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Infernity

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{{Infobox archetypearchseries
| cut_from_names = true
| image = InfernityLauncher-TF05MADU-JPEN-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| de_name = Ewig Infernal| fr_name = Enfernité| es_name de_name = InférnicoEwig infernal| it_name = Demoneterno| it_trans = Demoneternal|ko_name =인페르니티|ko_romanized =Inpereuniti| other_names sc_name = 无限狱; Croatian| pt_name = Inférnico/a: Paklovječeni| 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]]
}}
 "'''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'. They consist of monsters whose 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 English version dub of ''Yu-Gi-Oh! 5D's'', the archetype was referred to as "'''Infernalty'''". The first == Appearance =="Infernity" cards were released has two primary themes within their artworks; members originating from the anime have a more Wild West-inspired aesthetic, as promotional cards in ''seen with "[[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust AcceleratorInfernity Avenger]]]'': " and "[[Infernity ArchfiendRandomizer]]", for cowboys and the likes of "[[Infernity DwarfArchfiend]]", and "[[Infernity GuardianMirage]]"for Native Americans. Meanwhile, the manga members much more closely resemble chess pieces akin to the early "[[Infernity DestroyerArchfiend]]" was released in the ''monsters, namely "[[Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide]]'' in Japan. The first Infernity Patriarch]]"Infernity" card released in a booster pack was and "[[Infernity BeastKnight]]" in [[Ancient Prophecy]]. Two additional Fire is also a commonality shared by members of the archetype and as their name implies, are generally demonic in appearance.== Etymology =="Infernity" cards soon followed with is a portmanteau of the release of [[Stardust Overdrive]]: words "[[Infernity Necromancer]]Infernal/Inferno" and the first "Infernity" Trap Card "[[Infernity Force]]Infinity". With the release of ==Playing style==The archetype has a play-style focusing on having an empty [[The Shining Darknesshand]], fifteen more cards were added with in-theme ways of emptying it to the "Infernity" archetypemake their plays. This can make cards that force discards a bonus for the [[The Shining DarknessDeck]] even against an archetype that would focus on doing so. They also included the "Infernity" Synchro Monster "possess strong [[Infernity Doom DragonSpecial Summon]]capabilities,allowing them to take advantage of multiple mechanics. A key member of the Deck is " ''[[Photon Shockwave]]'' introduced "[[Infernity Knight]]Infernity Archfiend" , able to Special Summon itself when drawn into an empty hand and lastallowing for a search upon doing so. As such, [[Cosmo Blazer]] introduced having it in your starting hand can dampen the usefulness of the card though there are workarounds. "[[Infernity ArcherWildcat]]. The "Infernity" Deck received some major boosts can help with getting monsters into the advent of Xyz monsters. The first is "[[Leviair the Sea DragonGY]]", which can be made with two to allow one to get going as it gets rid of a fellow "Infernity Necromancer"s, two "to Special Summon itself, and as a [[Tour Guide From the UnderworldTuner]]"s, or a combination of the two. "allows for easier [[Hundred Eyes DragonSynchro Summon]]" or "ing on top of being able to modify its own [[Infernity BreakLevel]]" can by [[banish ]]ing a comrade from the GY, while "Infernity MirageAvenger" with its effect, and requires a monster to be destroyed. One could use this with "Leviair the Sea Dragon[[Infernity General]]" can then , who in turn banishes itself to revive the 2 Level 3 or lower "Infernity Mirage" for a Synchro monsters which could also set up [[Xyz Summon and an ]]s. "[[Infernity Archfiend" search, as the restriction on its Special Summon only applies to the Graveyard. Another handy Xyz monster is Beetle]]"is another Level 2 Tuner which [[Lavalval ChainTribute]]". Its effect can place "s itself to [[Infernity ArchfiendSummon]]" on top of your deckadditional copies from the Deck while you have a bare hand, which can lead adding to its Special Summon on the following turn if your hand is empty[[swarm]]ing capabilities. While it Another helpful member is on the weaker side in terms of ATK and DEF, if "[[Lavalval ChainInfernity Necromancer]]" manages to survive into a second turn, it who can use its other effect to set up your Graveyard immediately go into [[Defense Position]] with whatever "a decent 