Infernity

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Jankfernity, a portmanteau of the words "Jankfernal" and "Jankfinity", are primarily DARK monster cards with effects activated when a player has no cards in their hand. This archetype resembles much of the wild west, with cards such as "Jankfernity Archfiend", "Jankfernity Necromancer", and "Jankfernity Mirage" alluding to the native Americans while cards like "Jankfernity Avenger", "Jankfernity Randomizer", and "Jankfernity Launcher" (whose original Japanese name was Jankfernity Gun) relate to the cowboys. This archetype was used by Kalin Kessler in Yu-Gi-Oh! 5D's. In episodes 33, 34, and 35 in the English version of Yu-Gi-Oh! 5D's, these Jankfernity monsters, spells and/or traps were known as Jankfernalty.

The first Jankfernity cards were released as promotional cards in Yu-Gi-Oh! 5D's Stardust Accelerator: "Jankfernity Archfiend", "Jankfernity Dwarf", and "Jankfernity Guardian". Jankfernity Destroyer was released in the Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide in Japan.

The first Jankfernity card released in a booster set was "Jankfernity Beast" in Ancient Prophecy. Two additional Jankfernity cards soon followed with the release of Stardust Overdrive: Jankfernity Necromancer and the first Jankfernity trap card Jankfernity Force. With the release of The Shining Darkness, fifteen more cards were added to the Jankfernity archetype for further support. The Shining Darkness also includes an Jankfernity synchro monster known as Jankfernity Doom Dragon.

Playing style

As the monster Effects imply, this deck is focused on having no hand. Using discarding effects, such as Raigeki Break and Phoenix Wing Wind Blast is the fastest way to empty your hand while setting up your graveyard for cards like Jankfernity Archfiend and Jankfernity Avenger.

Used correctly, this deck can become very powerful on its own. However, you can add a twist by adding in cards from one or two different Archetypes. The first is the "Dark World" series. Most of the support tends to involve discarding cards from the hand and Special Summoning from the graveyard, and most of the monsters benefit from this.

The other Archetype is the "Fabled" series. Like the Dark World set, these cards focus primarily on discarding cards in the player's hand. The key difference, however, is that the Fabled do not actually discard cards to use their own effects, but rather to decrease the number of cards the player is holding, as their monsters can use their effects only when the player's hand is low on cards, or empty altogether. For this reason, they seem to fit in better with the Jankfernity cards. Notable cards are Fabled Raven (a Level 2, 1300 ATK Tuner monster which lets you discard any number of cards to increase its Level by 1, and its ATK by 400, for each card. This effectively lets you empty your hand to have a high Level, high power Tuner monster) and Fabled Soulkius (a Level 6, 2200 ATK monster which lets you discard two cards to Special Summon it from the graveyard, fitting perfectly into both the themes of the Jankfernity cards). On top of that, the "Fabled" are all LIGHT monsters, while the Jankfernity cards are all DARK monsters, so even the powerful Chaos Sorcerer can be splashed into this deck, and in Traditional Format, the great and mighty duo Chaos Emperor Dragon - Envoy of the End and Black Luster Soldier - Envoy of the Beginning.

As of The Shining Darkness release, the Jankfernity archetype has become much more Graveyard based. Both Jankfernity Mirage and Jankfernity Launcher can quickly and effectively summon your monsters from the grave. And because the most common way of emptying your hand is discarding, you'll have plenty of Jankfernities in your grave to summon. Jankfernity Avenger can also summon himself and possibly become one of the only Lv.5+ tuners. Because of new graveyard tactics, the Jankfernity have become less and less reliant of top decking, turning this rather risky deck type into a powerful tool of decimation.

Even though Jankfernity decks can manipulate the number of DARK monsters in their Graveyard at ease, Dark Armed Dragon is not a recommended card, due to the possibility of it getting stuck in your hand, hindering the entire deck, and you don't want your Jankfernities Removed from Play.

It's usually not recommended to use cards such as "Full Salvo", "Fine" and "Rope of Life", since, while they empty your hand, they also give small benefits and most times the loss outweighs the gain.

The Jankfernity deck structure is now able to effectively summon several high-level Synchro Monsters every turn, providing the right cards exist on the field or in-hand. A popular choice is to Synchro Summon Trishula, Dragon of the Ice Barrier,you can also summon Red Nova Dragon by Red Dragon Archfiend and 2 Jankfernity Beetles or Mist Wurm, and exploit their field-clearing abilities, while Jankfernity Launcher (whether in the hand or on the field) will allow the player to summon a second Trishula or Wurm via Jankfernity Necromancer, Jankfernity Archfiend, Jankfernity Beetle and another copy of Jankfernity Launcher, to clear the opponent's field, hand and graveyard of any cards blocking a direct attack. Another good Synchro Monster is Hundred-Eyes Dragon due to the fact that it can copy most of the ability's used by a Jankfernity deck. However, you want your Jankfernity monsters in the Graveyard, so it can be a double-edged sword.

Weaknesses

Jankfernities, despite their enormous potential as an Instant Synchro deck, have a number of crucial weaknesses. Of course, the foremost one is the one shared among most of today's competitive decks. Cards like Royal Oppression, Macro Cosmos, Dimensional Fissure, Crevice Into the Different Dimension and any other that could lock down the main assets of the deck are the most dangerous threat, with Skill Drain placing just after them in terms of threat. Side-Deck Imperial Iron Wall to combat against the removal cards, and Twister to deal with Royal Oppression. Cards like Effect Veiler and Battle Fader that can be activated in hand can give major surprise and/or lockdown to Jankfernity combo. Cards like Threatening Roar and Waboku can slow Jankfernity for a turn, allowing you to get a bit of timing to counter.

