Infernoid " Infernoid " ( インフェルノイド , " Inferunoido " ) is an archetype of FIRE Fiend - Type monster s that debuted in " Secrets of Eternity " . This was the first archetype whose monsters were all Special Summon Monster s , until the release of " Infernoid Decatron " in " Clash of Rebellions " . They are supported by the " Void " archetype of Spell and Trap Cards . Lore . " The messengers of the Inferno who burn everything in their path ! ! In times immemorial , these messengers of the inferno were sealed away inside the Sacred Tree of the Naturia along with the " Qli " . Their forms are said to be based on those of ancient monsters who were seized and captured . Design . Appearance . The revealed " Infernoid " monsters look like mechanical demons . Their designs incorporate vintage computer components ( such as the ) and the descriptions of their corresponding demons ( such as " Attondel " having the tail of a peacock ) . The armor on their bodies is also decorated with the thick , latticework lines , similar to those that also adorn the " Qli " monsters , from which the " Infernoids " emanate . In general , each " Infernoid " has a number of canisters ( as seen in " Void Seer " ) on their body equal to their Level , and are colored according to the spheres of their corresponding " Qli " monster . Etymology . The name of the archetype is a combination of the words " Inferno " / " Infernal " and " Android " . In the " OCG " — Each of the revealed Level 7 and lower " Infernoid " monsters ' names are corruptions of the names of Biblical / Kabbalistic demons , such as " Lucifuge " and " Beelzebub " . The revealed high - Level monsters , such as " Nehemoth " and " Adramelech " , use non - corrupted versions . Their Spell and Trap Cards are named after the . In the " TCG " — Presumably to avoid references to the occult or demonic entities , each " Infernoid " monster is named after an ordinal number in a different language that corresponds to its own Level ( " Antra " , for example , means " second " in Lithuanian , while " Onuncu " is Turkish / Azerbaijani for " tenth " ) . Their Spell / Trap support is termed . Playing style . Breakdown . The " Infernoid " monsters cannot be Normal Summoned / Set , and " must " be Special Summoned by banishing other " Infernoids " from the hand and / or Graveyard while the combined Levels or Ranks of all Effect Monsters you control is 8 or less . The Level 4 and lower " Infernoids " all require one to be banished , Levels 5 to 8 require the player to banish two " Infernoids " , and the Level 9 and 10 require three " Infernoids " to be banished . All of them have either 0 ATK and / or 0 DEF , except for the Level 9 and 10 , that have equal ATK / DEF . The Level 4 and lower " Infernoid " monsters can only be Special Summoned from the hand , and have effects that deal with removing individual cards on the field , by simply destroying them or by returning them to the hand or Deck . Also , during the opponent ' s turn , they can Tribute a monster in order to banish any card in the opponent ' s Graveyard . The Level 5 to 8 " Infernoid " monsters can be Special Summoned from either the hand or Graveyard and have offensive effects that activate when they battle a monster , allowing them to attack a second time in a row , disrupt the opponent ' s hand or banish any card on the Field or from the opponent ' s Extra Deck . Like the smaller " Infernoids " , their secondary effects also allow the player to banish any one card from the opponent ' s Graveyard at the cost of Tributing a monster , but can be activated during either player ' s turn . During your turn , this can be used defensively to dodge effects or strategically to lower the combined Levels of monsters you control , allowing you to continue summoning more " Infernoids " . Lastly , " Infernoid Devyaty " and " Infernoid Onuncu " ( Level 9 and 10 respectively ) , can also be Special Summoned from the Graveyard and have mass - removal effects that trigger upon their Special Summon . " Devyaty " destroys all Spell / Traps on the field , except " Void " Spell / Trap cards , while " Onuncu " wipes out all other monsters on the field . Their secondary effects each negate the activation of an effect , and banish the negated card , at the cost of a tribute . " Devyaty " negates Monster effects , and " Onuncu " negates Spell / Trap effects . The archetype ' s first Normal Summon Monster , " Infernoid Decatron " , is a Tuner monster that can send an " Infernoid " monster from your Deck to your Graveyard upon its summon to gain the sent monster ' s Level , and change its own name and effects to those of the sent monster . This allows great flexibility in that the effects of all other Main Deck " Infernoid " monsters are now easily accessible via " Decatron " , without any need