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    Infernoids Guide by SirGingerBread

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    SirGingerBread

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    Infernoids Guide by SirGingerBread

    Post by SirGingerBread on Thu Mar 26, 2015 6:13 pm

    First things first none of these can be normal summoned.  You have to special summon them by banishing another member of their Archetype.  There all Fire/Fiend ands and were released secrets of Eternity but are continuing to get support.  Also when summoned by their effect it is counted as an inherent summon.

    Monsters

    The level 1-4 monster all require 1 banished Infernoids, the 5-8 require 2 and 9 and 10 require 3.  The levels 1-8 (1-4 can only activate during your opponent’s turn) also have a quick effect that lets you once per turn tribute a monster to banish one card in your opponent’s graveyard. This can be used to dodge your opponent’s effects. Lastly the level 1-4 monsters can only be summoned from the hand while the 5+ can be summoned from hand or graveyrad

    Infernoid Antra
    Level 2
    FIRE/Fiend/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand), by banishing 1 other “Infernoid” monster from your hand or Graveyard while the combined Level/Rank of all Effect Monsters you control is 8 or less, and cannot be Special Summoned by other ways. Once per turn: You can target 1 face-up card your opponent controls; return it to the hand. Once per turn, during your opponent’s turn: You can Tribute 1 monster you control, then target 1 card in your opponent’s Graveyard; banish it.
    0 ATK/ 2000 DEF
    Returns to hand and has a nice booty. Run 3.

    Infernoid Harmadik
    Level 3
    FIRE/Fiend/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand), by banishing 1 other “Infernoid” monster from your hand or Graveyard while the combined Level/Rank of all Effect Monsters you control is 8 or less, and cannot be Special Summoned by other ways. Once per turn: You can target 1 face-up monster; destroy it. This card cannot attack during the turn you activate this effect. Once per turn, during your opponent’s turn: You can Tribute 1 monster you control, then target 1 card in your opponent’s Graveyard; banish it.
    1600 ATK/ 0 DEF
    Average Attack and destroys a card run 3

    Infernoid Patrulea
    Level 4
    FIRE/Fiend/Effect
    Cannot Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 “Infernoid” monster from your hand or Graveyard while the combined Level/Rank of all Effect Monsters you control is 8 or less, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Spell/Trap Card on the field; destroy it. This card cannot attack during this turn you activate this effect. Once per turn, during your opponent’s turn: You can Tribute 1 monster you control, then target 1 card in your opponent’s Graveyard; banish it.
    1800 ATK/ 0 DEF

    S/T hate doesn’t matter if it’s set or face up. Run 3 Spell and traps can be deadly especially if they negate reasoning.

    Infernoid Piaty
    Level 5
    FIRE/Fiend/Effect
    Cannot Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 “Infernoid” monsters total from your hand or Graveyard while the combined Level/Rank of all monsters you control is 8 or less, and cannot be Special Summoned by other ways. When this card inflicts battle damage to your opponent by attacking an opponent's monster: You can send 1 random card from your opponent’s hand to the Graveyard. Once per turn, during either player’s turn: You can Tribute 1 monster you control, then target 1 card in your opponent’s Graveyard; banish it.
    2200 ATK/ 0 DEF

    This card could have been better if it didn’t have 2200 atk (it only needed a little more). But the amount you run depends some like for more Infernoids I personally don’t. Run 0-3

    Infernoid Seitsemas
    Level 7
    FIRE/Fiend/Effect
    Cannot Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 “Infernoid” monsters total from your hand or Graveyard while the combined Level/Rank of all Effect Monsters you control is 8 or less, and cannot be Special Summoned by other ways. At the end of a Battle Phase in which this card attacked an opponent’s monster: You can banish 1 card on the field. Once per turn, during either player’s turn: You can Tribute 1 monster, then target 1 card in your opponent’s Graveyard; banish it.
    2600 ATK/ 0 DEF

    This guy is awesome probably the most usually effect out of the levels 5-8.  He banish 1 card on the field and doesn’t even target.  The only downside is it is at the end of the BP and you must have destroyed a monster. Run 3

    Infernoid Attondel
    Level 8
    Fire/Fiend/Effect
    Cannot be Normal Summoned/Set. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 other “Infernoid” monsters total from your hand or Graveyard, while the combined Level/Rank of all Effect Monsters you control is 8 or less, and cannot be Special Summoned by other ways. During the Damage Step, if this attacking card destroys an opponent’s monster by battle: It can make a second attack in a row. Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.
    2800 ATK/ 0 DEF

    Arguably the big beater of this deck beefy atk and a double attack if you destroy a monster. Keep in mind it must be right after you destroyed the monster. Meaning 2 times “in a row”. Run 3

    Infernoid Onuncu
    Level 10
    FIRE/Fiend/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 “Infernoid” monsters total from your hand/Graveyard while the combined Level/Rank of all monsters you control is 8 or less, and cannot be Special Summoned by other ways. When this card is Special Summoned: You can destroy all other monsters on the field. Once per turn, during either player's turn, when a Spell/Trap Card or Effect is activated: You can Tribute 1 monster you control; negate that activation, and if you do, banish it (This is a Quick Effect).
    3000 ATK/3000 DEF

    The Big Chicken.  Nukes the field on summon and can negate spell and traps. Note I only said spell and traps it cannot negate monster effects.  This card can clog because of its high summon cost so 3 is not optimal. Run 2

    Spells and Traps


    Void Seer
    Quick-Play Spell Card
    Target 1 "Infernoid" monster you control; that target is unaffected by your opponent's card effects this turn. If an "Infernoid" monster(s) you control would be destroyed by a card effect, you can banish this card from your Graveyard instead of destroying 1 of those monsters.

