Analysis of the Void's Self-Regulating Engine
The Infernoid archetype is a unique and complex army of FIRE Fiend monsters defined by a profound reliance on the Graveyard and a self-regulating summoning mechanic. Their core identity revolves around a "Level 8 Cap," which restricts their ability to swarm the field unless board state is meticulously managed. This creates a high-skill-ceiling strategy where the Graveyard is not just a discard pile, but a launchpad for a tiered power structure of hellish machines, unleashed by banishing their fallen comrades as fuel. Once a reactive, attrition-based deck, modern support has transformed it into an explosive, combo-oriented strategy.
The central puzzle of the archetype. Infernoids can only be Special Summoned from the hand or Graveyard if the total Levels/Ranks of all effect monsters you control is 8 or less. This demands constant board management, often using Link monsters (which have no Level) to "reset" the cap and enable more summons.
Every Infernoid is summoned by banishing a specific number of other "Infernoid" monsters from the hand or Graveyard. This makes graveyard-filling effects from cards like Reasoning or the new Infernoid Evil absolutely critical to the strategy.
The linchpin. The only Normal Summonable Infernoid. It sends another from Deck to Graveyard to copy its name, Level, and effects, making it a one-card starter and toolbox.
The main boss monsters. They provide powerful board wipes on summon and possess potent Spell/Trap and monster effect negation, respectively.
Recent support that revolutionized consistency. Evil mills the deck to set up the Graveyard, and Flood is a powerful Link-4 boss that negates Special Summons.
A Continuous Spell that searches any "Void" Spell/Trap, typically used to get the deck's primary disruption tool.
A powerful Normal Trap that summons three Infernoids from the deck whose levels total 8, ignoring their summoning conditions. This is the main turn-one disruption play.
A vital consistency tool. It lets you discard your entire hand (ideally full of "bricked" Infernoids) to draw the same number of cards, loading the GY and digging for starters. Its "Once per Duel" GY effect also recycles up to 11 banished Infernoids.
The archetype's Fusion spell. Going second, it can mill 6 'Noids from deck to summon Infernoid Tierra, which in turn can send 3 Elder Entity N'tss from the Extra Deck to destroy 3 cards. It also summons Infernoid Evil.
Modern Infernoids have two distinct lines: a classic, trap-based control setup, and a newer, explosive combo line that sets up the entire Graveyard.
Start Condition: Access to "Void Vanishment" + 1 discard fodder.
Activate Void Vanishment, discarding a card to search Void Feast from the Deck. Set the Trap and end your turn.
During the opponent's turn, activate Void Feast. Send the face-up Void Vanishment to the Graveyard as cost.
The effect summons up to three Infernoids with a total Level of 8. The standard play is two copies of Infernoid Decatron () and one Infernoid Sjette (). The two Decatrons will send Onuncu and Devyaty from the deck to the Graveyard, copying their powerful negation effects.
A successful combo aims to construct a multi-layered wall of disruption that attacks the opponent from several different angles simultaneously.
The centerpiece. A Link-4 that can Tribute a monster as a Quick Effect to negate a Special Summon and banish the monster(s). A recurring "Solemn Warning".
The ambush. This Trap summons two Decatrons from the Deck, which then copy the powerful negation effects of Onuncu and Devyaty, providing a monster negate and a Spell/Trap negate.
The grind game. A Graveyard filled with Infernoids (thanks to Evil) provides constant pressure, disruption by banishing from the opponent's GY, and fuel for summons.
Beyond the core, Infernoids leverage a wide array of powerful, often FIRE-based, tech cards to enable combos, provide interruption, and protect their chokepoints.
A core part of the modern endboard. The FIRE-lock is irrelevant. She revives a FIRE monster (like Decatron) from the GY. When in the GY, she can revive herself by destroying a FIRE monster you control and one monster your opponent controls, providing both removal and recursion.
A flexible Synchro made with Decatron + a 'Noid. It provides hand interruption, but more importantly, it recycles your banished Infernoids back to the GY during the opponent's Standby Phase, refueling your engine.
Pure "ammunition" for your Extra Deck. This card is rarely summoned. Its purpose is to be sent from the Extra Deck to the GY by Infernoid Tierra's effect, triggering its own effect to destroy one card on the field. Running 3 copies turns Tierra into a "destroy 3" board wipe.
A crucial "safe" starter. Since Infernoid Evil is a Fiend, summoning it with Dark Fusion makes it immune to targeting effects (like Effect Veiler or Impermanence) for the turn, protecting your main combo chokepoint.
A simple, powerful 1-card primer. It sends a key combo piece from Deck to GY. Send Decatron to make it a revival target, or send Attondel () / Seitsemas () to ensure a high-Level target is ready for Evil's mill effect.
A supplementary hand-fixing tool. Like Void Reignition, it helps you un-brick your hand by sending 'Noids from hand to GY (where they are useful) and drawing new cards to find your starters.
While the Infernoid core remains untouched, the archetype's high means restrictions on generic support cards do have an impact.
Meta Implications: Despite restrictions on support cards, Infernoid's moderate allows the deck to remain viable with alternative tech choices.
Banlist Status Summary
Core cards checked:
• Eye of the Void
• Infernoid Antra
• Infernoid Attondel
• Infernoid Decatron
• Infernoid Devyaty
• Infernoid Evil
• Infernoid Flood
• Infernoid Harmadik
• Infernoid Onuncu
• Infernoid Patrulea
• Infernoid Piaty
• Infernoid Pirmais
• Infernoid Seitsemas
• Infernoid Sjette
• Infernoid Tierra
• Infernoid Token
• Void Expansion
• Void Feast
• Void Imagination
• Void Launch
• Void Purification
• Void Seer
• Void Vanishment
+ Related cards checked:
• Dark Fusion
• Elder Entity N'tss
• Foolish Burial
• Foolish Burial Goods
• Gravity Controller
• Hand Destruction
• Monster Gate
• Promethean Princess, Bestower of Flames
• Psy-Framelord Omega
• Reasoning
• Void Imagination
• Void Reignition analyzed •
0 archetype restrictions •
4 synergistic cards restricted
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