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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| 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| other_names = ; Croatian: Paklovječeni| 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'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'''".== Appearance ==The first "Infernity" cards were released as promotional cards in ''[[Yu-Gihas two primary themes within their artworks; members originating from the anime have a more Wild West-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]'': "[[Infernity Archfiend]]"inspired aesthetic, as seen with "[[Infernity DwarfAvenger]]", and "[[Infernity GuardianRandomizer]]". "[[Infernity Destroyer]]" was released in the ''[[Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide]]'' in Japan. The first "Infernity" card released in a booster pack was "[[Infernity Beast]]" in [[Ancient Prophecy]]. Two additional "Infernity" cards soon followed with for cowboys and the release likes of [[Stardust Overdrive]]: "[[Infernity NecromancerArchfiend]]" and the first "Infernity" Trap Card "[[Infernity ForceMirage]]"for Native Americans. With Meanwhile, the release of [[The Shining Darkness]], fifteen manga members much more cards were added closely resemble chess pieces akin to the early "Infernity" archetype. [[The Shining DarknessArchfiend]] also included the "Infernity" Synchro Monster "[[Infernity Doom Dragon]]," ''[[Photon Shockwave]]'' introduced "[[Infernity Knight]]" and last, [[Cosmo Blazer]] introduced [[Infernity Archer]]. The "Infernity" Deck received some major boosts with the advent of Xyz monsters. The first is "[[Leviair the Sea Dragon]]", which can be made with two "Infernity Necromancer"s, two "[[Tour Guide From the Underworld]]"s, or a combination of the two. "[[Hundred Eyes Dragon]]" or namely "[[Infernity BreakPatriarch]]" can banish "Infernity Mirage" with its effect, and "Leviair the Sea Dragon" can then revive the "Infernity Mirage" for a Synchro Summon and an "Infernity Archfiend" search, as the restriction on its Special Summon only applies to the Graveyard. Another handy Xyz monster is "[[Lavalval Chain]]". Its effect can place "[[Infernity ArchfiendKnight]]" on top of your deck, which can lead to its Special Summon on the following turn if your hand is empty. While it Fire is on the weaker side in terms of ATK and DEF, if "[[Lavalval Chain]]" manages to survive into also a second turn, it can use its other effect to set up your Graveyard with whatever "[[Infernity Archfiend]]" searched out. "[[Void Ogre Dragon]]" and "[[Beelze of the Diabolic Dragons]]" are welcome additions to the "Infernity" arsenal commonality shared by members of Level 8 Synchro monsters, having great synergy with the deck and able to fend off threats such as "[[Dark Hole]]" and most common defensive traps. Lastly, "Infernity" Decks serve as a great engine to easily Summon all of the "[[Red Dragon Archfiend (archetype)|Red Dragon Archfiend]]", including "[[Red Nova Dragon]]", "[[Hot Red Dragon Archfiend Abyss]]" and "[[Hot Red Dragon Archfiend Bane]]", possibly even in one turn. == Design == === Appearance ==="Infernity" monsters' artwork owes much to stereotypical depictions of the "wild west," with cards such as "[[Infernity Archfiend]]", "[[Infernity Necromancer]]", and "[[Infernity Mirage]]" alluding to the Native Americans, while cards like "[[Infernity Avenger]]", "[[Infernity Randomizer]]", and "[[Infernity Launcher]]" (whose original Japanese their name was "Infernity Gun") relate to cowboys. More recent "Infernity" monsters like "[[Infernity Knight]]implies," "[[Infernity General]]," and "[[Infernity Archer]]" bear strong medieval overtonesare generally demonic in appearance.  === Etymology ===
"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".