2000 [[Infernity ArchfiendDEF]]and Special Summons more resources from the GY, which can be combined with " searched out. Infernity Mirage" for swarming and recovery though note "Mirage" itself cannot be Special Summoned. "[[Void Ogre DragonInfernity Conjurer]]" revives itself and ", while your hand is empty, lowers the [[Beelze of the Diabolic DragonsATK]]" are welcome additions to the "Infernity" arsenal of Level 8 Synchro of opposing monsters, having great synergy with the deck and able to fend off threats such as by 800. "[[Dark HoleInfernity Dwarf]]" and most common defensive traps. Lastlysimply grants your monsters piercing battle damage which may be of some use, Infernity decks serve as a great engine to easily summon all of the whilst "[[Red Dragon Archfiend (archetype)Infernity Beast]], including " shuts down [[Red Nova DragonSpell]], s/[[Hot Red Dragon Archfiend AbyssTrap]]s when it attacks. "[[Infernity Destroyer]], " sports a decent 2300 ATK and can deal an additional 1600 [[Hot Red Dragon Archfiend Belialeffect damage]]when it destroys a monster, possibly even in one turn. == Design == === Appearance ==="conversely "[[InfernityGuardian]]" monsters' artwork owes much to stereotypical depictions of the "wild west," cannot be destroyed by battle or card’s effects while face-up which can help with cards such as playing defensively. "[[Infernity Archfiend]]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. "[[Infernity Necromancer]]Patriarch", and "[[Infernity Mirage]]" alluding relies on being the only card in your hand to Special Summon itself, and can banish itself from the Native Americans, while GY to save your cards like from destruction while "[[Infernity Avenger]]Knight", can empty your hand 2 cards at a time to revive itself. "[[Infernity RandomizerArcher]]", and simply attacks directly. In terms of the [[Extra Deck]], the [[Synchro Monster]] "[[Infernity LauncherDoom Archfiend]]" (whose original Japanese name was "Infernity Gun") relate to cowboys. More recent "Infernity" monsters like "[[Infernity Knight]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 [[Infernity GeneralBattle Phase]]," and . "[[Infernity ArcherDoom Dragon]]" bear strong medieval overtonescan target and destroy a monster before inflicting half its ATK as damage but won’t be able to attack.  === Etymology ==="Infernity" is a portmanteau In terms of the words "InfernalSpells and Traps, a staple card is " and "Infinity". ==Play Style== The deck relies on an empty hand. Using [[discard]]ing effects like "[[Dark GrepherInfernity Launcher]]" as it can empty the hand faster and bring back 2 of your monsters by sending itself to the GY. Combined with "[[Summoner MonkWave-Motion Inferno]]" is the fastest way to empty your hand while setting this can quickly power up your Graveyard for cards like monsters and start off strong. "[[Infernity LauncherParanoia]]", "[[Infernity Necromancer]]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. " and Paranoia"[[Infernity Avengercan also recover resources during the next turn after it was sent to the GY. "[[ZERO-MAX]]". With helps with reviving your monsters and can clear the release of 'opponent's [[The Shining Darknessfield]]'', the of monsters with equal or lower ATK to boot. "Infernity[[Phantom Hand]]" archetype's strategy became Graveyard-centric. Because the most common way of emptying the hand is through discarding effects, the Graveyard should load up very quickly with "Infernities" to Special Summon with the effects of "a [[Infernity Mirage]]", "[[Infernity NecromancerContinuous Trap]]" and 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 LauncherSuppression]]". As can negate a bonusmonster'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 AvengerBarrier]]" can Special Summon itself from on the Graveyard in response to the destruction of an "Infernityother hand," maintaining field advantage while also potentially returning as is a level 3+ Tuner. Note, it's best to avoid cards like "[[Full Salvo[[Counter Trap]]"that can negate ''anything'' while your hand is lacking, making it a staple. "[[FineInfernity Reflector]]", empties the hand when your monster is destroyed and revives it before inflicting 1000 damage."