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The Main Event

Duelist
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Everything posted by The Main Event

  1. European WCQ (Euros) 2016

    What an MST What a game
  2. European WCQ (Euros) 2016

    Maybe this Carmelo can win a championship
  3. Dueling Network

  4. Stand Up Comedy

    Patrice O'neal
  5. Stand Up Comedy

    Patrice O'neal
  6. Infernoid - Discussion

        I've never missed Cyclone since cutting it entirely. And idk why you're still defending Vanishment, even when we've basically established that VI isn't very good. So you're running 1-2 useless cards to search out 1-2 worthless cards. It does nothing to further your position or get you out of the early game which is this deck's biggest weakness. Needle Bug is gonna be live the turn after you set it no matter what you drew/milled/etc. While VI needs them having a monster from Extra on field for it to be useful. And Terra just sucks, clogging up your own Extra for no reason. Not a fan of Torrential just because you'll rarely ever see it, and when you do, the dead mst's your opponent had in hand all game all of a sudden become live.   I think everyone should be running 2 Breakthrough skill at this point for monster floods like Vanity's Fiend, and more importantly, Retaliating C. No worse feeling than resolving Reasoning when that shit hits the field.
  7. Infernoid - Discussion

      What? I don't understand the logic here. Of course the chances of drawing Dekatron or Reasoning are higher than drawing Dream, you have more of them. You're also discounting the fact that it's searchable with Vanishment (and so is Seer - searchable protection from anything is very good).   Oh, and as for ARG, are they still using that fake list? Unless I read VI wrong u have to use Onu and Devy to fuse right? So the chances of you already having milled them by the time you draw VI is pretty high, making it dead in a sense. And there are 39475627284 other cards I'd run before Void Vanishment..
  8. Infernoid - Discussion

    the list from the ARG event this weekend:   Shawn Rai Deck: Infernoids Monsters: 21 1 Raden Hand of the Lightsworn 3 Infernoid Decatron 3 Infernoid Harmadik 3 Infernoid Patrulea 2 Infernoid Antra 1 Infernoid Onuncu 1 Infernoid Devyaty 3 Infernoid Attondel 2 Infernoid Seistemas 2 Infernoid Piramis Spells: 14 3 Reasoning 1 Monster Gate 3 Upstart Goblin 3 Dragged Down to the Grave 1 One for One 1 Burial from a Different Dimension 2 Void Seer Traps: 5 3 Mind Crush 2 Torrential Tribute Extra Deck: 15 1 Castel the Skyblaster Musketeer 1 Evilswarm Exciton Knight 1 Gem Knight Pearl 1 Star Eater 1 Scap Dragon 1 Crimson Blaer 1 Number 11: Big Eye 1 Mecha Phantom Draccosack 1 Divine Dragon Knight Felgrand 1 Gaia Force of Earth 1 Scrap Archfiend 1 Black Rose Dragon 1 Alsei Sylvan Protector 1 Ally of Justice Decisive Armor 1 Armades Keeper of Boundries Side Deck: 15 3 Mystical Space Typhoon 1 Spell Canceller 1 Thunder King Rai-Oh 3 Light Imprisoning Mirror 1 Mistake 2 Royal Decree 3 Breakthrough Skill 1 Majesty’s Fiend   Although I understand the 4 reasoning targets, I'm almost certain he lost due to bricking. Seems like he'd draw countless Noid-only hands, but Upstart and the Draggeds helped probably   Thoughts?
  9. Infernoid - Discussion

    The chances of drawing Decatron / hitting it via Reasoning > chances of drawing VI, which is reason enough not to run it imo, unless you're running multiples, which is even worse. A lot of times you'll want to Deca -> Onu/Devy depending on what you need, making VI dead
  10. Infernoid - Discussion

    Is that a good thing though? In regards to your previous post though, you are right about Trish not really being the best card in this extra deck. Summoning Trish in this deck essentially means you are "goat-locking" yourself, except your "goats" are actually a tiny bit threatening. Not to mention, when you make Trish, you have to devote quite a bit of resources into summoning it. I tried running Rekindling so I can re-occur the Decatrons, but I ended up milling it more than seeing it, so I personally cut it. But do others think it's a good card and that I might of just hastily cut it, or is it really just one of those "cute" cards that shouldn't really be in the deck? Why would you want to run a card that's either dead or milled 80% of the time, in a deck already prone to bricking terribly on its own? For the deck to progress we need to cut the cute shit out and run cards that will better our position or speed the deck up. I'm testing a needlebug at the moment, worked pretty well back when Deca was illegal so we'll see how that goes
  11. Infernoid - Discussion

