Infernoid

Master V from on December 14th, 2024
cp-ur 990 + cp-sr 750
60 cards

Notes & Combos

I tried going first 'Noids for a while, but it never clicked for me, so I went back to my comfort zone of blinding second. While I'm reliant on my opponent not popping off into a huge combo board (or drawing the right out if they do), I feel like I'm fighting my own deck less in terms of drawing playable hands, which I prefer. No idea if it's the better approach (probably not), but I'm having more fun with it which is good enough for me.

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Besides a few of the new cards, the main difference between my list compared to my old blind second 'Noid lists (and others') is that I'm only running one Reasoning/Gate target, Destrudo. No Snow or Decatron. I really liked the arguments for using a single Reasoning/Gate target for improving average mill count from the Discord; I see now that the discussion around Shyama specifically is mostly because it's a self-summoning level 6 target to help turbo out Beatrice under Maxx C in as few draws as possible. But for me the lightbulb moment is that blue doggo returns to (the bottom of the) deck under non-XYZ-ly scenarios which solves my biggest issue with running a single Reasoning/Gate target.

I always wanted to run just Snow, but I hated the 10% chance of just blanking Reasoning/Gate if I drew her, and the rate grows when factoring in draw power so I never bothered. Shuffle-back techs do exist but they seemed too resource intensive while blinding second. Since I have little interest in running Beatrice for blinding second (or like, Anguish maybe), I went with Destrudo because I don't have to minus a card to summon by its own effect, and conveniently there's still a generically good level 7 Synchro target when blinding second in Black Rose Dragon. (Although in my experience I'm still just linking it off a majority of the time)

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I'm pretty happy with the main deck. The two cards I'm least happy with are the traps; they're mostly a holdover from when I was playing the deck before the new pack dropped and there was more people playing Tenpai. Even then it wasn't particularly reliable since I'm not running Beatrice. It ended up being helpful in a some White Forest matches so I put off cutting it. (I since have for the third Talent and a Black Goat, and overall I've been liking the switch at least somewhat) Since I rarely resolve Evil, there's also a case for shifting down the name spread of the mid-level 'Noids to more of the small ones since they function better when drawn. Thanks to Thetys/mila for that last consideration especially, though I'm not sure I can bring myself to committing to the full 12 copies even if it's correct.

The Extra Deck I'm also relatively happy with. The rate at which my Tierra gets negated (if I get to summon it all) makes my two dedicated ED sends (N'tss + Malong) my most flexible spots.

I think there's a cute line that can be done with Diabell, Queen of the White Forest + Shooting Riser Dragon:

  • Reasoning/Gate to summon Destrudo→whatever link 2→small-ish 'Noid+Destrudo self-revive into Shooting Riser→ modulate its level into whatever you need to make an 8 with another 'Noid→ Diabell recycle a spell

I originally thought recycling Reasoning/Gate would mill the rest of the deck since Destrudo would be on the bottom, but that's only true if I can avoid level modulating with Riser's GY send by pairing with a level 1 like Pirmais or Hornet Drones token (or like, Kurikara), woops. I still think getting a do-over on a mediocre mill is pretty enticing though, and being able to toolbox the GY opens up other use cases like recovering Card Destruction. Resolving Diabell in general is far too pie-in-the-sky for the investment, so I don't it's correct to run the package. But I do think it's funny, which is why I currently am.

Realistically, I think the more correct approach would be to keep N'tss and drop Malong (I'd like to do the opposite but not being able to target facedowns is a huge drawback even if Malong's removal is usually safer) and adding Haggard Lizardose. At the end of the day the deck lives and dies by finding and resolving Reasoning/Gate, and a desperation draw is still draw power. Plus having more link-2s to make is quite helpful for the rare game that runs longer than two turns (plus attack modulation and also giving Hornet Drones token an actual link-2 target if Kagari was already used).

Since blind second builds have (rightfully) fallen off, as a quick reminder to those who might not be familiar with why Crusadia Equimax is included: Equimax getting attack from monsters he points to at the downside of those monsters being unable to attack is a continuous effect, which means you can attack with a juiced Equimax, then tribute him off with like a mid-level 'Noid and attack with whatever was under him anyway. This makes assembling lethal into empty (or near empty) boards way easier/less cost intensive (or forces interaction earlier to pivot into Zealantis OTK instead).

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Replays

files.catbox.moe/bcjqsl.mp4

(copy/paste) or web archive mirror:

web.archive.org/web/20241214041700/files.catbox.moe/bcjqsl.mp4

I make no claims to be a good player, or that these games are particularly instructive. They're just the last few games I played in D1 and a game in M5 I thought was kinda funny.

  • 0:00 vs Goblin Bikers/3-Axis: I played the last part of this match sloppily out of timer panic. I just needed to banish Full-Armored Xyz before Zealantis effect (or after if I summon everything facedown). The Droplet play to send the activating Engage itself for 3 spells in GY is cute when it comes up I think.
  • vs SEFK: I played these matches a day after the December banlist, but I guess the late Flamberge activation was out of habitual respect for Gamma? Whatever the case, it let me save my Widow Anchor for Assembled Nightingale, which maybe wasn't even correct in retrospect compared to a late steal after Black Rose and playing the grind game. But honestly I was half expecting time-out victory since my opponent executed their combo rather slowly.
    • I called FIRE with Mudragon to turn off Promethean Princess from targeting their monsters and interrupting my Synchro 7 play, which was fine but I should have called DARK to also play around the Set Sky Burn**. I intentionally did not because I was thinking that if I bait the Sky Burn before making Black Rose I'm up 1 material compared to resolving Black Rose, but forcing Garunix here is probably more important.
  • 4:03 vs R-ACE: mostly just sacking Duster on the rankup. Feelsgoodman. Not activating Engage to deck thin before Reignition is probably incorrect, but I like upping the possibility of drawing any of the Striker spells to deal with the REINFORCE!'d Preventer and I have an irrational phobia of running out of Engage targets. At the end of the day, resolving Reasoning/Gate is basically all that matters so deck thinning is probably still correct? Since Destrudo was at the bottom of the deck, I'm just going to pretend I knew and planned for that.
    • Going for Proxy F to bait Apollousa was probably unnecessarily ballsy. I think I had enough gas in the tank where it didn't matter even if I had to make Mudragon, but making an early Zealantis (or laddering with Promethean) to force Apollousa would have been safer since I wasn't relying on them for lethal.
    • Since Apollousa did get negated, I was happy to waste some link material on an Onuncu board wipe. I could have just done lethal way sooner from Flametongue by going for Equimax+Onuncu+Carnot which is 8k into Apollousa, but board dismantling first seemed safer to me in case the opponent was hiding a late hand trap.
  • 6:17 vs Voicless Voice: just a playing-into-Maxx C game in M5 that felt pretty good. I don't really care all that much about resolving Evil here, which is why I didn't tribute Proxy F to dodge Veiler, I was just hoping to eat drawn hand interruption and I did.