single one. It is also a turn-lasting effect, so if you activate it and your monster is destroyed, you cannot attack that turn
Another effect will be activated if this card is destroyed by the equipped monster leaving the field, you will Destroy 1 monster. If you play this card in your deck, this is the reason. It allows you to destroy your opponent's monster while comboing on turn 2. For example, you can equip it on Infernoble Knight - Renaud before sending it to the graveyard to play Synchro
Noble Arms - Excaliburn (x1)
Noble Arms - Excaliburn
Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.
It looks like the name says "burn" but in reality it doesn't have any burn damage at all. Instead, it causes Noble Knight Monsters to be equipped with Target immunity. This is the top target that we will send to the Graveyard with Infernoble Knight Captain Roland and equip it to Infernoble Knight Emperor Charles with its effect.
The second effect depends a bit on the situation, you can banish it from the graveyard to target the Xyz Noble Knight Monster you control and Rank-up. On your next turn, you can Summon any one of Rank 4s to destroy cards, then Rank-up 5s above them to destroy an additional monster.
Infernoble Knight Astolfo (Trap)
Infernoble Knight Astolfo
ATK:
500
DEF:
200
You can banish 1 FIRE Warrior monster from your hand or GY; Special Summon this card from your hand, then you can make this card's Level become the Level of that banished monster. You can banish this card from your GY; Special Summon this banished card during your second Standby Phase after this effect's activation, then you can Special Summon 1 of your FIRE Warrior monsters that is banished or in your GY. You can only use each effect of "Infernoble Knight Astolfo" once per Duel.
Trap
Besides Astolfo, we don't play any "Trap" in this deck because they clog the limited Spell/Trap area for Equip Spells. Teacherous Trap Hole can also be considered, but since that card is limited to 1, we should reserve that slot for the important card Reinforcement of The Army.
"Infernoble Arms - Joyeuse" (x0-1)
"Infernoble Arms - Joyeuse"
While this card is equipped to a monster: You can target 1 FIRE Warrior monster in your GY; add it to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can Special Summon 1 FIRE Warrior monster from your hand. You can only use 1 ""Infernoble Arms - Joyeuse"" effect per turn, and only once that turn.
Joyeuse is the searchable version of " The Warrior Returning Alive ". This is a great tool to retrieve combo pieces from the effect of " Infernoble Knight Ogie r" or use for the next steps in the combo. When Joyeuse is sent from the field to the grave with the equipped monster, you can Special Summon a Fire-Warrior Monster from your hand. Unlike Durendal, you are not limited to only summoning a Warrior after activating this effect.
However, the effect of this card is quite redundant because all the monsters we want to summon are already very easy to summon. So we can not put this card in.
Extra Deck
Infernoble Knight Emperor Charles (x1-2)
Infernoble Knight Emperor Charles
ATK:
3000
DEF:
200
1 Tuner + 1+ non-Tuner monsters If an Equip Card becomes equipped to a monster on the field, even during the Damage Step: You can destroy 1 card on the field. During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Emperor Charles" once per turn.
This card can destroy the opponent's card at any time, you know what I mean
This is the main Boss of the Deck, let's see what this guy's big sword can do
The main way to summon this card is Infernoble Knight Captain Roland andlevel 4 Infernoble Knight Astolfoor any other level 4 card (5+4=9)
His first effect is to destroy a non-target card on the field whenever an equip card is equipped to a monster once per turn. This effect is extremely good because not many cards are immune to targeting and it can be used during your turn or your opponent's with the help of Infernoble Knight Captain Roland or Infernoble Knight - Roland . This applies to all Equip cards, meaning that assuming your opponent also uses an Equip Spell or a monster that can exchange for Equip, you can activate the effect and then destroy it.
During the End Phase, this card's second effect allows him to equip any Equip Spell from his hand or graveyard and optionally allows him to equip a Fire Warrior monster from deck and makes it give him 500 Atk. During your turn, most of the time you will want to equip Noble Arms - Excaliburn to protect your Charles from being targeted. During your opponent's turn, you can also do that or equip "Noble Arms - Durendal" to allow you to search further. The monster you want to equip will be Infernoble Knight Ogier to protect Charles from being destroyed or Infernoble Knight Maugis to self-destroy, restore resources and draw cards.
That optimally makes him a 3500-4000 Atk monster that is immune to being targeted, immune to being destroyed, and can destroy a Non-target card.
