Difference between revisions of "Infernity"

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{{Jankfobox/Yu-Gi-Oh!/Archetype/Start
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{{Infobox archseries
| image name          = JankferArchfiendAvengerLancher.png|thumb
+
| cut_from_names = true
 +
| image          = InfernityLauncher-MADU-EN-VG-artwork.png
 +
| caption        = "[[Infernity Archfiend]]" and "[[Infernity Avenger]]" in the artwork of "[[Infernity Launcher]]".
 +
| ja_name        = インフェルニティ
 +
| romaji        = Inferuniti
 +
| en_anime      = Infernalty
 +
| fr_name        = Enfernité
 +
| de_name        = Ewig infernal
 +
| it_name        = Demoneterno
 +
| it_trans      = Demoneternal
 +
| ko_name        = 인페르니티
 +
| ko_romanized  = Inpereuniti
 +
| sc_name        = 无限狱
 +
| pt_name        = Inférnico/a
 +
| es_name        = Inférnico/a
 +
| sets          =
 +
* [[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator promotional cards]]
 +
* [[Ancient Prophecy]]
 +
* [[Stardust Overdrive]]
 +
* [[The Shining Darkness]]
 +
* [[Phantom Rage]]
 +
| tcg            =
 +
* [[Gold Series 3]]
 +
* [[Photon Shockwave]]
 +
* [[Cosmo Blazer]]
 +
* [[Duelist Saga]]
 +
* [[Speed Duel: Attack from the Deep]]
 +
* [[Code of the Duelist]]
 +
* [[2021 Tin of Ancient Battles]]
 +
* [[Maze of Memories]]
 +
| ocg            =  
 +
* [[V Jump Fall 2015 subscription bonus]]
 +
* [[20th Anniversary Pack 2nd Wave]]
 +
* [[Tournament Pack 2020 Vol.3]]
 +
* [[Premium Pack 2021]]
 +
* [[History Archive Collection]]
 +
* [[V Jump Spring 2024 subscription bonus]]
 +
| anime          = [[Yu-Gi-Oh! 5D's]]
 +
| manga          = [[Yu-Gi-Oh! 5D's (manga)|Yu-Gi-Oh! 5D's]]
 
}}
 
}}
{{Jankfobox/Yu-Gi-Oh!/Archetype/ExtendedName
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"'''Infernity'''" (インフェルニティ ''Inferuniti'') is an [[archetype]] of [[DARK]] [[Monster Card|monsters]] used by [[Kalin Kessler]] in the [[Yu-Gi-Oh! 5D's|''Yu-Gi-Oh! 5D's'' anime]] and [[Yu-Gi-Oh! 5D's (manga)|manga]]. They consist of monsters whose effects activate when a player has no cards in [[hand]]. In episodes 33 - 35 in the dub of ''Yu-Gi-Oh! 5D's'', the archetype was referred to as "'''Infernalty'''".
| kanji                = インフェルニティ
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== Appearance ==
| romanji              = Jankferuniti
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"Infernity" has two primary themes within their artworks; members originating from the anime have a more Wild West-inspired aesthetic, as seen with "[[Infernity Avenger]]" and "[[Infernity Randomizer]]" for cowboys and the likes of "[[Infernity Archfiend]]" and "[[Infernity Mirage]]" for Native Americans. Meanwhile, the manga members much more closely resemble chess pieces akin to the early "[[Archfiend]]" monsters, namely "[[Infernity Patriarch]]" and "[[Infernity Knight]]". Fire is also a commonality shared by members of the archetype and as their name implies, are generally demonic in appearance.
| japanese translated  = Jankfernity
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== Etymology ==
| english              = Jankfernity
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"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".
| english anime        = Jankfernalty
 
| german              = Ewig Jankfernal
 
        | french              = Enfernité
 
        | spanish              = Jankférnicos
 
        | portuguese          = Jankfernal
 
        | italian              = Demoneterno
 
}}   
 
{{Jankfobox/Yu-Gi-Oh!/Archetype/List
 
| sets                =
 
*[[Yu-Gi-Oh! 5D's Stardust Accelerator Promotional Cards]]       
 
*[[Ancient Prophecy]]
 
*[[Stardust Overdrive]]
 
*[[The Shining Darkness]]
 
*[[Gold Series 3]]
 
        | anime                = [[Yu-Gi-Oh! 5D's]]
 
| list                = List of "Jankfernity" monsters
 
| support list        = List of "Jankfernity" Support Cards
 
| anti-support list    = List of Anti-Jankfernity Monster Support Cards
 
}}
 
{{Jankfobox/Yu-Gi-Oh!/Archetype/End}}
 
 
 
'''Jankfernity''', a portmanteau of the words "Jankfernal" and "Jankfinity", are primarily [[DARK]] monster cards with effects activated when a player has no cards in their [[hand]]. This archetype resembles much of the wild west, with cards such as "[[Jankfernity Archfiend]]", "[[Jankfernity Necromancer]]", and "[[Jankfernity Mirage]]" alluding to the native Americans while cards like "[[Jankfernity Avenger]]", "[[Jankfernity Randomizer]]", and "[[Jankfernity Launcher]]" (whose original Japanese name was Jankfernity Gun) relate to the cowboys. This archetype was used by [[Kalin Kessler]] in [[Yu-Gi-Oh! 5D's]].
 
