Difference between revisions of "Infernity"

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The first "Infernity" cards were released as promotional cards in ''[[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]'': "[[Infernity Archfiend]]", "[[Infernity Dwarf]]", and "[[Infernity Guardian]]". "[[Infernity Destroyer]]" was released in the ''[[Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide]]'' in Japan.
 
The first "Infernity" cards were released as promotional cards in ''[[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]'': "[[Infernity Archfiend]]", "[[Infernity Dwarf]]", and "[[Infernity Guardian]]". "[[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 the release of [[Stardust Overdrive]]: "[[Infernity Necromancer]]" and the first "Infernity" Trap Card "[[Infernity Force]]". With the release of [[The Shining Darkness]], fifteen more cards were added to the "Infernity" archetype for further support. [[The Shining Darkness]] also includes an "Infernity" Synchro Monster known as "[[Infernity Doom Dragon]]". ''[[Photon Shockwave]]'' introduced a new monster, "[[Infernity Knight]]".
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The first "Infernity" card released in a booster pack was "[[Infernity Beast]]" in [[Ancient Prophecy]]. Two additional "Infernity" cards soon followed with the release of [[Stardust Overdrive]]: "[[Infernity Necromancer]]" and the first "Infernity" Trap Card "[[Infernity Force]]". With the release of [[The Shining Darkness]], fifteen more cards were added to the "Infernity" archetype for further support. [[The Shining Darkness]] also included the "Infernity" Synchro Monster "[[Infernity Doom Dragon]]," and ''[[Photon Shockwave]]'' introduced "[[Infernity Knight]]".
  
Recently, the "Infernity" deck has gotten some big boosts. The first is "Leviair the Sea Dragon", which can be made with "Tour Guide from the Underworld" or with two "Infernity Necromancer"s. Courtesy of "Hundred-Eyes Dragon" banishing "Infernity Mirage" for its effect, "Leviair the Sea Dragon" can then revive the "Infernity Mirage" (its Special Summon restriction only applies to the graveyard) to make another Synchro and get an "Infernity Archfiend" search.  
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Recently, the "Infernity" Deck has gotten some big boosts. The first is "Leviair the Sea Dragon", which can be made with two "Infernity Necromancer"s. "Hundred-Eyes Dragon" can banish "Infernity Mirage" with its effect, and "Leviair the Sea Dragon" can then revive the "Infernity Mirage," as its Special Summon restriction only applies to the Graveyard, to Synchro Summon another monster and get an "Infernity Archfiend" search.  
  
Another handy Xyz monster is "Lavalval Chain", generally made with "Summoner Monk". Its effect can place "Infernity Archfiend" on top of your deck, which immediately Special Summons it on the following turn if your hand is otherwise empty. While it is frail, if "Lavalval Chain" manages to survive into the next turn, it can use its other effect to set up your graveyard for whatever "Infernity Archfiend" searched out.  
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Another handy Xyz monster is "Lavalval Chain", generally made with "Summoner Monk". Its effect can place "Infernity Archfiend" on top of your deck, which immediately Special Summons it on the following turn if your hand is otherwise empty. While it is on the weaker side in terms of ATK and DEF, if "Lavalval Chain" manages to survive into a second turn turn, it can use its other effect to set up your Graveyard with whatever "Infernity Archfiend" searched out.  
  
Lastly, "Void Ogre Dragon" is another powerful Level 8 Synchro monster with good synergy, fending off threats such as "Dark Hole" and "Heavy Storm"  
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Lastly, "Void Ogre Dragon" is a welcome addition to the "Infernity" arsenal of Level 8 Synchro monsters, having great synergy with the deck and able to fend off threats such as "Dark Hole" and "Heavy Storm."  
  
  
 
==Playing style==
 
==Playing style==
  
As the monster's 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 "[[Infernity Archfiend]]" and "[[Infernity Avenger]]".
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Immediately apparent is this deck's reliance on an empty hand. Using [[discard]]ing effects like those of "[[Raigeki Break]]" and "[[Phoenix Wing Wind Blast]]" which also generate advantage is the fastest way to empty your hand while setting up your Graveyard for cards like "[[Infernity Archfiend]]" and "[[Infernity Avenger]]".
  