[[Rope of LifeVoid Ogre Dragon]]", because although they empty is a useful Synchro Monster for the hand, they typically don't generate more than momentary advantageDeck (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. An "Infernity" player should always plan for the long-term. A well-built "Infernity" Deck can churn out several powerful [[Synchro Monsters[Charge Into a Dark World]] and " can resurrect practically any of the [[Xyz MonstersMain Deck]] per turn. members before emptying your hand, making it a perfect fit. "[[Infernity LauncherDark World Dealings]]" might also be of use as it can allow for even more Synchro Summons and Xyz Summons via draw a combination of "card while also providing your GY with resources. "[[Infernity NecromancerCherubini, Ebon Angel of the Burning Abyss]]", is also helpful as it can accomplish getting monsters like "General" ready for later. "[[Infernity ArchfiendHundred Eyes Dragon]]"is an extremely useful card, and/or "[[Infernity Avenger]]". With able to continuously copy the release effects of "[[Lavalval Chain]]"your monsters in the GY to get more mileage out of them, most especially the likes of "[[Infernity]]Mirage" decks have changed to run only "[[Infernity Avenger]]" as their Tuner or no Tuners at all to ensure a low monster count considering "[[Infernity Beetle]]" is only useful when running 3. However, "[[Mist Wurm]]" can still easily be made with two Level 4s and an Avenger. "[[Infernity Mirage]]" can Tribute itself to Special Summon two more "Infernity" monsters from the Graveyard, for yet another Synchro Monster or an Xyz, if need be. Namely "Leviair the Sea Dragon" Another good [[Synchro Monster]] is "[[Hundred Eyes Dragon]]": its ability essentially makes it a fourth copy of any "Infernity" monster, provided it exists in the Graveyard. Normally, you will use its effect to copy either "[[Infernity Necromancer]]" or "[[Infernity Mirage]]", which will let you Summon back other Infernity monsters in your Graveyard to gain further advantage. If usng Mirage - make sure the latter was Properly Synchro Summoned so you waste not much time summoning it back. == Strengths == The most noticeable strength of an "Infernity" Deck is its easy Synchro Summoning and Xyz Summoning capabilities. The archetype also boasts its own [[Counter Trap Card]] in the form of "[[Infernity Barrier]]"- a card that can [[Negate]] virtually anything- as well as its own [[Normal Trap Card]] in "[[Infernity Break]]" which takes care of any threats that Infernity Barrier cannot handle. "Infernity" decks create long chains of Synchro and/or Xyz Summons, which concludes with up to three primed "Infernity Barriers" and "Infernity Breaks" backing a field of powerful Synchro and/or Xyz Monsters. This set up is nearly invincible if achieved. == Weaknesses == "Infernities", despite their enormous Synchro Summoning and Xyz Summoning ability, have a number of crucial weaknesses. * Cards that banish, negate effects or stop your options, like "[[Macro Cosmos]]," "[[Dimensional Fissure]]," "[[Shadow-Imprisoning Mirror]]", "[[Necrovalley]]", "[[Royal Decree]]", "[[Rivalry of Warlords]]" and "[[Skill Drain]]," are major threats. ** Side Decking "[[Imperial Iron Wall]]", "[[Burial from a Different Dimension]]", and "[[Mystical Space Typhoon]]" or "[[Twister]]" to counter this counter. ** Most of these threats can be dealt with quickly by using "[[Diamond Dire Wolf]]", however it is a bit of a double-edged sword, as you now lose your monster and had to change your play to your disadvantage even though you got rid of a problematic card. * Cards like "[[Effect Veiler]]", "[[Maxx "C"]]" "[[D.D. Crow]]" and "[[Battle Fader]]" that can be activated from the hand can also pose problems, due to the fact you need to empty out your hand and you may have no more plays left if victim to these cards. ** "[[Mind Drain]]" will help greatly against these threats, rendering them all useless to your opponent but not hurting you, as you want no hand and therefore cannot run them. Be warned that you will not be able to activate the effect of "[[Infernity Archfiend]]" from the hand while "[[Mind Drain]]" is face-up on the field, so you may want to use one or two copies of "[[Trap Stun]]" to counter this negative. * Without a strong [[Extra Deck]], "Infernities" are a fairly weak archetype, with their most powerful non-Synchro card being "[[Infernity General]]," sporting 2700 ATK with no restriction of summon. Furthermore, the deck's dependency on an empty hand is a weakness in itself.  * Field-wipers like "[[Judgment Dragon]]" or "[[Black Rose Dragon]]" can seriously cripple the deck if a player decides to set his or her entire hand in order to gain access to "Infernity" effects. "[[Infernity Guardian]]" could be a life-saver in such a situation. * However, it is also possible to capitalize on this said internal weakness by simply forcing your opponent to have cards in their Hand. Directly, cards like "[[Dark Bribe]]" "[[Destiny HERO - Defender]]", "[[Chainsaw Insect]]", "[[Level Modulation]]", "[[Hiro's Shadow Scout]]", "[[Morphing Jar]]" "[[The Bistro Butcher]]" and "[[The Gift of Greed]]" can be good in doing this. * A huge weakness of "[[Infernity]]" is you will often find yourself in situations where you are top decking if your opponent has responses to your initial plays, putting you in a situation where you are banking on drawing a lucky card, such as top decking an "[[Infernity Archfiend]]".  * Because of the requirement of having no cards in your hand, you also will sometimes draw too many monsters even when keeping the monster count low, or you will draw too many Spells/Traps. Therefore, you will be unable to make any plays. * "[[Infernity Barrier]]" and "[[Infernity Break]]", while powerful cards, can pose problems when you draw them but do not have the requirements to activate them in your hand. * Because "[[Infernities]]" are very dependent on other cards in your deck to support your plays, you will have problems if you draw certain cards without drawing the necessary support to make them beneficial. For instance, drawing an "[[Infernity Archfiend]]" with no way of Special Summoning it or getting it in your Graveyard to Special Summon it via "[[Infernity Necromancer]]", drawing too many "[[Stygian Street Patrol]]"s with no monsters in your hand to benefit its effect, and so on. ==Post-September 2010== After the September 2010 Forbidden list's restriction on "[[Infernity Launcher]]", the "Infernity" Deck began to lean on its control aspect. "[[Infernity Avenger]]" replaced "[[Infernity Beetle]]" as the deck's primary [[Tuner]]. It allows "Infernities" to Summon level 8 Synchro monsters with relative ease, which, without the [[OTK]] potential offered by a full play-set of "[[Infernity Launcher]]", is necessary for the deck's continued viability. Given that, "[[Hundred Eyes Dragon]]" is arguably the most important Synchro monster in the "Infernity" arsenal. As touched upon, it can banish "[[Infernity Mirage]]," copy its effect, and then Special Summon "[[Infernity Archfiend]]" and "[[Infernity Necromancer]]". This triggers a search out of "[[Infernity Archfiend]]", usually for "[[Infernity Barrier]]", "[[Infernity Launcher]]", or "[[Infernity Mirage]]". Then, "[[Infernity Necromancer]]" Special Summons "[[Infernity Avenger]]", which is used to [[Synchro Summon]] for another Level 8 Synchro monster. Note that this monster could be another "[[Hundred Eyes Dragon]]", which would restart this cycle with the addition of a set "[[Infernity Barrier]]." These loops are best finished with "[[Infernity Doom Dragon]]": not only a 3000 ATK beatstick equipped with a [[Burn]] and destruction effect, but more importantly, an "Infernity" monster with which to fulfill the activation requirement of "Barrier." "[[Stygian Street Patrol]]" has some synergy with the deck, although it can be a bit slow if drawn as opposed to being sent straight from the Deck to the Graveyard. It acts as a Special Summon outlet for "[[Infernity Archfiend]]" if it's the last card in hand, and as a means of barraging an opponent with Synchro monsters by Special Summoning an "[[Infernity Mirage]]" searched by "[[Infernity Archfiend]]" after a Normal Summon. If included, a balance between "[[Armageddon Knight]]" and "[[Dark Grepher]]" as opposed to just "[[Dark Grepher]]" is preferred, as "Infernity" Decks tend to have a lower monster-to-Spells/Traps ratio than most Decks, rendering "[[Dark Grepher]]'s" discard unwieldy. With the release of "[[Lavalval Chain]]", the "[[Infernity]]" Synchro deck now has much more consistency. It allows for more consistent Synchro Summoning and faster Graveyard set-up, without having to use slow and inconsistent cards such as "[[Infernity Inferno]]", "[[Wave-Motion Inferno]]", "[[Dark Eruption]]", "[[Into the Void]]", and "[[Phantom Hand]]" by instead using .===Recommended cards such as "[[Summoner Monk]]", "[[Instant Fusion]]" and "[[Transmodify]]". See Post Duel Terminal 7 for more information.==={{Decklist|Recommended Cards|color=|color2=|monsters =cards
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
|effect monsters =
* [[Infernity Archfiend]]
* [[Infernity Beast]]
* [[Infernity Conjurer]]
* [[Infernity Destroyer]]
* [[Infernity General]]
* [[Infernity Guardian]]
* [[Infernity Knight]]
* [[Infernity Mirage]]
* [[Infernity Necromancer]]
* [[Infernity Patriarch]]
* [[Infernity Pawn]]
* [[Archfiend Heiress]]
* [[Danger! Mothman!]]
