Notes & Combos
I'm back with a new updated version of my pendulum infernoble deck . I already gave a long description in my Master V decklist, so I'll try to be more concice. You can check out my old decklist for more details. Feel free to comment or PM me on discord if you have any questions or suggestions.
I went from Rooky II to Master I in 5 days, but I played this version a lot in TCG and I helped created some combo lines, so I already knew how to play this deck.
Igknight Combo
- Summon Isolde
- Search an Igknight normal monster
- Summon Ignis with Isolde
- Summon Beyond Pendulum
- Search Ignis
- Activate Both Scales
- Pendulum summon Ignis
- Activate Igknight effect search a fire warrior
- Activate Ignis effect summon magesty pegasus
- Activate Magesty Pegasus and add a Museum
- Use that to make Apollousa then Angelica
- Do the Angelica Combo
- End on 8 interuptions
- Win the match
(First replay shows the one card combo)
Infernoble's strong point
- Combo deck difficult to stop (opponents make many mistakes, even in Master).
- Fairly resistant to hand traps
- Ability to see the opponent's hand with dolphin
Weak points
- Deck a little difficult to get used to
- Go second not incredible
- Combo is rather long, so beware of the time!
Compared with other versions of the deck (Pure and Diabellstar)
Pro
- Better board (8 interruptions just with Isolde)
- More stable and more resistant to hand traps
- Easier access to Bagooska in case of Shifter / Maxx C
Cons
- Fewer non-engines than pure versions
- Less ability to break the board than diabel versions
- Magesty Pegasus is a brick and she, beyond and both ignis are craft-requierd UR.
In other words, the deck is more stable and stronger going first and slightly weaker going second.
Build options
-
2 Almace: this is a combo piece and we want to have enough equipment to summon a level 4 from the deck.
-
2 Igknight: it's not compulsory, it's just a way of keeping something to add or summon from the deck if you draw one of the pendulums.
-
Red Layer: theoretically, it's searchable with Durandal and allows you to kill certain things in combat. In practice, in the meta there are few matchups where it's relevant, but i wanted to try it.
-
Hand traps: ash is mandatory because of Maxx C, there are a lot of snake-eyes at the moment and droll isn't that great against them, imperm is better on paper and in a generic way. And please ban Maxx C ...
Replays
https://www.youtube.com/watch?v=FodQx_PZJSM (some minor changes with thedecklist but still relevant)
https://youtu.be/V8n9l4lYFE8 (in french)

Big big fan of the pendulum engine in infernobles, when the new support arrived I didn't much like playing pure or with diabellstar compared to it so I'm glad to see this list Good stuff man

okay soliterally have this deck without knowing,im only missing promithean and quantal,are they necessary and would u recommend the deck,also could ure commend a yt tut for it thank u

Red layer is really not mandatory, you can cut it or repack it with photon trasher (R) or zs-ascended sage (R), the princess is more delicate. She's not needed in the basic combo, but she's useful for alternative lines (especially for playing under droll), and she's useful for the grind game. I guess you can play without it, but it might be missing if you need it.

How do you scale the consistency of this deck? From 1-100. I wannat build this cause missing 2 URs only. Any good deck where most people can't understand what they can do is A+ for me

95-97% or something like that? I have a test of 50 hands to see if I had combo or not, and out of those 50 hands I had 2 without combo. Not all hands were hand trap resistant, but not having combo is extremely rare. Then it depends on your non-engine, the more you play the more unplayable hands you'll have ... but also the harder it'll be to win in go second.