In episodes 33, 34, and 35 in the English version of [[Yu-Gi-Oh! 5D's]], these Jankfernity monsters, spells and/or traps were known as '''Jankfernalty'''.
 
 
 
The first Jankfernity cards were released as promotional cards in [[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]: "[[Jankfernity Archfiend]]", "[[Jankfernity Dwarf]]", and "[[Jankfernity Guardian]]". [[Jankfernity Destroyer]] was released in the [[Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide]] in Japan.
 
 
 
The first Jankfernity card released in a booster set was "[[Jankfernity Beast]]" in [[Ancient Prophecy]]. Two additional Jankfernity cards soon followed with the release of [[Stardust Overdrive]]: [[Jankfernity Necromancer]] and the first Jankfernity trap card [[Jankfernity Force]]. With the release of [[The Shining Darkness]], fifteen more cards were added to the Jankfernity archetype for further support. [[The Shining Darkness]] also includes an Jankfernity synchro monster known as [[Jankfernity Doom Dragon]].
 
 
 
 
==Playing style==
 
==Playing style==
 
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The archetype has a play-style focusing on having an empty [[hand]], with in-theme ways of emptying it to make their plays. This can make cards that force discards a bonus for the [[Deck]] even against an archetype that would focus on doing so. They also possess strong [[Special Summon]] capabilities, allowing them to take advantage of multiple mechanics. A key member of the Deck is "Infernity Archfiend", able to Special Summon itself when drawn into an empty hand and allowing for a search upon doing so. As such, having it in your starting hand can dampen the usefulness of the card though there are workarounds. "[[Infernity Wildcat]]" can help with getting monsters into the [[GY]] to allow one to get going as it gets rid of a fellow "Infernity" to Special Summon itself, and as a [[Tuner]] allows for easier [[Synchro Summon]]ing on top of being able to modify its own [[Level]] by [[banish]]ing a comrade from the GY, while "Avenger" requires a monster to be destroyed. One could use this with "[[Infernity General]]", who in turn banishes itself to revive 2 Level 3 or lower "Infernity" monsters which could also set up [[Xyz Summon]]s. "[[Infernity Beetle]]" is another Level 2 Tuner which [[Tribute]]s itself to [[Summon]] additional copies from the Deck while you have a bare hand, adding to [[swarm]]ing capabilities. Another helpful member is "[[Infernity Necromancer]]", who can immediately go into [[Defense Position]] with a decent 2000 [[DEF]] and Special Summons more resources from the GY, which can be combined with "Infernity Mirage" for swarming and recovery though note "Mirage" itself cannot be Special Summoned. "[[Infernity Conjurer]]" revives itself and, while your hand is empty, lowers the [[ATK]] of opposing monsters by 800. "[[Infernity Dwarf]]" simply grants your monsters piercing battle damage which may be of some use, whilst "[[Infernity Beast]]" shuts down [[Spell]]s/[[Trap]]s when it attacks. "[[Infernity Destroyer]]" sports a decent 2300 ATK and can deal an additional 1600 [[effect damage]] when it destroys a monster, conversely "[[Infernity Guardian]]" cannot be destroyed by battle or card’s effects while face-up which can help with playing defensively. "Randomizer" allows for some draw-power while also inflicting burn damage if it draws a monster but can also burn you for 500 damage if anything else is drawn. "Patriarch" relies on being the only card in your hand to Special Summon itself, and can banish itself from the GY to save your cards from destruction while "Knight" can empty your hand 2 cards at a time to revive itself. "[[Infernity Archer]]" simply attacks directly. In terms of the [[Extra Deck]], the [[Synchro Monster]] "[[Infernity Doom Archfiend]]" can [[negate]] any face-up card's effects and on a bare-bones hand, can also destroy it while also doubling any battle damage it inflicts. It also grants any DARK Synchro Monster up to 2 attacks each [[Battle Phase]]. "[[Infernity Doom Dragon]]" can target and destroy a monster before inflicting half its ATK as damage but won’t be able to attack.
As the monster Effects imply, this deck is focused on having no hand. Using [[discard]]ing effects, such as [[Raigeki Break]] and [[Phoenix Wing Wind Blast]] is the fastest way to empty your hand while setting up your graveyard for cards like [[Jankfernity Archfiend]] and [[Jankfernity Avenger]].
+
In terms of Spells and Traps, a staple card is "[[Infernity Launcher]]" as it can empty the hand faster and bring back 2 of your monsters by sending itself to the GY. Combined with "[[Wave-Motion Inferno]]" this can quickly power up your monsters and start off strong. "[[Infernity Paranoia]]" can Tribute your monsters to Summon another from the Deck or GY but its effects are negated as a result, and must have different name but the same Level as the Tribute. "Paranoia" can also recover resources during the next turn after it was sent to the GY. "[[ZERO-MAX]]" helps with reviving your monsters and can clear the opponent's [[field]] of monsters with equal or lower ATK to boot. "[[Phantom Hand]]" is a [[Continuous Trap]] that allows its controller to banish their entire hand face-down which could be a counter in a pinch against Decks that would lose you the game. "[[Infernity Suppression]]" can negate a monster's effect and inflict burn damage, making it valuable with the fact it can be activated the turn it was [[Set]] if you have an empty hand. "[[Infernity Barrier]]" on the other hand, is a [[Counter Trap]] that can negate ''anything'' while your hand is lacking, making it a staple. "[[Infernity Reflector]]" empties the hand when your monster is destroyed and revives it before inflicting 1000 damage.
 