You can add "[[Fabled]]" cards to an "Infernity" Deck. 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 lets you empty your hand to have a high Level, powerful [[Tuner]] monster. "[[Fabled Soulkius]]" (a Level 6, 2200 ATK monster lets you send two cards to the Graveyard to Special Summon it from the [[Graveyard]], fitting perfectly into the themes of the "Infernity" cards. On top of that, the "[[Fabled]]" are all [[LIGHT]] monsters, while the "Infernity" cards are all [[DARK]] monsters so "[[Chaos Sorcerer]]" or [[Black Luster Soldier - Envoy of the Beginning]] can be splashed into this deck and you can use "[[Chaos Emperor Dragon - Envoy of the End]]"  in [[Traditional Format]].
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Choice "[[Fabled]]" cards can be added to an "Infernity" Deck; most notably, "[[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 per card. "[[Fabled Soulkius]]" is a Level 6, 2200 ATK monster that can revive itself at the cost of 2 discards, which is hardly a cost to an "Infernity" Deck. As an added perk, the "[[Fabled]]" are all [[LIGHT]] monsters, while the "Infernity" cards are all [[DARK]], allowing room for a [[Chaos]]-oriented variant.
  
As of [[The Shining Darkness]] release, the "Infernity" archetype has become much more [[Graveyard]] based. Both "[[Infernity Mirage]]" and "[[Infernity Launcher]]" can quickly and effectively Special Summon your monsters from your Graveyard. Because the most common way of emptying your hand is discarding you'll have plenty of "Infernities" in your Graveyard to Special Summon. "[[Infernity Avenger]]" can also Special Summon itself and become one of the only Level 5+ tuners. Because of new Graveyard tactics, the "Infernity" have become less and less reliant of top decking, turning this rather risky deck type into a much more consistent deck type.
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With the release of [[The Shining Darkness]], the "Infernity" archetype focused on Graveyard tactics. 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 "[[Infernity Mirage]]" and "[[Infernity Launcher]]." As a bonus, "[[Infernity Avenger]]" can Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning as a level 5+ Tuner.
  
It's usually not good to use cards such as "[[Full Salvo]]", "[[Fine]]" and "[[Rope of Life]]", since, while they empty your hand, they also give very small benefits and most times the loss outweighs the gain.
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Note, it's best to avoid cards like "[[Full Salvo]]", "[[Fine]]", and "[[Rope of Life]]", because although they empty the hand, they typically don't generate more than a meager advantage.
  
A well-built "Infernity" deck can summon several high-level [[Synchro Monsters]] every turn, providing the right cards exist on the field or in-hand. A popular choice is "[[Trishula, Dragon of the Ice Barrier]]" while a cheaper alternative is "[[Mist Wurm]]". "[[Infernity Launcher]]" (whether in the hand or on the field) will allow the player to summon a second "Wurm" via "[[Infernity Necromancer]]", "[[Infernity Archfiend]]", "[[Infernity Beetle]]" and another copy of "[[Infernity 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 abilities used by a "[[Infernity]]" deck. However, you want your "Infernity" monsters in the Graveyard so it can be a double-edged sword (with the exception of "[[Infernity Mirage]]", which is used with "Hundred-Eyes Dragon" to gain advantage). Another Synchro Monster target is "[[Infernity Doom Dragon]]".
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A well-built "Infernity" Deck can churn out several high-level [[Synchro Monsters]] per turn, provided the right cards exist on the field or in the hand. "[[Trishula, Dragon of the Ice Barrier]]" used to be a popular pick, but "[[Mist Wurm]]" has proven to be the go-to alternative since Trishula's banning. "[[Infernity Launcher]]," whether in the hand or on the field, will allow the player to summon a second "Wurm" via "[[Infernity Necromancer]]", "[[Infernity Archfiend]]", "[[Infernity Beetle]]" and another copy of "[[Infernity Launcher]]" to clear the opponent's field. "[[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. Another good [[Synchro Monster]] is "[[Hundred-Eyes Dragon]]": it's effect-copying ability makes it an extra copy of virtually any "Infernity" card, provided it exists in the Graveyard. However, "Infernity" monsters typically serve better in the Graveyard, making its banishing requirement somewhat of a double-edged sword (with the exception of "[[Infernity Mirage]]", which is used with "Hundred-Eyes Dragon" to gain advantage).
  
