Infernoble Knight

Duelist Cup DLv. Max from on December 17th, 2024
cp-ur 1110 + cp-sr 750
60 cards

Notes & Combos

74% winrate from M5 to M1 (25W-9L)

79% winrate in Duelist Cup (34W-9L)

77% winrate total this Season (59W-18L)

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Alright, played more of this list for the Duelist Cup. I can tolerate this list so long as I still have Aqua Dolphin. I cannot play Infernoble without access to Dolphin, every time I can't Isolde send 3 to handrip my opponent I die inside. Anyways, This list is pretty okay is my verdict. I believe both my previous 45 card list and this one are pretty comparable, play what you prefer.

As always contact me in the Infernoble channel in the Discord if you have any questions, I'm more than happy to send/link replays or help out.

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Pros of this variant

  • 21 handtraps, which gives you a 57.83% chance to open 2 of them. Comparable to 14 in 40 (a not uncommon count).
  • Flame Swordsman cards add an extra equip into rotation (Salamandra), and an extra interruption (Salamandra with Chain).
  • Fighting Flame Sword is battle trick removal which, technically, can come up.

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Cons of this variant

  • No Connector, the primary normal summon is Fighting Flame Swordsman and there simply isn't space. Connector is the best warrior normal summon.
  • No Joyeuse, and no third Museum. These matter for flexibility and consistency.
  • You out Maxx C less often, but as people know I think deckbuilding in fear of Maxx C is incorrect.
  • You draw the good engine hands that beat interruptions less often in favor of drawing handtraps more often.
  • Flame Swordsman is occupying an ED slot, which isn't ideal.
  • You brick more, I really felt this after playing more games with it.
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