This article may require cleanup to meet this wiki's standards.
"Infernity" (インフェルニティ Inferuniti), is an archetype of DARK monsters used by Kalin Kessler in Yu-Gi-Oh! 5D's. 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".
Both "Infernity Archfiend" and "Infernity Doom Dragon" appears as characters in Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus.
"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 name was "Infernity Gun") relate to cowboys. The "Infernity" monsters that debuted in the manga, including "Knight," "General," and "Archer", instead follow a medieval theme.
"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".
An Infernity deck relies on an empty hand. Using discarding effects like "Dark Grepher", or effects that help you use multiple cards from your hand like "Marauding Captain" or "Tin Goldfish" is the fastest way to empty your hand while setting up your Field and/or Graveyard for cards like "Infernity Launcher", "Infernity Necromancer" and "Infernity Mirage".
The first Infernity decks did not make much impact during their early days of play. The most common build for Infernity Decks were to utilize "Infernity Beetle", along with cards like "Dark Grepher" and "Destiny HERO - Malicious" to make high-level Synchro Summons or to turbo out "Red Nova Dragon" using the two "Infernity Beetles" that the first one can summon.
Late Synchro Era
During the final parts of the 5D's season, Infernities became a powerhouse with the release of "Infernity Archfiend" and the discovery (and abuse) of the pre-errata "Brionac, Dragon of the Ice Barrier" combo which involves returning all cards on the field to their owner's hand using Brionac's effect, while emptying your hand at the same time. This combo also include the "Hundred Eyes Dragon" loop, which can potentially set up a full backrow of Infernity Barriers and Breaks.
"Leviair the Sea Dragon" extended the Hundred Eyes Dragon loop by returning the banished "Infernity Mirage", enabling its effect to be used once again, then having another "Hundred Eyes Dragon" banish it for the same effect.
"Lavalval Chain" on the other hand, has provided the Deck with the consistency it needed, requiring only two Level 4 monsters to Xyz Summon. With the deck already running the likes of "Dark Grepher", "Armageddon Knight", "Summoner Monk", "Stygian Street Patrol", and "Infernity Archfiend", summoning Rank 4 Xyz Monsters are an ease.
During this time, the archetype has also transitioned from a hybrid build utilizing both Synchro and Xyz monsters to a much more straight-forward deck using only Xyz monsters while letting go of the "Hundred Eyes Dragon" loop in favor of a faster and more consistent "Lavalval Chain" combo which also ends up with up to three set "Infernity Barrier" and/or "Infernity Break".
Infernity decks never fail to abuse new cards and new mechanics whenever they come around.
From the loss of having "Lavalval Chain" banned come the trio of "Performapal Skullcrobat Joker", "Performapal Monkeyboard" and "Performapal Lizardraw" and the new build for Infernity decks to abuse the Pendulum Summoning mechanic. However, this was short-lived as the trio was also hit by the Forbidden and Limited list due to being too overpowered and enabling many decks to Pendulum Summon without much restriction.
For a long time, players tried using various Pendulum engines to replace the loss of the three Performapal monsters such as Igknights and Pendulum Magicians with varying degrees of success.
From the rise of Link monsters, come the rise of Infernity once again. This time, however, they come to put an end to everyone during the first turn of the game.
Using "Firewall Dragon", "Summon Sorceress", and "Knightmare Goblin" as their prime Link Monsters, Infernity FTK decks destroyed many other decks who were unfortunate enough to not open a hand trap on the first turn. With the effect of "M-X-Saber Invoker" summoning "Amazoness Archer" and the ability of Infernity monsters to continuously summon themselves from the Graveyard using "Infernity Necromancer" and "Infernity Mirage", FTK Burn finally became a viable strategy.
Unfortunately, with the abuse of these cards came the banning of the burn engine, along with the Link Monsters responsible.
As at February 2020, the Infernity archetype is still looking for a new home. Therefore, many Infernity fans are looking forward to the changes in the new Master Rule 2020, wherein Fusion, Synchro, and Xyz monsters are able to be spammed on the field once again, even without Link Monsters.
Review of the Archetype
The most noticeable strength of an "Infernity" Deck is its easy Special Summoning capabilities.
Given that "Hundred Eyes Dragon" is arguably the most important Synchro monster in the "Infernity" arsenal. As 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", "Infernity Launcher", or "Infernity Mirage". Then, "Infernity Necromancer" Special Summons "Infernity Avenger", which is used to Synchro Summon for another Level 8 Synchro monster.
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 Special Summons, which concludes with up to three primed "Infernity Barriers" and/or "Infernity Breaks" backing a field of powerful Monsters. This set up is nearly invincible if achieved.
Infernities, despite their enormous field-spamming capability, have a number of crucial weaknesses. The most significant of which, is their signature condition of having no cards in hand in order to activate their effects.
In the current 2020 metagame, hand-traps such as "Ash Blossom & Joyous Spring", "Effect Veiler" and "Infinite Impermanence" can disrupt their combo completely, even during a first turn play. Infernities are not suitable to use cards that needs to be activated from the hand like "Called by the Grave" and most 'hand-traps' as they oppose the condition for Infernity monsters to activate their effect, which is having no cards in hand.
In addition, Graveyard-hate cards such as "Macro Cosmos", special summoning-hate cards like "Fossil Dyna Pachycephalo" and effect-nullifying cards like "Skill Drain are very effective against Infernities.
Another weakness for this archetype a long Duel. As the deck can be extremely explosive during the first few turns, but can quickly run out of gas during mid to late game.
Finally, once an Infernity player uses up all the resources they've accumulated from their early-game combos, they will have a difficult time recovering if their opponent survives the first few turns, as Infernity players will usually have no cards in their hand and will heavily rely on top-decking to win the Duel.
- This deck has great symbolance 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 deck. This can be well said about the playstyle 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.
- In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity".
- 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 location.