 
== Strengths ==
 
== Strengths ==
  
Currently, the most noticeable strength of an "Infernity" deck is its ability to Synchro Summon quickly thanks to cards like "[[Infernity Launcher]]" and "[[Infernity Necromancer]]", which allow for very fast Special Summoning from the Graveyard. Similarly to "Launcher", "[[Infernity Mirage]]" can Special Summon two more "Infernity" monsters by being Tributed and it's easy to keep a hand empty thanks to many cards such as "[[Raigeki Break]]", "[[Phoenix Wing Wind Blast]]", "[[Into the Void]]" and so on. Also, the "Infernity" archetype has its own specific Counter Trap Card in the form of "[[Infernity Barrier]]", a card that can [[Negate]] almost anything by itself ("Infernity" decks create a long chain of Synchro Summons, at the end of which they have three "Infernity Barriers" set along with their Synchro Monsters, making them almost invincible if not stopped at the start).
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The most noticeable strength of an "Infernity" Deck is its easy Synchro Summoning capabilities. The "Infernity" archetype can also boast its own [[Counter Trap Card]] in the form of "[[Infernity Barrier]]", a card that can [[Negate]] virtually anything. "Infernity" decks create a long chain of Synchro Summons, which concludes with three primed "Infernity Barriers" backing a field of powerful Synchro Monsters. This set up is nigh invincible if left uninterrupted.
 
 
If properly used it can use the many ways it has to Special Summon from the Graveyard to provide material for Synchro Summons without having to rely on big plays.
 
  
 
== Weaknesses ==
 
== Weaknesses ==
  
"Infernities", despite their enormous Synchro Summoning ability, have a number of crucial weaknesses. Cards such as "[[Macro Cosmos]]" and "[[Dimensional Fissure]]" are giant threats because they stop the entire "Infernity" strategy. "[[Skill Drain]]" is also a huge threat as it stops "[[Infernity Archfiend]]", "[[Hundred-Eyes Dragon]]", and "[[Infernity Necromancer]]". Side-Deck "[[Imperial Iron Wall]]", "[[Chaos Hunter]]" or "[[Burial from a Different Dimension]]" to combat against the removal cards and use "[[Mystical Space Typhoon]]" to deal with "[[Skill Drain]]". Cards like "[[Effect Veiler]]" and "[[Battle Fader]]" that can be activated in your hand can prevent an "Infernity" combo. You can use "[[Infernity Barrier]]" and "[[Debunk]]" to stop these cards. Cards like "[[Threatening Roar]]" and "[[Waboku]]" can slow down "Infernity" decks for a turn, giving your opponent time to counter. A "[[Gravekeeper's]]" deck, because of [[Necrovalley]], can ruin your entire strategy.
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"Infernities", despite their enormous Synchro Summoning ability, have a number of crucial weaknesses. Cards such as "[[Macro Cosmos]]" and "[[Dimensional Fissure]]" are major threats to the "Infernity" strategy. "[[Skill Drain]]" can render "[[Infernity Archfiend]]", "[[Hundred-Eyes Dragon]]", and "[[Infernity Necromancer]]" useless. These shortcomings can be combated with side-decked copies of "[[Imperial Iron Wall]]", "[[Chaos Hunter]]" or "[[Burial from a Different Dimension]]", and "[[Mystical Space Typhoon]]" can deal with "[[Skill Drain]]". Cards like "[[Effect Veiler]]" and "[[Battle Fader]]" that can be activated from the hand can also pose problems, and are trickier to avoid, although a well-timed "[[Infernity Barrier]]" or "[[Debunk]] can remedy the situation.
 
 
Also, by themselves, Infernities are a fairly weak archetype, with the most powerful non-Synchro card being "[[Infernity Destroyer]]", which only has 2300 ATK. However, the card "[[Wave-Motion Inferno]]" can help fix this problem by increasing the attack and defense of your Infernity monsters by 400 points.  
 
