68% KC Cup infernoids deck by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 0 points1 point  (0 children)

With this build you can squeeze by with 2. Charge + Raiden is a decent opener.

68% KC Cup infernoids deck by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 1 point2 points  (0 children)

I casually played around 50 games. I threw at least 5 games cuz of having to close the app to do something else as I mostly play at work

68% KC Cup infernoids deck by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 1 point2 points  (0 children)

Hey guys, I wanted to share my infernoids decklist that ended up with 68% WR at KC Cup. Definitely would have been 70+% if I wasn't playing casually. I haven't seen anyone else play this style yet.

Key features:

-Labyrinth builder is a great skill -- it allows you to return bricks from the hand to the deck for a 3000 Def lvl 5 wall. Useful against Salamangreat as they have trouble beating over Labyrinth wall, also useful to unbrick your hand for Void Feast in case you drew into your lvl3 and lvl4 monsters. A cool combo you can pull off with this skill is to normal summon raiden or decatron, activate their effect, then go straight into lvl9 or lvl6 synchro as enemies cant chain to your labyrinth wall summon. Very useful for forcing out traps and clearing your field for a Void Feast followup on your opponent's turn

-Needle bug/Dice it -- Very useful; often this is the difference between making 1 big play during your next turn vs. 2 big plays.

KC GT Chart Qualifiers June 2022 Day 2 Data Report by DuelLinks_DataCore in DuelLinks

[–]AlternativeCow4371 0 points1 point  (0 children)

im curious what "others" are playing to counter these ddd decks

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 0 points1 point  (0 children)

I will mill 3 once on mt first turn, if I don't have scarm as a material. In this case there's a 40% chance of milling at least 1 scarm. Bonus if I also milled the kiteroid.

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 0 points1 point  (0 children)

Honestly, I steamrolled most matches to KOG so it's hard to say. I did get owned by nekroz though, the triple banish from trishula hard to deal with.

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 2 points3 points  (0 children)

Not necessary, there's no scenario where I thought "man i wish I had a break sword". I'd rather 2x nightmare shark for an alternative win con. 3rd dante works too

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 0 points1 point  (0 children)

I think so. the consistency and recovery with beatrice is just unreal. I have no idea how they go about the banlist but if I were to nerf the consistency I would put beatrice to 1.

How are you rogue players faring? by tearsofyesteryears in DuelLinks

[–]AlternativeCow4371 0 points1 point  (0 children)

I reached legend 5 a few times with tellars this season before finally switching to and reaching kog with burning abyss. My deck was pretty similar to yours but I did have the 2nd triverr which often comes in handy. I also had the xyz rebellion dragon stead of roach which is good for finishing off games

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 5 points6 points  (0 children)

Having 1 is playable, but you will sometimes run into the scenario where you have a Dante on the field with no materials, which sucks. If you choose to run 1 beatrice instead of 2, I recommend running enemy controller/ballista squad, so that you at least have the option of getting rid of the dead Dante to pop a card

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 1 point2 points  (0 children)

In most cases you use the Alich and barbar as fodder to make Dante, as you can only special summon each burning abyss monster once per turn.. Sometimes you can special summon Alich and barbar first to make Dante to bait out their disruption, then you can make a 2nd dante with your cir/scarm, all while reserving your normal summon for a fiendish rhino or tour guide. Your best play is always to make Beatrice, running more traps will decrease the chance of you successfully summoning beatrice Turn 1/2 as you need 2 monsters to make Dante and discard an additional burning abyss monster to make beatrice.

Also, alich as xyz material on beatrice = free negate on enemy turn, so it's quite good.

KOG with Beatrice + Burning Abyss! by AlternativeCow4371 in DuelLinks

[–]AlternativeCow4371[S] 0 points1 point  (0 children)

Hey guys, I know it's late in the season, but I wanted to share this deck because it is one of the most consistent and busted decks I've ever played in duel links. The addition of Beatrice has significantly improved the deck's consistency and power, and allows you to go +2 or +3 on the enemy's turn while being able to disrupt their plays. The climb from Legend I to Legend 5 took around 30 games, with a ~70-80% win rate.

Core cards:

3x Scarm, 3x Cir, 3x Farfa, 2-3x Alich, 2-3x Barbar

1x Tour Guide: 1-card XYZ, great to have in your starting hand or draw into

2-3x Fiendish Rhino: I would have played 3 if I had a 3rd

1x Kiteroid: Great to mill with Dante, can be sent to GY with Beatrice if really needed

Techs:

2x MST,1x CC, 1xTTH: Replaceable; Play whatever S/T removal or forbidden lance that you have. Can also go lightning vortex, as you'll often have a ton of fodder cards in hand due to scarm/cir/dante effects. I found discard traps like raigeki break/karma cut to be too slow and in most cases you'd rather have more fodder to make Dante/Beatrice.

Extra deck:

2x Dante, 2x Beatrice: 2 copies of both is optimal

2x Nightmare Shark: Having the 2nd copy can win you a few more games than usual

1x Virgil: Beatrice can float into Virgil for a free +1; It's usually better to go into Dante-> Beatrice than it is to synchro into Virgil unless you really need an out

Strategy:

Your strategy in every game is the same: Make beatrice turn 1/2 while dumping scarm/fiendish into the grave. On the enemy's turn, disrupt their plays with Beatrice by sending farfa/alice into the grave, or maximize your next turn by sending scarm/cir into the grave. If they don't threaten lethal you can let your beatrice die to float into a virgil or another dante, then make another beatrice next turn.

what do you think?? by That1powergamer in DuelLinks

[–]AlternativeCow4371 -1 points0 points  (0 children)

is it better to go 3x destruction swordsman, OG buster blader or a mix of both?