If there's one thing that the Yu-Gi-Oh! player base is collectively bad at it's reading cards. That's kind of weird if you consider what a critical role basic reading plays in understanding combos, rulings and… you know… how to play the game. Regardless, people generally like having things explained to them. Anyone that's ever played a rogue deck at a Regional has probably had to recite their card's effects upwards of ten times each, because none of their opponents wanted to read what they did.

It makes sense then, that nobody's really paid attention to Infernoids, a brand new theme straight out of Secrets of Eternity. Sure, Infernoid Harmadik shot up to 25 dollars seemingly overnight, but that's because Korey Mcduffie posted in one of Facebook's largest Yu-Gi-Oh! groups that he was going to play Infernoids at YCS Charleston. Still, a lot of people have invested in Harmadiks without even knowing what the theme's capable of, which I'm sure is a textbook example of the herd mentality.

…Anyway, Infernoids are extremely close to being the perfect anti-meta choice right now and throughout the coming months. They're a bit overwhelming at first considering all the monsters have six or seven lines of text with a variety of effects, but once you get the hang of them you'll start to see how everything comes together. At the time I'm writing this article YCS Charleston hasn't happened yet so I'm not sure if any Infernoids will Top 32; I figured I'd spend this entire article breaking down everything you need to know about the theme without giving a solid deck list. Let's get started!

Meet The Infernoids
The easiest thing to grasp about Inferoids is that none of them can be Normal Summoned or Set. That's a total bummer, but without that restriction they'd be absolutely insane. As it stands, they all Special Summon themselves as inherent Summons by banishing a specific number of Infernoids from your hand or graveyard. This is where it gets a bit more complicated. The Level 2, 3, and 4 Infernoids can only be Special Summoned from the hand, while the Level 5, 7, 8, and 10 Infernoids can bring themselves out from the hand or graveyard.

Additionally, the Level 2, 3, and 4 Infernoids only need to banish one monster; the Level 5, 7, and 8 Infernoids need to banish two monsters; and the Level 10 Infernoid banishes three monsters. Oh, and you can't Special Summon any of them if you currently control effect monsters equaling 8 total combined Levels or Ranks.

Easy, right?

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The other thing about Infernoids is that all of them except the Level 10 can Tribute a monster to banish a card in your opponent's graveyard. This is a quick effect, and the lower Leveled ones can only do it on your opponent's turn while the bigger ones can do it on any turn. The Level 10's Tribute effect is completely different: during either player's turn you can Tribute a monster to negate a spell or trap card or effect, and banish that card.

Lost yet? Well joke's on you because there's more! The lower Leveled Infernoids all have effects during your Main Phases while the higher Levels have effects when they successfully attack a monster, and the Level 10 triggers when it's Special Summoned. Specifically speaking, the Level 2 can bounce a face-up card, the Level 3 can destroy a monster, and the Level 4 can destroy a backrow. The Level 5 discards a card from the other player's hand if it attacks a monster, the Level 7 banishes a card on your opponent's field, and the Level 8 can attack a second time. Lastly, the Level 10 can blow up all other monsters on the field when it's Special Summoned.

If you're still confused, allow me to show you this handy-dandy chart breakdown of all the Infernoid monsters, including their names.

Infernoid Antra: can be Special Summoned from the hand by banishing one monster, bounces a face-up card, and is a D.D. Crow on the opponent's turn only.

Infernoid Harmadik: can be Special Summoned from the hand by banishing one monster, destroys a monster, and is a D.D. Crow on the opponent's turn only.

Infernoid Patrulea: can be Special Summoned from the hand by banishing one monster, destroys a spell or trap, and is a D.D. Crow on the opponent's turn only.

Infernoid Piaty: can be Special Summoned from the hand or graveyard by banishing two monsters, makes your opponent discard a card if it battles, and is a D.D. Crow on either player's turn.