* [[Dark Crusader]]
* [[Dark Grepher]]
* [[Fiendish Rhino Warrior]]
* [[Scarm, Malebranche of the Burning Abyss]]
* [[Stygian Street Patrol]]
* [[Tour Guide From the Underworld]]
* [[Earthbound Prisoner Stone Sweeper]]
* [[Zalamander Catalyzer]]
* [[Luna the Dark Spirit]]
|tuner monsters =
* [[Infernity Avenger]]
* [[Infernity MirageBeetle]]* [[Stygian Street PatrolInfernity Sage]]* [[Infernity Wildcat]]* [[Plaguespreader Zombie]]* [[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]]
* [[Infernity Doom Dragon]]
* [[Void Ogre Dragon]]
* [[Stygian SergeantsBeelze of the Diabolic Dragons]]* [[Brionac, Dragon of the Ice Barrier]]
* [[Dark End Dragon]]
* [[Hot Red Nova DragonArchfiend Abyss]]* [[Red Trishula, Dragon of the Ice Barrier]]* [[Accel Synchro Stardust Dragon Archfiend]]** [[Bystial Dis Pater]]** [[Mist WurmBaronne de Fleur]]
|xyz monsters =
* [[Lavalval ChainDante, 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 is not an exact Decklist. Please do not add multiples or staples.Creepy Little Punk]]* [[ZERO-->MAX]]* [[Infernity LauncherCharge 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 =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity Break]]* [[Infernity Force]]* [[Infernity Inferno]]* [[Infernity Reflector]]* [[Infernity Suppression]]* [[Archfiend's Ghastly Glitch]]* [[Fiend Griefing]]* [[Dark Sacrifice]]|counter traps =
* [[Infernity Barrier]]
|continuous traps =* [[Infernity BreakPhantom Hand]]
}}
==Post-Duel Terminal 7=Official Deck=== After the release of "[[Lavalval Chain]]" in [[Duel Terminal 7]], some players began focusing the "{{Decklist|Reasoning-Gate Infernity" Deck solely on Xyz Summoning rather than Synchro Summoning. As a result, the deck has greater resistance to the dreaded "[[Evilswarm Ophion]]". The Xyz version of the Deck now focuses entirely on Rank 3 and Rank 4 Xyz Monsters. The only "Infernity" Monsters that are needed in the Deck are "[[Infernity Archfiend]]" and "[[Infernity Necromancer]]". "Archfiend" is everything to this deck; it searches the key cards and facilitates the negation ability of "[[Infernity Barrier]]". "Lavalval Chain" can place him on top of the Deck every turn, netting you a free "Infernity" card every draw phase. This Deck attempts to [[Xyz Summon]] "[[Lavalval Chain]]" as soon as possible through the use of cards like "[[Stygian Street Patrol]]", "[[Instant Fusion]]" and "[[Summoner Monk]]". By using "Chain", you can draw into "[[Infernity Archfiend]]" every turn, allowing him to search out the Deck's key trap cards, "[[Infernity Break]]" and "[[Infernity Barrier]]". These traps negate or destroy your opponent's cards, giving the "Infernity" Deck more of a [[Stun]] feel than ever before. "[[Number 66<ref>https: Master Key Beetle]]" is a very useful Xyz monster in this deck. If you have the option to Xyz summon a second Xyz monster after "[[Lavalval Chain]]", "[[Master Key Beetle]]" can send another "[[Infernity Archfiend]]" to the graveyard while also allowing you to protect your "[[Infernity Barrier]]"s from "[[Mystical Space Typhoon]]", a card often used to pick off your "[[Infernity Barrier]]"s. "[[Seven Tools of the Bandit]]" is a good trap card for protecting your "[[Infernity Barrier]]"s and monsters from cards like "[[Mirror Force]]" and "[[Compulsory Evacuation Device]]". "[[Archfiend Heiress]]" and "[[Archfiend Palabyrinth]]" work incredibly well in this deck. "[[Dark Grepher]]", "[[Armageddon Knight]]", "[[Lavalval Chain]]", and "[[Foolish Burial]]" can all activate the effect of "[[Archfiend Heiress]]", which allows you to add 1 "[[Archfiend Palabyrinth]]" to your hand from your deck. Using "[[Archfiend Palabyrinth]]", you can banish either a used-up "[[Infernity Necromancer]]" or another "[[Infernity Archfiend]]" to special summon "[[Infernity Archfiend]]" from your deck. Usually, banishing "[[Infernity Necromancer]]" doesn't put you at a disadvantage if you have already used its effect to special summon an "[[Infernity Archfiend]]" from your graveyard, because special summoning another "[[Infernity Archfiend]]" will allow you to add "[[Infernity Barrier]]" to your hand, setting you up for an OTK in the second turn with the +500 ATK boost "[[Archfiend Palabyrinth]]" offers. Another way some players run this deck is by still using 1 "[[Infernity Avenger]]" as a Tuner, and focusing primarily on Synchro Summoning but using the "[[Lavalval Chain]]" combos and other combos from the Xyz deck to help you Synchro Summon and gain advantage faster. Also, you may possibly use 1 "[[Infernity Mirage]]" for the Hundred Eyes combos. This version of the deck can easily Synchro Summon "[[Hundred Eyes Dragon]]", "[[Void Ogre Dragon]]", or "[[Infernity Doom Dragon]]" (and on occasion two of the forementioned in one turn depending on how well you drew) first turn whilst also having Infernity Barriers searched the same turn, and not slowing down the deck at all because "[[Lavalval Chain]]", "[[Summoner Monk]]", "[[Armageddon Knight]]", "[[Instant Fusion]]", "[[Transmodify]]" and "[[Dark Grepher]]" make it extremely easy to get your Graveyard set up with everything you need for your Level 8 Synchros.  You simply use the same combos as in the Xyz version, but send an "[[Infernity Avenger]]" to your Graveyard at some point then use "[[Infernity Necromancer]]" to resurrect him after having an "[[Infernity Archfiend]]" out on your field as well. Getting these three out on the field at once is extremely easy, you can use "[[Summoner Monk]]" to summon whatever monster you need at the time, then "[[Instant Fusion]]" for another "[[Lavalval Chain]]" if need be to send another card you need to your Graveyard, and "[[Infernity Launcher]]" to resurrect them all. You can send "[[Stygian Street Patrol]]"s to your Graveyard as well, then Special Summon the cards you need for the combo using his effect. "[[Transmodify]]" works very well in making your first turn Level 8 Synchros. You can use it on an "[[Infernity Necromancer]]" after already having used the "[[Infernity Necromancer]]" to Special Summon from your Graveyard "[[Infernity Avenger]]" or "[[Infernity Archfiend]]". This will let you Special Summon another "[[Infernity Archfiend]]" for an extra "[[Infernity Archfiend]]" search. Then with "[[Infernity Launcher]]" discard the "[[Infernity Avenger]]" you added to your hand and Tribute the Launcher for a Level 8 Synchro, after Xyz Summoning into a "[[Lavalval Chain]]" to send more monsters to your Graveyard you may need for the combo using the "[[Infernity Archfiend]]" you just summoned. Another great way is using "[[One for One]]" to both discard a monster you need in your Graveyard whom you had already searched using "[[Infernity Archfiend]]", then summon "[[Infernity Mirage]]" to Special Summon from your Graveyard Archfiend, Necromancer, and Avenger. There are many combos to make the first turn Level 8 Synchros and you do it using almost the same ways you make multiple Xyz first turn. This version of the deck gives the player extra negation power using "[[Void Ogre Dragon]]", good plays for future turns using "[[Hundred Eyes Dragon]]" (especially when combined with "[[Lavalval Chain]]"), and easy monster destroying with burn damage without the risks attacking brings using "[[Infernity Doom Dragon]]". All three of these monsters also have an extremely powerful 3000 ATK, whereas the Xyz variant's strongest monsters are only 2500 ATK. "[[Hundred Eyes Dragon]]" is arguably the most important Synchro monster in this build. By Synchro Summoning "[[Hundred Eyes Dragon]]" while also having a "[[Lavalval Chain]]" out (which you normally will), you can use "[[Lavalval Chain]]" to send whichever monster