+
"[[Void Ogre Dragon]]" is a useful Synchro Monster for the Deck (and was even used by Kalin Kessler in the manga), providing a big 3000 ATK beatstick who can negate and destroy any Spells/Traps the opponent would use. "[[Charge Into a Dark World]]" can resurrect practically any of the [[Main Deck]] members before emptying your hand, making it a perfect fit. "[[Dark World Dealings]]" might also be of use as it can draw a card while also providing your GY with resources. "[[Cherubini, Ebon Angel of the Burning Abyss]]" is also helpful as it can accomplish getting monsters like "General" ready for later. "[[Hundred Eyes Dragon]]" is an extremely useful card, able to continuously copy the effects of your monsters in the GY to get more mileage out of them, especially the likes of "Mirage".
Used correctly, this deck can become very powerful on its own. However, you can add a twist by adding in cards from one or two different [[Archetype]]s. The first is the "[[Dark World]]" series. Most of the support tends to involve discarding cards from the hand and Special Summoning from the graveyard, and most of the monsters benefit from this.
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===Recommended cards===
 
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{{Decklist|Recommended cards
The other [[Archetype]] is the "[[Fabled]]" series. Like the [[Dark World]] set, these cards focus primarily on discarding cards in the player's hand. The key difference, however, is that the [[Fabled]] do not actually discard cards to use their own effects, but rather to decrease the number of cards the player is holding, as their monsters can  use their effects only when the player's hand is low on cards, or empty altogether. For this reason, they seem to fit in better with the Jankfernity cards. Notable cards are [[Fabled Raven]] (a Level 2, 1300 ATK [[Tuner]] monster which lets you discard any number of cards to increase its Level by 1, and its ATK by 400, for each card. This effectively lets you empty your hand to have a high Level, high power [[Tuner]] monster) and [[Fabled Soulkius]] (a Level 6, 2200 ATK monster which lets you discard two cards to Special Summon it from the graveyard, fitting perfectly into both the themes of the Jankfernity cards). On top of that, the "[[Fabled]]" are all [[LIGHT]] monsters, while the Jankfernity cards are all [[DARK]] monsters, so even the powerful [[Chaos Sorcerer]] can be splashed into this deck, and in [[Traditional Format]], the great and mighty duo [[Chaos Emperor Dragon - Envoy of the End]] and [[Black Luster Soldier - Envoy of the Beginning]].
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<!--This is not an exact Decklist. Please do not add multiples or staples.-->
 
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|effect monsters =
As of [[The Shining Darkness]] release, the Jankfernity archetype has become much more [[Graveyard]] based. Both [[Jankfernity Mirage]] and [[Jankfernity Launcher]] can quickly and effectively summon your monsters from the grave. And because the most common way of emptying your hand is discarding, you'll have plenty of Jankfernities in your grave to summon. [[Jankfernity Avenger]] can also summon himself and possibly become one of the only Lv.5+ tuners. Because of new graveyard tactics, the Jankfernity have become less and less reliant of top decking, turning this rather risky deck type into a powerful tool of decimation.
+
* [[Infernity Archfiend]]
 
+
* [[Infernity Beast]]
Even though Jankfernity decks can manipulate the number of DARK monsters in their Graveyard at ease, [[Dark Armed Dragon]] is not a recommended card, due to the possibility of it getting stuck in your hand, hindering the entire deck, and you don't want your Jankfernities Removed from Play.
+
* [[Infernity Conjurer]]
 
+
* [[Infernity Destroyer]]
It's usually not recommended to use cards such as "[[Full Salvo]]", "[[Fine]]" and "[[Rope of Life]]", since, while they empty your hand, they also give small benefits and most times the loss outweighs the gain.
+
* [[Infernity General]]
 
+
* [[Infernity Guardian]]
The Jankfernity deck structure is now able to effectively summon several high-level [[Synchro Monsters]] every turn, providing the right cards exist on the field or in-hand. A popular choice is to [[Synchro Summon]] [[Trishula, Dragon of the Ice Barrier]],you can also summon [[Red Nova Dragon]] by [[Red Dragon Archfiend]] and 2 Jankfernity Beetles or [[Mist Wurm]], and exploit their field-clearing abilities, while [[Jankfernity Launcher]] (whether in the hand or on the field) will allow the player to summon a second Trishula or Wurm via [[Jankfernity Necromancer]], [[Jankfernity Archfiend]], [[Jankfernity Beetle]] and another copy of [[Jankfernity Launcher]], to clear the opponent's field, hand and graveyard of any cards blocking a direct attack. Another good [[Synchro Monster]] is [[Hundred-Eyes Dragon]] due to the fact that it can copy most of the ability's used by a [[Jankfernity]] deck. However, you want your Jankfernity monsters in the Graveyard, so it can be a double-edged sword.
+
* [[Infernity Knight]]
 
+
* [[Infernity Mirage]]
== Weaknesses ==
+
* [[Infernity Necromancer]]
 
