Infernoid

Diamond I from on September 21st, 2022
cp-ur 780 + cp-sr 870
60 cards

Notes & Combos

Blind 2nd Infernoids, with a different deck building philosophy from most lists.

Goal is to OTK, no slots dedicated to grinding. Not impossible to go longer, but it's incidental.

Lots of noids means you're more likely to draw them, but your mill cards become much stronger.

Small noids are mostly fine to draw for removal and cheap climbing.

You can easily take the Maxx C challenge with good mills. If your GY is stocked, you can build an OTK board, get Nibiru'd, then build an OTK board again.

Card notes:

Grass - It's fine to lead with cards that reduce your deck size slightly to bait, but play this before Reasoning/Gate/Pot of Desires.

Pot of Desires - Low odds of disastrous banishes(all Reasoning/Gate hits, or stranding Imagination), but try to sequence around the possibility when you can. There's no difference between casting Pot before or after a Reasoning/Gate in terms of average mills, but usually better to bait with Pot.

Psy-Framelord Omega - Tierra option. Don't summon it.

Reasoning/Monster Gate - Playing Reasoning before revealing that you're playing noids can get your opponent to name the wrong level. Pulling Decatrons out with Halq/Imagination/One for One increases your average mill, but make sure to leave a hit.

Void Imagination - If you have Imperm and Imagination, try to strand a low impact extra deck monster. Try to have a creature in play before activating so you can link Tierra away. Consider sending only 4 names if the mill 3 benefits the opponent.

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