[@vancexentan] Infernoids are very reliant on the Void support cards. Void Expansion, the field spell, provides fodder for summon or sac effects through a token. It also prevents your opponent from targets your weaker infernoids for anything by making them target the highest level Infernoid on the field. Void Vanishment is good since it allows you to search out any Void spell or trap for a simple discard, allowing you to set up your field further. However, you cannot summon anthing other then Infernoids if you do. On top of that, it can banish an infernoid and the last monster to battle it, regardless of the results of the battle, at the cost of Vanishment's destruction. Void Purification is a handy trap as it allows you to grab an infernoid from your grave to your hand during your oppoenents standby phase, usually your targets will be the levels 1-4 ones, and move a banished infernoid to your grave during your standby phase. Summon a non infernoid though, and it pops itself. Void Launch let's you load to grave with two infernoids during each of your standby phases, giving you material to banish to summon other infernoids. Eye of the Void allows you to summon an infernoid monster, without any regards to cost or conditions, at the cost of it losing all it's effects for the turn. Void Seer is a themed Forbidden, granting one Infernoid immunity from all effects when activated from the field or hand, but without the ATK or DEF loss. When in the grave, you can banish it to save a single infernoid from effect destruction once. And finally, Void Imagination (Dream in Japan), makes all your infernoid's level 1 monsters, allowing you to summon as many as you want so long as you have materials to banish. On top of that, it can act as Poly for the summoning of Infernoid Tierra at the cost of it's destruction. With the exception of Eye, Expansion, and Seer, all of these are continuous spells and traps. One game, I hade one infernoid monster, Vanishment, Expansion, Purification, and Imagination in hand. They had no spell/trap destruction and I steamrolled them. Long story short, it comes down to field and resource management. Planning well ahead and trying to have a contingency plan just incase. It is by no means an easy Deck to use.