  
"Infernity" monsters are also severely hampered by "[[Consecrated Light]]". This monster prevents the Summoning of DARK monsters, therefore disabling all the various Special Summoning plays "Infernities" can do. However, it cannot stop DARK monsters from being Flip Summoned, so you can use this to try and get around [[Consecrated Light]]. "[[Shadow-Imprisoning Mirror]]" can also stop "Infernities".  
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Also, by themselves, Infernities are a fairly weak archetype, with the most powerful non-Synchro card being "[[Infernity Destroyer]]," bearing a sub-par 2300 ATK for its level. However, the card "[[Wave-Motion Inferno]]" can help fix this problem by increasing the attack and defense of your Infernity monsters by 400 points.  
  
Some good cards to side against "Infernities" are "[[D.D. Crow]]" and "[[Crevice Into the Different Dimension]]", both of which shut down any "Infernity" OTK. Cards like "[[Prohibition]]" and "[[Discord]]" can be especially damaging as they can disrupt plays while still leaving cards in hand, slowing the deck down further.
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"Infernity" monsters are also severely hampered by "[[Consecrated Light]]". This monster prevents the Summoning of DARK monsters, therefore disabling most "Infernity" plays. However, it cannot stop DARK monsters from being Flip Summoned, so you can use this to try and get around [[Consecrated Light]]. "[[Shadow-Imprisoning Mirror]]" can also stop "Infernities".  
  
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 such as "[[Judgment Dragon]]" or "[[Black Rose Dragon]]" you may find yourself without options. To keep this from happening, "[[Infernity Guardian]]" is a great defense since it can't be destroyed by effects. Use "[[Infernity Force]]" to bring back "[[Infernity Doom Dragon]]" and counterattack. Another weakness of an "Infernity" deck is that it can be completely shut down by "[[Ambitious Gofer]]" due to the fact that it takes advantage of an empty hand.
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The deck's dependency on an empty hand is a weakness in itself. If you play a large number of cards and then your opponent plays a field-clearing card such as "[[Judgment Dragon]]" or "[[Black Rose Dragon]]" you may find yourself without options. To keep this from happening, "[[Infernity Guardian]]" is a great defense since it can't be destroyed by effects. Use "[[Infernity Force]]" to bring back "[[Infernity Doom Dragon]]" and counterattack. Another weakness of an "Infernity" deck is that it can be completely shut down by "[[Ambitious Gofer]]" due to the fact that it takes advantage of an empty hand.
  
 
Another potential weakness is "[[The Fabled Unicore]]". If both players have no cards in their hands, then "Unicore" will completely shut down an "Infernity" deck.  Because of this, an "Infernity" user should be wary against a "[[Fabled]]" deck.
 
Another potential weakness is "[[The Fabled Unicore]]". If both players have no cards in their hands, then "Unicore" will completely shut down an "Infernity" deck.  Because of this, an "Infernity" user should be wary against a "[[Fabled]]" deck.

Revision as of 06:57, 24 March 2012

Infernity
"Infernity Archfiend" and "Infernity Avenger".
"Infernity Archfiend" and "Infernity Avenger".
English
  • Infernalty (anime)
French
  • Enfernité
German
  • Ewig Infernal
Italian
  • Demoneterno
Portuguese
  • Infernal
Spanish
  • Inférnicos
Sets
Lists

Infernity, a portmanteau of the words "Infernal" and "Infinity", are all DARK monster cards whose effects activate when a player has no cards in the hand. This archetype's 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 name was "Infernity 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, the archetype was referred to as Infernalty.

The first "Infernity" cards were released as promotional cards in Yu-Gi-Oh! 5D's Stardust Accelerator: "Infernity Archfiend", "Infernity Dwarf", and "Infernity Guardian". "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 the release of Stardust Overdrive: "Infernity Necromancer" and the first "Infernity" Trap Card "Infernity Force". With the release of The Shining Darkness, fifteen more cards were added to the "Infernity" archetype for further support. The Shining Darkness also included the "Infernity" Synchro Monster "Infernity Doom Dragon," and Photon Shockwave introduced "Infernity Knight".