 ==Play Playing style==The deck relies archetype has a play-style focusing on having an empty hand. Using [[discardhand]]ing effects like "[[Dark Grepher]]" and "[[Summoner Monk]]" is the fastest way , with in-theme ways of emptying it to empty your hand while setting up your Graveyard make their plays. This can make cards that force discards a bonus for cards like "the [[Infernity LauncherDeck]]", "[[Infernity Necromancer]]" and "[[Infernity Avenger]]"even against an archetype that would focus on doing soWith the release of ''They also possess strong [[The Shining DarknessSpecial Summon]]''capabilities, the "Infernity" archetype's strategy became Graveyard-centricallowing them to take advantage of multiple mechanics. Because the most common way A key member of emptying the hand Deck is through discarding effects, the Graveyard should load up very quickly with "InfernitiesInfernity Archfiend" , able to Special Summon with 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 effects usefulness of the card though there are workarounds. "[[Infernity MirageWildcat]]", "can help with getting monsters into the [[Infernity NecromancerGY]]" and "[[Infernity Launcher]]". As to allow one to get going as it gets rid of a bonus, fellow "[[Infernity Avenger]]" can to Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning and as a level 3+ Tuner. Note, it's best to avoid cards like "[[Full SalvoTuner]]", "[[Fine]]", and "[[Rope of Life]]", because although they empty the hand, they typically don't generate more than momentary advantage. An "Infernity" player should always plan allows for the long-term. A well-built "Infernity" Deck can churn out several powerful easier [[Synchro MonstersSummon]] and ing on top of being able to modify its own [[Xyz MonstersLevel]] per turn. "by [[Infernity Launcherbanish]]" can allow for even more Synchro Summons and Xyz Summons via ing a combination of "[[Infernity Necromancer]]"comrade from the GY, while "[[Infernity Archfiend]]", and/or "[[Infernity Avenger]]"requires a monster to be destroyedWith the release of One could use this with "[[Lavalval ChainInfernity General]]", most who in turn banishes itself to revive 2 Level 3 or lower "[[Infernity]]" decks have changed to run only "monsters which could also set up [[Infernity AvengerXyz Summon]]" as their Tuner or no Tuners at all to ensure a low monster count considering s. "[[Infernity Beetle]]" is only useful when running 3. However, "[[Mist Wurm]]" can still easily be made with two another Level 4s and an Avenger. "2 Tuner which [[Infernity MirageTribute]]" can Tribute s 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 MonsterSummon]] is "[[Hundred Eyes Dragon]]": its ability essentially makes it additional copies from the Deck while you have a fourth copy of any "Infernity" monster, provided it exists in the Graveyard. Normallybare hand, you will use its effect adding to copy either "[[Infernity Necromancerswarm]]" or "[[Infernity Mirage]]", which will let you Summon back other Infernity monsters in your Graveyard to gain further advantageing capabilities. 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 Another helpful member is its easy Synchro Summoning and Xyz Summoning capabilities. The archetype also boasts its own [[Counter Trap Card]] in the form of "[[Infernity BarrierNecromancer]]"- a card that , who can immediately go into [[NegateDefense Position]] virtually anything- as well as its own with a decent 2000 [[Normal Trap CardDEF]] in "[[Infernity Break]]" which takes care of any threats that Infernity Barrier cannot handle. "Infernity" decks create long chains of Synchro and/or Xyz Special Summonsmore resources from the GY, which concludes can be combined with up to three primed "Infernity BarriersMirage" for swarming and recovery though note "Infernity BreaksMirage" 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 capability, have a number of crucial weaknessesitself cannot be Special Summoned. * Cards that lock your Graveyard or [[Monster effect]], like "[[Macro CosmosInfernity Conjurer]]"revives itself and, "while your hand is empty, lowers the [[Dimensional FissureATK]]", of opposing monsters by 800. "[[NecrovalleyInfernity Dwarf]]"simply grants your monsters piercing battle damage which may be of some use, whilst "[[Shadow-Imprisoning MirrorInfernity Beast]]" and "shuts down [[Skill DrainSpell]]" are major threats, with "s/[[Rivalry of WarlordsTrap]]" or "[[Royal Decree]]" as minor threatss when it attacks. ** Side Decking "[[Imperial Iron WallInfernity Destroyer]]", "[[Burial from sports a Different Dimension]]" or "[[Miracle Dig]]", decent 2300 ATK and "can deal an additional 1600 [[Twin Twisterseffect damage]]" can counter themwhen it destroys a monster, though conversely "[[Infernity BreakGuardian]]" cannot be used destroyed by battle or card’s effects while face-up which can help with playing defensively. "Imperial Iron WallRandomizer"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* Card that lock your [[Extra Deck]], like "[[Domain of Patriarch" relies on being the True Monarchs]]"only card in your hand to Special Summon itself, "[[Artifact Scythe]]" and "[[Dragon Buster Destruction Sword]]" are as troublesome as can banish itself from the above GY to save your cards.