Welcome to "Remove from play to special summon" week!
This card is remarkably similar to a card in the next
set, that doesn't make you go through the summoning
requirements...but let's look at this on its own
You have to remove a FIRE monster, an underplayed type
that requires a dedicated Deck (UFO turtle, Fire
Princess, Blazing Inpachi...). For your 1 monster, you
get an 1100 ATKer that does +1500 when it kills
something. For a fire type, the direct damage fits the
theme, but the attack doesn't. Shouldn't Fire monsters
be like.....strong, or something?
The card I'm referring to in Ancient Sanctuary's stats
are 4 stars, 1000/1000...and if it kills something,
you do direct damage = to 500 * the monster's level.
There's also a card that is one tribute, 1700/1700 and
the same effect. In an Equip deck, this would be
You'll also need an equip for the current card as
well. This gets rid of Sangan, Magical Scientist,
Fiber Jar, and Sinister Serpent...compared to the
other card, that's good -- you're doing 1500 instead
of what could only be 500 (in Sinister Serpent's
case). But the other card usually does 2,000 direct as
it's usually destroying a 4-star monster if Equipped
with something. When you equip Inferno, you're still
doing that same 1500.
For this card, I say...meh.
2.25/5 in Burn
1/5 all else
Inferno was so much fun in Beast Wars-a blindly loyal
but more or less competent pyromaniac and lackey… oh,
wait… this isn’t him? Well, does it live up to its
predecessor (which, like most
Predacons were the highlight of the pain that
was much of Beast Wars)? Nope. Is it utterly
useless? Well, let’s start with its Level, which
is 4. This sounds good,
but as we will later, it has a Special Summon
requirement, meaning this only
matters for effects that apply to Level.
Attribute and Type: the much lamented (i.e. nearly
every card here is weak) Fire/Pyro
group. Not a lot of synergy there. At least now
there is a Level 4 with an 1850 ATK for them now.
Still, not too great. Moving on, we come to the ATK
of… 1100. Ouch, a Witch of the Black Forest can
suicide this thing and take it out. At least she can
also search for it. Its Defense is almost
useful-1900. Personally, I think it could be another
400 more and be okay, but at least this lets it block
your average 1900 attack
The first effect is a mixed bag. In order to
initially summon this card, you must remove a Fire
monster in your Graveyard from play. Yes, I said
initially-if was summoned appropriately before it hit
the Graveyard, then you can use a revival card on it.
Now, this is a mixed bag: it means you have to run
other Fire Monsters, but it also means a second body
on the field without burning up your normal summon.
There is a second effect though. When this card
destroys an opponent’s monster and sends it to the
Unfortunately, not a lot. When I first saw this, I
immediately recalled the Trap card “Ojama
Trio”, which places 3 creature tokens on the field
that inflict 300 damage when
destroyed and have a pitiful 1000 DEF. Alas,
since such tokens do not go to the Graveyard when
destroyed, they would not trigger the effect.
Similarly, I do not know (as there is no ruling)
whether or not a Creature-Swapped Monster would count,
since it would go to your Graveyard, not your
opponents. So, how to use it?
Maybe with Fire Princess? They both can make
use of Messenger of Peace. So can Prominence Dragon
when that comes out (see
DM7FGD's Look Into the
Future Article # 35 - Drastic Dragons). It
could serve as a supplement to those cards: with
Messenger of Peace to protect it, you would just need
to use some cards that change monsters into DEF
Position: almost all normal beatsticks are weaker than
1.5/5-it might be useful in the right deck (+0.5 when
Prominence Dragon hits).
1/5-Same (including the upgrade from Prominence), but
such a rogue deck seems almost hopeless.
3.5/5-Not as good as some of the other Burn cards, but
probably good for a nice surprise finish: 1500 is a
lot in a format that starts at 4000 LP.
little better attack and this might have been a good
card. As is, it looks to be pretty sad.
Here we have the first of the "remove x to bring out
y" monsters, one that unfortunately isn't quite as
playable as his cousins. There are a few reasons for
You need to remove a FIRE monster. In a typical
tournament deck, there are very few monsters with the
FIRE attribute; indeed, there are very few good FIRE
monsters at all. The only ones I would recommend using
with Inferno are Fire Princess and Lava Golem (both
monsters that fit into Burners, which coincidentally
is what this monster has for an effect). You could use
Battle Footballer too, I suppose...
Another con is the ATK: 1100 is nothing to be proud
of. The DEF is pretty nice, but you won't gain much
from putting this guy into defense. His effect only
works when he kills a monster. It's a nice effect too;
1500 damage is absolutely nothing to scoff at. The
problem, of course, is getting this 1100 to kill
something. What can you do? The most obvious answer is
equip it, or you could hope to kill that face down
If you want to play Inferno, you will not be able to
throw him into any deck. He needs support, both in
FIRE monsters and power-ups, in order to be used
successfully. I personally would rather play Needle
Bunker (coming next set; see
DM7’s article for information).
Typical tournament deck: 1/5
Specialized burn deck: 3/5
OVERALL RATING: 2/5