Infernoble Knight

Master I from on February 11th, 2024
cp-ur 810 + cp-sr 600
44 cards

Notes & Combos

Winrate in past 50 duels: 59.2%

Games played and Winrate going First: 22, 68.2%

Games played and Winrate going Second: 28, 50%

Howdy, one of two Infernoble helpers on MDM submitting my list. I'm gonna explain ratios, tech choices and a notable card I excluded from the deck here. Should you wish to watch replays of me on the deck (and fellow Helpers Jeremy and Spratt), check out the Infernoble replays thread in the #Infernoble channel of the discord.

One Renaud: A trim I personally found necessary as I wanted to stick as close to 40 cards as possible, and the 2nd Renaud just wasn't something I found game up.

Imperm over Droll: While Droll might be an answer to Maxx "C" on occasion, I found that its current matchup spread is overall worse than Imperm. Imperm feels far more solid into decks like Branded, Labrynth, Snake Eye, and the Mirror. You only miss out on SHS, and its difficult for us to beat Bagooska+Handtraps regardless.

No Maugis: This is contentious, but to explain this decision with some math, we can only fit 9 handtraps in 44/45 for common card counts. Ending up at around 24/25/26 cards left in deck when your combo ends, generally. Maugis will shuffle back 3 then draw 1. The odds of him finding a handtrap are 32.14% assuming all 9 are still in the deck. These odds are horrible, and I did not find that I needed Maugis to win the grind either.

Bamboo Swords: Necessary additions to ensure you have an equip in hand, helps us beat Nibiru and Droll, and makes Diabell+Connector an even stronger opening hand. If you want more info on why these cards raise combo consistency instead of being 2 """bricks""", pop into the #Infernoble channel!

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