you want from your Deck to your Graveyard, then use "[[Hundred Eyes Dragon]]" to copy that monster's effects. With an "[[Infernity Necromancer]]" in your Graveyard, you can use "[[Hundred Eyes Dragon]]" to banish it and copy its effects then gain the ability to Special Summon an "[[Infernity Archfiend]]" from your Graveyard. Then, with "[[Infernity Archfiend]]"'s search you can grab another "[[Infernity Necromancer]]", and Normal Summon it, then activate its effect to Special Summon "[[Infernity Avenger]]", then Synchro Summon into another Level 8 Synchro. Also, you can search more "[[Infernity Barrier]]"s via this combo too.  You can also use "[[Hundred Eyes Dragon]]"'s effect to copy "[[Infernity Mirage]]" instead. By tributing himself to Special Summon "[[Infernity Archfiend]]" and "[[Infernity Necromancer]]", you can gain another "[[Infernity Barrier]]" and a different Level 8 Synchro.  Because "[[Hundred Eyes Dragon]] is not solely limited to copying only "[[Infernity]]" monsters' effects, you can also copy "[[Summoner Monk]]" and gain the ability to summon another Level 4 monster from your Deck by discarding a Spell. Also, you can copy "[[Dark Grepher]]" to send even more monsters to your Graveyard and give you even more plays depending on what else you have out on your field.  Keep in mind also, that since "[[Hundred Eyes Dragon]]" copies the name of the monster you banish as well as their effects, if you copy "[[Infernity Necromancer]]" or "[[Infernity Mirage]]" you now also meet the requirements to activate "[[Infernity Barrier]]". "[[Void Ogre Dragon]]" is an extremely powerful monster in this deck. Not only does it have 3000 ATK, but it can negate a Spell/Trap once per turn during either player's turn, unlike "[[Infernity Barrier]]" which just negates one card/ygorganization. Also, you can push for wins faster often due to the fact that you can negate a Spellcom/Trap on your turn right after Synchro Summoning "[[Void Ogre Dragon]]", whereas you must set "[[Infernity Barrier]]" before you can activate it. Because you can have "[[Void Ogre Dragon]]" on the field alongside other "[[Infernity]]" monsters with "[[Infernity Barrier]]"s set, your negation power is virtually unstoppable.  "[[Infernity Doom Dragon]]" will allow you to destroy monsters without having to attack the turn you added your "[[Infernity Barrier]]"s to your hand. Since you can't activate "[[Infernity Barrier]]" the turn you set it, this is extremely useful for destroying your opponent's monsters if they have backrow you may be worried about. More importantly, "[[Infernity Doom Dragon]]" can fulfill the requirements to activate "[[Infernity Barrier]]" as a 3000 ATK monster, giving your opponent a hard time finding a way around the "[[Infernity Barrier]]"s come their turn. "[[Infernity Avenger]]" also meets the requirements to activate "[[Infernity Barrier]]", giving you more use out of your "[[Infernity Barrier]]"s. Additionally, Avenger can be resurrected if a monster you control is destroyed by battle, and gain the Level of that monster. This is very useful for both avoiding attacks from your opponent and for more Synchro Summoning. You can even have your own monsters destroy themselves by attacking an opponent's monster, and then gain another Level 8 Synchro in your second "[[Main Phase]]". Normally, the only Xyz Monster you usually will need to use in this build is "[[Lavalval Chain]]". Besides that, you will usually Synchro Summon even though you only run 1 Tuner. However, you can still easily Xyz Summon if you need to, giving you no hassle against "[[Evilswarm Ophion]]". {{Decklist|Recommended Cards ocg-duelist-festival- Xyz Variant|color=|color2=|monsters =<!2016-obelisk-This is not an exact Decklist. Please do not add multiples or staples.force-deck-recipes/</ref>* [[Infernity Archfiend]]* [[Infernity Necromancer]]|effect monsters =
