Forum:Infernity NeoSphere -- Please Add Suggestions!

Summoning Darkness Neosphere can be one of the most suprising plays a Fiend player can make, especially in the opening turns of a Duel. He's almost like a demonic version of Honest, just waiting for you to attack so he can appear from the shadows. Now that's just one, imagine facing 3!!

This deck relies on reusing the Continuous Trap Cards by the effects of Darkness Neosphere so that I won't have to suffer their effects. The deck has some excellant unexpected swarming power, with Puppet Master,Darkness Neosphere, and Infernity Necromancer.

Monsters
Darkness Neosphere starts out the lineup, being easy to summon, emptying my hand for the Infernity monsters, being immune to destruction by battle, and reusing my permanent trap cards over and over again. He comes in at 3. Next up are my line-up of Infernities. Archfiend is an excellent way to start the duel, and a very mean top-deck card, helping to thin my deck in the process of being Special Summoned. Necromancer can end up turning the tide of a duel, since there is no limit on what Infernities can be summoned with him, except himself. Dwarf can help Neosphere end the game very quickly, even though he isn't a fiend himself. Destroyer can be summoned through Necromancer, and if he's a dead draw he can be tossed away for Neosphere's hand cost. Sangan is a staple in many decks, but has the bonus of being Fiend here! Mask of Darkness runs the same way, bringing back lost Trap cards to annoy the opponent to no end, plus he's a Fiend. A Cat of Ill Omen thins my deck for Trap cards, even if he isn't a Fiend. Dark Resonator is my lone tuner, but since I have to give up a face-up Fiend for my ace monster, he'll survive the first hit, and my opponent will think twice about attacking. Puppet Master was an interesting choice, but I think he does well at bringing back lost Fiends, and he's bait for my opponent to attack, fufilling part of the summoning requirement in the process.

Spells
There are very few Spell cards, but this is because I need a decent amount of Trap cards to fuel Neosphere's deadly second effect. Allure of Darkness comes first, since I have 21 targets for it. Giant Trunade serves as removal for the final kill, plus is a mini-Neosphere when I need to get rid of some of my own cards. Cold Wave also helps me get the final kill in, and with no Spells or Traps for one full turn, my opponent will hopefully slip up and attack me while I have a Fiend out. Big mistake, right? Dark Eruption keeps my monsters coming, and I have a suprising amount of monsters that I can target with it. Finally, Book of Moon takes the last spot, as it can save Darkness Neosphere from an untimely Lightning Vortex or Smashing Ground.

Traps
11 traps here, and all of them are necessary. Call of the Haunted can be reused endlessly with Neosphere, especially when I need to reuse Dark Resonator for a Synchro Summon! Gravity Bind provides an effective lock, shutting down my opponent's offence, while my monsters roam free during my turn. Kunai with Chain is a very fun combo with Neosphere, sending my opponent's monsters into Defence position like crazy, plus providing a +500 to any monster that keeps it on the field for Neosphere to abuse. Phoenix Wing Wind Blast empties my hand of unnecessary cards and annoys my opponent, and Royal Oppression creates another unfriendly lock with Darkness Neosphere. Battle Mania gives my opponent that extra push when they don't want to attack, plus it adds insult to injury when the only monster I have out when they attack is my good 4000 ATK friend. Finally, Limit Reverse acts as a mini-Call of the Haunted, and can be reused to no end.


 * Tell me what you think of this deck, and leave any comments you feel necessary!!--Black Rose 20:15, November 4, 2009 (UTC)