to Special Summon those monsters themselves . Sending " Infernoid " monsters to the Graveyard with the effect of " Decatron " allows them to be banished for the Special Summon of other " Infernoid " monsters or retrieved with " Void Purification " . The Level changing effect of " Decatron " and its Tuner status also enables the Deck to more - efficiently Synchro and Xyz Summon . " Void " support . Because " Infernoids " need a steady supply of their brethren to banish for their summoning requirements , their themed support generally gravitates toward keeping the Graveyard stocked with " Infernoids " . Other than that , the " Void " cards have various disruptive and defensive effects that allow for a Control playing style . Strengths . " Infernoids " are potentially a very fast and offensive Deck . They are usually able to set up quickly with few cards and can unleash a barrage of powerful attackers , in a way similar to " Dragon Ruler s " . The veritable boss - monsters of the deck feature mass - removal effects , strong stats , and the ability to negate card effects . And although their Summoning costs and conditions seem steep at first , when played skillfully , their utility can usually overcome the loss in card advantage . " Infernoids " can even on rare occasions perform OTKs by Summoning certain monsters in sequence . In addition to strong , easily - Summoned attackers , they can put constant pressure on the opponent when set up . By using removal effects , defensive effects , and by constantly Summoning monsters , the opponent is forced to lose or consume their resources from the field and hand . The " Infernoids " must suffer losses in order to work effectively , but the opponent will usually suffer even greater ones . To reinforce this strength , " Infernoids " can also tribute monsters to banish cards from the opponent ' s Graveyard . This ability gives them a way to escape effects , strategize , and to cut the opponent off from resources at a crucial moment . Coupled with cards like " Void Vanishment " , this allows " Infernoids " to control the game in a way akin to Anti - Meta Decks . With the addition of the searchable " Void Imagination " , the archetype also has a card that can singularly inhibit the opponent — sometimes psyching them out into playing more slowly by not summoning Extra Deck monsters . Even if the opponent isn ' t intimidated by the presence of the card and summons anyway , then the card can allow for swarming . This can in turn facilitate the deck ' s own Extra Deck Summoning capability . The effect of " Infernoid Tierra " can also be used to potentially send three copies of " Elder Entity N ' tss " from the Extra Deck to the Graveyard and result in the destruction of three of the opponent ' s cards or forcing them to waste resources by chaining their set cards earlier than planned . Due to their relative lack of focus on the Extra Deck , the " Infernoid " play style is relatively unaffected by Master Rule 4 . If anything , " Infernoid " decks benefit from it as Link Monster s do not have Levels or Ranks , making the restriction of the " Infernoid " monsters ' summoning conditions less of an issue than Fusion , Synchro , and Xyz Summoning does . Weaknesses . The biggest way to counter Infernoids is to cut them off from banishing resources . They must banish cards from their hand or Graveyard in order to Special Summon themselves ; cards that prevent banishing such as " Imperial Iron Wall " , " Chaos Hunter " , " Necrovalley " , etc . can prevent " Infernoid " players from being able to banish cards , effectively preventing them from being able to Summon at all . This also cuts them off from additional support such as " Peropero Cerperus " , " Galaxy Cyclone " and " Breakthrough Skill " . Cards that banish outright or that punish milling are also effective , such as " Masked HERO Dark Law " , " Macro Cosmos " , " Dimensional Fissure " , or " Earthshattering Event " . Cutting them off from Special Summoning by means of the " Djinn Lock " ( currently Forbidden in the TCG ) , " Vanity ' s Emptiness " ( also Forbidden in the TCG ) or " Fossil Dyna Pachycephalo " can also shut down " Infernoids " , since they cannot be Normal Summoned / Set . This forces " Infernoids " to rely on the very few monsters in their Deck they can Normal Summon / Set until they can get rid of the floodgate , forcing them to play slower and more defensively until they can remove it from the field . Due to the low Trap Card count and occasional reliance on Spell Cards , cards that negate Spells such as " Imperial Order " can also slow down an " Infernoid " player . In addition , due to the large number of high level monsters in this deck , " Evilswarm Ophion " can prove to be an extremely bothersome monster ( if one is able to Summon it ) .