* [[Archfiend Heiress]]
* [[Summoner Monk]]
* [[Armageddon Knight]]
* [[Dark Grepher]]
* [[Infernity Archer]]
* [[Infernity Archfiend]] x3
* [[Infernity Patriarch]]
* [[Infernity General]]
* [[Infernity Mirage]] x3
* [[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 =
* [[Maestroke the Symphony Djinn]]* [[Lavalval Chain]]* [[Diamond Dire Wolf]]* [[Number 16: Shock Master]](Traditional)* [[Number 66: Master Key Beetle]]* [[Photon Papilloperative]]* [[Gagaga CowboyDark Rebellion Xyz Dragon]]
* [[Leviair the Sea Dragon]]
|fusion monsters =* Any Level 3 or Level 4 Fusion Monsters for Instant Fusion[[Number 39: Utopia]]* [[Darkfire DragonNumber 101: Silent Honor ARK]]* [[FusionistNumber S39: Utopia the Lightning]]
|spells =
<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Archfiend PalabyrinthDark Hole]]
* [[Foolish Burial]]
* [[Forbidden LanceHarpie's Feather Duster]]
* [[Infernity Launcher]]
* [[Instant FusionMonster Reborn]]* [[Mystical Space Typhoon]]* [[Night Beam]]* [[Pot of Duality]]* [[Transmodify]]* [[Upstart Goblin]]|traps =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity Barrier]]* [[Infernity Break]]}} {{Decklist|Recommended Cards - Synchro Variant|color=|color2=|monsters =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity Archfiend]]* [[Infernity Necromancer]]* [[Infernity Avenger]]* [[Summoner Monk]]* [[Infernity Mirage]]* [[Armageddon Knight]]* [[Dark Grepher]]* [[Stygian Street Patrol]]|xyz monsters =* [[Maestroke the Symphony Djinn]]* [[Lavalval Chain]]* [[Diamond Dire Wolf]]* [[Number 66: Master Key Beetle]]* [[Gagaga Cowboy]]* [[Leviair the Sea Dragon]]|fusion monsters =* Any Level 4 Fusion Monsters for Instant Fusion* [[Darkfire Dragon]]|synchro monsters =* [[Hundred Eyes Dragon]]* [[Infernity Doom Dragon]]* [[Void Ogre Dragon]]* [[Armades, Keeper of Boundaries]]* [[Ally of Justice Catastor]]* [[Beelze, King of Dark Dragons]]|spells =<!--This is not an exact Decklist. Please do not add multiples or staples.-->x3
* [[One for One]]
* [[Foolish Burial]]* [[Infernity Launcher]]* [[Instant Fusion]]* [[Mystical Space Typhoon]]* [[TransmodifyReasoning]]
|traps =
<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Compulsory Evacuation Device]] x2* [[Fiendish Chain]] x2* [[Infernity Barrier]]x3* [[Infernity Break]] x3* [[Infernity Inferno]]* [[Solemn Judgment]]
}}
===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 ==
 * In the Japanese version of ''[[Yu-Gi-Oh! 5D's]]'' when [[Kalin Kessler|Kalin]] says "Infernity", you can hear him mispronouncing it "Infinity". * 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 '''Infernity''' was used instead of '''Infernalty''' (ep. 33-35). For example, when Kalin played his "Infernality 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). This may have been because the "[[Infernity]]" archetype was not officially released when episodes 33-35 premiered, so the name was not completely decided yet. * This deck The Deck has great symbolance 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 playing this deckdueling. This can be well said about the playstyle play-style of "[[Infernity]]" decks, 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]]" while having an empty hand. * The new In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity" cards used in the [[Yu-Gi-Oh! 5D's (manga)|manga]] have a Medieval theme
* 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]]-Attribute monsters and their artwork generally depicts them in some fiery locationor using fire.* "Infernity" is notorious for its ability to take huge advantage of new Summoning types and mechanics.** 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.** 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.== References ==<references />
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