+
* [[Infernity Patriarch]]
Jankfernities, despite their enormous potential as an [[Instant Synchro]] deck, have a number of crucial weaknesses. Of course, the foremost one is the one shared among most of today's competitive decks. Cards like [[Royal Oppression]], [[Macro Cosmos]], [[Dimensional Fissure]], [[Crevice Into the Different Dimension]] and any other that could lock down the main assets of the deck are the most dangerous threat, with [[Skill Drain]] placing just after them in terms of threat. Side-Deck [[Imperial Iron Wall]] to combat against the removal cards, and [[Twister]] to deal with [[Royal Oppression]]. Cards like [[Effect Veiler]] and [[Battle Fader]] that can be activated in hand can give major surprise and/or lockdown to Jankfernity combo. Cards like [[Threatening Roar]] and [[Waboku]] can slow Jankfernity for a turn, allowing you to get a bit of timing to counter.
+
* [[Infernity Pawn]]
 
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* [[Archfiend Heiress]]
Also, by themselves they are a fairly weak archetype, with the most powerful non-Synchro card, [[Jankfernity Destroyer]], being only 2300 ATK and without a strong enough effect. Hindering the key cards of the deck with [[Prohibition]] and the like can also disrupt their strategy dramatically, since this will leave cards in hand, stopping the effects of [[Jankfernity]] monsters.
+
* [[Danger! Mothman!]]
 
+
* [[Dark Crusader]]
Jankfernity monsters are also severely affected by [[Consecrated Light]]. This monster prevents the Summoning of DARK monsters; therefore disabling Synchro-Summoning. Be careful, Dark monsters can be Flip-Summoned. [[Consecrated Light]] will only stall for a turn or two.
+
* [[Dark Grepher]]
 
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* [[Fiendish Rhino Warrior]]
And if you're looking for cards to side against Jankfernities, [[D.D. Crow]], [[Crevice Into the Different Dimension]] and likes shuts down any Jankfernity OTK move.
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* [[Scarm, Malebranche of the Burning Abyss]]
 
 
The fact that this deck depends on having no cards in your hand can be a weakness itself. If you play a large number of cards and then your opponent plays a field-clearing card like [[Judgment Dragon]] or [[Black Rose Dragon]], you may find yourself painted into a corner. To keep this from happening, [[Jankfernity Guardian]] is a great defense since it can't be destroyed by effects. Use [[Jankfernity Force]] to bring back [[Jankfernity Death Dragon]] and counterattack.  Another weakness of an Jankfernity deck is that it can be completely shut down by Ambitious Gofer due to the fact that it takes advantage of an empty hand.
 
 
 
== Strengths ==
 
 
 
Currently, the most noticeable strength of an Jankfernity deck is its ability to [[Instant Synchro]] with ease, thanks to cards like [[Jankfernity Launcher]] and [[Jankfernity Necromancer]], which allow for very fast Special Summoning from the Graveyard. Similarly to Launcher, [[Jankfernity Mirage]] can Special Summon two more Jankfernity monsters simply by being Tributed, and it's rather easy to keep a hand empty thanks to many cards like [[Raigeki Break]], [[Phoenix Wing Wind Blast]], [[Into the Void]] and so on. Also, the Jankfernity archetype has its own specific Counter-Trap in the form of [[Jankfernity Barrier]], a card that can jam almost anything by itself.
 
 
 
If properly used, it can simply use the many ways it has to Special Summon from the Graveyard to provide material for Synchro Summons, not necessarily having to rely on big plays.
 
 
 
==Post-September 2010 Strategy==
 
 
 
After the September 2010 Forbidden list, the Jankfernity strategy became less OTK oriented and more control oriented. The place of primary tuner, once take by [[Jankfernity Beetle]], now belongs to [[Jankfernity Avenger]]. In addition, the loop is now about summoning level eight synchro monsters, not level nines. [[Hundred-Eyes Dragon]] and [[Jankfernity Doom Dragon]] has become a much more important card. It is being used to remove [[Jankfernity Mirage]], summon [[Jankfernity Archfiend]] and [[Jankfernity Necromancer]]. This is to obtain an extra search with [[Jankfernity Archfiend]], usually for [[Jankfernity Barrier]] or [[Jankfernity Break]]. Another major level eight synchro is [[Jankfernity Doom Dragon]] which not only gives you a 3000 attacker with a burn and destruction effect but also a name for [[Jankfernity Barrier]]. [[Jankfernity Necromancer]] is then used to retrieve [[Jankfernity Avenger]], which is used to [[Synchro Summon]] for another level eight. [[Stygian Street Patrol]] is now being used to special summon [[Jankfernity Archfiend]] while it is the last card in hand, and thus generates a search. It is also used to [[Special Summon]] searched [[Jankfernity Mirage]]s to continue the combo, or search [[Jankfernity Necromancer]]s and [[Jankfernity Avenger]]s to obtain missing pieces of it. [[Armageddon Knight]] has replaced one [[Dark Grepher]], as one does not always want to discard [[Jankfernity Archfiend]] now. If one starts the loop while one's opponent has a monster with 1900 attack or more, one can OTK by summoning [[Colossal Fighter]] and [[Armory Arm]]. Simply perform the loop as normal, but leave [[Jankfernity Archfiend]] out of the last synchro summon. Equip their monster with [[Armory Arm]], and attack it with [[Colossal Fighter]] until they lose.  
 
