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Void Vanishment


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For Infernoids, it's usually a negligible -1, which can search a multitude of useful Void cards. Seer is basically a boosted Infestation Pandemic that could protect against R4 outs, Void Trap kills the latter, and even though Imagination is a bit underwhelming, it still mass mills and provides for neat OTKs. Plus this card outs most Kozmos (even though Infernoids can out them in many other ways). At the very least, the "vanishment" effect outs against floaters if you have a mini Infernoid.

 

This might not be the best card but it's a unique and considerable tech choice Infernoids can use.

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I just don't think it merits a spot in the Deck. It searches out cards Infernoids don't really need, and a -1 REALLY hurts a deck like Infernoids that can't really generate advantage without cards like Reasoning and Lightsworn support. Plus, it could just be milled and be rendered completely useless anyways. Running 1 or 2 as a tech means you'll most likely never see it, a waste of a slot(s) in my opinion. D.D. Warrior clause is nice, but not enough to make this card worth running.

 

Searching Void Trap Hole is pretty cute though.

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Yes, I play Infernoids, and quite frankly, they don't need a Forbidden Lance, since you don't really care what they play because whatever they pop will just go to grave as fodder for more summons. It's a nice card to have on hand, but it's not so good that it's mandatory to be in your hand / backrow at all times like Ophion + Pandemic.

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Yes, I play Infernoids, and quite frankly, they don't need a Forbidden Lance, since you don't really care what they play because whatever they pop will just go to grave as fodder for more summons. It's a nice card to have on hand, but it's not so good that it's mandatory to be in your hand / backrow at all times like Ophion + Pandemic.

 

Seer is honestly too good not to ignore. It has saved me so many times that I cannot count, which has led me to victory. For one thing, it does matter that you save your Infernoids because you would rather protect yourself and not risk extending the game and sacrificing more of your ammunition just to net a play. In a format where Trap Holes are rampant to stop R4s and everything else, and where monsters are using removal effects at the most, Seer is very powerful to stop it. Likely, if your opponent is desperate, they will -2 resources to chain to Seer because the lingering immunity makes it being Safe Zone'd so that you can attack and removal stuff with ease. Even if Infernoids can recover from the Graveyard, chances are that they might be banished or bounced/spun instead. Add on top having a Graveyard use and it's now much more useful in the case of popping effects. 

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