Introducing: Raging Tempest Infernoids

Kelly Locke

1/18/2017 11:00:00 AM
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Welcome to the ‘Introducing' series! In these articles we'll discuss upcoming cards and themes before they debut in the TCG. My goal is to shed light on emerging OCG strategies and help prepare you for new releases.

Often, the best time to talk about a card or deck is before it becomes available.

As a disclaimer, all cards and products that have yet to be released in the TCG are subject to change. I'll be using card names throughout this series that are based on fan translations, so don't be surprised if the eventual TCG name is different. With that out of the way, let's talk about how OCG Infernoids are poised to shakeup the competitive scene here in the TCG later this month.

New Support For Infernoids
Raging Tempest has more retro support for older themes, and specifically it continues the Duelist Alliance/Terminal World story which began all the way back in 2009 with Hidden Arsenal. Ritual Beasts, Shaddolls, and Infernoids get new cards in RATE. There's also an equally impractical revisit of Sophia, Goddess of Rebirth in the set. Among those cards is Void Madness: an Infernoid trap that breathes life into a struggling strategy.

Void Madness
Normal Trap
Send 1 "Void" Spell/Trap Card from your hand or face-up from your field to the Graveyard, except "Null and Void"; Special Summon up to 3 "Infernoid" monsters from your Deck whose total Levels equal 8, ignoring their Summoning conditions.

From the onset it's clear that Void Madness is a favorable trade. You give up two cards to Special Summon three Infernoids from the deck. It's a clear +1, but there's a key activation condition you'll have to meet. You can't send just anything to the graveyard – Void Madness demands a Void spell or trap.

Like other Void cards, Void Madness is sure to exclude Null and Void from your options. So what else can you discard? Another copy of Void Madness works, and Void Seer is an attractive option thanks to its graveyard effect. But you'll probably use Void Vanishment to activate it for one simple reason: Vanishment searches Void Madness.

 Void Vanishment
$4.97
$3.59
$2.38
Void Vanishment98463
Set Crossed Souls
Number CROS-EN061
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to your hand, except "Void Vanishment" or "Null and Void", also you cannot Normal or Special Summon monsters for the rest of this turn, except "Infernoid" monsters. You can only use this effect of "Void Vanishment" once per turn. If an "Infernoid" monster you control battles an opponent's monster, after damage calculation: You can send this card to the Graveyard; banish those monsters.


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Post-RATE Infernoids can effectively play six copies of Void Madness. Void Vanishment trades any card for a copy of Madness at the cost of preventing any non-Infernoid Normal or Special Summons that turn. It's a small price to pay for resolving Madness sometime during the next two turns. You can send Vanishment from the field to the graveyard to activate Madness, or keep it around to ward off attacks from opposing monsters. There's nothing stopping you from using Vanishment repeatedly, which puts enormous pressure on your opponent to destroy it as early as possible.

Making The Most Of Void Madness
Summoning three Infernoids from the deck, regardless of their Summoning conditions, is insanely powerful. As long as their Levels equal 8 exactly you're good to go, and you don't need to worry about having monsters on the field already. You also have the option of Summoning just one or two Infernoids, but you'll be getting less overall value out of Madness by doing so. Still, there are situations where Summoning two monsters is the better choice, so having that option available doesn't hurt.

The best monster to Summon with Void Madness is Infernoid Decatron. When Decatron's Special Summoned by Madness its effect will activate, allowing you to send an Infernoid from the deck to the graveyard and duplicate that monster's effect. If you're using Void Madness mostly to fill your graveyard with Infernoids then Decatron is, without a doubt, the most important monster to include in your trio of choices.

Your other two options have to add up to seven. Infernoid Harmadik and Infernoid Patrulea complete the set and give you proactive removal going into your next turn. If Decatron sends another copy of Harmadik or Patruela, or even Infernoid Antra or Infernoid Primais, you can target up to three cards with just the monsters Summoned with Void Madness. That's a lot of removal bearing down on your opponent's set-up, and it's usually enough to break through their defenses.

 Infernoid Harmadik
$3.48
$2.53
$2.00
Infernoid Harmadik95524
Set Secrets of Eternity
Number SECE-EN014
Level 3
Type Effect
Monster Fiend
Attribute FIRE 
A / D 1600 / 0
Rarity Ultra Rare
Card Text

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster on the field; destroy it. This card cannot attack the turn you activate this effect. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).


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Other combinations with Decatron require you to play rarely-used Infernoids like Infernoid Sjette, forming a field of Sjette and two Decatrons. Doubling up on Decatron lets you put both Infernoid Onuncu and Infernoid Devyaty's effects in play during your opponent's draw phase. With 500 ATK and 200 DEF it's unlikely your Decatrons will stick around, but you can force your opponent to make a potentially worse play by Normal Summoning a monster, not activating its effect, and entering the Battle Phase just to destroy a negation body. If you still have Void Imagination up you can also banish anything that destroys Decatron.