Recently, the "Infernity" Deck has gotten some big boosts. The first is "Leviair the Sea Dragon", which can be made with two "Infernity Necromancer"s. "Hundred-Eyes Dragon" can banish "Infernity Mirage" with its effect, and "Leviair the Sea Dragon" can then revive the "Infernity Mirage," as its Special Summon restriction only applies to the Graveyard, to Synchro Summon another monster and get an "Infernity Archfiend" search.

Another handy Xyz monster is "Lavalval Chain", generally made with "Summoner Monk". Its effect can place "Infernity Archfiend" on top of your deck, which immediately Special Summons it on the following turn if your hand is otherwise empty. While it is on the weaker side in terms of ATK and DEF, if "Lavalval Chain" manages to survive into a second turn turn, it can use its other effect to set up your Graveyard with whatever "Infernity Archfiend" searched out.

Lastly, "Void Ogre Dragon" is a welcome addition to the "Infernity" arsenal of Level 8 Synchro monsters, having great synergy with the deck and able to fend off threats such as "Dark Hole" and "Heavy Storm."


Playing style

Immediately apparent is this deck's reliance on an empty hand. Using discarding effects like those of "Raigeki Break" and "Phoenix Wing Wind Blast" which also generate advantage is the fastest way to empty your hand while setting up your Graveyard for cards like "Infernity Archfiend" and "Infernity Avenger".

Choice "Fabled" cards can be added to an "Infernity" Deck; most notably, "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 per card. "Fabled Soulkius" is a Level 6, 2200 ATK monster that can revive itself at the cost of 2 discards, which is hardly a cost to an "Infernity" Deck. As an added perk, the "Fabled" are all LIGHT monsters, while the "Infernity" cards are all DARK, allowing room for a Chaos-oriented variant.

With the release of The Shining Darkness, the "Infernity" archetype focused on Graveyard tactics. 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 "Infernity Mirage" and "Infernity Launcher." As a bonus, "Infernity Avenger" can Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning as a level 5+ Tuner.

Note, it's best to avoid cards like "Full Salvo", "Fine", and "Rope of Life", because although they empty the hand, they typically don't generate more than a meager advantage.

A well-built "Infernity" Deck can churn out several high-level Synchro Monsters per turn, provided the right cards exist on the field or in the hand. "Trishula, Dragon of the Ice Barrier" used to be a popular pick, but "Mist Wurm" has proven to be the go-to alternative since Trishula's banning. "Infernity Launcher," whether in the hand or on the field, will allow the player to summon a second "Wurm" via "Infernity Necromancer", "Infernity Archfiend", "Infernity Beetle" and another copy of "Infernity Launcher" to clear the opponent's field. "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. Another good Synchro Monster is "Hundred-Eyes Dragon": it's effect-copying ability makes it an extra copy of virtually any "Infernity" card, provided it exists in the Graveyard. However, "Infernity" monsters typically serve better in the Graveyard, making its banishing requirement somewhat of a double-edged sword (with the exception of "Infernity Mirage", which is used with "Hundred-Eyes Dragon" to gain advantage).

Strengths

The most noticeable strength of an "Infernity" Deck is its easy Synchro Summoning capabilities. The "Infernity" archetype can also boast its own Counter Trap Card in the form of "Infernity Barrier", a card that can Negate virtually anything. "Infernity" decks create a long chain of Synchro Summons, which concludes with three primed "Infernity Barriers" backing a field of powerful Synchro Monsters. This set up is nigh invincible if left uninterrupted.

Weaknesses

"Infernities", despite their enormous Synchro Summoning ability, have a number of crucial weaknesses. Cards such as "Macro Cosmos" and "Dimensional Fissure" are major threats to the "Infernity" strategy. "Skill Drain" can render "Infernity Archfiend", "Hundred-Eyes Dragon", and "Infernity Necromancer" useless. These shortcomings can be combated with side-decked copies of "Imperial Iron Wall", "Chaos Hunter" or "Burial from a Different Dimension", and "Mystical Space Typhoon" can deal with "Skill Drain". Cards like "Effect Veiler" and "Battle Fader" that can be activated from the hand can also pose problems, and are trickier to avoid, although a well-timed "Infernity Barrier" or "Debunk can remedy the situation.