Infernoid Seitsemas: can be Special Summoned from the hand or graveyard by banishing two monsters, banishes a card if it battles, and is a D.D. Crow on either player's turn.

Infernoid Attondel: can be Special Summoned from the hand or graveyard by banishing two monsters, can attack a second time if it battles, and is a D.D. Crow on either player's turn.

Infernoid Onuncu: can be Special Summoned from the hand or graveyard by banishing three monsters, is a walking Dark Hole, and negates and banishes a spell or trap on either player's turn.

As you can tell, the Infernoids are a strange bunch with a lot of potential. You've got multiple Dragon Ruler type effects that make up for the difficult Summoning condition. It's clear that any Infernoid build's going to revolve around milling cards to the graveyard, but there are several ways of achieving that. Interestingly enough, most duelists can't actually agree on a standard version of Infernoids. I'm going to try and be objective as possible in my analysis.

The Supporting Cast
There are four on-theme spell and trap cards for Infernoids but I'm only going to focus on the two good ones. Void Seer's really, really good. It basically gives any of your Infernoids Divine Dragon Knight Felgrand-like protection but without negating its effect. Additionally you can banish it from your graveyard during either player's turn to prevent an Infernoid from destruction by card effect, which covers a variety of threats such as Raigeki and Fire Lake of the Burning Abyss.

That said, Void Launch may be the most interesting support. There doesn't seem to be a concrete opinion on whether or not this card's worth running so it's important to address the benefits and drawbacks. The best part about it is that it accelerates your game position tremendously every time it resolves. It's instant fuel for any of your higher Level Infernoids and it can also load up whichever one you need to at that moment. The downsides are that it blows up if you control a non-Infernoid monster and that it's incredibly slow. You can't use it on your first turn and it has to survive your opponent's turn to get the full effect.

The difficult part is that there's really no substitute for the pinpoint accuracy of Void Launch. Needlebug Nest is the obvious comparison to make because it's a milling trap card, but I'm not a fan because it yards cards at random. Void Launch guarantees that you'll be hitting two Infernoids while Needlebug Nest doesn't. I mean, sure, you could hit five monsters off of Needlebug Nest, but you're just as likely to mill five spells. It's clearly the more aggressive option and is less susceptible to Mystical Space Typhoon or Night Beam, but it often just Backfires completely.

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Reasoning is definitely leaps and bounds ahead of Void Launch and Needlebug Nest, and it's newly allowed at three copies per deck. Reasoning's absolutely game-breaking in Infernoids. Because all of the Infernoids can't be Normal Summoned Reasoning just passes by them until it hits something like Card Trooper, Blaster, Dragon Ruler of Infernos, or a Lightsworn monster. A successfully resolved Reasoning is almost a free win depending on what you mill.

Monster Gate's extremely powerful too. You have to Tribute a monster for it, but in return you're guaranteed to Special Summon a replacement. Both spells are used the same way in Infernoids and in my head they're pretty much the same card, but it's still worth bringing up that Monster Gate exists because it hasn't seen competitive play for years.

The choices for non-Infernoid monsters are pretty limited. You want to play very few of them because you want to make the most out of your Reasonings. I like to stay around the four to six mark for Normal Summonable monsters because that seems to be the most consistent. Blaster, Dragon Ruler of Infernos is an auto-include, as is at least one copy of Card Trooper. Lyla, Lightsworn Sorceress and Raiden, Hand of the Lightsworn are also top picks among most duelists. Niche techs like Outstanding Dog Marron and Phantom of Chaos have their merits but ultimately I found them to be way too inconsistent.

Hopefully today's article helped introduce you to the capabilities of Infernoids. Later on I'll have a deck list article where I'll explain some of my card choices, and I'll talk about how Infernoids stack up against the current competitive metagame. I didn't think I could fit all the information about Infernoids into one article so we're stretching it out to two! Let me know what you think about one of the few entirely new themes out of Secrets of Eternity in the comments.

-Doug Zeeff