Last week I wrote about the basic strategy of Infernoids, and I'd advise reading that article before diving into this one. A quick reminder: Infernoids are a lot like Dragon Rulers, they're pretty much all D.D. Crows, and they've got some sweet effects that are perfect for today's competitive metagame. While I can't attest to their post-Secret Forces ability I can certainly say that they'll catch your opponents off guard if you're using them right now. They all have a ton of text and most people will miss at least a couple lines, giving you a huge advantage.

As with all rogue strategies, it's difficult for your opponent to set up their board properly if they don't know what they're defending against. For example, an opening of double Dante, Traveler of the Burning Abyss is really scary for a lot of decks, but not for Infernoids. Virgil's definitely the better option if you're going first with Burning Abyss in this match-up, but almost every single person you'll play against will still just go Dante turbo on you. I'm going to break down some common interactions between Infernoids and some of the current top decks, but it's probably a smart idea to look at my build first; it's a little weird.

DECKID=101729I think that there are two ways to build Infernoids. The first is by running a six to eight card Lightsworn engine with Raidens, Lylas, Solar Recharges, and a Charge of the Light Brigade. I've elected to build mine the second way, which involves minimizing the number of Normal Summons so that every resolved Reasoning mills at least seven cards but hopefully more. Basically, I want to win every game where I resolve a Reasoning, and with a larger Lightsworn engine that's really difficult.

Another reason I like keeping just five Normal Summonable monster in the deck is so that I can take full advantage of Hidden Armory. Searching out Snatch Steal from your deck is crazy, grabbing it from your graveyard is crazier, and having a "cost" that mills you a card in a deck where you want to mill is just flat out insane. Hidden Armory was pretty much made for Infernoids, and it's one of the deck's biggest strengths. Of course, you can't Normal Summon the turn you activate it, but under most situations you won't even need to.

Taking a look at the non-Infernoid monsters here, I've still got one Lyla, Lightsworn Sorceress and one Raiden, Hand of the Lightsworn. I like Lyla because she's an out to Vanity's Emptiness, and Raiden is cool because it's a Tuner. I'm also playing one copy of Card Trooper because I feel it's the most versatile of the mill effect monsters, but I don't want too many overlapping Levels – hence, there's only the single copy. Too many times my opponent would call Level 4 on the first Reasoning, hit a Trooper, and then only call Level 3 from then on out. The fourth Normal Summon is Blaster, Dragon Ruler of Infernos, who's good at putting damage on board as well as making Rank 7's with Infernoid Seitsemas.

The fifth non-Infernoid is my favorite: Dark Ruler Ha Des. This Fiend is just so cool for a lot of reasons. First and foremost, literally nobody's going to call Level 6 when you activate Reasoning. They'll probably call Level 3, they might call Level 4, and there's a slim chance that they'll call Level 7. But Level 6? Not a chance.

Secondly, Dark Ruler Ha Des' effect is hugely relevant right now, turning all of your Infernoids into Armades, Keeper of Boundaries Copycats. Against Shaddolls and Burning Abyss, Dark Ruler Ha Des nullifies all of their effects whenever you destroy them by battle, which turns off a huge section of those strategies. It's honestly so good as a one-of tech pick and I'm surprised I haven't seen people trying it out yet.

Spellbook of Fate - Monster Edition
I'm going to be honest with you, I don't think Infernoids would be worth playing at all if Infernoid Seitsemas didn't exist. It's a 2600 ATK monster that banishes any card at the end of the Battle Phase if it attacked a monster, and it doesn't even target. It's key to ripping apart the infamous double Dante opening that many Burning Abyss players start off with. All you really need is a way to get to Snatch Steal and Infernoid Seitsemas which is easier than it sounds.


Going second, which you'll always choose because you don't really have a good first turn set-up, gives you a decent chance of drawing one of your four copies of Snatch Steal. Infernoid Seitsemas is even easier to get to because you can hit it off a Reasoning or the mills from any of your effects, but it's important to note you do have to get to it somehow. Let's say your opponent ends their turn with a Dante, Traveler of the Burning Abyss with Tour Guide From the Underworld underneath it, plus another Dante with Graff, Malebranche of the Burning Abyss underneath that. You'd Snatch Steal the first one, detach Tour Guide to mill three, and then hopefully Special Summon your Seitsemas from either your hand or graveyard. From there you can attack over their Dante, Traveler of the Burning Abyss, and they'll add back a Burning Abyss card and get their Special Summon from deck. When you end your Battle Phase the monster they Special Summoned will be banished, which means you just tore through that setup and all they got back was one Burning Abyss card.

…But it gets better because your resulting field is pretty threatening. It's hard getting over a defense position Dante, Traveler of the Burning Abyss without Virgil, Rock Star of the Burning Abyss, and it's even harder getting rid of Seitsemas. But it gets even worse for your opponent: you can just Tribute away either of your monsters to banish a card in their graveyard if they try and do anything funny.

Let's assume your opponent has a second Tour Guide From the Underworld because they searched it with Scarm, Malebranche of the Burning Abyss. When they overlay for another Dante, Traveler of the Burning Abyss and detach Cir, Malebranche of the Burning Abyss or Graff you can chain Infernoid Seitsemas to banish the detached monster before it has a chance to activate, robbing them of its effect. Now they're stuck with no good way of getting rid of the stolen Dante and you've got a Seitsemas coming back next turn.

All of your monsters are tough for Shaddolls to play around. While you can't stop the Shaddoll effects from happening outright because they're not used as costs, you can severely dampen their effectiveness. For example, you can attack over a Shaddoll Falco with Seitsemas and then banish whatever it brought back. Even if you don't have Seitsemas you can still use any of their D.D. Crow effects to mess with Shaddoll Falco, the Fusion Monster's graveyard effect, and Shaddoll Core. You also don't really go into your Extra Deck ever, so you're forcing them to use the monster in their hand or on their side of the field for Shaddoll Fusion.

Against Qliphorts things get a bit more complicated. Infernoid Patrulea is awesome at taking out Qliphort Scout, but Saqlifice is another story. You really don't have a decent way of getting rid of it outside of Seitsemas, but oh boy does Seitsemas wreck it in the worst way possible. Side Decking is key in this matchup because you can take care of Scouts with Mystical Space Typhoon, Spell-Shattering Arrow, and Twister, which only leaves Saqlifice as their main form of defense.

The Be-All End-All Of Anti-Meta
My favorite thing about Infernoids is that they can Side Deck every floodgate imaginable outside of Dimensional Fissure and Macro Cosmos. Mistake devours Qliphorts and the upcoming Nekroz theme; Shadow-Imprisoning Mirror and Royal Command take care of Burning Abyss and Shaddolls; Light-Imprisoning Mirror halts Satellarknights; and Twister destroys opposing copies of Vanity's Emptiness. Infernoids are easily the strongest Anti-Meta deck out there right now, and - unlike the generic Anti-Meta strategy - they can still tackle rogue decks without much difficulty.

So where do we go from here? The biggest issue with Infernoids is consistency. Opening an all-monster hand is pretty much unplayable, and you don't have many ways to dig out of those hands without a Reasoning really early on. Void Launch is incredibly powerful but weak to Mystical Space Typhoon. Still, once the next set's released and Infernoids get their new trap card I think Void Launch will be the way to go.

Infernoids are not to be messed with and you should know what you're going up against if you run into them in a tournament over the next couple weeks. What do you think of them, and this build specifically? Please, let me know!

-Doug Zeeff