        - Why no mained Seers? Dropping Devy into backrow protected by Seer's one of my favorite plays, and it stops so many other things I'm not sure why u wouldn't run at least 2 - You seem to have built your main to deal with heavy bacrow with 3 Pirmais, 2 Lyla, and 3 mst's for w.e reason I'm not sure. Most of those would be pretty dead vs Nekroz, Shaddolls, ritual beasts, and the mirror. I'd run only 1 Pirmais and 1 Lyla, maybe side the 2nd but I honestly never felt the need. I'd rather side the MST's and main 1-2 Cyclones - I'd run at least 2-3 Antra, really great for bouncing Shaddoll fusions, Dantes, Virgils, tellar Diamonds, Dark Law, etc with little investment - I'd side at least 2-3 Lancea or Chaos Hunter for the mirror, Nekroz, and Ritual Beasts - Agreed on Lumina, I only run 1. But I'm testing 3 Raidens atm just to speed things up and have a higher chance of being able to drop the light synchros when needed - Not sure about the rank 7 and 8s in your extra, I've never felt the need to drop a rank 7 and have it be worth the 4-card investment, much less an 8. I'd drop those for some rank 3's, maybe 101, Dweller, and Crimson Blader as well. Was thinking of also running Berzerk after having it played so many times against me. Extra is a little tight though - Lastly, I'd side 2-3 Breakthroughs just for shit like Vanity's, Dark Law, Winda, etc
  12. Infernoid - Discussion

        Yea the deck's working wonders. Still using the same build I posted above, only changed the side count to 2 Hunter and 2 SIM. My most annoying matchup is honestly BA but only because they can out-resource you fairly quickly. I've already addressed the Imagination issue above; decided against running it. Cyclone was ok when I was playing it, and it did its job here and there, but I found myself just hating to draw it. I already main 3 decree, Lyla, 3 Patru, 3 Deca, and 2 Seer for b/r, and 7 of which do other things on their own. Most of the traps sided against this need to be shotgunned asap to be of any use, in which case Cyclone is dead for that moment, which could be the diff between winning/losing.         Urthor hit me up about that a couple weeks back. It seemed great in testing, but I've been having a lot of success with Decree and hesitant to drop them. The endphase decree on set Vanity, Lose 1 turn, reqliate, fiendish, call, etc has felt better, and come up more often than devastating Dragged plays.
  13. Infernoid - Discussion

    I believe your making a mistake not including void imagination. While yes the fusion is meh, VI provides a future fusion-esque mill while punishing players for entering their extra deck similar to shaddoll fusion. And even though the fusion is meh the effect can be very devastating at times. It essentially is can be a more precise reasoning #5-9 without blowing through your s/t.       I mean I've used it in testing for about a month and just hated drawing it dead. Running multiples was just terrible because if you dropped the fusion already then the rest of the VI's are dead in a sense (cuz rarely is there a situation in which I'd summon Devy or Onu just to fuse and it be the best play). And if you mill Onu or Devy, then they're [i]all[/i] dead. Ofc there's the similarity with shaddoll fusion but that card is just...way better lol.         There are better cards to side against the decks I really need to side against. 
  14. Coffee