Void Madness can lead into Synchro and Xyz Summons, as well as Ultimaya Tzolkin thanks to Decatron's Level-changing. The Summoned monsters can be fodder for Tribute Summons too, but you're much more likely to tribute them for an Infernoid Onuncu or Devyaty. You don't necessarily need a set-up to put these monsters to work; nearly all Infernoids can tribute themselves to banish a card from your opponent's graveyard. Resolving Madness gives you three targeted banish effects that can seriously disrupt your opponent in the early game. Meanwhile, Decatron will likely send a monster for a follow-up Summon on the next turn, and using the newly-filled graveyard you can quickly exert pressure on your opponent.

The Grass Is Greener In 2017
Infernoids should have reliable access to Void Madness and a consistent way of activating its effect. Given how powerful Void Madness is I wouldn't be surprised if Infernoids made a comeback solely based on its release. Unfortunately we'll never know for sure either way, because Void Madness is only half of the reason Infernoids have returned. There's a piece of indirect support in RATE that seems custom-built to help Infernoids: The Grass is Always Tastier on the Other Side.

The Grass is Always Tastier on the Other Side
Normal Spell
If you have more cards in your Deck than your opponent: Send cards from the top of your Deck to the Graveyard until you have the same number of cards in your Deck as your opponent.

Formerly translated as Lawnmowing Next Door, The Grass is Always Tastier on the Other Side has a far simpler effect than its lengthy name would indicate. After activating it you'll send cards to the graveyard until you have the same number of cards in your deck as your opponent. The trick here is to bump your deck up to sixty cards, leaving you up twenty cards on most other players. It's particularly effective going second against a strategy that will deck thin a bit before ending their turn.

You can't expect much consistency at sixty cards. Thankfully, Left Arm Offering lets you search The Grass is Always Tastier on the Other Side. Left Arm Offering conflicts with Void Madness, but that's fine: resolving The Grass is Always Tastier will put you far enough ahead in the duel that all other effects are largely unnecessary. In a sense, that trade-off describes the entire OCG Infernoid strategy: by playing enough explosive cards that can single-handedly give you the win, you can easily blowout games a majority of the time. That's the idea, anyways. Playing sixty cards has its drawbacks, and brick hands show up relatively often.

 Left Arm Offering
$15.95
$11.65
$8.98
Left Arm Offering116963
Set Millennium Pack
Number MIL1-EN015
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

f you have 2 or more other cards in your hand: Banish your entire hand; add 1 Spell Card from your Deck to your hand. You cannot Set Spell/Trap Cards during the turn you activate this card.


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OCG Infernoid builds recently gained Future Fusion, giving them another explosive spell that drops as many Infernoids as possible into the graveyard to Fusion Summon Infernoid Tierra. Note that Future Fusion did get an errata in the OCG so that it only sends the fusion materials to the graveyard during the first Standby Phase after activation, and Summons a Fusion Monster in the second Standby Phase.

Meanwhile, Void Imagination remains an awesome opening against Extra Deck-heavy strategies, including Zoodiacs. Zoodiacs also make an appearance in OCG builds, which surprises absolutely no one who's been paying attention to OCG decklists. I'm sure we'll end up talking about Zoodiacs a lot this year, so I won't spend too much time on them now.

Anti-Spell Fragrance and the newly-errata'd Imperial Order are standard Side Deck picks against Infernoids in the OCG. Fragrance slows the deck down by one to two turns, and Imperial Order outright ends games if it negates a copy of The Grass is Always Tastier on the Other Side that was searched through Left Arm Offering. While we don't have Imperial Order here in the TCG we can still use Anti-Spell Fragrance and other anti-Special Summon floodgates to combat the deck.

Long-time Infernoid players, including myself, should definitely be excited for these new cards. Don't overlook Infernoids next month in the midst of Zoodiac hype. Raging Tempest has so much more to offer when it hits the TCG on February 10th.

Until next time then

-Kelly


Kelly​​ ​​Locke​​ ​​is​​ ​​a​​ ​​West​​ ​​Michigan​​ ​​gamer,​​ ​​writer,​​ ​​and​​ ​​college​​ ​​student.​​ ​​​​ ​​In​​ ​​addition​​ ​​to​​ ​​writing​​ ​​on TCGplayer,​​ ​​Kelly​​ ​​writes​​ ​​​​personal​​ ​​blog​​​​ ​​covering​​ ​​Yugioh,​​ ​​Destiny,​​ ​​and​​ ​​other​​ ​​hobbies.​​ ​​You​​ ​​can follow​​ ​​him​​ ​​on​​ ​​​​Twitter​​​​ ​​and​​ ​​check​​ ​​out​​ ​​his​​ ​​​​Youtube​​ ​​channel​​.​​ ​​​​ ​​He​​ ​​is​​ ​​currently​​ ​​studying​​ ​​marketing​​ ​​at Western​​ ​​Michigan​​ ​​University,​​ ​​and​​ ​​hopes​​ ​​to​​ ​​graduate​​ ​​before​​ ​​​​Dragon​​ ​​Ravine​​​​ ​​is​​ ​​Unlimited.


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