Also, by themselves, Infernities are a fairly weak archetype, with the most powerful non-Synchro card being "Infernity Destroyer," bearing a sub-par 2300 ATK for its level. However, the card "Wave-Motion Inferno" can help fix this problem by increasing the attack and defense of your Infernity monsters by 400 points.

"Infernity" monsters are also severely hampered by "Consecrated Light". This monster prevents the Summoning of DARK monsters, therefore disabling most "Infernity" plays. However, it cannot stop DARK monsters from being Flip Summoned, so you can use this to try and get around Consecrated Light. "Shadow-Imprisoning Mirror" can also stop "Infernities".

The deck's dependency on an empty hand is a weakness in itself. If you play a large number of cards and then your opponent plays a field-clearing card such as "Judgment Dragon" or "Black Rose Dragon" you may find yourself without options. To keep this from happening, "Infernity Guardian" is a great defense since it can't be destroyed by effects. Use "Infernity Force" to bring back "Infernity Doom Dragon" and counterattack. Another weakness of an "Infernity" deck is that it can be completely shut down by "Ambitious Gofer" due to the fact that it takes advantage of an empty hand.

Another potential weakness is "The Fabled Unicore". If both players have no cards in their hands, then "Unicore" will completely shut down an "Infernity" deck. Because of this, an "Infernity" user should be wary against a "Fabled" deck.

Post-September 2010 Strategy

After the September 2010 Forbidden list and its restriction of "Infernity Launcher", the "Infernity" strategy became less OTK oriented and more control oriented. The place of primary Tuner, once held by "Infernity Beetle", now belongs to "Infernity Avenger". This is because the Level 8 Synchro monsters it Summons in tandem with "Infernity Archfiend" and "Infernity Necromancer" have far more synergy with the deck than the Level 9 Synchro monsters do, which, without the flat-out ridiculous OTK potential offered by triple "Infernity Launcher", is necessary.

"Hundred-Eyes Dragon" is the most important Synchro monster. It is used to remove "Infernity Mirage" then Special Summon "Infernity Archfiend" and "Infernity Necromancer". This gets a search from "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 leave you in the same position at the start, except with an extra "Infernity Barrier" at the very least. Then, if you have more "Infernity Mirage" in your graveyard, you can repeat this process for extra "Infernity Barrier"s. These loops are best finished with "Infernity Doom Dragon" as it not only is a 3000 ATK beatstick with a Burn and destruction effect, but more importantly, it makes the searched "Infernity Barrier"s live.

"Stygian Street Patrol" is a very powerful card, although it can be a bit slow if drawn as opposed to being sent straight from the deck to the graveyard. Its two uses are to act as a Special Summon outlet for "Infernity Archfiend" if it's the last card in hand, and as a way to keep barraging your opponent with Synchro monsters by Special Summoning an "Infernity Mirage" searched by "Infernity Archfiend" after your Normal Summon has been used up.

Also, a balance between "Armageddon Knight" and "Dark Grepher" as opposed to just "Dark Grepher" is preferred, as the more modest monster count can make "Dark Grepher"s discard unwieldy at times.

If you are using "Allure of Darkness", "Plaguespreader Zombie", and "Hundred-Eyes Dragon" to mimic "Infernity Mirage", good ways to reuse these banished monsters would be "D.D.R. - Different Dimension Reincarnation" and "Burial from a Different Dimension".

This archetype can easily Summon "Red Nova Dragon". "Infernity Archfiend", "Infernity Necromancer" and "Infernity Avenger" are used to Summon "Red Dragon Archfiend", at which point "Infernity Beetle" is Summoned and activates its effect to Special Summon two more of itself, which then tune with "Red Dragon Archfiend" to Special Summon "Red Nova Dragon".