 
 
And a good way to save and "re-use" your removed from field monsters would be  [[Return from the Different Dimension]] if you are playing with [[Allure of Darkness]], [[Plaguespreader Zombie]], [[The Dark Creator]] and  using constantly the effect of [[Hundred-Eyes Dragon]] to remove your monsters from the graveyard and gain they're effects like the effect of the [[Jankfernity Necromancer]] to special summon the [[Jankfernity Archfiend]] to bring to your hand an [[Jankfernity Barrier]] or a Tuner Monster if you have make a normal summon this turn or remove the [[Jankfernity Mirage]] after attack to special summon [[Stardust Dragon]] with the strategy posted before
 
 
 
This archetype can easily Summon Red Nova Dragon, just by simply using [[Jankfernity Archfiend]], [[Jankfernity Necromancer]] and [[Jankfernity Avenger]] to Summon [[Red Dragon Archfiend]] then Summon [[Jankfernity Beetle]] and activate its effect to special summon two more Jankfernity Beetles, then tune both with Red Dragon Archfiend to Special Summon Red Nova Dragon.
 
 
 
==Recommended Cards==
 
 
 
===Monsters===
 
* [[Jankfernity Archfiend]]
 
* [[Jankfernity Necromancer]]
 
* [[Jankfernity Avenger]]
 
* [[Jankfernity Mirage]]
 
 
* [[Stygian Street Patrol]]
 
* [[Stygian Street Patrol]]
 +
* [[Tour Guide From the Underworld]]
 +
* [[Earthbound Prisoner Stone Sweeper]]
 +
* [[Zalamander Catalyzer]]
 +
* [[Luna the Dark Spirit]]
 +
|tuner monsters =
 +
* [[Infernity Avenger]]
 +
* [[Infernity Beetle]]
 +
* [[Infernity Sage]]
 +
* [[Infernity Wildcat]]
 
* [[Plaguespreader Zombie]]
 
* [[Plaguespreader Zombie]]
* [[Armageddon Knight]]
+
* [[Vision Resonator]]
 +
* [[Synkron Resonator]]
 +
|fusion monsters =
 +
* [[Barox]]/[[Soul Hunter]] (as targets for "Ready Fusion")
 +
|synchro monsters =
 +
* [[Infernity Doom Archfiend]]
 +
* [[Infernity Doom Dragon]]
 +
* [[Hundred Eyes Dragon]]
 +
* [[Void Ogre Dragon]]
 +
* [[Beelze of the Diabolic Dragons]]
 +
* [[Brionac, Dragon of the Ice Barrier]]
 +
* [[Dark End Dragon]]
 +
* [[Hot Red Dragon Archfiend Abyss]]
 +
* [[Trishula, Dragon of the Ice Barrier]]
 +
* [[Accel Synchro Stardust Dragon]]
 +
** [[Bystial Dis Pater]]
 +
** [[Baronne de Fleur]]
 +
|xyz monsters =
 +
* [[Dante, Traveler of the Burning Abyss]]
 +
* [[Leviair the Sea Dragon]]
 +
* [[D/D/D Stone King Darius]]
 +
** [[D/D/D Deviser King Deus Machinex]]
 +
* [[Number 60: Dugares the Timeless]]
 +
|link monsters =
 +
* [[Cherubini, Ebon Angel of the Burning Abyss]]
 +
* [[Crystron Halqifibrax]] (Traditional Format only)
 +
* [[Muckraker From the Underworld]]
 +
* [[Dharc the Dark Charmer, Gloomy]]
 +
* [[Saryuja Skull Dread]]
 +
* [[Wee Witch's Apprentice]]
 +
|normal spells =
 +
* [[Infernity Paranoia]]
 +
* [[Contract with the Void]]
 +
* [[This Creepy Little Punk]]
 +
* [[ZERO-MAX]]
 +
* [[Charge Into a Dark World]]
 +
* [[Foolish Burial]]
 +
* [[Into the Void]]
 +
* [[One for One]]
 +
* [[Allure of Darkness]]
 +
* [[Recurring Nightmare]]
 +
* [[Ready Fusion]]
 +
* [[Synchro Creed]]
 +
* [[Synchro Rumble]]
 +
|field spells =
 +
* [[Archfiend Palabyrinth]]
 +
* [[Nightmare Throne]]
 +
|continuous spells =
 +
* [[Infernity Launcher]]
 +
* [[Wave-Motion Inferno]]
 +
* [[Void Apocalypse]]
 +
* [[Crimson Gaia]] (with "Vision Resonator")
 +
|normal traps =
 +
* [[Infernity Break]]
 +
* [[Infernity Force]]
 +
* [[Infernity Inferno]]
 +
* [[Infernity Reflector]]
 +
* [[Infernity Suppression]]
 +
* [[Archfiend's Ghastly Glitch]]
 +
* [[Fiend Griefing]]
 +
* [[Dark Sacrifice]]
 +
|counter traps =
 +
* [[Infernity Barrier]]
 +
|continuous traps =
 +
* [[Phantom Hand]]
 +
}}
 +
 
