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I'm thinking of skipping to the ball.

its just...we want to do a christmas thing


I have no objections
Well infernoids aren't my cup of tea as it is. I'm asking on how I'm supposed to specifically use the monsters. Can I only special more than one from the hand and then am limited to one monster when using the grave?


You're limited by the level on your field. So long as the total level of monsters on your field is 8 or lower, you can summon as many infernods as you wish so long as you can pay the cost. Inferoids levels 1-4 can only be summoned from the hand, the rest can be summoned from the hand or graveyard.
Field management isn't too big a thing with the deck I' using. I'm using the infamous lawnmowing noids.


Meh, your choice. I like the challenge of using a pure Infernoid deck.
@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.

@Raijinslayer So... Argus getting slammed into a wall?
Before I make a character sheet I have to shamelessly ask a few questions.

1. You still accepting characters?

2. Is dragon slayer magic a thing?

3. If yes to 2, is a skeleton dragon slayer magic cool?

4. If no to 2, is bone magic cool?

5. On a scale of yes to no, can I join a light guild?


1. Always

2. Not at this time as all Slots are taken.

3. See above.

4. Yes it is.

5. All characters are in light guilds so... yes.
Dang you Joshua I gotta change my finny evil rose post now lol




Nin nin!
@Joshua Tamashii. . . . Well that was rather rude. Understandable(and possiblely life-saving) given circumstances, but still rude. Also, given what little I know about Rose, Argus likely isn't getting any cushioning, is he?


Rude, but rather funny when you picture how it would look as an anime.

Also, Rose has nothing against him (yet) so she might provide him cushioning.
Lucus Griffonbane

@Raijinslayer @Roseletta


If there was one perk to being an experienced Wind Mage, it was being able to sense things and react to them quicker then most. As such, he was able to sense Argus falling though the ceiling and react quickly enough to summon a gust of wind to blast the man aside and into the closest wall, his lack of time not giving him the chance to exert some control, so sadly, there would be no way to cushion the man's impact unless Rose did.

Amelia Averyonna

@Roseletta @Caits


Amelia's cheeks grew bright red when Ryu offered the rose to her, the change in color obvious due to her fair skin. She accepted the rose in silence but her expression grew suspicious and her cheeks returned to their normal color.
"What, do you have some sort of clairvoyance magic? Cause I'm not going to fall for flattery if that's all it is." She said, her tone wary. She didn't know the boy but if he somehow knew her, she had reason to be on edge. Then again, she figured a lot of people knew her now, due to her part in the Games.

Joshua Tamashii

@Roseletta @BladeSS4


Joshua wrapped an arm around Cecelia to keep her in place while listening to Amaya and Carver, addressing the former first.
"While the Lacrima could work, I think it might be easier to take him to Amelia and/or Jarvis. If Jamie is busy, it's probably a bad idea to interrupt her. And those two aren't that far, they're probably still in the stands with most of the guild. It would be easier and less likely to bother our Master." He said before turning to Carver. "Though, if we do take you to them, whatever you do, do not stare at Miss Averyonna. She's... sensitive about her appearance."
@Joshua TamashiiCatch him . . . . right?!?!


HA HA... no

I might just wait om posting for ryu and just post for Amaya and Rose


I'll add Amelia as well, though I'm sure Jarvis is watching. It's Amelia's first time talking with a boy, let alone someone around her age.
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