Recently, the "Infernity" deck has gotten some big boosts. The first is "Leviair the Sea Dragon", which can be made with "Tour Guide from the Underworld" or with two "Infernity Necromancer"s. Courtesy of "Hundred-Eyes Dragon" banishing "Infernity Mirage" for its effect, "Leviair the Sea Dragon" can then revive the "Infernity Mirage" (its Special Summon restriction only applies to the graveyard) to make another Synchro and get an "Infernity Archfiend" search.

Another handy Xyz monster is "Lavalval Chain", generally made with "Summoner Monk". Its effect can place "Infernity Archfiend" on top of your deck, which immediately Special Summons it on the following turn if your hand is otherwise empty. While it is frail, if "Lavalval Chain" manages to survive into the next turn, it can use its other effect to set up your graveyard for whatever "Infernity Archfiend" searched out.

Lastly, "Void Ogre Dragon" is another powerful Level 8 Synchro monster with good synergy, fending off threats such as "Dark Hole" and "Heavy Storm"

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Extra Deck

Infernity Burn OTK

An Infernity Burn OTK Deck is built around dealing 8000 Burn damage to your opponent in one turn. This is done using the overwhelming Swarming capabilities of "Infernity Mirage" and "Infernity Launcher" and Tributing those monsters for "Shadowpriestess of Ohm".

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Suggested Cards

How it works

The combo starts with a hand consisting solely of "Infernity Mirage" and a field consisting of a "Shadowpriestess of Ohm". You also need "Infernity Archfiend", "Infernity Necromancer", "Infernity Beetle" and "Stygian Street Patrol" in your Graveyard.

  1. Normal Summon "Infernity Mirage".
  2. Tribute it to activate its effect, Special Summoning "Infernity Necromancer" and "Infernity Archfiend" from your Graveyard.
  3. "Infernity Archfiend's" effect activates, searching your deck for any "Infernity" card. Pick "Infernity Launcher".
  4. Activate "Infernity Launcher" (Note that it does nothing at the moment).
  5. Activate "Infernity Necromancer's" effect, Special Summoning "Infernity Beetle" from your Graveyard.
  6. Activate "Infernity Beetle's" effect, by Tributing itself to "Special Summon" two more "Infernity Beetles" from your Deck.
  7. Using the effect of "Shadowpriestess of Ohm", Tribute the 1st "Infernity Beetle", the 2nd "Infernity Beetle", "Infernity Necromancer" and "Infernity Archfiend" for a total of 3200 points of Burn Damage.
  8. Activate "Infernity Launcher's" effect, Special Summoning "Infernity Necromancer" and "Infernity Archfiend" from your Graveyard.
  9. Using "Infernity Archfiend's" Effect, add another "Infernity Mirage" to your hand.
  10. Activate the effect of "Stygian Street Patrol", removing itself from play to Special Summon "Infernity Mirage" from your Hand.
  11. Activate "Infernity Necromancer's" effect, Special Summoning "Infernity Beetle" from your Graveyard.
  12. Using the effect of "Shadowpriestess of Ohm", Tribute "Infernity Beetle", "Infernity Necromancer" and "Infernity Archfiend" for a total of points of 2400 Burn Damage.
  13. Tribute "Infernity Mirage" to activate its effect, Special Summoning "Infernity Necromancer" and "Infernity Archfiend" from your Graveyard.
  14. When "Infernity Archfiend" is Special Summoned, DO NOT use its effect to add an "Infernity" Card from your Deck to your Hand (unless you are adding an "Infernity" trap card to set, but since this is an OTK it hardly matters).
  15. Activate "Infernity Necromancer's" effect, Special Summoning "Infernity Beetle".
  16. Using the effect of "Shadowpriestess of Ohm", Tribute "Infernity Beetle", "Infernity Necromancer" and "Infernity Archfiend" for a total of 2400 points of Burn Damage.
  17. By now, you have successfully inflicted 8000 points of Burn Damage to your opponent.

Infernity World

This deck revolves around the not having any cards in your hand as well but use the "Dark World" Swarm.

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Trivia

  • In the Japanese version of Yu-Gi-Oh! 5D's when Kalin says Infernity, you can hear him mispronouncing it Infinity.
  • The more recent additions of the "Infernity" archetype seem to have a Western Shootout theme to them.
  • The new "Infernity" cards used in the 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 with fire.