X1-x2 are fine because sometimes we will see the second Charles card looming on the field
Infernoble Knight Captain Roland (x1-2)
Infernoble Knight Captain Roland
ATK:
2000
DEF:
500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can activate this effect; during the End Phase of this turn, send 1 Equip Spell from your Deck to the GY, then add 1 Warrior monster from your Deck to your hand. During the Main Phase, if this card is in your GY (Quick Effect): You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Captain Roland" once per turn.
"Sax, now Roland also has a big sword."
Our Extra Deck tuner allows finding more Warriors by milling Spells at the end of the turn, and this is the main way to set up Noble Arms - Excaliburnfor Infernoble Knight Emperor Charles
Roland's second effect is equally important. He can equip from the Graveyard to a monster you control and buff its Atk by 500 points, which is our main way to activate Infernoble Knight Emperor Charles 's effect during your opponent's turn. Overall a very versatile card for the deck,
Like Charles plays him x1 or 2 as you like
Infernoble Knight Captain Oliver (x1)
Infernoble Knight Captain Oliver
ATK:
2000
DEF:
500
1 Tuner + 1+ non-Tuner monsters When this card declares an attack while equipped: You can target 1 face-up card on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can target 1 Warrior monster you control; Special Summon this card from your GY as a Tuner, and if you do, equip that monster you control to this card as an Equip Spell that gives it 500 ATK. You can only use this effect of "Infernoble Knight Captain Oliver" once per turn.
A very stable voltage leaf. You usually summon this card on turn 2 and know you can't summon Infernoble Knight Emperor Charles because it can Destroy a card when equipped with something and attack. Note that cards are destroyed while declaring an attack, so if you successfully destroy a card with an effect, you can still continue attacking
Oliver's second effect is very interesting. He can target one of your monsters, revive himself from the grave, and then equip that target card to buff some ATK and cause this card's effect to activate. He also becomes a Tuner if summoned this way. This can be very useful in difficult games or to end the game when your opponent has low LP
A very tasty card with an interesting second effect
Ignoble Knight of High Laundsallyn (x0-1)
Ignoble Knight of High Laundsallyn
ATK:
2100
DEF:
900
1 Tuner + 1 or more non-Tuner "Noble Knight" monsters When this card is Synchro Summoned: You can equip 1 "Noble Arms" Equip Spell Card from your Deck to this card. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand. You can only control 1 "Ignoble Knight of High Laundsallyn".
Infernoble Knight Laundsallyn is used in VERY SPECIFIC circumstances to aid in reaching ' Immortal Phoenix Gearfried ' early. The rest is very wasteful because Duel Links doesn't have Main Phase 2. If we have extra slots in the Extra deck, we can put this card in as well.
Sacred Noble Knight of King Custennin (x0-1)
Sacred Noble Knight of King Custennin
ATK:
1500
DEF:
2500
2+ Level 4 "Noble Knight" monsters You can detach any number of materials from this card, then target that many cards your opponent controls; return them to the hand. If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Noble Knight" Xyz Monster from your Extra Deck, except "Sacred Noble Knight of King Custennin", and if you do, attach this card from the GY to that monster as material. (This is treated as an Xyz Summon.) You can only use each effect of "Sacred Noble Knight of King Custennin" once per turn.
Now comes Xyz
This is probably the best leaf. Can be done with any two 4th level Noble Knights. Can separate up to two ingredients and return that many cards to the opponent's hand, helping to lure the enemy into using negate and eliminating cards that cause difficulty in the second turn.
As for the second effect, if it is destroyed by battle or by card effects, it can transform into any of your other Xyz Noble Knight Monsters and give itself as material for that card. This is sometimes a useful backup plan if you go ahead or your combo gets interrupted. Then you just need to try to summon this card and pray to whatever god you believe in that your opponent can't OTK you :v
Play these XYZ cards if you play Noble Knight Medraut , other than his effects they are a bit difficult to summon
Artorigus King of the Noble Knights (x0-1)
Artorigus, King of the Noble Knights
ATK:
2000
DEF:
2000
2 Level 4 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.
Another rank 4 of the deck. When it is summoned, you can equip up to 3 Noble Arms cards in the Graveyard to yourself, making it really powerful the next turn you may have a few cards in the Graveyard.
With the second effect, Artorigus can destroy Spell/Trap on the field for the number of Noble Arms you control, not just the cards equipped to himself.
Sacred Noble Knight of King Artorigus (x0-1)
Sacred Noble Knight of King Artorigus
ATK:
2200
DEF:
2200
2 Level 5 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card is sent from the field to the Graveyard: You can target 1 Level 4 or higher "Noble Knight" monster in your Graveyard; Special Summon that target.