    [youtube]https://www.youtube.com/watch?v=9Z55sZ2oVY4[/youtube]       Haven't played in a little over a year, but recently caught up and give this a shot. Been fun so far.   EDIT: Updated for new format:   Monsters   [1] Infernoid Devyaty [1] Infernoid Onuncu [3] Infernoid Attondel [3] Infernoid Seitsemas [3] Infernoid Antra [3] Infernoid Harmadik [3] Infernoid Patrulea [1] Infernoid Pirmais [1] Lyla, Lightsworn Princess [2] Raiden, Hand of the Lightsworn [2] Lumina, Lightsworn Summoner       Spells   [3] Reasoning [2] Charge of the Light Brigade [1] One for one [2] Void Seer [1] Burial from a Different Dimension [1] Raigeki [1] Monster Gate     Traps   [3] Royal Decree     40     Extra   [1] Ancient Sacred Wyvern [1] Black Rose Dragon [1] Trishula, Dragon of the Ice Barrier [1] Crimson Blader [1] Scrap Archfiend [1] Abyss Dweller [1] Castel, the Skyblaster Musketeer [1] Star Eater [1] Evilswarm Exciton Knight [1] Gem-Knight Pearl [1] Number 101: Silent Honor Ark [1] Mecha Phantom Beast Dragossack [1] Number 11: Big Eye [1] Leo, the Keeper of the Sacred Tree [1] Michael, the Arch-Lightsworn     Side   [3] Spell Canceller [3] Mystical Space Typhoon [3] Chaos Hunter [2] Breakthrough Skill [2] Shadow-Imprisoning Mirror [2] Artifact Lancea     Couple things:     8 Reasoning targets arent really that bad. You usually open 1-2 of them so it's only about 5-6 in deck between you opening/drawing/searching them. Stuck with the LS's cuz they're just too fast and get you going asap No Void Imagination because while the thinning is great, I've found that:   1) the fusion is ass in all honesty    2) throughout the game you're dropping Onu/Devy in grave with Deca most of the time, making fusion summoning awkward and most times not the right play    3) If you have Devy/Onu on the field, why fuse into something worse?   4) Hated drawing it after I'd already used/summoned Devy/Onu and it's just dead Mained Decrees for immediate answers to various annoyances like Vanity, Lose 1 Turn, Skill Drain, etc. And obv. the sided Iron Walls and shit Hunters and Lancea for Nekroz, Ritual Beast, and the mirror Chaos Hunter: Nekroz, Ritual Beasts, and even the mirror can barely do anything. It put in more work than I thought it would, might bump to 3. Shadow Mirror: Helps for BA and Shaddoll Scrap Archfiend and Gem-Knight Pearl: For those not familiar with the deck, these are normal so they don’t count towards Infernoids level/rank restriction, making otks that much easier. Sacred Wyvern: Dropping Onuncu, blowing up, then LuminaàRavenàWyvern. Onuncu swings, then Wyvern gets boosted, swings for game. It’s silly honestly.
  15. Infernoid - Discussion

    Been having success with this build recently:   1 Onuncu 1 Devy 3 Attondel 3 Seitsemas 3 Decatron 3 Antra 3 Harmadik 3 Patrulea 1 Pirmais 2 Lumina 2 Raiden 1 Lyla   3 Reasoning 2 Seer 2 Charge 1 Raigeki 1 Monster Gate 1 Burial 1 One for One   3 Decree   Extra:   1 Keeper of Boundaries 1 Michael 1 Scrap Archfiend 1 Black Rose 1 Crimson Blader 1 Trish 1 Leo 1 Star Eater 1 Dragossack 1 Big Eye 1 Castel 1 Exciton 1 Number 101 1 Gem-knight Pearl 1 Dweller   Side:   3 Chaos Hunter 3 Spell Canceller 3 MST 2 Breakthrough Skill 2 Shadow Mirror 2 Lancea       Couple things:    - 8 Reasoning targets arent really that bad. You usually open 1-2 of them so it's only about 5-6 in deck between you opening/drawing/searching them. - Stuck with the LS's cuz they're just too fast and get you going asap - No Void Imagination because while the thinning is great, I've found that:          1) the fusion is ass in all honesty          2) throughout the game you're dropping Onu/Devy in grave with Deca most of the time, making fusion summoning awkward and most times not the right play          3) If you have Devy/Onu on the field, why fuse into something worse?          4) Hated drawing it after I'd already used/summoned Devy/Onu and it's just dead - Mained Decrees for immediate answers to various annoyances like Vanity, Lose 1 Turn, Skill Drain, etc. And obv. the sided Iron Walls and shit - Hunters and Lancea for Nekroz, Ritual Beast, and the mirror
  16. Coffee

      You're right, forgot troopers and the 3rd Seer. The list changes every couple days tbh   How do you see your list changing come next set with Dekatron? I am running one for one and really want to test Rekindling. There is also the thought of running Void Vanishment and Purification to cycle through your 'Noids and keep giving you food for banishment.     I've been testing post-CORE builds and to be honest they've been running painfully slow without the LS engine. It just takes too long to get things going without resolving Reasoning or Monster gate. The s/t's are cute, but again are just too slow to really jump things off and keep up with the meta. Of course if Vanishment and Purification last more than a turn that's great but if that's your only lifeline then you'll just run out of steam and lose fast. I'm starting to think I should just keep LS and Reasoning/Gate in there and add 2-3 Decatron and 1-2 Dreams, cuz everything else is ass honestly. The only issue then would be the higher normal summon count (6-8) messing with Reasoning mills, but I think it's worth it.
  17. Infernoid - Discussion

