Monsters : 15
3x Infernity Archfiend
3x Infernity Guardian
3x Infernity Necromancer
3x Krebons
3x Dark Grepher
Spells : 11
3x Telekenitic Power Well
1x Foolish Burial
1x Heavy Storm
1x Giant Trunade
1x Mystical Space Typhoon
1x Emergency Teleport
1x Falling Down
1x Brain Control
1x Mind Control
Traps : 14
3x Infernity Force
3x Archfiend's Roar
3x Raigeki Break
2x Dark Bribe
1x Call of the Haunted
1x Mirror Force
1x Solemn Judgment
Extra Deck : 15
2x Magical Android
1x Ally of Justice Catastor
1x Iron Chain Dragon
1x Goyo Guardian
1x Flamvell Uruquizas
1x Gaia Knight, the Force of the Earth
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
1x Ancient Fairy Dragon
1x Thought Ruler Archfiend
1x Stardust Dragon
1x Red Dragon Archfiend
1x Colossal Fighter
Side Deck : 15
1x Psychic Commander
1x Mystic Tomato
3x Thunder Kind Rai-oh
3x Lightning Vortex
1x Twister
3x Dark Illusion
2x Starlight Road
The side and Spell/Trap line-up need a little love, but the deck actually runs really smooth. I'd like to include a Limit Reverse or two in here to revive Infernity Necromancer, and then +1 off of his summon effect. But after that he's stuck in attack which kinda sucks.
The number of monsters in your opening hand is one of the biggest factors when playing the deck. So I made this
0 Monsters - 4.6% - Bad
1 Monster - 21% - Not the easiest hand to play (especially if that monster is Grepher, which would happen a fifth of the time a single monster hand is drawn) But it still has options.
2 Monsters - 35% - Probably the best hand, even if they are both non-Grepher monsters. It gives you a discard, or a slower set up into your "Handless Combo"
3 Monsters - 27% - Kinda like 1 monster hands, just with less backrow options
4 Monsters - 11% - Bad
5 Monsters - 2 % - Worse
6 Monsters - 0.13% - The utter suck, may as well scoop hand
Opinionate me my bretheren