 +
===Official Deck===
 +
{{Decklist|Reasoning-Gate Infernity<ref>https://ygorganization.com/ocg-duelist-festival-2016-obelisk-force-deck-recipes/</ref>
 +
|effect monsters =
 +
* [[Archfiend Heiress]]
 
* [[Dark Grepher]]
 
* [[Dark Grepher]]
 
+
* [[Infernity Archer]]
===Spells===
+
* [[Infernity Archfiend]] x3
<!-- This is not an exact Decklist. Do not add multiples or staples.-->
+
* [[Infernity Patriarch]]
* [[Jankfernity Launcher]]
+
* [[Infernity General]]
* [[Book of Moon]]
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* [[Infernity Mirage]] x3
* [[Mystical Space Typhoon]]
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* [[Infernity Necromancer]] x3
 +
* [[Stygian Street Patrol]]
 +
|tuner monsters =
 +
* [[Infernity Avenger]] x2
 +
|synchro monsters =
 +
* [[Beelzeus of the Diabolic Dragons]]
 +
* [[Clear Wing Synchro Dragon]]
 +
* [[Hi-Speedroid Puzzle]]
 +
* [[Hundred Eyes Dragon]] x2
 +
* [[Infernity Doom Dragon]]
 +
* [[Nirvana High Paladin]]
 +
* [[Trishula, Dragon of the Ice Barrier]]
 +
* [[Void Ogre Dragon]] x2
 +
|xyz monsters =
 +
* [[Dark Rebellion Xyz Dragon]]
 +
* [[Leviair the Sea Dragon]]
 +
* [[Number 39: Utopia]]
 +
* [[Number 101: Silent Honor ARK]]
 +
* [[Number S39: Utopia the Lightning]]
 +
|spells =
 +
* [[Dark Hole]]
 
* [[Foolish Burial]]
 
* [[Foolish Burial]]
 +
* [[Harpie's Feather Duster]]
 +
* [[Infernity Launcher]]
 +
* [[Monster Reborn]]
 +
* [[Mystical Space Typhoon]] x3
 
* [[One for One]]
 
* [[One for One]]
 
+
* [[Reasoning]]
===Traps===
+
|traps =
<!-- This is not an exact Decklist. Do not add multiples or staples.-->
+
* [[Compulsory Evacuation Device]] x2
* [[Trap Stun]]
+
* [[Fiendish Chain]] x2
* [[Jankfernity Barrier]]
+
* [[Infernity Barrier]] x3
* [[Jankfernity Break]]
+
* [[Infernity Break]] x3
* [[Jankfernity Jankferno]]
+
* [[Infernity Inferno]]
 
+
* [[Solemn Judgment]]
===Extra Deck===
+
}}
* [[Mist Wurm]]
+
===Weaknesses===
* [[Brionac, Dragon of the Ice Barrier]]
+
Despite their power, "Infernity" can be quite the glass-cannon as their reliance on having no hand can keep the player from using their effects if unable to discard. Cards like "[[Ash Blossom & Joyous Spring]]" and "[[Effect Veiler]]" can also harm the Deck significantly as shutting down the effects of "Archfiend" can be a death sentence. Cards like "[[Dimensional Fissure]]" will also stop it dead in its tracks. Another, arguably greater flaw is the Deck's reliance on an explosive start which can quickly drain resources and make it vulnerable if unable to go in for a quick kill.
* [[Hundred-Eyes Dragon]]
 
* [[Jankfernity Doom Dragon]]
 
* [[Stardust Dragon]]
 
* [[Goyo Guardian]]
 
* [[Ally of Justice Catastor]]
 
* [[Stygian Sergeants]]
 
* [[Colossal Fighter]]
 
* [[Armory Arm]]
 
* [[Dark End Dragon]]
 
 
 
==Jankfernity World==
 
This deck revolves around the not having any cards in your hand as well but use the [[Dark World]] [[Swarm]].
 
 
 
== Recommended cards ==
 
 
 
=== Monsters ===
 
* [[Beiige, Vanguard of Dark World]]
 
* [[Brron, Mad King of Dark World]]
 
* [[Broww, Huntsman of Dark World]]
 
* [[Goldd, Wu-Lord of Dark World]]
 
* [[Sillva, Warlord of Dark World]]
 
* [[Scarr, Scout of Dark World]]
 
* [[Snipe Hunter]]
 
 
 
=== Spells ===
 
<!-- This is not an exact Decklist. Do not add multiples or staples.-->
 
* [[Dark World Lightning]]
 
* [[Dark World Dealings]]
 
* [[Lightning Vortex]]
 
* [[A Feather of the Phoenix]]
 
* [[The Cheerful Coffin]]
 
* [[Card Destruction]]
 
 
 
=== Traps ===
 
<!-- This is not an exact Decklist. Do not add multiples or staples.-->
 
* [[Depth Amulet]]
 
* [[Raigeki Break]]
 
* [[Phoenix Wing Wind Blast]]
 
* [[Jankfernity Jankferno]]
 
* [[Rope of Life]] (helps bring monsters back and fulfills the no-hand requirement)
 
 
 
 
== Trivia ==
 
== Trivia ==
 
+
* The Deck has great symbolism with its user in the anime, Kalin Kessler's mindset. Kalin believes he must pay for his wrongdoings, and "fate" determines whether or not he will win. He largely determines his win or loss off his topdecks, as he must have no cards in his hand when dueling. This can be well said about the play-style of "Infernity", as it is an almost guaranteed win if you draw a good hand, but you will likely lose very quickly if you draw a bad hand and are unable to empty it fast enough, unless you topdeck an extremely lucky card such as "Infernity Archfiend".
* In the Japanese version of [[Yu-Gi-Oh! 5D's]] when [[Kalin Kessler|Kalin]] says '''Jankfernity''', you can hear him mispronouncing it '''Jankfinity'''.
+
* In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity".
 
