Misdreavus
"Mean and Evil" |
Finally our "Infernoid" week is coming to a
close, a week during which I tried to handle every
card of the deck in some form, while making obcure
South Park references... In my reviews of the past
days I mentioned Monster Gate and Reasoning, unusual
monster tech like Mechanical Hound, and all ten of
the "Infernoid" members - it means there are two
possible ways to go on our final day: look at future
support for the deck, or handle the less popular
"Void" support the deck received (no, "Lightsworn"
is not an engine we want to discuss, that'd be
silly). As you will probably have guessed by the
title, we picked the second approach; I may mention
some cards that have not seen an official worldwide
release anyway, but I'll provide the Japanese name
with the unofficial "fanslation" when I do, so it
shouldn't be hard to look them up. So actually,
we'll do both.
But let's look at Void Vanishment shall we? "Infernoid"
seemed like a special theme on release: no monsters
that could be normal summoned, and even more
shocking, no monster that could search out any other
member from the deck - every modern deck has at
least a "searcher" (no worries, we'll have a monster
that functions like one in a little under two
months)! Well, the "Infernoid" theme is different,
as our "searcher" searches our themed spell/trap
cards. For the small cost of a discard even, not
something the theme minds at all; are there any
decent targets?
Well, before we move on to those, allow me to
explain Void Vanishment's second effect: after
damage calculation, Void Vanishment's controller can
send it to the graveyard to banish the battling "Infernoid',
as well as the monster it was battling. While
monster removal that neither destroys nor targets
(just like Infernoid Seitsemas actually), and is
activated at a timing when few cards can be
activated, even at a high price like this, is nice
to have, Void Vanishment's real boon if you ask me,
is its ability to remove our own "Infernoid"
monsters that are no longer necessary from the
field. While this is rarely relevant as things are
now, Clash of Rebellions will bring us Infernoid
Tierra (インフェルノイド・ティエラ), which sets up our graveyard
for a game ending sweep just by being summoned, if
it was brought out by Void Dream (煉獄の虚夢) under the
right conditions/with enough materials. Except...
Infernoid Tierra is level 11, meaning that
oftentimes the graveyard setup we established is of
no immediate help. Worse even, as Infernoid Tierra
has no on-field effect, and "Infernoid" decks can
play very few traps effectively, leaving her on the
field after she is summoned, is asking for the
opponent to one-turn kill us before we can make use
of our newly filled graveyard.
That is where Void Vanishment comes in! No, I'm
not talking about how "Infernoid" is getting a copy
of Shaddoll Fusion that is easily searched - that's
a topic for another time; Void Vanishment allows us
to banish Infernoid Tierra from our field after it
attacked an opponent's monster, to remove the levels
on the field to make place for the summon of
Infernoid Devyaty/Infernoid Onuncu, which may
actually deprive the opponent of their setup, and
grant a means of responding to the plays the
opponent makes during their turn.
Ah yes, but which targets do we have a this point
in time? Void Launch and Void Purification manage
our "Infernoid" banish fodder, but Void Launch is
very slow in its application, and Void
Purification's effect cannot be considered game
changing in many instances... Did I mention that
these cards blow themselves up if a monster that is
not an "Infernoid" is on the controller's field (or
a face-down monster)? I still think both of these
traps are very decent cards, and Void Purification I
can even see as a viable main deck choice once
Infernoid Dekatron (インフェルノイド・デカトロン) sees a release
worldwide: on summon (yes, it can be normal
summoned) it sends any "Infernoid" from the deck to
the graveyard, then copies its level - oh, it's a
tuner by the way - and effect, and Void Purification
will recycle it every turn as long as Infernoid
Dekatron is tributed before the opponent's standby
phase ends - sounds quite okay to me!
Another search target is a card that most "Infernoid"
decks already use, namely Void Seer, a themed
Forbidden Lance with some extras. While it's a good
card without doubt, one cannot deny that Void Seer
accomplishes very little by itself, and with Void
Vanishment to search it, we can afford to play a
minimal number of copies without worrying about the
card's accessibility.
Then there's one more search target I want to
mention, a card that may be less obvious to
consider: Into the Void, a spell card that allows
its user to draw a card, but requires them to
discard their hand during the end of the turn. Not
only do "Infernoid" decks rarely mind the card's
drawback ("Infernoid" monsters serve as fodder both
in the hand and in the graveyard, and spells/traps
that cannot be played immediately, can be set
without that much issue, as the deck is rarely
susceptible to Evilswarm Exciton Knight, not to
mention our boss monsters' negation effects), the
card can even help maintaining Mechanical Hound's
effect - I cannot stress enough how strong a field
of Infernoid Devyaty and Mechanical Hound is, and
the deck can be built to make this field with decent
consistency!
Now on to Into the Void's positives: remember how
I called Monster Gate and Reasoning the most
important cards in the deck? Obviously we want to
see these cards as often as possible, but since the
cards are unsearchable in any credible way, the only
thing we can do to accomplish this is opt to improve
our chances of drawing them. I know I'm not allowed
to say that a deck sporting three copies each of
Into the Void, Upstart Goblin, and Void Vanishment
nets a 31-card deck, but it surely feels like one in
practice.
As a final note I want to point out that most of
the cards mentioned above do not merge very well
with the (as of now) obligatory "Lightsworn" engine
the deck uses; as you can see the deck will be
granted some incredible actions in the near future -
"Infernoid" as it is now has seen its fair share of
tops, and I expect the deck will only manage to
perform better when Clash of Rebellions releases.
Playability: 4/5. "you cannot Normal or Special
Summon monsters for the rest of this turn, except "Infernoid"
monsters." What this means is that even if you draw
Monster Gate/Reasoning through a searched Into the
Void, you cannot special summon a non-"Infernoid"
monster that can be normal summoned, you revealed -
a minor inconvenience, like all of this card's
shortcomings honestly; they do make it so that I
can't give it the full score however.
Art: "I'm gonna need to borrow your soul real
quick, kid. Is that all right?"/5
|
Dark
Paladin |
Void Vanishment closes the week (appropriate
perhaps as we vanish for the weekend?) and this is a
Continuous Magic card, which also happens to have a
LOT of text on it. So you can discard a card
to add a "Void" card to your Hand, save this, and
Null and Void. I assume cause even though it
kinda fits with the theme, it wasn't released with.
You're not allowed to Normal or Special Summon
except Infernoid Monsters, which whether you're
playing the Deck or not, you should know isn't a
problem. If an Infernoid you control Battles a
Monster, after Damage calculation, you can send this
card to the Graveyard to remove both Monsters from
play. So, here's the thing...removing from
play is a big deal to this Deck, both offensively
and defensively. Technically, if you get to
the point you're using this effect, Void Vanishment
becomes a -2. Playing it initially is a -1,
and then a -1 using this effect. Honestly, I'm
just not seeing that much of a point at least in the
latter effect. I'm not sure the initial -1 is
enough for the card to be played for the first
effect either.
Rating: 2.75/5
Art: 4/5
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