We have two ways to summon this card. 1 is due to the Sacred Noble Knight of King Custennin being destroyed or due to controlling an XYZ Monster and banishing Noble Arms - Excaliburn
When summoned, this card can also equip up to 3 Noble Arms with different names from the grave like the card above, which I have explained is quite ok.
Once per turn, you can detach an XYZ material to target another monster on the field and destroy it.
This guy also has a field effect , he can special summon any level 4 or HIGHER Noble Knight monster in your Graveyard. That means he can revive all of the deck's Synchros, which is another Win condition in difficult games
Overall, XYZ is pretty good but you'll find yourself not using them very often due to the fact that they're a bit difficult to summon and have no impact on opponents outside of the Off-field effect
Other important leaves
Salamandra & Phoenix (Skill Card) and Immortal Phoenix Gearfried (x3)
Salamandra & Phoenix (Skill Card)
ATK:
0
DEF:
0
You can Normal Summon or Set "Immortal Phoenix Gearfried" and "Phoenix Gearfried" without Tributing during this Duel. The following effect can be used once per Duel by revealing 1 "Immortal Phoenix Gearfried" from your hand. Set 1 "Salamandra" from outside your Deck, and send 1 "Legendary Sword" from outside your Deck to the Graveyard. This Skill can be used/applied if you begin the Duel with a Deck (excluding Extra Deck) that contains at least 10 FIRE Warrior-Type monsters.
Immortal Phoenix Gearfried
ATK:
3000
DEF:
2200
You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.
Wow, every skill with this card is crazy strong. Gearfried does everything you want while the skill complements it perfectly, what more could you want
First of all, it's super super super easy to summon. It can be special summoned by banishing 1 Equip Spell from the grave. The skill that makes this easily maxed out is that by showing Gearfried in hand, we can place a Legendary Sword straight into the grave to banish and at the same time place a Salamandra face down on the field to Equip. The skill also allows us to normally summon Gearfried in case we get bricked when we draw these two cards (be careful). Oh, and you need to remember that Gearfried's Effect is only One per turn, so even if there are 2 cards on the field, the remaining card is only Blue Eyes White Dragon :V
Once it is on the field with Salamandra from the skill equipped on it (or any Equip card is fine), it will be extremely strong thanks to the second effect that allows us to Negate + Destroy 1 Monster by giving 1 Equip Spell from on the field down. It's strong because it's not too difficult to Equip Gearfried to get the Negate Monster ability, because we have a third effect.
The third effect of this card is when you use this card to punch a monster, you can use that monster as an item to equip Gearfried. This sounds fantastic because it can almost counter all types of protection such as targets, cannot be destroyed,... (except for the Uneffected ability of some leaves that is not affected). It can only Equip 1 monster at a time, so when negating, remember to use the enemy's monster to get Equip.
There are two more things that I want to mention here . Because it can equip ANY monster, don't hesitate to equip your own monster if you have enough damage to punch opp to death, and of course it can negate handtraps such as Kiteroid. And of course, the Take Monster to Equip effect happens during the Damage Step so if we're targeting a monster and then steal that monster, we won't be able to attack again. So try when attacking, choose a monster to take that is not the card you are fighting
Battlin' Boxer Veil (x1)
Handtrap can search through Infernoble Knight Captain Roland or mill with Infernoble Knight Ogier and heal with Infernoble Knight - Renaud
Extra Deck
Ferocious Flame Swordsman
ATK:
1300
LINK-2
Link Arrow:
Left
Bottom-Left
2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn.
Borreload Dragon
ATK:
3000
LINK-4
Link Arrow:
Left
Bottom-Left
Bottom-Right
Right
3+ Effect Monsters Neither player can target this card with monster effects. Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. At the start of the Damage Step, if this card attacks an opponent's monster: You can place that opponent's monster in a zone this card points to and take control of it, but send it to the GY during the End Phase of the next turn.
Knightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Borrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.
Ruddy Rose Dragon
ATK:
3200
DEF:
2400
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can banish all cards from the GYs, then, if this card was Synchro Summoned using "Black Rose Dragon" or a Plant Synchro Monster as material, you can destroy all other cards on the field. When your opponent activates a card or effect that would destroy a card(s) (Quick Effect): You can Tribute this card; negate the activation, then you can Special Summon 1 "Black Rose Dragon" from your Extra Deck or GY.
Linkuriboh
ATK:
300
LINK-1
Link Arrow:
Bottom
1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.
Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Bottom
Right
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Slots in our Extra Deck are not very limited, so feel free to fill the rest with any staples you like
Main Deck
Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.
