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Infernity

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Weaknesses
== 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. ** These shortcomings can be combated with side-decked copies of "[[Imperial Iron Wall]]", "[[Burial from a Different Dimension]]", and "[[Mystical Space Typhoon]]" or "[[Twister]]". 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 need 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. 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==
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