** Without a strong [[Extra Deck]], from destruction while "InfernitiesKnight" are can empty your hand 2 cards at a fairly weak archetype, with their most powerful non-Synchro card being time to revive itself. "[[Infernity GeneralArcher]]," sporting 2700 ATK with no restriction of Summonsimply attacks directly* [[Hand Traps]], such as "[[Effect Veiler]]", are one In terms of the most troubled things. ** "[[Mind DrainExtra Deck]]" will help greatly against these threats, though you cannot use the effect of "Infernity Archfiend", either. * Nukes, such as "[[Judgment DragonSynchro Monster]]", "[[Black Rose DragonInfernity Doom Archfiend]]" or "can [[Evilswarm Exciton Knightnegate]]" will almost completely shut you down, as you would have no cards in the hand for any face-up card's effects and on a comeback.** "[[Infernity Guardian]]" could be a lifebare-saver in such a situationbones hand, can also destroy it while also doubling any battle damage it inflicts* Card that add cards It also grants any DARK Synchro Monster up to your hand, such as "2 attacks each [[Destiny HERO - DefenderBattle Phase]]", . "[[The Gift of GreedInfernity Doom Dragon]]", can slow your play.** You can just use the cards they give you as target and destroy a result, monster before inflicting half its ATK as the number is not many. And as a result - You can easily get rid of them, thus backfiring your opponent.  * If your play is interrupted, you will have damage but won’t be able to rely on [[Top-Decking]], which is really unreliableattack. * If your opening Hand is not balancedIn terms of Spells and Traps, you will have a lot of trouble.  * Though staple card is "[[Infernity BarrierLauncher]]" and "Infernity Break" are powerful cards, they as it can pose problems when you draw them but do not have empty the requirements to activate them in your hand. * Because this archetype is very dependent on other cards in faster and bring back 2 of your Deck monsters by sending itself to support your plays, you will have problems if you draw certain cards without drawing the necessary support to make them beneficialGY. Examples include drawing an "Infernity Archfiend" Combined with no way of Special Summoning it or getting it in your Graveyard to Special Summon it via "[[Infernity NecromancerWave-Motion Inferno]]", drawing too many "[[Stygian Street Patrol]]s" with no this can quickly power up your monsters in your hand to benefit its effect, and so onstart off strong==Post-September 2010== After the September 2010 Forbidden list's restriction on "[[Infernity LauncherParanoia]]", can Tribute your monsters to Summon another from the "Infernity" Deck began to lean on or GY but its control aspect. "[[Infernity Avenger]]" replaced "[[Infernity Beetle]]" effects are negated as the deck's primary [[Tuner]]. It allows "Infernities" to Summon level 8 Synchro monsters with relative easea result, which, without and must have different name but the [[OTK]] potential offered by a full play-set of "[[Infernity Launcher]]", is necessary for same Level as the deck's continued viabilityTributeGiven that, "[[Hundred Eyes Dragon]]Paranoia" is arguably can also recover resources during the most important Synchro monster in next turn after it was sent to the "Infernity" arsenalGY. As touched upon, it can banish "[[Infernity MirageZERO-MAX]]," copy its effect, helps with reviving your monsters and then Special Summon "can clear the opponent's [[Infernity Archfiend]]" and "[[Infernity Necromancerfield]]". This triggers a search out of "[[Infernity Archfiend]]", usually for "[[Infernity Barrier]]", "[[Infernity Launcher]]", monsters with equal or "[[Infernity Mirage]]"lower ATK to boot. Then, "[[Infernity NecromancerPhantom Hand]]" Special Summons "[[Infernity Avenger]]", which is used to a [[Synchro SummonContinuous Trap]] for another Level 8 Synchro monster. Note that this monster allows its controller to banish their entire hand face-down which could be another "[[Hundred Eyes Dragon]]", which a counter in a pinch against Decks that would restart this cycle with lose you the addition of a set "[[Infernity Barrier]]game." These loops are best finished with "[[Infernity Doom DragonSuppression]]": not only can negate a 3000 ATK beatstick equipped with a [[Burn]] monster's effect and destruction effectinflict burn damage, but more importantly, an "Infernity" monster making it valuable with which to fulfill the activation requirement of "Barrier." "fact it can be activated the turn it was [[Stygian Street PatrolSet]]" 