Ghost Mourner & Moonlit Chill
ATK:
0
DEF:
1800
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.
For the Main Deck, fill the rest with Staples, preferably Handtraps so the Spell/Trap Zone doesn't fill up due to using a lot of Equip Spells
Combo
Sample deck
Sample deck
Salamandra & Phoenix
Main: 20 Extra: 8
Immortal Phoenix Gearfried
ATK:
3000
DEF:
2200
You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.
Immortal Phoenix Gearfried
ATK:
3000
DEF:
2200
You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.
Immortal Phoenix Gearfried
ATK:
3000
DEF:
2200
You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.
Infernoble Knight - Renaud
ATK:
500
DEF:
500
If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.
Infernoble Knight Astolfo
ATK:
500
DEF:
200
You can banish 1 FIRE Warrior monster from your hand or GY; Special Summon this card from your hand, then you can make this card's Level become the Level of that banished monster. You can banish this card from your GY; Special Summon this banished card during your second Standby Phase after this effect's activation, then you can Special Summon 1 of your FIRE Warrior monsters that is banished or in your GY. You can only use each effect of "Infernoble Knight Astolfo" once per Duel.
Infernoble Knight Ogier
ATK:
1500
DEF:
2000
While this card is an Equip Card, the equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Infernoble Knight Ogier" once per turn. If this card is Normal or Special Summoned: You can send 1 "Noble Arms" card, or 1 FIRE Warrior monster except "Infernoble Knight Ogier", from your Deck to the GY. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control.
Infernoble Knight Ogier
ATK:
1500
DEF:
2000
While this card is an Equip Card, the equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Infernoble Knight Ogier" once per turn. If this card is Normal or Special Summoned: You can send 1 "Noble Arms" card, or 1 FIRE Warrior monster except "Infernoble Knight Ogier", from your Deck to the GY. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control.
Infernoble Knight Ogier
ATK:
1500
DEF:
2000
While this card is an Equip Card, the equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Infernoble Knight Ogier" once per turn. If this card is Normal or Special Summoned: You can send 1 "Noble Arms" card, or 1 FIRE Warrior monster except "Infernoble Knight Ogier", from your Deck to the GY. If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control.
Ghost Mourner & Moonlit Chill
ATK:
0
DEF:
1800
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.
Ghost Mourner & Moonlit Chill
ATK:
0
DEF:
1800
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.
"Infernoble Arms - Durendal"
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
"Infernoble Arms - Durendal"
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
Heritage of the Chalice
Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.
Heritage of the Chalice
Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.
Noble Arms - Excaliburn
Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.
Ferocious Flame Swordsman
ATK:
1300
LINK-2
Link Arrow:
Left
Bottom-Left
2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn.
Knightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Infernoble Knight Captain Oliver
ATK:
2000
DEF:
500
1 Tuner + 1+ non-Tuner monsters When this card declares an attack while equipped: You can target 1 face-up card on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can target 1 Warrior monster you control; Special Summon this card from your GY as a Tuner, and if you do, equip that monster you control to this card as an Equip Spell that gives it 500 ATK. You can only use this effect of "Infernoble Knight Captain Oliver" once per turn.
Infernoble Knight Emperor Charles
ATK:
3000
DEF:
200
1 Tuner + 1+ non-Tuner monsters If an Equip Card becomes equipped to a monster on the field, even during the Damage Step: You can destroy 1 card on the field. During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Emperor Charles" once per turn.
Infernoble Knight Captain Roland
ATK:
2000
DEF:
500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can activate this effect; during the End Phase of this turn, send 1 Equip Spell from your Deck to the GY, then add 1 Warrior monster from your Deck to your hand. During the Main Phase, if this card is in your GY (Quick Effect): You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Captain Roland" once per turn.
Sacred Noble Knight of King Artorigus
ATK:
2200
DEF:
2200
2 Level 5 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card is sent from the field to the Graveyard: You can target 1 Level 4 or higher "Noble Knight" monster in your Graveyard; Special Summon that target.
Sacred Noble Knight of King Custennin
ATK:
1500
DEF:
2500
2+ Level 4 "Noble Knight" monsters You can detach any number of materials from this card, then target that many cards your opponent controls; return them to the hand. If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Noble Knight" Xyz Monster from your Extra Deck, except "Sacred Noble Knight of King Custennin", and if you do, attach this card from the GY to that monster as material. (This is treated as an Xyz Summon.) You can only use each effect of "Sacred Noble Knight of King Custennin" once per turn.