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Infernoids


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Infernoid Beelzebul
Level 2 FIRE Fiend-Type Special Summon Effect Monster
ATK 0
DEF 2000
Cannot be 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. (1) Once per turn: You can target 1 face-up card your opponent controls; return it to the hand. (2) 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.

 

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Infernoid Lucifugus
Level 3 FIRE Fiend-Type Special Summon Effect Monster
ATK 1600
DEF 0
Cannot be 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. (1) Once per turn: You can target 1 face-up monster; destroy it. This card cannot attack during the turn you activate this effect. (2) 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.

 

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Infernoid Nehemoth
Level 10 FIRE Fiend-Type Special Summon Effect Monster
ATK 3000
DEF 3000
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. (1) When this card is Special Summoned: You can destroy all other monsters on the field. (2) Once per turn, when a Spell/Trap Card, or a Spell/Trap Effect is activated: You can Tribute 1 monster you control; negate that activation, and if you do, banish it. (This effect can be activated during your opponent’s turn).

 

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Rengoku no Hanran / Overflowing Purgatory
Spell Field
(1) During each of your Standby Phases: You can Special Summon 1 “Infernoid Token” (Fiend-Type/FIRE/Level 1/ATK 0/DEF 0) to your side of the field. (2) If you would Special Summon an “Infernoid” monster by its own effect, you can banish “Infernoid” monsters from your field as well. (3) All “Infernoid” monsters you control cannot be targeted by your opponent’s attack, and cannot be targeted by your opponent’s card effects, except for the “Infernoid” monster(s) with the highest Level.

 

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Kakuseisuru Rengoku / Awakened Purgatory
Trap Continuous
(1) During each of your Standby Phases: You can send 1 or 2 “Infernoid” monster(s) from your Main Deck to the Graveyard. (2) If you control a non-“Infernoid” monster, send this card to the Graveyard.

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I love these guys so far, and they don't seem terribly unbalanced either, since for the most part, you cannot control that many monsters. Besides the costless pop and return effects of the smaller monsters, there isn't really too much wrong with them so far. They don't have effects that activate when sent to the Graveyard, so the Continuous Trap Card isn't stupid, they can't be spammed easily since they are Special Summon monsters, they have a Type/Attribute combination that isn't very common, so previous support won't break them, though I don't think that the way they are, most would be too useful anyway, but I digress, these seem like they will be interesting to play, let's just hope that Konami doesn't get too power hungry with these. A thing that's pretty neat is that since Tokens don't count as Effect Monsters, you can use the Tokens while you have other Infernoids up, so that's cool, and you can even banish them for their Summons. I wonder, since they are all Special Summon monsters, will this mean that this is what is going to make Special Summon-only a sub-type in the TCG? Doubtful, but maybe at the same time. I'm guessing that the reason they can Tribute themselves is to put themselves in the Graveyard for banishing, though it seems kind of strange to have that at the same time, but still, screws over a lot of Decks.

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They come off as being rather wonky, despite the fact they have potential.
They also have a sort of Hazy aura, in the sense that they are dependent on the Spell/Traps of the set, and not so much the monsters, since they will just do all your work for you and you won't have to really think much otherwise.

I love the artworks of them, regardless.

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They come off as being rather wonky, despite the fact they have potential.
They also have a sort of Hazy aura, in the sense that they are dependent on the Spell/Traps of the set, and not so much the monsters, since they will just do all your work for you and you won't have to really think much otherwise.

I love the artworks of them, regardless.

Well, Fire Fist relies on Spell/Traps, and while they're not relevant now, they were for a long time, so it's not like that's a bad thing at all at all.

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Except Fists had a few cards here and there that let them do other things, outside of Spell/Trap toolboxing.
These, literally, need their support cards in order to do things, let alone get moving.

I'm disregarding outside help, obviously.

Well yeah, but can you play FF without the Spell/Traps they have? I dunno, I don't really play them, but I kind of doubt it.

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I think you're overreacting mate, just because it isn't as overpowered as all other things these days.

 

If it isn't as overpowered as others things these days, it probably means they are gonna suck ass. That's the way the gamestate crumbled. 

 

They just seem way to restricted to really work as it stands. Especially since they are all Nomi's. 

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If it isn't as overpowered as others things these days, it probably means they are gonna suck ass. That's the way the gamestate crumbled. 

 

They just seem way to restricted to really work as it stands. Especially since they are all Nomi's. 

If it's playable, I don't care if it isn't as powerful as anything else, if it gets destroyed by the meta, then whatever, I don't care, that's a good thing, if they just keep creating more overpowered things, nothing will change, and while that would mean the game just be the same meta every time, then you can just ban until it's equal. Of course, that's not something that will happen, since money, but I like to think that anyway. There are only a few cards shown so far anyway, we don't know what else is in the mix, but it could be something that makes them meta worth, though I really wish that they don't go overboard with this Archetype, just for once in a while.

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