Infernoble Knight Emperor Charles
Infernoble Knight Emperor Charles

Infernoble Knight Emperor Charles – #MP21-EN127

1 Tuner + 1+ non-Tuner monsters
If an Equip Card becomes equipped to a monster on the field, even during the Damage Step: You can destroy 1 card on the field. During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Spell that gives it 500 ATK. You can only use each effect of “Infernoble Knight Emperor Charles” once per turn.

Date Reviewed:  September 21st, 2023

Rating: 3.50

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Infernoble Knight Emperor Charles is our Throwback Thursday choice this week and the basis of Angelica, Princess of Noble Arms’s search ability

Generic Level 9 Synchro that is all about offense with its terrible 200DEF, Emperor Charles needs an Equip Card to equip to a monster to facilitate his spot removal. Infernoble Knights can become Equip Spells, as well as get you to Infernoble Arms through their effects. Noble Arms Museum directly gets you to a Noble Arms Equip to do this as well. It won’t always come up, but Emperor Charles getting his destruction ability even if an equip happens in the Damage Step means at no point are you safe from the destruction. Charles can equip himself in the End Phase twice. You’ll need that first Equip Spell to go through to get the deck thin and an Infernoble Knight attaching itself as an Equip Spell. Oliver offer targeting protection, Ricciardetto gives 500 extra ATK and will have a grave effect when it reaches there. Maugis offers battle protection, and can shuffle back 3 Noble Arms/Fire Warrior monsters to draw a card when he hits the grave. Charles has no internal protection for himself and his weak DEF makes him vulnerable to almost any monster in the game, but with one equip from either of those two monsters mentioned, he gains protection and 500-1000ATK. As for the Equip Spells you are likely to attach to him:

Almace gets you another Noble Arms and then destroys a monster

Durendal searches a Level 5 or lower FIRE Warrior

Hauteclere grants an extra attack (though restricts you to the equipped monster attacking only) Joyeuse adds back a FIRE Warrior from the grave to the hand

Arfeudutyr can destroy a set card

Clarent can grant a direct attack

Excaliburn offers targeting protection, and Noble Arms of Destiny offers once per turn destruction protection.

No matter which you target Charles with, as long as you get that deck thin of an Infernoble Knight monster and attach it you will have a 3500ATK monster who has two equips on him and can bounce back if something goes wrong because that is what Infernoble Knight monsters do.

Charles loves arming himself with weapons. Deck thin is great, Infernoble Knights work great in the archetype as Equip Spells as well as monsters. You won’t play a ton of Noble Arms, but the ones you do will grant Charles protection or offensive capabilities, as well as trigger his destruction ability once per turn. Could have been overpowered if it happened each time he was equipped, so the balance is there, and at Level 9 in this archetype he isn’t very hard to Synchro Summon.

Advanced-3/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Throwback Thursday this week brings us to the original boss monster from the Infernoble Knights when they debuted in 2020: Infernoble Knight Emperor Charles.

Emperor Charles is a Level 9 FIRE Warrior Synchro with 3000 ATK and 200 DEF. ATK is great, DEF is for if you want to do Rekindling things with this, and FIRE/Warrior remains great. Materials are any Tuner and any non-Tuner(s), so generic to make. The first effect triggers if a monster on the field is equipped with an Equip Card, even in the Damage Step, letting you destroy a card on the field. This can be pretty good removal and disruption. You’re likely pretty equip-heavy in Infernoble Knights, and some of your cards that can equip are Quick Effects, letting this trigger on either player’s turn at least. Being able to use this each turn would maximize the value you get from this card. The second effect triggers during the End Phase, letting you equip an Equip Spell from your graveyard to this card and then you can equip a FIRE Warrior from your Deck to this card as an equip that gives this card 500 ATK, so more ways to get equips on this card for protection and boosts, all while potentially triggering the first effect of this card if you haven’t already. Hard once per turn on each effect, of course. Emperor Charles is a pretty good Synchro to serve as the boss of the Infernoble Knights. It helps load up your equips, probably to use for negations with your other monsters, all while also being protection and destruction via Charles’ own effect. The best combo with this card, that being with Smoke Grenade of the Thief, is no longer legal, but this is still a staple for Infernoble Knights.

Advanced Rating: 3.75/5

Art: 4/5 Nice sword and armor.


Mighty Vee
Mighty
Vee

Throwback Thursday naturally brings us to the former boss of the Infernoble series (though it’s still very much around), Infernoble Knight Emperor Charles, a level 9 FIRE Warrior Synchro monster. Though it has generic requirements of a Tuner and any number of non-Tuners, you probably shouldn’t make it outside of Infernoble because of how specialized its effects are. Charles has a solid attack stat of 3000, though bizarrely it has a measly 200 defense! Fortunately, we won’t have to worry about the Lightning Storm conundrum anymore, especially with tomorrow’s card.

Charles has two hard once per turn effects, per usual, the first triggering any time a monster gets equipped with an Equip card, letting you destroy any card on the field. Non-targeting quick destruction is very versatile, and while Charles can’t really trigger it by itself, Infernoble Knight Captain Roland (which you’ll use to make Charles most of the time) graciously has a Quick effect to equip itself to one of your monsters, so you should have this effect primed if you managed to summon Charles. Charles’s other effect triggers during the End Phase, letting you equip an Equip Spell from your hand or Graveyard to Charles then equip a FIRE Warrior from your deck to Charles as well, that monster granting Charles a boost of 500 attack. This effect doesn’t accomplish much for disruption aside from providing more fuel for Immortal Phoenix Gearfried, but it does provide excellent follow-up for the next turn, and your choice of level 4 Infernoble monster can give Charles some much-needed protection, whether it be from targeting, battle, or destruction. Charles has aged well for a boss monster, but there’s practically no reason to end on Charles with the new boss; fortunately, said boss requires Charles in the first places, so Charles isn’t going anywhere any time soon.

Advanced: 3.75/5

Art: 3.5/5 Isn’t this the Auram pose?


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