+
* The handless effect of the "Infernity" archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
* In [[Yu-Gi-Oh! 5D's - Episode 054|Yu-Gi-Oh! 5D's episode 54]] and [[Yu-Gi-Oh! 5D's - Episode 055|Yu-Gi-Oh! 5D's episode 55]] the word '''Jankfernity''' was used instead of '''Jankfernality''' (ep. 33-35). For example, when Kalin played his Jankfernality Fiend in [[Yu-Gi-Oh! 5D's - Episode 033|episode 33]], he then later called it by its TCG name when dueled Yusei again (ep. 54-55).
+
** Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while "Infernity" monsters are DARK monsters and their artwork generally depicts them in some fiery location or using fire.
 
+
* "Infernity" is notorious for its ability to take huge advantage of new Summoning types and mechanics.
* The more recent additions of the [[Jankfernity]] archetype seem to have a Western Shootout theme to them.
+
** While initially doing little of note, the archetype quickly made great use of "[[Brionac, Dragon of the Ice Barrier]]" pre-errata.
 
+
** During the [[Xyz Monster|Xyz era]], the Deck was able to abuse both "[[Leviair the Sea Dragon]]" and "[[Lavalval Chain]]" to easily keep "Hundred Eyes Dragon" in a deadly state, even copying the effects of "Mirage" to keep the game in their favor.
* The new [[Jankfernity]] cards used in the [[Yu-Gi-Oh! 5D's (manga)|manga]] appear to have a Medieval theme.
+
** During the [[Pendulum Monster|Pendulum era]] the archetype favored using a combination of "[[Performapal Skullcrobat Joker]]", "[[Performapal Monkeyboard|Monekyboard]]" and "[[Performapal Lizardraw|Lizardaw]]" to easily abuse [[Pendulum Summon]]ing, short-lived as it was.
 
+
** When [[Link Monster]]s were introduced, "Infernity" was almost immediately using a combination of "[[Firewall Dragon]]", "[[Summon Sorceress]]" and "[[Knightmare Goblin]]" to rise up once again prior to the cards in question being banned.
* The handless effect of the [[Jankfernity]] archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
+
== References ==
** Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while the [[Jankfernity]]s are [[DARK]]-attribute monsters and their artwork generally depicts them with fire.
+
<references />
 
+
{{Archseries navbox}}
{{ArchetypeNavbox|Jankfernity}}
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{{Archseries navbox (anime)}}
[[Category:Archetype]]
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{{Archseries navbox (manga)}}
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{{Archseries navbox (Duel Links)}}
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[[Category:TCG and OCG archetypes]]

Revision as of 00:48, 9 April 2024

Infernity
"Infernity Archfiend" and "Infernity Avenger" in the artwork of "Infernity Launcher".
Japanese
  • インフェルニティ
  • Inferuniti (romanized)
English
  • Infernalty (anime)
Simplified Chinese
  • 无限狱
French
  • Enfernité
German
  • Ewig infernal
Italian
  • Demoneterno
  • Demoneternal (translated)
Korean
  • 인페르니티
  • Inpereuniti (romanized)
Portuguese
  • Inférnico/a
Spanish
  • Inférnico/a
Sets
TCG
OCG
Anime appearances
Manga appearances
Lists

"Infernity" (インフェルニティ Inferuniti) is an archetype of DARK monsters used by Kalin Kessler in the Yu-Gi-Oh! 5D's anime and manga. They consist of monsters whose effects activate when a player has no cards in hand. In episodes 33 - 35 in the dub of Yu-Gi-Oh! 5D's, the archetype was referred to as "Infernalty".

Appearance

"Infernity" has two primary themes within their artworks; members originating from the anime have a more Wild West-inspired aesthetic, as seen with "Infernity Avenger" and "Infernity Randomizer" for cowboys and the likes of "Infernity Archfiend" and "Infernity Mirage" for Native Americans. Meanwhile, the manga members much more closely resemble chess pieces akin to the early "Archfiend" monsters, namely "Infernity Patriarch" and "Infernity Knight". Fire is also a commonality shared by members of the archetype and as their name implies, are generally demonic in appearance.

Etymology

"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".

