Void Imagination
Void Imagination

Void Imagination – #BLTR-EN102

“Infernoid” monsters you control whose original Levels are 2 or higher become Level 1 and all battle damage they inflict to your opponent is halved. You can send this card to the GY; Fusion Summon 1 “Infernoid” Fusion Monster from your Extra Deck, using monsters from your hand or field as material. If your opponent controls a monster that was Special Summoned from the Extra Deck, and you do not, you can also use up to 6 monsters in your Deck as Fusion Materials.

Date Reviewed:  August 15th, 2024

Rating: 3.50

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 Imagination is our Throwback Thursday choice from a little under a decade ago.

Another Continuous Spell, this one at least you likely won’t have on the field for more than a turn though. This is the Fusion Spell for Infernoid, capable of using up to six monsters from your Deck for Fusion Summoning Tierra. You can’t be controlling any Extra Deck monsters while your opponent must control an Extra Deck monster summoned from there for you to use this ability, but that isn’t hard at all to come by for pretty much any deck in the game. If you are using it for something like Evil, you need to use materials on the field or in the hand. Using three or more for the summon of Tierra will help take away options for the opponent from their Extra Deck. It isn’t until you get to 10+ monsters used for this summon where the effect might not potentially backfire. Milling cards to the grave and returning banished cards can benefit the opponent as well, and while the same can be said about dumping their hand to the grave, your ability to summon Infernoid monsters from the graveyard as well as the hand via banishing other Infernoid monsters makes it more likely you will get the better of this exchange. Not all decks benefit from being forced to put cards into the graveyard, but the game has changed and more and more stuff goes off in the grave or can be activated in the grave. Depending on which archetype you are facing will depend how many monsters you use with this to summon Tierra.

Great way to empty the Deck and fill the grave to summon a big Fusion Monster, then summon other Infernoids you just put in the grave. Infernoid Tierra can backfire on you if you aren’t careful, but you aren’t likely walking blindly into your opponent’s plays. Dimension Shifter can also wreck this play and cause you to lose everything put the summon and your deck thin. The archetype can do more now than it could back then with a host of other cards, so you won’t be needing this as a must, but it is still a great way to set up your grave and go for a big monster (Tierra) or start things slow (Evil).

Advanced- 3.5/5     Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Throwback Thursday this week brings us the Fusion Spell for Infernoid that also lowers your monsters Levels to keep letting you summon other Infernoids: Void Imagination.

Void Imagination is a Continuous Spell that turns Infernoid monsters whose original Levels are 2 or higher into Level 1 monsters, but any battle damage they deal is halved. The halving of damage is made up for the fact it turns your monsters to Level 1s so you can keep summoning more and more Infernoid monsters with greater ease. Infernoid Decatron’s Level won’t lower if you used its effect since it’s originally a Level 1 itself, so summon your other Infernoids before getting Decatron on the field so its Level doesn’t get too high to where you can’t summon more Infernoids. You can send this card to the graveyard to Fusion Summon any Infernoid Fusion by using monsters from your hand or field as material, or if the opponent has a monster summoned from the Extra Deck and you don’t, you can use up to 6 monsters in the Deck as material. For years it was only Infernoid Tierra you could summon off this, so you hoped your opponent met the latter condition so you specifically don’t have to draw into Onuncu or Deyvaty to summon it while also being able to use other names from the Deck to get as many as Tierra’s effects as possible. With Infernoid Evil, now you at least just need to draw 2 Infernoid names you’d want to use as material, or if the opponent meets the condition needed, you can just use Infernoids in the Deck you want to get to the graveyard. Void Imagination helps summon the Main Deck Infernoids easier by adjusting Levels so the condititon they can’t be summoned under is walked around, plus it’s your searchable way to perform Fusion Summons in the Deck, whether the smaller Evil or the bigger Tierra. 2-3 still feels worthwhile in Infernoids to help summon Evil faster while having more copies of this to summon more Evils later on or maybe even Tierra.

Advanced Rating: 3.75/5

Art: 2.5/5 for the original and 4.5/5 for the alternate art, a bland original art redeemed by a very pleasing looking alt art.


Mighty Vee
Mighty
Vee

Silly me, I didn’t even realize we’ve been doing alternate arts for Throwback Thursday! That means today’s card is the Continuous Spell Void Imagination, all the way from Clash of Rebellions. Once again, you can search it with Void Vanishment and Infernoid Evil. Imagination reduces the levels of all of your level 2 or higher Infernoid monsters to 1 while they’re on the field, at the price of halving all battle damage they do to your opponent. If you know Infernoids, you know that keeping the total level low is invaluable for fielding bodies, since Infernoids can’t Special Summon themselves if the total levels and Ranks of your monsters are higher than 8. Graciously, their new boss monster sidesteps this nasty requirement, making Imagination itself much less necessary; it may have been a reasonable restriction at the time, but halving battle damage is a very significant drawback that will probably save your opponent more often than not (shout out to anyone who has lost due to Pot of Prosperity!). Imagination’s other effect is the archetype’s sole Fusion effect, sending itself to the Graveyard to Fusion Summon an Infernoid Fusion monster using your hand or field, though if your opponent controls a monster Special Summoned from the Extra Deck and you don’t, you can use up to 6 monsters in your deck as well. I’m glad it gets rid of itself since otherwise you’d be stuck with the damage cutting effect! As the deck’s only way to Fusion Summon, you would basically be gambling to summon Infernoid Tierra with as many materials as possible (ideally 10) to annihilate your opponent’s resources. Banking on your opponent is, of course, a terrible idea, so Imagination’s primary usage is to quickly summon Infernoid Evil if you get the chance. I am not a fan of how they made it so difficult to summon Evil in the deck, and Evil searching Imagination is almost like a slap in the face. It’s not as reliable as Proxy F Magician for summoning Evil, but it’s an option in-archetype if you like trying your luck.

+Can kickstart combos going second if your opponent controls an Extra Deck monster (that wasn’t revived)
+Helps keep your total levels low for Infernoid effects
-Mediocre Fusion effect going first
-Making Infernoid Tierra is largely pointless for the effort

Advanced: 3.25/5
Art: 3.75/5 (Original) There’s a surreal and creepy vibe to it that the new artwork doesn’t quite match. 3.5/5 (Alternate) It’s easier to tell what’s going on, but like I said, I prefer the more abstract composition of the original.


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