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 Graveyardyou have an empty hand. It acts as a Special Summon outlet for "[[Infernity ArchfiendBarrier]]" if it's on the last card in other hand, and as is a means of barraging an opponent with Synchro monsters by Special Summoning an "[[Infernity MirageCounter Trap]]" searched by that can negate ''anything'' while your hand is lacking, making it a staple. "[[Infernity ArchfiendReflector]]" after a Normal Summonempties the hand when your monster is destroyed and revives it before inflicting 1000 damageIf included, a balance between "[[Armageddon KnightVoid Ogre Dragon]]" is a useful Synchro Monster for the Deck (and "[[Dark Grepher]]" as opposed to just "[[Dark Grepher]]" is preferredwas even used by Kalin Kessler in the manga), as "Infernity" Decks tend to have providing a lower monster-to-big 3000 ATK beatstick who can negate and destroy any Spells/Traps ratio than most Decks, rendering the opponent would use. "[[Charge Into a Dark GrepherWorld]]'s" discard unwieldy. With can resurrect practically any of the release of "[[Lavalval ChainMain Deck]]"members before emptying your hand, the making it a perfect fit. "[[InfernityDark World Dealings]]" Synchro deck now has much more consistency. It allows for more consistent Synchro Summoning and faster Graveyard set-up, without having to might also be of use slow and inconsistent cards such as it can draw a card while also providing your GY with resources. "[[Infernity InfernoCherubini, Ebon Angel of the Burning Abyss]]", is also helpful as it can accomplish getting monsters like "[[Wave-Motion Inferno]]General", ready for later. "[[Dark EruptionHundred Eyes Dragon]]"is an extremely useful card, "[[Into able to continuously copy the effects of your monsters in the Void]]"GY to get more mileage out of them, and especially the likes of "[[Phantom Hand]]" by instead using cards such as "[[Summoner Monk]]", "[[Instant Fusion]]" and Mirage"[[Transmodify]]". See Post Duel Terminal 7 for more information.===Recommended cards==={{Decklist|Recommended Cards|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]]* [[Swift Gaia the Fierce KnightInfernity 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 Dragon Archfiend]]* [[Mist WurmAbyss]]
* [[Trishula, Dragon of the Ice Barrier]]
* [[Accel Synchro Stardust Dragon]]
** [[Bystial Dis Pater]]
** [[Baronne 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]]
*[[Card of DemiseVoid Apocalypse]]*[[Into the VoidCrimson Gaia]](with "Vision Resonator")|normal traps =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity Barrier]]
* [[Infernity Break]]
}} ==Post-Duel Terminal 7== After the release of "[[Lavalval Chain]]" in [[Duel Terminal 7]], some players began focusing the "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: 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 BarrierInferno]]". "[[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. Also, you can push for wins faster often due to the fact that you can negate a Spell/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 - Xyz Variant|monsters =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity ArchfiendReflector]]* [[Infernity NecromancerSuppression]]* [[Archfiend Heiress's Ghastly Glitch]]* [[Summoner Monk]]* [[Armageddon KnightFiend Griefing]]* [[Dark Grepher]]* [[Stygian Street Patrol]]|xyz monsters =* [[Maestroke the Symphony Djinn]]* [[Lavalval Chain]]* [[Diamond Dire Wolf]]* [[Number 16: Shock Master]](Traditional)* [[Number 66: Master Key Beetle]]* [[Photon Papilloperative]]* [[Gagaga Cowboy]]* [[Leviair the Sea Dragon]]|fusion monsters =* Any Level 3 or Level 4 Fusion Monsters for Instant Fusion* [[Darkfire Dragon]]* [[Fusionist]]|spells =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Archfiend Palabyrinth]]* [[Foolish Burial]]* [[Forbidden Lance]]* [[Infernity Launcher]]* [[Instant Fusion]]* [[Mystical Space Typhoon]]* [[Night Beam]]* [[Pot of Duality]]* [[Transmodify]]* [[Upstart GoblinSacrifice]]|counter traps =<!--This is not an exact Decklist. Please do not add multiples or staples.-->
* [[Infernity Barrier]]
|continuous traps =* [[Infernity BreakPhantom Hand]]
}}
{{Decklist|Recommended Cards - Synchro Variant|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.-->* [[One for One]]* [[Foolish Burial]]* [[Infernity Launcher]]* [[Instant Fusion]]* [[Mystical Space Typhoon]]* [[Transmodify]]|traps =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity Barrier]]* [[Infernity Break]]}}==Official Deck===
{{Decklist|Reasoning-Gate Infernity<ref>https://ygorganization.com/ocg-duelist-festival-2016-obelisk-force-deck-recipes/</ref>
|effect monsters =
* [[Infernity Archer]]
* [[Infernity Archfiend]] x3
* [[Infernity BishopPatriarch]]
* [[Infernity General]]
* [[Infernity Mirage]] x3
* [[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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