Also, by themselves they are a fairly weak archetype, with the most powerful non-Synchro card, Jankfernity Destroyer, being only 2300 ATK and without a strong enough effect. Hindering the key cards of the deck with Prohibition and the like can also disrupt their strategy dramatically, since this will leave cards in hand, stopping the effects of Jankfernity monsters.

Jankfernity monsters are also severely affected by Consecrated Light. This monster prevents the Summoning of DARK monsters; therefore disabling Synchro-Summoning. Be careful, Dark monsters can be Flip-Summoned. Consecrated Light will only stall for a turn or two.

And if you're looking for cards to side against Jankfernities, D.D. Crow, Crevice Into the Different Dimension and likes shuts down any Jankfernity OTK move.

The fact that this deck depends on having no cards in your hand can be a weakness itself. If you play a large number of cards and then your opponent plays a field-clearing card like Judgment Dragon or Black Rose Dragon, you may find yourself painted into a corner. To keep this from happening, Jankfernity Guardian is a great defense since it can't be destroyed by effects. Use Jankfernity Force to bring back Jankfernity Death Dragon and counterattack. Another weakness of an Jankfernity deck is that it can be completely shut down by Ambitious Gofer due to the fact that it takes advantage of an empty hand.

Strengths

Currently, the most noticeable strength of an Jankfernity deck is its ability to Instant Synchro with ease, thanks to cards like Jankfernity Launcher and Jankfernity Necromancer, which allow for very fast Special Summoning from the Graveyard. Similarly to Launcher, Jankfernity Mirage can Special Summon two more Jankfernity monsters simply by being Tributed, and it's rather easy to keep a hand empty thanks to many cards like Raigeki Break, Phoenix Wing Wind Blast, Into the Void and so on. Also, the Jankfernity archetype has its own specific Counter-Trap in the form of Jankfernity Barrier, a card that can jam almost anything by itself.

If properly used, it can simply use the many ways it has to Special Summon from the Graveyard to provide material for Synchro Summons, not necessarily having to rely on big plays.

Post-September 2010 Strategy

After the September 2010 Forbidden list, the Jankfernity strategy became less OTK oriented and more control oriented. The place of primary tuner, once take by Jankfernity Beetle, now belongs to Jankfernity Avenger. In addition, the loop is now about summoning level eight synchro monsters, not level nines. Hundred-Eyes Dragon and Jankfernity Doom Dragon has become a much more important card. It is being used to remove Jankfernity Mirage, summon Jankfernity Archfiend and Jankfernity Necromancer. This is to obtain an extra search with Jankfernity Archfiend, usually for Jankfernity Barrier or Jankfernity Break. Another major level eight synchro is Jankfernity Doom Dragon which not only gives you a 3000 attacker with a burn and destruction effect but also a name for Jankfernity Barrier. Jankfernity Necromancer is then used to retrieve Jankfernity Avenger, which is used to Synchro Summon for another level eight. Stygian Street Patrol is now being used to special summon Jankfernity Archfiend while it is the last card in hand, and thus generates a search. It is also used to Special Summon searched Jankfernity Mirages to continue the combo, or search Jankfernity Necromancers and Jankfernity Avengers to obtain missing pieces of it. Armageddon Knight has replaced one Dark Grepher, as one does not always want to discard Jankfernity Archfiend now. If one starts the loop while one's opponent has a monster with 1900 attack or more, one can OTK by summoning Colossal Fighter and Armory Arm. Simply perform the loop as normal, but leave Jankfernity Archfiend out of the last synchro summon. Equip their monster with Armory Arm, and attack it with Colossal Fighter until they lose.

And a good way to save and "re-use" your removed from field monsters would be Return from the Different Dimension if you are playing with Allure of Darkness, Plaguespreader Zombie, The Dark Creator and using constantly the effect of Hundred-Eyes Dragon to remove your monsters from the graveyard and gain they're effects like the effect of the Jankfernity Necromancer to special summon the Jankfernity Archfiend to bring to your hand an Jankfernity Barrier or a Tuner Monster if you have make a normal summon this turn or remove the Jankfernity Mirage after attack to special summon Stardust Dragon with the strategy posted before

This archetype can easily Summon Red Nova Dragon, just by simply using Jankfernity Archfiend, Jankfernity Necromancer and Jankfernity Avenger to Summon Red Dragon Archfiend then Summon Jankfernity Beetle and activate its effect to special summon two more Jankfernity Beetles, then tune both with Red Dragon Archfiend to Special Summon Red Nova Dragon.

Recommended Cards

Monsters

Spells

Traps

Extra Deck

Jankfernity World

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

Recommended cards

Monsters

Spells

Traps

Trivia

  • In the Japanese version of Yu-Gi-Oh! 5D's when Kalin says Jankfernity, you can hear him mispronouncing it Jankfinity.
  • The more recent additions of the Jankfernity archetype seem to have a Western Shootout theme to them.
  • The handless effect of the Jankfernity 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 the Jankfernitys are DARK-attribute monsters and their artwork generally depicts them with fire.