Playing style

The archetype has a play-style focusing on having an empty hand, with in-theme ways of emptying it to make their plays. This can make cards that force discards a bonus for the Deck even against an archetype that would focus on doing so. They also possess strong Special Summon capabilities, allowing them to take advantage of multiple mechanics. A key member of the Deck is "Infernity Archfiend", able to Special Summon itself when drawn into an empty hand and allowing for a search upon doing so. As such, having it in your starting hand can dampen the usefulness of the card though there are workarounds. "Infernity Wildcat" can help with getting monsters into the GY to allow one to get going as it gets rid of a fellow "Infernity" to Special Summon itself, and as a Tuner allows for easier Synchro Summoning on top of being able to modify its own Level by banishing a comrade from the GY, while "Avenger" requires a monster to be destroyed. One could use this with "Infernity General", who in turn banishes itself to revive 2 Level 3 or lower "Infernity" monsters which could also set up Xyz Summons. "Infernity Beetle" is another Level 2 Tuner which Tributes itself to Summon additional copies from the Deck while you have a bare hand, adding to swarming capabilities. Another helpful member is "Infernity Necromancer", who can immediately go into Defense Position with a decent 2000 DEF and Special Summons more resources from the GY, which can be combined with "Infernity Mirage" for swarming and recovery though note "Mirage" itself cannot be Special Summoned. "Infernity Conjurer" revives itself and, while your hand is empty, lowers the ATK of opposing monsters by 800. "Infernity Dwarf" simply grants your monsters piercing battle damage which may be of some use, whilst "Infernity Beast" shuts down Spells/Traps when it attacks. "Infernity Destroyer" sports a decent 2300 ATK and can deal an additional 1600 effect damage when it destroys a monster, conversely "Infernity Guardian" cannot be destroyed by battle or card’s effects while face-up which can help with playing defensively. "Randomizer" allows for some draw-power while also inflicting burn damage if it draws a monster but can also burn you for 500 damage if anything else is drawn. "Patriarch" relies on being the only card in your hand to Special Summon itself, and can banish itself from the GY to save your cards from destruction while "Knight" can empty your hand 2 cards at a time to revive itself. "Infernity Archer" simply attacks directly. In terms of the Extra Deck, the Synchro Monster "Infernity Doom Archfiend" can negate any face-up card's effects and on a bare-bones hand, can also destroy it while also doubling any battle damage it inflicts. It also grants any DARK Synchro Monster up to 2 attacks each Battle Phase. "Infernity Doom Dragon" can target and destroy a monster before inflicting half its ATK as damage but won’t be able to attack. In terms of Spells and Traps, a staple card is "Infernity Launcher" as it can empty the hand faster and bring back 2 of your monsters by sending itself to the GY. Combined with "Wave-Motion Inferno" this can quickly power up your monsters and start off strong. "Infernity Paranoia" can Tribute your monsters to Summon another from the Deck or GY but its effects are negated as a result, and must have different name but the same Level as the Tribute. "Paranoia" can also recover resources during the next turn after it was sent to the GY. "ZERO-MAX" helps with reviving your monsters and can clear the opponent's field of monsters with equal or lower ATK to boot. "Phantom Hand" is a Continuous Trap that allows its controller to banish their entire hand face-down which could be a counter in a pinch against Decks that would lose you the game. "Infernity Suppression" can negate a monster's effect and inflict burn damage, making it valuable with the fact it can be activated the turn it was Set if you have an empty hand. "Infernity Barrier" on the other hand, is a Counter Trap that can negate anything while your hand is lacking, making it a staple. "Infernity Reflector" empties the hand when your monster is destroyed and revives it before inflicting 1000 damage. "Void Ogre Dragon" is a useful Synchro Monster for the Deck (and was even used by Kalin Kessler in the manga), providing a big 3000 ATK beatstick who can negate and destroy any Spells/Traps the opponent would use. "Charge Into a Dark World" can resurrect practically any of the Main Deck members before emptying your hand, making it a perfect fit. "Dark World Dealings" might also be of use as it can draw a card while also providing your GY with resources. "Cherubini, Ebon Angel of the Burning Abyss" is also helpful as it can accomplish getting monsters like "General" ready for later. "Hundred Eyes Dragon" is an extremely useful card, able to continuously copy the effects of your monsters in the GY to get more mileage out of them, especially the likes of "Mirage".

Recommended cards

Recommended cards

Official Deck

Weaknesses

Despite their power, "Infernity" can be quite the glass-cannon as their reliance on having no hand can keep the player from using their effects if unable to discard. Cards like "Ash Blossom & Joyous Spring" and "Effect Veiler" can also harm the Deck significantly as shutting down the effects of "Archfiend" can be a death sentence. Cards like "Dimensional Fissure" will also stop it dead in its tracks. Another, arguably greater flaw is the Deck's reliance on an explosive start which can quickly drain resources and make it vulnerable if unable to go in for a quick kill.

Trivia

  • The Deck has great symbolism with its user in the anime, Kalin Kessler's mindset. Kalin believes he must pay for his wrongdoings, and "fate" determines whether or not he will win. He largely determines his win or loss off his topdecks, as he must have no cards in his hand when dueling. This can be well said about the play-style of "Infernity", as it is an almost guaranteed win if you draw a good hand, but you will likely lose very quickly if you draw a bad hand and are unable to empty it fast enough, unless you topdeck an extremely lucky card such as "Infernity Archfiend".
  • In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity".
  • The handless effect of the "Infernity" archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
    • Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while "Infernity" monsters are DARK monsters and their artwork generally depicts them in some fiery location or using fire.
  • "Infernity" is notorious for its ability to take huge advantage of new Summoning types and mechanics.

References