Void Breach
Void Breach

Void Breach – #BLTR-EN016

“Infernoid” monsters you control gain 100 ATK for each of your banished “Infernoid” monsters. If you control no monsters, or all monsters you control are Fiend monsters: You can activate 1 of these effects;
● Add 1 of your banished “Infernoid” monsters to your hand.
● Special Summon 1 “Infernoid” monster from your hand, ignoring its Summoning conditions.
You can only use this effect of “Void Breach” once per turn.

Date Reviewed:  August 14th, 2024

Rating: 3.00

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Void Breach is one of the cards that helps you recoup your banished Infernoids or summon them.

Continuous Spell that gives your Infernoids a bit of an ATK boost based on how many Infernoid monsters you have banished. 100ATK per banished won’t be winning any battles unless you’ve got near 10 banished, but at least it isn’t “differently named Infernoid monsters”. The real meat of this card comes with having no monsters or just Fiend-Type monsters on the field. Adding back a banished Infernoid or Special Summoning one from your hand without having to conform to summoning conditions is a huge advantage boost for you, no matter what you pick.

First, the easiest one. Special Summoning any Infernoid without having to banish monsters keeps more in the grave for another Infernoid summon that turn. Two, dropping this turn one and Special Summoning Devyaty or Onuncu and doing a board-wipe of Spell/Trap or monsters respectively to your opponent creates a huge advantage for you. At the least you’ll lose your Infernoid by drawing out an effect that can clear the way for further plays.

Adding back a banished Infernoid lets you select what you need at that moment and get it back free of charge. Infernoid Evil or any banished Extra Deck Infernoid can be put back into the Extra Deck, or you can get the previously-mentioned board-wipers to re-summon. Getting back Decatron to summon and then Foolish Burial another Infernoid to copy its effect and name can help with spot removal as well as getting a differently-named Infernoid into the grave. You can only do one of these effects per turn, so choose wisely.

Could have been better as a Normal Spell that did one of the effects, then the second effect upon being banished, even with the restriction of once per turn. The ATK boost won’t be much of anything unless you are setting up Tierra, and most of the high level Infernoids can handle whatever monsters come their way on the field. Good card that could’ve been better as a Normal Spell, as you are likely not getting both effects off in this day of spot removal.

Advanced- 3/5     Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Infernoid already had some solid Continuous Spells they could access, so what’s one more with Void Breach?

Void Breach is a Continuous Spell that gives your Infernoid monsters 100 ATK for each of your banished Infernoid monsters, so a solid boost depending on how many Infernoids you are summoning and how many you might be banishing to summon them. If you control no monsters, or all monsters you control are Fiends, you can activate one of the effects to either add a banished Infernoid to your hand or Special Summon an Infernoid from the hand, ignoring summoning conditions. The recovery of a banished Infernoid can be nice to get back a name you might want to summon again, or get a name back to the hand to maybe get it in the grave to banish for other Infernoids. If you already got a big Infernoid you want to summon, this can also just outright do that without you needing to banish, and it’s forgiving for if you have Effect Monsters with Levels/Ranks adding to 8+, getting likely an Onuncu or a Deyvaty out the hand and on the field for their negation effects. That effect is a hard once per turn, so choosing one means you can’t get the other, ensuring you aren’t adding back a big Infernoid just to summon. It’s a fine card, getting your Infernoid monsters that are banished back to you and helping summon Infernoids when you already got field presence of monsters with high Levels/Ranks. It’s another 1-of, mostly by preference.

Advanced Rating: 3/5

Art: 4/5 I see Infernoid Flood, but apparently Ritual Beast Ulti-Reirautari is here, though I don’t see it.


Mighty Vee
Mighty
Vee

Though Terminal World brought a lot to the table, not every card is necessarily a winner, which brings us to Void Breach, a Continuous Spell for the Infernoid archetype. Once again searchable with Void Vanishment and Infernoid Evil, Void Breach will boost the attack of all of your Infernoid monsters by 100 for each of your banished Infernoids. It’ll add up fast, but Infenroids already have pretty good stats so it’s not a huge deal. Breach has a hard once per turn effect that can only be used if you control no monsters or only Fiends (why?) that lets you choose between recycling a banished Infernoid monster back to your hand or Special Summon an Infernoid from your hand (naturally, ignoring summoning conditions!). As every Infernoid except Decatron is a nomi monster, Breach does help get Infernoids onto the field and I’m sure there are cases where you would want to get an Infernoid back. It’s another card like Void Reignition that really wants you to play a deck full of Infernoids, but unlike Reignition it doesn’t really do all that much to justify it. I think you could definitely play it in Infernoid-heavy builds, though again, in hybrids you will probably want to skip out on it.

+Can unbrick hands with too many Infernoids
+Recycling banished Infernoids has decent combo applications
-Restricted to empty fields or only controlling Fiends
-Only particularly helpful if you play lots of Infernoid names

Advanced: 3/5
Art: 3.5/5 Evolving…again!


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