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Clash of Rebellions: Last of the Infernoids

August 31st, 2015

Infernoids have been lurking in the shadows for half a year now, debuting in Secrets of Eternity and slinking forth at random to take a handful of big tournament showings. With the powerful ability to banish their own from the Graveyard for big Special Summons, they wield deadly effects that command the field and strip your opponent’s Graveyard. But even when they made a dominant showing, they always retreated into obscurity afterwards, often for weeks at a time.

Clash of Rebellions changes all that, and it’s finally time for this deadly family of FIRE Fiends to burn bright!

Infernoid Decatron’s the first Infernoid that you can Normal Summon. A Level 1 Tuner, it sends an “Infernoid” monster from your Deck to your Graveyard when you Normal Summon or Special Summon it. Decatron’s Level increases by the sent monster’s Level, and if it does, Decatron also copies the sent monster’s name and effect.

That’s incredible for several reasons. First, Decatron helps you fill your Graveyard for Special Summons: you can drop in any Infernoid and banish it for a Special Summon. Or, since the biggest Infernoids can be revived from your Graveyard, you can send the attacker of your choice and bring it back, provided Decatron’s Level is no greater than 8. Of course, even if it’s Level is too high, it’ll have copied the ability to Tribute itself to banish a card from your opponent’s Graveyard making it easy to empty your field again.

Sending Infernoid Devyaty or Infernoid Onuncu to the Graveyard will let you revive your biggest boss monsters, but since their effects only work when they’re Special Summoned, you won’t get to use their field wiping abilities with Infernoid Decatron. By the same token, the effects of Infernoids Level 5 and higher, like Infernoid Seitsemas and Infernoid Attondel all trigger when they attack. Since Decatron only has 500 ATK those abilities are tough to use.

But Infernoid Decatron’s awesome with your smaller Infernoids. Send Infernoid Antra to the Graveyard and Decatron can shuffle a Set card back into its owner’s Deck; mimic Infernoid Antra to return a face-up card to the hand; yard Infernoid Harmadik to destroy a monster; or send away Infernoid Patrulea to destroy a Spell or Trap. With access to all four effects, Decatron’s an amazing problem-solver, and it’s joined in Clash of Rebellions by the biggest Infernoid yet.

Infernoid Tierra’s
got more ATK and DEF than any Infernoid we’ve seen before. Clocking in at 3400 ATK and 3600 DEF, the Level 11 behemoth gains effects according to how many different Fusion Materials were used to Summon it. You’ll need to fuse Infernoid Onuncu, Infernoid Devyaty, and one or more additional Infernoids to unleash the following abilities when Tierra is Fusion Summoned:

-3 or more: Each player sends 3 cards from their Extra Deck to the Graveyard.

-5 or more: Each player sends the top 3 cards from their Deck to the Graveyard.

-8 or more: Each player returns up to 3 of their banished cards to the Graveyard.

-10 or more: Each player sends their entire hand to the Graveyard.

That 3-Material ability can load extra copies of Infernoid Tierra to your Graveyard for Special Summons later. The 5-Material effect can yard more Infernoids from your Deck, while the 8-Material power lets you reuse Infernoids you banished previously. The last effect empties both Duelist’s hands, but since an Infernoid player can revive monsters from the Graveyard they can Set all their Spells and Traps and lose nothing.

So how do you Fuse so many different monsters?

Enter Void Imagination, a new Continuous Spell card that’s searchable with Void Vanishment. It has two effects. First, any Infernoids you control that are Level 2 or higher become Level 1, and all their Battle Damage is halved. That can keep you from dealing damage, but it also lets you play around the Level limit that would keep you from flooding the field with Infernoids. Summon all the Infernoids you want, get Void Imagination off the field, and suddenly you’re in command of a full-powered army.

Void Imagination’s second effect gets it off the table for that kind of play, and helps you Summon Infernoid Tierra. You can send Imagination to the Graveyard to Fusion Summon an “Infernoid” Fusion Monster using monsters from your hand or field as Fusion Materials. But if your opponent controls a monster that was Summoned from the Extra Deck – like a Synchro, an Xyz, or a Pendulum Monster that was Pendulum Summoned from your Extra– you can use as many as six monsters from your Deck as Fusion Materials.

That makes Void Imagination and Infernoid Tierra pretty awesome against strategies like Burning Abyss, Tellarknights, and Qliphorts. If your opponent controls an Extra Deck monster you can use Imagination to send six Infernoids to your Graveyard, Summon Infernoid Tierra for free, and get its first two abilities. Void Imagination can work in any match-up, but it’s a lot like Shaddoll Fusion in how it punishes Extra Deck strategies. Even if you don’t Main Deck it, Void Imagination’s probably worth some space in your Side Deck.

With Infernoid Decatron building your Graveyard and sniping cards off your opponent’s field, Infernoids have never been stronger! And with Infernoid Tierra and Void Imagination tearing apart some of your biggest match-ups you have another edge. Expect Infernoids to make a big impact now that Clash of Rebellions
is here!