    Nice spell although can be a minus one but it can be activated from the grave if milled by reasoning.  Also you can use both effects in one turn.  However, it doesn’t make plays. Run 2-3

    Void Expansion
    Field Spell Card
    During your Standby Phase: You can Special Summon 1 "Infernoid Token" (Fiend-Type/FIRE/Level 1/ATK 0/DEF 0). To Special Summon an "Infernoid" monster using its own procedure, you can banish "Infernoid" monster(s) you control instead of those in the Graveyard (or any combination of both). Your opponent cannot target "Infernoid" monsters you control for attacks or with card effects, except the "Infernoid" monster you control with the highest Level (either, if tied).

    They have a field spell instantly a cool deck (although it isn’t the greatest). Protects your baby noids and its own tokens.  It makes tribute fodder during your standby phase though.  The only problem is it is too slow. Run 0

    Void Freeze
    Continuous Spell Card
    You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to your hand, except "Frozen Void" or "Null and Void", but you you cannot Normal or Special Summon monsters for the rest of this turn, except "Infernoid" monsters. You can only use this effect of "Frozen Void" once per turn. When an "Infernoid" monster you control battles an opponent's monster, after damage calculation: You can send this face-up card from the field to the Graveyard; banish both battling monsters.

    Searches your spell cards to discards but there isn’t any spell card you want except maybe seer. Run 0-1

    Eye of the Void
    Normal Trap Card
    Special Summon 1 "Infernoid" monster from your hand, ignoring the Summoning conditions, but its effects are negated until the end of this turn.

    It’s too minus. Too slow. Run 0

    Void Launch
    Continuous Trap Card
    During each of your Standby Phases: You can send 1 or 2 "Infernoid" monster(s) from your Deck to the Graveyard. If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard.

    Again this card is too slow, but it is targeted milling it can be used. However I don’t recommend it requires the deck to be built for a slower pace.  The format is just too fast. Run 0, 2 (Really preference/ build)

    Void Rise
    Continuous Trap Card
    If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard. You can only use each of these effects of "Rising Void" once per turn.
    ● During each of your opponent's Standby Phases: You can target 1 "Infernoid" monster in your Graveyard; add it to your hand.
    ● During each of your Standby Phases: You can target 1 of your banished "Infernoid" monsters; return it to the Graveyard.

    Made for slower format and for grind games.  Also you should be able to manage your resources good enough for this card to never have to be needed.  Run 0

    Out of theme cards


    Reasoning
    Normal Spell Card
    Your opponent declares a monster Level. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. If that monster is the same Level as the one declared by your opponent, send all excavated cards to the Graveyard. If not, Special Summon the excavated monster, also send the remaining cards to the Graveyard.

    Literally the most important card in the deck card in the deck run max no matter what. Run 3

    Monster Gate
    Normal Spell Card
    Tribute 1 monster; reveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. Special summon it, also send the other revealed cards to the Graveyard.

    Another necessary card like reasoning, however it requires an on-field tribute, but guarantees a summon.

    Lightsworns are  probably the best hybrid and requires the least main deck space. For now some LS are needed to make the deck function.


    Last edited by SirGingerBread on Tue Mar 31, 2015 2:00 pm; edited 1 time in total
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    ~NightMare~

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    Re: Infernoids Guide by SirGingerBread

    Post by ~NightMare~ on Fri Mar 27, 2015 5:56 am

    Very Great Lesson and Demonstration Sir Very Happy
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    Blackwingtamer

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    Re: Infernoids Guide by SirGingerBread

    Post by Blackwingtamer on Fri Mar 27, 2015 8:12 am

    great lesson must have taken u a long time to put all that down
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    SirGingerBread

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    Re: Infernoids Guide by SirGingerBread

    Post by SirGingerBread on Fri Mar 27, 2015 12:05 pm

    Yay!! people like it but is there anything that needs fixing (other than colours)
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    DrQuantumScale

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    Re: Infernoids Guide by SirGingerBread

    Post by DrQuantumScale on Tue Mar 31, 2015 5:29 am

    You should also mention that the 1-4 level infernoids can only be summoned in the hand and not in the grave
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    SirGingerBread

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    Re: Infernoids Guide by SirGingerBread

    Post by SirGingerBread on Tue Mar 31, 2015 1:58 pm

    True

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