    Interesting route to take the deck. If that's the case, thoughts on 2-3 Denko? Was testing it in an earlier build and it put in work but just couldnt deal with the randomness of 1) not drawing it and 2) ruining the flow of Reasoning
  18. Coffee

      You're right, forgot troopers and the 3rd Seer. The list changes every couple days tbh
  19. Infernoid - Discussion

    New cards or not being added, I've really been liking 3 Void Seer and 2 Devy. No better feeling than summoning Heavy Storm into 3+ backrow with no fucks given.
  20. Coffee

    Changes made per the new list.   Also, my only issue recently has been getting OTK'd. Gorz may help but not sure what to get rid of tbh. Don't like Pero because the only thing people side that I'm afraid of is Imperial Iron Wall and Kycoo and Pero wouldn't do shit.
  21. Coffee

    Also, what happened to pos/neg rep? I don't see the arrows
  22. Coffee

      Negged, but anyways to the OP:   *Focus on milling during your turn*   - 2 Dark Hole/BoE (Destroying your own monsters make you use more of your resources) (Have one or the other in the side though) - 2 Lumina (Get's into easy level 7's but not an immediate milll) - 2 Pirmais (There are better monsters + You have enough infernoids) - 2 Galaxy Cyclone (I'd like to have the best nekroz game 1 and it's dead against them)   So that's 8 cards right there. Here's my suggestions:   + 2 Card Trooper (An immediate mill, level 3 to make dante, and he's a draw once destroyed) + 1 Pero Pero Ceperus (He can pop any card once you take damage, that's pretty good) + Ehren (Djinn lock out + Mill) + 3 rota (Can search out a good majority of your lightsworn engine and gives you like 6 outs to the djinn lock essentially, 7 if you count pero) + 2 miracle dig (It basically has the same purpose as burial from a different dimension but with a small restriction) + 1 Dante (He can be an additional mill once you've already used card trooper) + 1 zenmaines (He is a good stall/removal card)   Basically with these changes is that you mill as much as possible and try to have the best nekroz matchup in game 1.   Good luck with your build and I enjoyed the miguel while typing this.     - Fair point about the Holes, I'll side em' and see how it works - Was already leaning on taking out Lumina for those reasons, but never committed cuz of the lvl 7 plays, will try it out - Will take one out because it admittedly wasn't as effective as I once thought, but I'd like at least one to keep up with the Infernoid names - I understand your point about the better Nekroz game, but it's been pretty good for everything else. I'll leave it in for now - I originally had Pero in, but took it out because of bad Reasoning hits, and drawing him was slow/terrible as well. - Same with Ehren; originally had her in but took her out because it didn't do too much outside the Nekroz matchup, will test her out again though. - Thought about Miracle Dig but thought the restriction would be too cumbersome, but there are times where I def. needed it, will try them out - I agree with Urthor on the Rota(s), it's a little much imo, and I'd kill myself if I drew it late-game. Maybe 1 though. - Taking out Lumina will mean taking out Michael, so I'll consider making room for Dante and Zen, but may be leaning towards Alucard over Zen though.   Thanks for your input, and glad you liked Coffee         - Haven't had that much of a problem with Qlis suprisingly, maybe they weren't the best players. Onu deals with Towers, and I typically take care of things from there long as I have backrow hate. Mistake helps in this regard too. - Agreed on Pero - Decided to cut Lumina entirely. Felt she wasn't worth hoping I draw her, or her being forced out via Reasoning with no setup (Raiden) in grave already. And the early Charge searches are usually gonna be for Raiden or Lyla, maybe Ehren. Rarely Lumina. - Agreed on Rota - This is where my rust shows. I thought the April list didn't have a set end date? Do we know how soon July's list is coming? And also, there's an ARG list now lol? I'm lost tbh.       Yea Seer is great, might bump it to 3 eventually, but not leaning towards that atm. Kristya is really only good when Reasoning hits him, other than that it's slow, and I'd pretty much rather have Hunter every time. The 2 diff. levels logic is sound, but isn't enough imo.
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